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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
#include "backends/graphics/opengl/texture.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "graphics/scaler/aspect.h"
#ifdef USE_SCALERS
#include "graphics/scalerplugin.h"
#endif
#include "common/textconsole.h"
#include "common/config-manager.h"
#ifdef USE_OSD
#include "common/translation.h"
#endif
OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(SdlEventSource *eventSource, SdlWindow *window)
: SdlGraphicsManager(eventSource, window), _lastRequestedHeight(0),
#if SDL_VERSION_ATLEAST(2, 0, 0)
_glContext(),
#else
_lastVideoModeLoad(0),
#endif
_graphicsScale(2), _gotResize(false), _wantsFullScreen(false), _ignoreResizeEvents(0),
_desiredFullscreenWidth(0), _desiredFullscreenHeight(0) {
// Setup OpenGL attributes for SDL
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Set up proper SDL OpenGL context creation.
#if SDL_VERSION_ATLEAST(2, 0, 0)
// Context version 1.4 is chosen arbitrarily based on what most shader
// extensions were written against.
enum {
DEFAULT_GL_MAJOR = 1,
DEFAULT_GL_MINOR = 4,
DEFAULT_GLES_MAJOR = 1,
DEFAULT_GLES_MINOR = 1,
DEFAULT_GLES2_MAJOR = 2,
DEFAULT_GLES2_MINOR = 0
};
#if USE_FORCED_GL
_glContextType = OpenGL::kContextGL;
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
#elif USE_FORCED_GLES
_glContextType = OpenGL::kContextGLES;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
#elif USE_FORCED_GLES2
_glContextType = OpenGL::kContextGLES2;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES2_MAJOR;
_glContextMinor = DEFAULT_GLES2_MINOR;
#else
bool noDefaults = false;
// Obtain the default GL(ES) context SDL2 tries to setup.
//
// Please note this might not actually be SDL2's defaults when multiple
// instances of this object have been created. But that is no issue
// because then we already set up what we want to use.
//
// In case no defaults are given we prefer OpenGL over OpenGL ES.
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &_glContextProfileMask) != 0) {
_glContextProfileMask = 0;
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &_glContextMajor) != 0) {
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &_glContextMinor) != 0) {
noDefaults = true;
}
if (noDefaults) {
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
} else {
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
}
}
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
if (_glContextMajor >= 2) {
_glContextType = OpenGL::kContextGLES2;
} else {
_glContextType = OpenGL::kContextGLES;
}
} else if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_CORE) {
_glContextType = OpenGL::kContextGL;
// Core profile does not allow legacy functionality, which we use.
// Thus we request a standard OpenGL context.
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
} else {
_glContextType = OpenGL::kContextGL;
}
#endif
#else
_glContextType = OpenGL::kContextGL;
#endif
_vsync = ConfMan.getBool("vsync");
// Retrieve a list of working fullscreen modes
Common::Rect desktopRes = _window->getDesktopResolution();
#if SDL_VERSION_ATLEAST(2, 0, 0)
// With SDL2 we use the SDL_WINDOW_FULLSCREEN_DESKTOP flag.
// Thus SDL always use the desktop resolution and it is useless to try to use something else.
// Do nothing here as adding the desktop resolution to _fullscreenVideoModes is done as a fallback.
_fullscreenVideoModes.push_back(VideoMode(desktopRes.width(), desktopRes.height()));
if (ConfMan.hasKey("force_frame_update")) {
_forceFrameUpdate = ConfMan.getInt("force_frame_update", Common::ConfigManager::kApplicationDomain);
}
#else
const SDL_Rect *const *availableModes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
// TODO: NULL means that there are no fullscreen modes supported. We
// should probably use this information and disable any fullscreen support
// in this case.
if (availableModes != NULL && availableModes != (void *)-1) {
for (;*availableModes; ++availableModes) {
const SDL_Rect *mode = *availableModes;
_fullscreenVideoModes.push_back(VideoMode(mode->w, mode->h));
}
}
#endif
// Sort the modes in ascending order.
Common::sort(_fullscreenVideoModes.begin(), _fullscreenVideoModes.end());
// Strip duplicates in video modes.
for (uint i = 0; i + 1 < _fullscreenVideoModes.size();) {
if (_fullscreenVideoModes[i] == _fullscreenVideoModes[i + 1]) {
_fullscreenVideoModes.remove_at(i);
} else {
++i;
}
}
// In case SDL is fine with every mode we will force the desktop mode.
// TODO? We could also try to add some default resolutions here.
if (_fullscreenVideoModes.empty() && !desktopRes.isEmpty()) {
_fullscreenVideoModes.push_back(VideoMode(desktopRes.width(), desktopRes.height()));
}
// Get information about display sizes from the previous runs.
if (ConfMan.hasKey("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain)) {
_desiredFullscreenWidth = ConfMan.getInt("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain);
_desiredFullscreenHeight = ConfMan.getInt("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain);
} else {
// Use the desktop resolutions when no previous default has been setup.
_desiredFullscreenWidth = desktopRes.width();
_desiredFullscreenHeight = desktopRes.height();
}
}
OpenGLSdlGraphicsManager::~OpenGLSdlGraphicsManager() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
#ifdef USE_IMGUI
destroyImGui();
#endif
notifyContextDestroy();
SDL_GL_DeleteContext(_glContext);
#else
if (_hwScreen) {
notifyContextDestroy();
}
#endif
}
bool OpenGLSdlGraphicsManager::hasFeature(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureFullscreenMode:
case OSystem::kFeatureIconifyWindow:
case OSystem::kFeatureVSync:
#if SDL_VERSION_ATLEAST(2, 0, 0)
case OSystem::kFeatureFullscreenToggleKeepsContext:
case OSystem::kFeatureRotationMode:
#endif
return true;
default:
return OpenGLGraphicsManager::hasFeature(f);
}
}
void OpenGLSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
assert(getTransactionMode() != kTransactionNone);
_wantsFullScreen = enable;
break;
case OSystem::kFeatureVSync:
assert(getTransactionMode() != kTransactionNone);
_vsync = enable;
break;
case OSystem::kFeatureIconifyWindow:
if (enable) {
_window->iconifyWindow();
}
break;
case OSystem::kFeatureRotationMode:
notifyResize(getWindowWidth(), getWindowHeight());
break;
default:
OpenGLGraphicsManager::setFeatureState(f, enable);
}
}
bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureFullscreenMode:
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window && _window->getSDLWindow()) {
return (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
} else {
return _wantsFullScreen;
}
#else
if (_hwScreen) {
return (_hwScreen->flags & SDL_FULLSCREEN) != 0;
} else {
return _wantsFullScreen;
}
#endif
case OSystem::kFeatureVSync:
return _vsync;
default:
return OpenGLGraphicsManager::getFeatureState(f);
}
}
float OpenGLSdlGraphicsManager::getHiDPIScreenFactor() const {
return _window->getDpiScalingFactor();
}
void OpenGLSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
// HACK: This is stupid but the SurfaceSDL backend defaults to 2x. This
// assures that the launcher (which requests 320x200) has a reasonable
// size. It also makes small games have a reasonable size (i.e. at least
// 640x400). We follow the same logic here until we have a better way to
// give hints to our backend for that.
if (w > 320) {
_graphicsScale = 1;
} else {
_graphicsScale = 2;
}
if (ConfMan.getBool("force_resize", Common::ConfigManager::kApplicationDomain)) {
notifyResize(w, h);
}
return OpenGLGraphicsManager::initSize(w, h, format);
}
void OpenGLSdlGraphicsManager::updateScreen() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
static uint32 lastUpdateTime = 0;
if (_forceFrameUpdate) {
if (_forceRedraw) {
lastUpdateTime = SDL_GetTicks();
} else {
// This works for the most part. Anything between 20 and 40 yields
// around 24fps. It's not till we set it to 20 that it changes and
// jumps to around 40fps.
// 50 ~ 16fps
// 40 ~ 24fps
// 20 ~ 45fps
if (SDL_GetTicks() - lastUpdateTime > _forceFrameUpdate) {
_forceRedraw = true;
lastUpdateTime = SDL_GetTicks();
}
}
}
#endif
if (_ignoreResizeEvents) {
--_ignoreResizeEvents;
}
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
if (_imGuiCallbacks.render) {
_forceRedraw = true;
}
#endif
OpenGLGraphicsManager::updateScreen();
}
void OpenGLSdlGraphicsManager::notifyVideoExpose() {
_forceRedraw = true;
}
void OpenGLSdlGraphicsManager::notifyResize(const int width, const int height) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
// We sometime get inaccurate resize events from SDL2. So use the real drawable size
// we get from SDL2 and ignore the event data.
// The issue for example occurs when switching from fullscreen to windowed mode or
// when switching between different fullscreen resolutions because SDL_DestroyWindow
// for a fullscreen window that doesn't have the SDL_WINDOW_FULLSCREEN_DESKTOP flag
// causes a SDL_WINDOWEVENT_RESIZED event with the old resolution to be sent, and this
// event is processed after recreating the window at the new resolution.
int currentWidth, currentHeight;
getWindowSizeFromSdl(¤tWidth, ¤tHeight);
float dpiScale = _window->getSdlDpiScalingFactor();
if (ConfMan.getBool("force_resize", Common::ConfigManager::kApplicationDomain)) {
currentWidth = width;
currentHeight = height;
}
debug(3, "req: %d x %d cur: %d x %d, scale: %f", width, height, currentWidth, currentHeight, dpiScale);
if (ConfMan.getBool("force_resize", Common::ConfigManager::kApplicationDomain)) {
createOrUpdateWindow(currentWidth, currentHeight, 0);
}
handleResize(currentWidth, currentHeight);
// Remember window size in windowed mode
if (!_wantsFullScreen) {
currentWidth = (int)(currentWidth / dpiScale + 0.5f);
currentHeight = (int)(currentHeight / dpiScale + 0.5f);
// Check if the ScummVM window is maximized and store the current
// window dimensions.
if (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_MAXIMIZED) {
ConfMan.setInt("window_maximized_width", currentWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("window_maximized_height", currentHeight, Common::ConfigManager::kApplicationDomain);
ConfMan.setBool("window_maximized", true, Common::ConfigManager::kApplicationDomain);
} else {
ConfMan.setInt("last_window_width", currentWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_window_height", currentHeight, Common::ConfigManager::kApplicationDomain);
ConfMan.setBool("window_maximized", false, Common::ConfigManager::kApplicationDomain);
}
ConfMan.flushToDisk();
}
#else
if (!_ignoreResizeEvents && _hwScreen && !(_hwScreen->flags & SDL_FULLSCREEN)) {
// We save that we handled a resize event here. We need to know this
// so we do not overwrite the users requested window size whenever we
// switch aspect ratio or similar.
_gotResize = true;
if (!setupMode(width, height)) {
warning("OpenGLSdlGraphicsManager::notifyResize: Resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#endif
}
bool OpenGLSdlGraphicsManager::loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) {
// This function should never be called from notifyResize thus we know
// that the requested size came from somewhere else.
_gotResize = false;
// Save the requested dimensions.
_lastRequestedWidth = requestedWidth;
_lastRequestedHeight = requestedHeight;
// Fetch current desktop resolution and determining max. width and height
Common::Rect desktopRes = _window->getDesktopResolution();
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool isMaximized = ConfMan.getBool("window_maximized", Common::ConfigManager::kApplicationDomain);
if (!_wantsFullScreen) {
if (isMaximized && ConfMan.hasKey("window_maximized_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("window_maximized_height", Common::ConfigManager::kApplicationDomain)) {
// Set the window size to the values stored when the window was maximized
// for the last time.
requestedWidth = ConfMan.getInt("window_maximized_width", Common::ConfigManager::kApplicationDomain);
requestedHeight = ConfMan.getInt("window_maximized_height", Common::ConfigManager::kApplicationDomain);
} else if (!isMaximized && ConfMan.hasKey("last_window_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_window_height", Common::ConfigManager::kApplicationDomain)) {
// Load previously stored window dimensions.
requestedWidth = ConfMan.getInt("last_window_width", Common::ConfigManager::kApplicationDomain);
requestedHeight = ConfMan.getInt("last_window_height", Common::ConfigManager::kApplicationDomain);
} else {
// Set the basic window size based on the desktop resolution
// since we have no values stored, e.g. on first launch.
requestedWidth = MAX<uint>(desktopRes.width() / 2, 640);
requestedHeight = requestedWidth * 3 / 4;
// Save current window dimensions
ConfMan.setInt("last_window_width", requestedWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_window_height", requestedHeight, Common::ConfigManager::kApplicationDomain);
ConfMan.flushToDisk();
}
if (requestedHeight == 0)
requestedHeight = 100; // Add at least some sane value instead of dividing by zero
}
#else
// Set the basic window size based on the desktop resolution
// since we cannot reliably determine the current window state
// on SDL1.
requestedWidth = MAX<uint>(desktopRes.width() / 2, 640);
requestedHeight = requestedWidth * 3 / 4;
#endif
// In order to prevent any unnecessary downscaling (e.g. when launching
// a game in 800x600 while having a smaller screen size stored in the configuration file),
// we override the window dimensions with the "real" resolution request made by the engine.
if ((requestedWidth < _lastRequestedWidth * _graphicsScale || requestedHeight < _lastRequestedHeight * _graphicsScale) && ConfMan.getActiveDomain()) {
requestedWidth = _lastRequestedWidth * _graphicsScale;
requestedHeight = _lastRequestedHeight * _graphicsScale;
}
// Set allowed dimensions
uint maxAllowedWidth = desktopRes.width();
uint maxAllowedHeight = desktopRes.height();
float ratio = (float)requestedWidth / (float)requestedHeight;
// Check if we request a larger window than physically possible,
// e.g. by starting with additional launcher parameters forcing
// specific (openGL) scaler modes that could exceed the desktop/screen size
if (requestedWidth > maxAllowedWidth) {
requestedWidth = maxAllowedWidth;
requestedHeight = requestedWidth / ratio;
}
if (requestedHeight > maxAllowedHeight) {
requestedHeight = maxAllowedHeight;
requestedWidth = requestedHeight * ratio;
}
// Set up the mode
return setupMode(requestedWidth, requestedHeight);
}
void OpenGLSdlGraphicsManager::refreshScreen() {
// Swap OpenGL buffers
#ifdef EMSCRIPTEN
if (_queuedScreenshot) {
SdlGraphicsManager::saveScreenshot();
_queuedScreenshot = false;
}
#endif
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
renderImGui();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(_window->getSDLWindow());
#else
SDL_GL_SwapBuffers();
#endif
}
void OpenGLSdlGraphicsManager::handleResizeImpl(const int width, const int height) {
OpenGLGraphicsManager::handleResizeImpl(width, height);
SdlGraphicsManager::handleResizeImpl(width, height);
}
#ifdef EMSCRIPTEN
void OpenGLSdlGraphicsManager::saveScreenshot() {
_queuedScreenshot = true;
}
#endif
bool OpenGLSdlGraphicsManager::saveScreenshot(const Common::Path &filename) const {
return OpenGLGraphicsManager::saveScreenshot(filename);
}
bool OpenGLSdlGraphicsManager::setupMode(uint width, uint height) {
// In case we request a fullscreen mode we will use the mode the user
// has chosen last time or the biggest mode available.
if (_wantsFullScreen) {
if (_desiredFullscreenWidth && _desiredFullscreenHeight) {
// In case only a distinct set of modes is available we check
// whether the requested mode is actually available.
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
// It's not available fall back to default.
if (i == _fullscreenVideoModes.end()) {
_desiredFullscreenWidth = 0;
_desiredFullscreenHeight = 0;
}
}
}
// In case no desired mode has been set we default to the biggest mode
// available or the requested mode in case we don't know any
// any fullscreen modes.
if (!_desiredFullscreenWidth || !_desiredFullscreenHeight) {
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = _fullscreenVideoModes.end();
--i;
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
} else {
_desiredFullscreenWidth = width;
_desiredFullscreenHeight = height;
}
}
// Remember our choice.
ConfMan.setInt("last_fullscreen_mode_width", _desiredFullscreenWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_fullscreen_mode_height", _desiredFullscreenHeight, Common::ConfigManager::kApplicationDomain);
}
// This is pretty confusing since RGBA8888 talks about the memory
// layout here. This is a different logical layout depending on
// whether we run on little endian or big endian. However, we can
// only safely assume that RGBA8888 in memory layout is supported.
// Thus, we chose this one.
const Graphics::PixelFormat rgba8888 =
#ifdef SCUMM_LITTLE_ENDIAN
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
#else
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_glContext) {
notifyContextDestroy();
#ifdef USE_IMGUI
destroyImGui();
#endif
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
}
uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if (_wantsFullScreen) {
// On Linux/X11, when toggling to fullscreen, the window manager saves
// the window size to be able to restore it when going back to windowed mode.
// If the user configured ScummVM to start in fullscreen mode, we first
// create a window and then toggle it to fullscreen to give the window manager
// a chance to save the window size. That way if the user switches back
// to windowed mode, the window manager has a window size to apply instead
// of leaving the window at the fullscreen resolution size.
const char *driver = SDL_GetCurrentVideoDriver();
if (!_window->getSDLWindow() && driver && strcmp(driver, "x11") == 0) {
_window->createOrUpdateWindow(width, height, flags);
}
width = _desiredFullscreenWidth;
height = _desiredFullscreenHeight;
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
if (!_wantsFullScreen && ConfMan.getBool("window_maximized", Common::ConfigManager::kApplicationDomain)) {
flags |= SDL_WINDOW_MAXIMIZED;
}
// Request a OpenGL (ES) context we can use.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, _glContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor);
#ifdef NINTENDO_SWITCH
// Switch quirk: Switch seems to need this flag, otherwise the screen
// is zoomed when switching from Normal graphics mode to OpenGL
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
if (!createOrUpdateWindow(width, height, flags)) {
return false;
}
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
if (!_glContext) {
return false;
}
#ifdef USE_IMGUI
// Setup Dear ImGui
initImGui(nullptr, _glContext);
#endif
if (SDL_GL_SetSwapInterval(_vsync ? 1 : 0)) {
warning("Unable to %s VSync: %s", _vsync ? "enable" : "disable", SDL_GetError());
}
notifyContextCreate(_glContextType, new OpenGL::Backbuffer(), rgba8888, rgba8888);
int actualWidth, actualHeight;
getWindowSizeFromSdl(&actualWidth, &actualHeight);
handleResize(actualWidth, actualHeight);
#ifdef WIN32
// WORKAROUND: Prevent (nearly) offscreen positioning of the ScummVM window by forcefully
// trigger a re-positioning event to center the window.
if (!_wantsFullScreen && !(SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_MAXIMIZED)) {
// Read the current window position
int _xWindowPos;
SDL_GetWindowPosition(_window->getSDLWindow(), &_xWindowPos, nullptr);
// Relocate the window to the center of the screen in case we try to draw
// outside the window area. In this case, _xWindowPos always returns 0.
if (_xWindowPos == 0) {
SDL_SetWindowPosition(_window->getSDLWindow(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
#endif
return true;
#else
// WORKAROUND: Working around infamous SDL bugs when switching
// resolutions too fast. This might cause the event system to supply
// incorrect mouse position events otherwise.
// Reference: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=665779
const uint32 curTime = SDL_GetTicks();
if (_hwScreen && (curTime < _lastVideoModeLoad || curTime - _lastVideoModeLoad < 100)) {
for (int i = 10; i > 0; --i) {
SDL_PumpEvents();
SDL_Delay(10);
}
}
uint32 flags = SDL_OPENGL;
if (_wantsFullScreen) {
width = _desiredFullscreenWidth;
height = _desiredFullscreenHeight;
flags |= SDL_FULLSCREEN;
} else {
flags |= SDL_RESIZABLE;
}
if (_hwScreen) {
// When a video mode has been setup already we notify the manager that
// the context is about to be destroyed.
// We do this because on Windows SDL_SetVideoMode can destroy and
// recreate the OpenGL context.
notifyContextDestroy();
}
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync ? 1 : 0);
_hwScreen = SDL_SetVideoMode(width, height, 32, flags);
if (!_hwScreen) {
// We treat fullscreen requests as a "hint" for now. This means in
// case it is not available we simply ignore it.
if (_wantsFullScreen) {
_hwScreen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL | SDL_RESIZABLE);
}
}
// Part of the WORKAROUND mentioned above.
_lastVideoModeLoad = SDL_GetTicks();
if (_hwScreen) {
notifyContextCreate(_glContextType, new OpenGL::Backbuffer(), rgba8888, rgba8888);
handleResize(_hwScreen->w, _hwScreen->h);
}
// Ignore resize events (from SDL) for a few frames, if this isn't
// caused by a notification from SDL. This avoids bad resizes to a
// (former) resolution for which we haven't processed an event yet.
if (!_gotResize)
_ignoreResizeEvents = 10;
return _hwScreen != nullptr;
#endif
}
bool OpenGLSdlGraphicsManager::notifyEvent(const Common::Event &event) {
if (event.type != Common::EVENT_CUSTOM_BACKEND_ACTION_START) {
return SdlGraphicsManager::notifyEvent(event);
}
switch ((CustomEventAction) event.customType) {
case kActionIncreaseScaleFactor:
case kActionDecreaseScaleFactor: {
const int direction = event.customType == kActionIncreaseScaleFactor ? +1 : -1;
if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
// In case we are in fullscreen we will choose the previous
// or next mode.
// In case no modes are available or we only have one mode we do nothing.
if (_fullscreenVideoModes.size() < 2) {
return true;
}
// Look for the current mode.
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
if (i == _fullscreenVideoModes.end()) {
return true;
}
// Cycle through the modes in the specified direction.
if (direction > 0) {
++i;
if (i == _fullscreenVideoModes.end()) {
i = _fullscreenVideoModes.begin();
}
} else {
if (i == _fullscreenVideoModes.begin()) {
i = _fullscreenVideoModes.end();
}
--i;
}
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
// Try to setup the mode.
if (!setupMode(_lastRequestedWidth, _lastRequestedHeight)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Fullscreen resize failed ('%s')", SDL_GetError());
g_system->quit();
}
} else {
// Calculate the next scaling setting. We approximate the
// current scale setting in case the user resized the
// window. Then we apply the direction change.
int windowWidth = 0, windowHeight = 0;
getWindowSizeFromSdl(&windowWidth, &windowHeight);
float dpiScale = _window->getSdlDpiScalingFactor();
windowWidth = (int)(windowWidth / dpiScale + 0.5f);
windowHeight = (int)(windowHeight / dpiScale + 0.5f);
if (direction > 0)
_graphicsScale = MAX<int>(windowWidth / _lastRequestedWidth, windowHeight / _lastRequestedHeight);
else
_graphicsScale = 1 + MIN<int>((windowWidth - 1) / _lastRequestedWidth, (windowHeight - 1) / _lastRequestedHeight);
_graphicsScale = MAX<int>(_graphicsScale + direction, 1);
// Since we overwrite a user resize here we reset its
// flag here. This makes enabling AR smoother because it
// will change the window size like in surface SDL.
_gotResize = false;
// Try to setup the mode.
#if SDL_VERSION_ATLEAST(2, 0, 0)
unlockWindowSize();
#endif
if (!setupMode(_lastRequestedWidth * _graphicsScale, _lastRequestedHeight * _graphicsScale)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Window resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#ifdef USE_OSD
int windowWidth = 0, windowHeight = 0;
getWindowSizeFromSdl(&windowWidth, &windowHeight);
const Common::U32String osdMsg = Common::U32String::format(_("Resolution: %dx%d"), windowWidth, windowHeight);
displayMessageOnOSD(osdMsg);
#endif
return true;
}
#ifdef USE_SCALERS
case kActionNextScaleFilter:
case kActionPreviousScaleFilter: {
if (_scalerPlugins.size() > 0) {
const int direction = event.customType == kActionNextScaleFilter ? 1 : -1;
uint scalerIndex = getScaler();
switch (direction) {
case 1:
if (scalerIndex >= _scalerPlugins.size() - 1) {
scalerIndex = 0;
} else {
++scalerIndex;
}
break;
case -1:
default:
if (scalerIndex == 0) {
scalerIndex = _scalerPlugins.size() - 1;
} else {
--scalerIndex;
}
break;
}
beginGFXTransaction();
setScaler(scalerIndex, getScaleFactor());
endGFXTransaction();
#ifdef USE_OSD
int windowWidth = 0, windowHeight = 0;
getWindowSizeFromSdl(&windowWidth, &windowHeight);
const char *newScalerName = _scalerPlugins[scalerIndex]->get<ScalerPluginObject>().getPrettyName();
if (newScalerName) {
const Common::U32String message = Common::U32String::format(
"%S %s%d\n%d x %d",
_("Active graphics filter:").c_str(),
newScalerName,
getScaleFactor(),
windowWidth, windowHeight);
displayMessageOnOSD(message);
}
#endif
}
return true;
}
#endif // USE_SCALERS
case kActionToggleAspectRatioCorrection:
// Toggles the aspect ratio correction state.
beginGFXTransaction();
setFeatureState(OSystem::kFeatureAspectRatioCorrection, !getFeatureState(OSystem::kFeatureAspectRatioCorrection));
endGFXTransaction();
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureAspectRatioCorrection))
displayMessageOnOSD(_("Enabled aspect ratio correction"));
else
displayMessageOnOSD(_("Disabled aspect ratio correction"));
#endif
return true;
case kActionToggleFilteredScaling:
// Ctrl+Alt+f toggles filtering on/off
beginGFXTransaction();
setFeatureState(OSystem::kFeatureFilteringMode, !getFeatureState(OSystem::kFeatureFilteringMode));
endGFXTransaction();
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureFilteringMode)) {
displayMessageOnOSD(_("Filtering enabled"));
} else {
displayMessageOnOSD(_("Filtering disabled"));
}
#endif
return true;
case kActionCycleStretchMode: {
// Ctrl+Alt+s cycles through stretch mode
int index = 0;
const OSystem::GraphicsMode *stretchModes = getSupportedStretchModes();
const OSystem::GraphicsMode *sm = stretchModes;
while (sm->name) {
if (sm->id == getStretchMode())
break;
sm++;
index++;
}
index++;
if (!stretchModes[index].name)
index = 0;
beginGFXTransaction();
setStretchMode(stretchModes[index].id);
endGFXTransaction();
#ifdef USE_OSD
Common::U32String message = Common::U32String::format("%S: %S",
_("Stretch mode").c_str(),
_(stretchModes[index].description).c_str()
);
displayMessageOnOSD(message);
#endif
return true;
}
default:
return SdlGraphicsManager::notifyEvent(event);
}
}
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
void *OpenGLSdlGraphicsManager::getImGuiTexture(const Graphics::Surface &image, const byte *palette, int palCount) {
// Create a OpenGL texture identifier
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
// Setup filtering parameters for display
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
// Upload pixels into texture
Graphics::Surface *s = image.convertTo(Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0), palette, palCount);
glPixelStorei(GL_UNPACK_ALIGNMENT, s->format.bytesPerPixel);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->w, s->h, 0, GL_RGB, GL_UNSIGNED_BYTE, s->getPixels());
s->free();
delete s;
return (void *)(intptr_t)image_texture;
}
void OpenGLSdlGraphicsManager::freeImGuiTexture(void *texture) {
GLuint textureID = (intptr_t)texture;
glDeleteTextures(1, &textureID);
}
#endif
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