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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/>.
*
*/
#ifndef BACKENDS_GRAPHICS_WINDOWED_H
#define BACKENDS_GRAPHICS_WINDOWED_H
#include "backends/graphics/graphics.h"
#include "common/frac.h"
#include "common/rect.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "graphics/scaler/aspect.h"
enum {
STRETCH_CENTER = 0,
STRETCH_INTEGRAL = 1,
STRETCH_INTEGRAL_AR = 2,
STRETCH_FIT = 3,
STRETCH_STRETCH = 4,
STRETCH_FIT_FORCE_ASPECT = 5
};
enum {
SCREEN_ALIGN_CENTER = 0,
SCREEN_ALIGN_LEFT = 1,
SCREEN_ALIGN_RIGHT = 2,
SCREEN_ALIGN_XMASK = 3,
SCREEN_ALIGN_MIDDLE = 0,
SCREEN_ALIGN_TOP = 4,
SCREEN_ALIGN_BOTTOM = 8,
SCREEN_ALIGN_YMASK = 12
};
class WindowedGraphicsManager : virtual public GraphicsManager {
public:
WindowedGraphicsManager() :
_windowWidth(0),
_windowHeight(0),
_screenAlign(SCREEN_ALIGN_CENTER | SCREEN_ALIGN_MIDDLE),
_overlayVisible(false),
_overlayInGUI(false),
_gameScreenShakeXOffset(0),
_gameScreenShakeYOffset(0),
_forceRedraw(false),
_cursorVisible(false),
_cursorX(0),
_cursorY(0),
_cursorNeedsRedraw(false),
_cursorLastInActiveArea(true) {}
void showOverlay(bool inGUI) override {
_overlayInGUI = inGUI;
if (inGUI) {
_activeArea.drawRect = _overlayDrawRect;
_activeArea.width = getOverlayWidth();
_activeArea.height = getOverlayHeight();
} else {
_activeArea.drawRect = _gameDrawRect;
_activeArea.width = getWidth();
_activeArea.height = getHeight();
}
if (_overlayVisible)
return;
_overlayVisible = true;
_forceRedraw = true;
notifyActiveAreaChanged();
}
void hideOverlay() override {
if (!_overlayVisible)
return;
_overlayInGUI = false;
_activeArea.drawRect = _gameDrawRect;
_activeArea.width = getWidth();
_activeArea.height = getHeight();
_overlayVisible = false;
_forceRedraw = true;
notifyActiveAreaChanged();
}
bool isOverlayVisible() const override { return _overlayVisible; }
void setShakePos(int shakeXOffset, int shakeYOffset) override {
if (_gameScreenShakeXOffset != shakeXOffset || _gameScreenShakeYOffset != shakeYOffset) {
_gameScreenShakeXOffset = shakeXOffset;
_gameScreenShakeYOffset = shakeYOffset;
recalculateDisplayAreas();
_cursorNeedsRedraw = true;
}
}
int getWindowWidth() const { return _windowWidth; }
int getWindowHeight() const { return _windowHeight; }
protected:
/**
* @returns whether or not the game screen must have aspect ratio correction
* applied for correct rendering.
*/
virtual bool gameNeedsAspectRatioCorrection() const = 0;
/**
* Backend-specific implementation for updating internal surfaces that need
* to reflect the new window size.
*/
virtual void handleResizeImpl(const int width, const int height) = 0;
/**
* Converts the given point from the active virtual screen's coordinate
* space to the window's coordinate space (i.e. game-to-window or
* overlay-to-window).
*/
Common::Point convertVirtualToWindow(const int x, const int y) const {
const int targetX = _activeArea.drawRect.left;
const int targetY = _activeArea.drawRect.top;
const int targetWidth = _activeArea.drawRect.width();
const int targetHeight = _activeArea.drawRect.height();
const int sourceWidth = _activeArea.width;
const int sourceHeight = _activeArea.height;
if (sourceWidth == 0 || sourceHeight == 0) {
error("convertVirtualToWindow called without a valid draw rect");
}
int windowX = targetX + (x * targetWidth + sourceWidth / 2) / sourceWidth;
int windowY = targetY + (y * targetHeight + sourceHeight / 2) / sourceHeight;
return Common::Point(CLIP<int>(windowX, targetX, targetX + targetWidth - 1),
CLIP<int>(windowY, targetY, targetY + targetHeight - 1));
}
/**
* Converts the given point from the window's coordinate space to the
* active virtual screen's coordinate space (i.e. window-to-game or
* window-to-overlay).
*/
Common::Point convertWindowToVirtual(int x, int y) const {
const int sourceX = _activeArea.drawRect.left;
const int sourceY = _activeArea.drawRect.top;
const int sourceMaxX = _activeArea.drawRect.right - 1;
const int sourceMaxY = _activeArea.drawRect.bottom - 1;
const int sourceWidth = _activeArea.drawRect.width();
const int sourceHeight = _activeArea.drawRect.height();
const int targetWidth = _activeArea.width;
const int targetHeight = _activeArea.height;
if (sourceWidth == 0 || sourceHeight == 0) {
error("convertWindowToVirtual called without a valid draw rect");
}
x = CLIP<int>(x, sourceX, sourceMaxX);
y = CLIP<int>(y, sourceY, sourceMaxY);
int virtualX = ((x - sourceX) * targetWidth + sourceWidth / 2) / sourceWidth;
int virtualY = ((y - sourceY) * targetHeight + sourceHeight / 2) / sourceHeight;
return Common::Point(CLIP<int>(virtualX, 0, targetWidth - 1),
CLIP<int>(virtualY, 0, targetHeight - 1));
}
/**
* @returns the desired aspect ratio of the game surface.
*/
frac_t getDesiredGameAspectRatio() const {
if (getHeight() == 0 || gameNeedsAspectRatioCorrection()) {
return intToFrac(4) / 3;
}
return intToFrac(getWidth()) / getHeight();
}
/**
* @returns the scale used between the game size and the surface on which it is rendered.
*/
virtual int getGameRenderScale() const {
return 1;
}
/**
* Called after the window has been updated with new dimensions.
*
* @param width The new width of the window, excluding window decoration.
* @param height The new height of the window, excluding window decoration.
*/
void handleResize(const int width, const int height) {
_windowWidth = width;
_windowHeight = height;
handleResizeImpl(width, height);
}
/**
* Recalculates the display areas for the game and overlay surfaces within
* the window.
*/
virtual void recalculateDisplayAreas() {
if (_windowHeight == 0) {
return;
}
populateDisplayAreaDrawRect(getDesiredGameAspectRatio(), getWidth() * getGameRenderScale(), getHeight() * getGameRenderScale(), _gameDrawRect);
if (getOverlayHeight()) {
const frac_t overlayAspect = intToFrac(getOverlayWidth()) / getOverlayHeight();
populateDisplayAreaDrawRect(overlayAspect, getOverlayWidth(), getOverlayHeight(), _overlayDrawRect);
}
if (_overlayInGUI) {
_activeArea.drawRect = _overlayDrawRect;
_activeArea.width = getOverlayWidth();
_activeArea.height = getOverlayHeight();
} else {
_activeArea.drawRect = _gameDrawRect;
_activeArea.width = getWidth();
_activeArea.height = getHeight();
}
notifyActiveAreaChanged();
}
/**
* Sets the position of the hardware mouse cursor in the host system,
* relative to the window.
*
* @param x X coordinate in window coordinates.
* @param y Y coordinate in window coordinates.
*/
virtual void setSystemMousePosition(const int x, const int y) = 0;
/**
* Called whenever the active area has changed.
*/
virtual void notifyActiveAreaChanged() {}
bool showMouse(bool visible) override {
if (_cursorVisible == visible) {
return visible;
}
const bool last = _cursorVisible;
_cursorVisible = visible;
_cursorNeedsRedraw = true;
return last;
}
/**
* Move ("warp") the mouse cursor to the specified position.
*
* @param x The new X position of the mouse in virtual screen coordinates.
* @param y The new Y position of the mouse in virtual screen coordinates.
*/
void warpMouse(int x, int y) override {
// Check active coordinate instead of window coordinate to avoid warping
// the mouse if it is still within the same virtual pixel
const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);
if (virtualCursor.x != x || virtualCursor.y != y) {
// Warping the mouse in SDL generates a mouse movement event, so
// `setMousePosition` would be called eventually through the
// `notifyMousePosition` callback if we *only* set the system mouse
// position here. However, this can cause problems with some games.
// For example, the cannon script in CoMI calls to warp the mouse
// twice each time the cannon is reloaded, and unless we update the
// mouse position immediately, the second call is ignored, which
// causes the cannon to change its aim.
const Common::Point windowCursor = convertVirtualToWindow(x, y);
setMousePosition(windowCursor.x, windowCursor.y);
setSystemMousePosition(windowCursor.x, windowCursor.y);
}
}
/**
* Sets the position of the rendered mouse cursor in the window.
*
* @param x X coordinate in window coordinates.
* @param y Y coordinate in window coordinates.
*/
void setMousePosition(int x, int y) {
if (_cursorX != x || _cursorY != y) {
_cursorNeedsRedraw = true;
}
_cursorX = x;
_cursorY = y;
}
/**
* The width of the window, excluding window decoration.
*/
int _windowWidth;
/**
* The height of the window, excluding window decoration.
*/
int _windowHeight;
/**
* How the overlay and game screens are aligned in the window.
* Centered vertically and horizontally by default.
*/
int _screenAlign;
/**
* Whether the overlay (i.e. launcher, including the out-of-game launcher)
* is visible or not.
*/
bool _overlayVisible;
/**
* Whether when overlay is shown, mouse coordinates depend on window or game screen size
*/
bool _overlayInGUI;
/**
* The offset by which the screen is moved horizontally.
*/
int _gameScreenShakeXOffset;
/**
* The offset by which the screen is moved vertically.
*/
int _gameScreenShakeYOffset;
/**
* The scaled draw rectangle for the game surface within the window.
*/
Common::Rect _gameDrawRect;
/**
* The scaled draw rectangle for the overlay (launcher) surface within the
* window.
*/
Common::Rect _overlayDrawRect;
/**
* Data about the display area of a virtual screen.
*/
struct DisplayArea {
/**
* The scaled area where the virtual screen is drawn within the window.
*/
Common::Rect drawRect;
/**
* The width of the virtual screen's unscaled coordinate space.
*/
int width;
/**
* The height of the virtual screen's unscaled coordinate space.
*/
int height;
};
/**
* Display area information about the currently active virtual screen. This
* will be the overlay screen when the overlay is active, and the game
* screen otherwise.
*/
DisplayArea _activeArea;
/**
* Whether the screen must be redrawn on the next frame.
*/
bool _forceRedraw;
/**
* Whether the cursor is actually visible.
*/
bool _cursorVisible;
/**
* Whether the mouse cursor needs to be redrawn on the next frame.
*/
bool _cursorNeedsRedraw;
/**
* Whether the last position of the system cursor was within the active area
* of the window.
*/
bool _cursorLastInActiveArea;
/**
* The position of the mouse cursor, in window coordinates.
*/
int _cursorX, _cursorY;
private:
void populateDisplayAreaDrawRect(const frac_t displayAspect, int originalWidth, int originalHeight, Common::Rect &drawRect) const {
int mode = getStretchMode();
Common::RotationMode rotation = getRotationMode();
int rotatedWindowWidth;
int rotatedWindowHeight;
if (rotation == Common::kRotation90 || rotation == Common::kRotation270) {
rotatedWindowWidth = _windowHeight;
rotatedWindowHeight = _windowWidth;
} else {
rotatedWindowWidth = _windowWidth;
rotatedWindowHeight = _windowHeight;
}
// Mode Center = use original size, or divide by an integral amount if window is smaller than game surface
// Mode Integral = scale by an integral amount.
// Mode Fit = scale to fit the window while respecting the aspect ratio
// Mode Stretch = scale and stretch to fit the window without respecting the aspect ratio
// Mode Fit Force Aspect = scale to fit the window while forcing a 4:3 aspect ratio
int width = 0, height = 0;
if (mode == STRETCH_CENTER || mode == STRETCH_INTEGRAL || mode == STRETCH_INTEGRAL_AR) {
width = originalWidth;
height = intToFrac(width) / displayAspect;
if (width > rotatedWindowWidth || height > rotatedWindowHeight) {
int fac = 1 + MAX((width - 1) / rotatedWindowWidth, (height - 1) / rotatedWindowHeight);
width /= fac;
height /= fac;
} else if (mode == STRETCH_INTEGRAL) {
int fac = MIN(rotatedWindowWidth / width, rotatedWindowHeight / height);
width *= fac;
height *= fac;
} else if (mode == STRETCH_INTEGRAL_AR) {
int targetHeight = height;
int horizontalFac = rotatedWindowWidth / width;
do {
width = originalWidth * horizontalFac;
int verticalFac = (targetHeight * horizontalFac + originalHeight / 2) / originalHeight;
height = originalHeight * verticalFac;
--horizontalFac;
} while (horizontalFac > 0 && height > rotatedWindowHeight);
if (height > rotatedWindowHeight)
height = targetHeight;
}
} else {
frac_t windowAspect = intToFrac(rotatedWindowWidth) / rotatedWindowHeight;
width = rotatedWindowWidth;
height = rotatedWindowHeight;
if (mode == STRETCH_FIT_FORCE_ASPECT) {
frac_t ratio = intToFrac(4) / 3;
if (windowAspect < ratio)
height = intToFrac(width) / ratio;
else if (windowAspect > ratio)
width = fracToInt(height * ratio);
} else if (mode != STRETCH_STRETCH) {
if (windowAspect < displayAspect)
height = intToFrac(width) / displayAspect;
else if (windowAspect > displayAspect)
width = fracToInt(height * displayAspect);
}
}
int alignX, alignY;
switch (_screenAlign & SCREEN_ALIGN_XMASK) {
default:
case SCREEN_ALIGN_CENTER:
alignX = ((rotatedWindowWidth - width) / 2);
break;
case SCREEN_ALIGN_LEFT:
alignX = 0;
break;
case SCREEN_ALIGN_RIGHT:
alignX = (rotatedWindowWidth - width);
break;
}
switch (_screenAlign & SCREEN_ALIGN_YMASK) {
default:
case SCREEN_ALIGN_MIDDLE:
alignY = ((rotatedWindowHeight - height) / 2);
break;
case SCREEN_ALIGN_TOP:
alignY = 0;
break;
case SCREEN_ALIGN_BOTTOM:
alignY = (rotatedWindowHeight - height);
break;
}
drawRect.left = alignX + _gameScreenShakeXOffset * width / getWidth();
drawRect.top = alignY + _gameScreenShakeYOffset * height / getHeight();
drawRect.setWidth(width);
drawRect.setHeight(height);
}
};
#endif
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