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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/>.
*
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/sdl/sdl.h"
#include "common/config-manager.h"
#include "gui/EventRecorder.h"
#include "common/taskbar.h"
#include "common/textconsole.h"
#include "common/translation.h"
#ifdef USE_DISCORD
#include "backends/presence/discord/discord.h"
#endif
#include "backends/saves/default/default-saves.h"
// Audio CD support was removed with SDL 2.0
#if SDL_VERSION_ATLEAST(2, 0, 0)
#include "backends/audiocd/default/default-audiocd.h"
#else
#include "backends/audiocd/sdl/sdl-audiocd.h"
#endif
#include "backends/mixer/null/null-mixer.h"
#include "backends/events/default/default-events.h"
#include "backends/keymapper/hardware-input.h"
#include "backends/mutex/sdl/sdl-mutex.h"
#include "backends/timer/sdl/sdl-timer.h"
#include "backends/graphics/surfacesdl/surfacesdl-graphics.h"
#ifdef USE_OPENGL
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
#endif
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "backends/graphics3d/openglsdl/openglsdl-graphics3d.h"
#include "graphics/opengl/context.h"
#endif
#if defined(USE_SCUMMVMDLC) && defined(USE_LIBCURL)
#include "backends/dlc/scummvmcloud.h"
#endif
#include "graphics/cursorman.h"
#include "graphics/renderer.h"
#include <time.h> // for getTimeAndDate()
#ifdef USE_DETECTLANG
#ifndef WIN32
#include <locale.h>
#endif // !WIN32
#endif
#ifdef USE_SDL_NET
#include <SDL_net.h>
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
#include <SDL_clipboard.h>
#endif
OSystem_SDL::OSystem_SDL()
:
#ifdef USE_MULTIPLE_RENDERERS
_graphicsModes(),
_graphicsMode(0),
#endif
_inited(false),
_initedSDL(false),
#ifdef USE_SDL_NET
_initedSDLnet(false),
#endif
_logger(nullptr),
_eventSource(nullptr),
_eventSourceWrapper(nullptr),
_window(nullptr) {
#if defined(USE_SCUMMVMDLC) && defined(USE_LIBCURL)
_dlcStore = new DLC::ScummVMCloud::ScummVMCloud();
#endif
}
OSystem_SDL::~OSystem_SDL() {
SDL_ShowCursor(SDL_ENABLE);
#ifdef USE_MULTIPLE_RENDERERS
clearGraphicsModes();
#endif
// Delete the various managers here. Note that the ModularBackend
// destructors would also take care of this for us. However, various
// of our managers must be deleted *before* we call SDL_Quit().
// Hence, we perform the destruction on our own.
delete _savefileManager;
_savefileManager = nullptr;
if (_graphicsManager) {
dynamic_cast<SdlGraphicsManager *>(_graphicsManager)->deactivateManager();
}
delete _graphicsManager;
_graphicsManager = nullptr;
delete _window;
_window = nullptr;
delete _eventManager;
_eventManager = nullptr;
delete _eventSourceWrapper;
_eventSourceWrapper = nullptr;
delete _eventSource;
_eventSource = nullptr;
delete _audiocdManager;
_audiocdManager = nullptr;
delete _mixerManager;
_mixerManager = nullptr;
#ifdef ENABLE_EVENTRECORDER
// HACK HACK HACK
// This is nasty.
delete g_eventRec.getTimerManager();
#else
delete _timerManager;
#endif
_timerManager = nullptr;
delete _logger;
_logger = nullptr;
#ifdef USE_DISCORD
delete _presence;
_presence = 0;
#endif
#ifdef USE_SDL_NET
if (_initedSDLnet) SDLNet_Quit();
#endif
SDL_Quit();
}
void OSystem_SDL::init() {
// Initialize SDL
initSDL();
#if !SDL_VERSION_ATLEAST(2, 0, 0)
// Enable unicode support if possible
SDL_EnableUNICODE(1);
#endif
#if !defined(OPENPANDORA)
// Disable OS cursor
SDL_ShowCursor(SDL_DISABLE);
#endif
if (_window == nullptr)
_window = new SdlWindow();
#if defined(USE_TASKBAR)
if (_taskbarManager == nullptr)
_taskbarManager = new Common::TaskbarManager();
#endif
}
bool OSystem_SDL::hasFeature(Feature f) {
#if SDL_VERSION_ATLEAST(1, 2, 7)
if (f == kFeatureCpuSSE2) return SDL_HasSSE2();
if (f == kFeatureCpuAltivec) return SDL_HasAltiVec();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (f == kFeatureClipboardSupport) return true;
if (f == kFeatureCpuSSE41) return SDL_HasSSE41();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 4)
if (f == kFeatureCpuAVX2) return SDL_HasAVX2();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 6)
if (f == kFeatureCpuNEON) return SDL_HasNEON();
#endif
#if SDL_VERSION_ATLEAST(2, 0, 14)
if (f == kFeatureOpenUrl) return true;
#endif
if (f == kFeatureJoystickDeadzone || f == kFeatureKbdMouseSpeed) {
return _eventSource->isJoystickConnected();
}
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
/* Even if we are using the 2D graphics manager,
* we are at one initGraphics3d call of supporting OpenGL */
if (f == kFeatureOpenGLForGame) return true;
if (f == kFeatureShadersForGame) return _supportsShaders;
#endif
#if defined(USE_SCUMMVMDLC) && defined(USE_LIBCURL)
if (f == kFeatureDLC) return true;
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (f == kFeatureTouchpadMode) {
return SDL_GetNumTouchDevices() > 0;
}
#endif
return ModularGraphicsBackend::hasFeature(f);
}
void OSystem_SDL::setFeatureState(Feature f, bool enable) {
switch (f) {
case kFeatureTouchpadMode:
ConfMan.setBool("touchpad_mouse_mode", enable);
break;
default:
ModularGraphicsBackend::setFeatureState(f, enable);
break;
}
}
bool OSystem_SDL::getFeatureState(Feature f) {
switch (f) {
case kFeatureTouchpadMode:
return ConfMan.getBool("touchpad_mouse_mode");
break;
default:
return ModularGraphicsBackend::getFeatureState(f);
break;
}
}
void OSystem_SDL::initBackend() {
// Check if backend has not been initialized
assert(!_inited);
if (!_logger)
_logger = new Backends::Log::Log(this);
if (_logger) {
Common::WriteStream *logFile = createLogFile();
if (logFile)
_logger->open(logFile);
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
const char *sdlDriverName = SDL_GetCurrentVideoDriver();
// Allow the screen to turn off
SDL_EnableScreenSaver();
#else
const int maxNameLen = 20;
char sdlDriverName[maxNameLen];
sdlDriverName[0] = '\0';
SDL_VideoDriverName(sdlDriverName, maxNameLen);
#endif
debug(1, "Using SDL Video Driver \"%s\"", sdlDriverName);
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
detectOpenGLFeaturesSupport();
detectAntiAliasingSupport();
#endif
// Create the default event source, in case a custom backend
// manager didn't provide one yet.
if (!_eventSource)
_eventSource = new SdlEventSource();
#if !SDL_VERSION_ATLEAST(2, 0, 0)
// SDL 1 does not generate its own keyboard repeat events.
assert(!_eventSourceWrapper);
_eventSourceWrapper = makeKeyboardRepeatingEventSource(_eventSource);
#endif
if (!_eventManager) {
_eventManager = new DefaultEventManager(_eventSourceWrapper ? _eventSourceWrapper : _eventSource);
}
// Search for legacy gfx_mode and replace it
ScalerMan.updateOldSettings();
if (_graphicsManager == nullptr) {
#ifdef USE_MULTIPLE_RENDERERS
// Setup a list with all graphics modes. We only do this whenever the
// subclass did not already set up a graphics manager yet. This is
// because we don't know the type of the graphics manager of the subclass,
// thus we cannot easily switch between the standard ones and the set up
// one. It also is to be expected that the subclass does not want any
// switching of graphics managers anyway.
setupGraphicsModes();
Common::String gfxMode(ConfMan.get("gfx_mode"));
// "normal" and "default" are a special case for the default graphics mode.
// See OSystem::setGraphicsMode(const char *name) implementation.
if (gfxMode.empty() || !gfxMode.compareToIgnoreCase("normal") || !gfxMode.compareToIgnoreCase("default")) {
GraphicsManagerType type = getDefaultGraphicsManager();
assert(type >= GraphicsManagerSurfaceSDL && type < GraphicsManagerCount);
_graphicsManager = createGraphicsManager(_eventSource, _window, type);
_graphicsMode = _defaultMode[type];
} else {
// If the gfx_mode is from a specific graphics manager, create it
for (uint i = 0; i < GraphicsManagerCount; ++i) {
for (int j = _firstMode[i]; j <= _lastMode[i]; ++j) {
if (!scumm_stricmp(_graphicsModes[j].name, gfxMode.c_str())) {
_graphicsManager = createGraphicsManager(_eventSource, _window, (GraphicsManagerType)i);
_graphicsMode = j;
break;
}
}
}
}
#endif
if (_graphicsManager == nullptr) {
_graphicsManager = new SurfaceSdlGraphicsManager(_eventSource, _window);
}
}
if (_savefileManager == nullptr)
_savefileManager = new DefaultSaveFileManager();
if (_mixerManager == nullptr) {
_mixerManager = new SdlMixerManager();
// Setup and start mixer
_mixerManager->init();
if (_mixerManager->getMixer() == nullptr) {
// Audio was unavailable or disabled
delete _mixerManager;
_mixerManager = new NullMixerManager();
_mixerManager->init();
}
}
#ifdef ENABLE_EVENTRECORDER
g_eventRec.registerMixerManager(_mixerManager);
g_eventRec.registerTimerManager(new SdlTimerManager());
#else
if (_timerManager == nullptr)
_timerManager = new SdlTimerManager();
#endif
_audiocdManager = createAudioCDManager();
// Setup a custom program icon.
_window->setupIcon();
#ifdef USE_DISCORD
_presence = new DiscordPresence();
#endif
ConfMan.registerDefault("iconspath", this->getDefaultIconsPath());
ConfMan.registerDefault("dlcspath", this->getDefaultDLCsPath());
_inited = true;
BaseBackend::initBackend();
// We have to initialize the graphics manager before the event manager
// so the virtual keyboard can be initialized, but we have to add the
// graphics manager as an event observer after initializing the event
// manager.
dynamic_cast<SdlGraphicsManager *>(_graphicsManager)->activateManager();
}
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
void OSystem_SDL::detectOpenGLFeaturesSupport() {
_oglType = OpenGL::kContextNone;
_supportsFrameBuffer = false;
_supportsShaders = false;
#if USE_FORCED_GLES2
// Framebuffers and shaders are always available with GLES2
_oglType = OpenGL::kContextGLES2;
_supportsFrameBuffer = true;
_supportsShaders = true;
#else
// Spawn a 32x32 window off-screen with a GL context to test if framebuffers are supported
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Window *window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 32, 32, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
if (!window) {
return;
}
int glContextProfileMask, glContextMajor;
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &glContextProfileMask) != 0) {
SDL_DestroyWindow(window);
return;
}
if (glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &glContextMajor) != 0) {
SDL_DestroyWindow(window);
return;
}
if (glContextMajor == 2) {
_oglType = OpenGL::kContextGLES2;
} else {
SDL_DestroyWindow(window);
return;
}
} else {
_oglType = OpenGL::kContextGL;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
SDL_DestroyWindow(window);
return;
}
OpenGLContext.initialize(_oglType);
_supportsFrameBuffer = OpenGLContext.framebufferObjectSupported;
_supportsShaders = OpenGLContext.enginesShadersSupported;
OpenGLContext.reset();
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
#else
SDL_putenv(const_cast<char *>("SDL_VIDEO_WINDOW_POS=9000,9000"));
SDL_SetVideoMode(32, 32, 0, SDL_OPENGL);
SDL_putenv(const_cast<char *>("SDL_VIDEO_WINDOW_POS=center"));
// SDL 1.2 only supports OpenGL
_oglType = OpenGL::kContextGL;
OpenGLContext.initialize(_oglType);
_supportsFrameBuffer = OpenGLContext.framebufferObjectSupported;
_supportsShaders = OpenGLContext.enginesShadersSupported;
OpenGLContext.reset();
#endif
#endif
}
void OSystem_SDL::detectAntiAliasingSupport() {
#ifndef NINTENDO_SWITCH
_antiAliasLevels.clear();
int requestedSamples = 2;
while (requestedSamples <= 32) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, requestedSamples);
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Window *window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 32, 32, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
if (window) {
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (glContext) {
int actualSamples = 0;
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &actualSamples);
if (actualSamples == requestedSamples) {
_antiAliasLevels.push_back(requestedSamples);
}
SDL_GL_DeleteContext(glContext);
}
SDL_DestroyWindow(window);
}
#else
SDL_putenv(const_cast<char *>("SDL_VIDEO_WINDOW_POS=9000,9000"));
SDL_SetVideoMode(32, 32, 0, SDL_OPENGL);
SDL_putenv(const_cast<char *>("SDL_VIDEO_WINDOW_POS=center"));
int actualSamples = 0;
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &actualSamples);
if (actualSamples == requestedSamples) {
_antiAliasLevels.push_back(requestedSamples);
}
#endif
requestedSamples *= 2;
}
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
#endif
}
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
void OSystem_SDL::engineInit() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_graphicsManager) {
dynamic_cast<SdlGraphicsManager *>(_graphicsManager)->unlockWindowSize();
}
// Disable screen saver when engine starts
SDL_DisableScreenSaver();
#endif
#ifdef USE_TASKBAR
// Add the started engine to the list of recent tasks
_taskbarManager->addRecent(ConfMan.getActiveDomainName(), ConfMan.get("description"));
// Set the overlay icon to the current running engine
_taskbarManager->setOverlayIcon(ConfMan.getActiveDomainName(), ConfMan.get("description"));
#endif
#ifdef USE_DISCORD
// Set the presence status to the current running engine
Common::String qualifiedGameId = Common::String::format("%s-%s", ConfMan.get("engineid").c_str(), ConfMan.get("gameid").c_str());
_presence->updateStatus(qualifiedGameId, ConfMan.get("description"));
#endif
_eventSource->setEngineRunning(true);
}
void OSystem_SDL::engineDone() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_graphicsManager) {
dynamic_cast<SdlGraphicsManager *>(_graphicsManager)->unlockWindowSize();
}
SDL_EnableScreenSaver();
#endif
#ifdef USE_TASKBAR
// Remove overlay icon
_taskbarManager->setOverlayIcon("", "");
#endif
#ifdef USE_DISCORD
// Reset presence status
_presence->updateStatus("", "");
#endif
_eventSource->setEngineRunning(false);
}
void OSystem_SDL::initSDL() {
// Check if SDL has not been initialized
if (!_initedSDL) {
// We always initialize the video subsystem because we will need it to
// be initialized before the graphics managers to retrieve the desktop
// resolution, for example. WebOS also requires this initialization
// or otherwise the application won't start.
uint32 sdlFlags = SDL_INIT_VIDEO;
if (ConfMan.hasKey("disable_sdl_parachute"))
sdlFlags |= SDL_INIT_NOPARACHUTE;
// Initialize SDL (SDL Subsystems are initialized in the corresponding sdl managers)
if (SDL_Init(sdlFlags) == -1)
error("Could not initialize SDL: %s", SDL_GetError());
_initedSDL = true;
}
#ifdef USE_SDL_NET
// Check if SDL_net has not been initialized
if (!_initedSDLnet) {
// Initialize SDL_net
if (SDLNet_Init() == -1)
error("Could not initialize SDL_net: %s", SDLNet_GetError());
_initedSDLnet = true;
}
#endif
}
void OSystem_SDL::addSysArchivesToSearchSet(Common::SearchSet &s, int priority) {
#ifdef DATA_PATH
// Add the global DATA_PATH to the directory search list
// FIXME: We use depth = 4 for now, to match the old code. May want to change that
Common::FSNode dataNode(DATA_PATH);
if (dataNode.exists() && dataNode.isDirectory()) {
s.add(DATA_PATH, new Common::FSDirectory(dataNode, 4), priority);
}
#endif
}
void OSystem_SDL::setWindowCaption(const Common::U32String &caption) {
Common::String cap = caption.encode();
_window->setWindowCaption(cap);
}
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
Common::Array<uint> OSystem_SDL::getSupportedAntiAliasingLevels() const {
return _antiAliasLevels;
}
#endif
#if defined(USE_OPENGL) && defined(USE_GLAD)
void *OSystem_SDL::getOpenGLProcAddress(const char *name) const {
return SDL_GL_GetProcAddress(name);
}
#endif
void OSystem_SDL::quit() {
destroy();
exit(0);
}
void OSystem_SDL::fatalError() {
destroy();
exit(1);
}
Common::KeymapArray OSystem_SDL::getGlobalKeymaps() {
Common::KeymapArray globalMaps = BaseBackend::getGlobalKeymaps();
Common::Keymap *keymap = dynamic_cast<SdlGraphicsManager *>(_graphicsManager)->getKeymap();
globalMaps.push_back(keymap);
return globalMaps;
}
Common::HardwareInputSet *OSystem_SDL::getHardwareInputSet() {
using namespace Common;
CompositeHardwareInputSet *inputSet = new CompositeHardwareInputSet();
inputSet->addHardwareInputSet(new MouseHardwareInputSet(defaultMouseButtons));
inputSet->addHardwareInputSet(new KeyboardHardwareInputSet(defaultKeys, defaultModifiers));
if (_eventSource->isJoystickConnected()) {
inputSet->addHardwareInputSet(new JoystickHardwareInputSet(defaultJoystickButtons, defaultJoystickAxes));
}
return inputSet;
}
void OSystem_SDL::logMessage(LogMessageType::Type type, const char *message) {
// First log to stdout/stderr
FILE *output = nullptr;
if (type == LogMessageType::kInfo || type == LogMessageType::kDebug)
output = stdout;
else
output = stderr;
fputs(message, output);
fflush(output);
// Then log into file (via the logger)
if (_logger)
_logger->print(message);
}
Common::WriteStream *OSystem_SDL::createLogFile() {
// Start out by resetting _logFilePath, so that in case
// of a failure, we know that no log file is open.
_logFilePath.clear();
Common::Path logFile;
if (ConfMan.hasKey("logfile"))
logFile = ConfMan.getPath("logfile");
else
logFile = getDefaultLogFileName();
if (logFile.empty())
return nullptr;
Common::FSNode file(logFile);
Common::WriteStream *stream = file.createWriteStream(false);
if (stream)
_logFilePath = logFile;
return stream;
}
Common::String OSystem_SDL::getSystemLanguage() const {
#if defined(USE_DETECTLANG) && !defined(WIN32)
// Activating current locale settings
const Common::String locale = setlocale(LC_ALL, "");
// Restore default C locale to prevent issues with
// portability of sscanf(), atof(), etc.
// See bug #6434
setlocale(LC_ALL, "C");
// Detect the language from the locale
if (locale.empty()) {
return BaseBackend::getSystemLanguage();
} else if (locale == "C" || locale == "POSIX") {
return "en_US";
} else {
int length = 0;
// Assume the locale is in the form language[_territory[.codeset]][@modifier].
// On macOS the format is different (it looks like C/UTF-8/C/C/C/C), but we
// have a different implementation of getSystemLanguage for macOS anyway, so
// we don't have to handle it here.
// Strip out additional information, like ".UTF-8" or the like.
for (int size = locale.size(); length < size; ++length) {
if (locale[length] == '.' || locale[length] == ' ' || locale[length] == '@')
break;
}
return Common::String(locale.c_str(), length);
}
#else // USE_DETECTLANG
return BaseBackend::getSystemLanguage();
#endif // USE_DETECTLANG
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool OSystem_SDL::hasTextInClipboard() {
return SDL_HasClipboardText() == SDL_TRUE;
}
Common::U32String OSystem_SDL::getTextFromClipboard() {
if (!hasTextInClipboard()) return Common::U32String();
char *text = SDL_GetClipboardText();
Common::String utf8Text(text);
Common::U32String strText = utf8Text.decode();
SDL_free(text);
return strText;
}
bool OSystem_SDL::setTextInClipboard(const Common::U32String &text) {
// The encoding we need to use is UTF-8.
Common::String utf8Text = text.encode();
return SDL_SetClipboardText(utf8Text.c_str()) == 0;
}
void OSystem_SDL::messageBox(LogMessageType::Type type, const char *message) {
Uint32 flags = 0;
switch (type) {
case LogMessageType::kError:
flags = SDL_MESSAGEBOX_ERROR;
break;
case LogMessageType::kWarning:
flags = SDL_MESSAGEBOX_WARNING;
break;
case LogMessageType::kInfo:
case LogMessageType::kDebug:
default:
flags = SDL_MESSAGEBOX_INFORMATION;
break;
}
SDL_ShowSimpleMessageBox(flags, "ScummVM", message, _window ? _window->getSDLWindow() : nullptr);
}
#endif
#if SDL_VERSION_ATLEAST(2, 0, 14)
bool OSystem_SDL::openUrl(const Common::String &url) {
if (SDL_OpenURL(url.c_str()) != 0) {
warning("Failed to open URL: %s", SDL_GetError());
return false;
}
return true;
}
#endif
Common::MutexInternal *OSystem_SDL::createMutex() {
return createSdlMutexInternal();
}
uint32 OSystem_SDL::getMillis(bool skipRecord) {
uint32 millis = SDL_GetTicks();
#ifdef ENABLE_EVENTRECORDER
g_eventRec.processMillis(millis, skipRecord);
#endif
return millis;
}
void OSystem_SDL::delayMillis(uint msecs) {
#ifdef ENABLE_EVENTRECORDER
if (!g_eventRec.processDelayMillis())
#endif
SDL_Delay(msecs);
}
void OSystem_SDL::getTimeAndDate(TimeDate &td, bool skipRecord) const {
time_t curTime = time(nullptr);
struct tm t = *localtime(&curTime);
td.tm_sec = t.tm_sec;
td.tm_min = t.tm_min;
td.tm_hour = t.tm_hour;
td.tm_mday = t.tm_mday;
td.tm_mon = t.tm_mon;
td.tm_year = t.tm_year;
td.tm_wday = t.tm_wday;
#ifdef ENABLE_EVENTRECORDER
g_eventRec.processTimeAndDate(td, skipRecord);
#endif
}
MixerManager *OSystem_SDL::getMixerManager() {
assert(_mixerManager);
#ifdef ENABLE_EVENTRECORDER
return g_eventRec.getMixerManager();
#else
return _mixerManager;
#endif
}
Common::TimerManager *OSystem_SDL::getTimerManager() {
#ifdef ENABLE_EVENTRECORDER
return g_eventRec.getTimerManager();
#else
return _timerManager;
#endif
}
AudioCDManager *OSystem_SDL::createAudioCDManager() {
// Audio CD support was removed with SDL 2.0
#if SDL_VERSION_ATLEAST(2, 0, 0)
return new DefaultAudioCDManager();
#else
return new SdlAudioCDManager();
#endif
}
Common::SaveFileManager *OSystem_SDL::getSavefileManager() {
#ifdef ENABLE_EVENTRECORDER
return g_eventRec.getSaveManager(_savefileManager);
#else
return _savefileManager;
#endif
}
uint32 OSystem_SDL::getDoubleClickTime() const {
if (ConfMan.hasKey("double_click_time"))
return ConfMan.getInt("double_click_time");
return getOSDoubleClickTime();
}
//Not specified in base class
Common::Path OSystem_SDL::getDefaultIconsPath() {
return ConfMan.getPath("iconspath");
}
// Not specified in base class
Common::Path OSystem_SDL::getDefaultDLCsPath() {
Common::Path path(ConfMan.get("dlcspath"));
return path;
}
//Not specified in base class
Common::Path OSystem_SDL::getScreenshotsPath() {
return ConfMan.getPath("screenshotpath");
}
#ifdef USE_MULTIPLE_RENDERERS
OSystem_SDL::GraphicsManagerType OSystem_SDL::getDefaultGraphicsManager() const {
return GraphicsManagerSurfaceSDL;
}
SdlGraphicsManager *OSystem_SDL::createGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window, GraphicsManagerType type) {
switch (type) {
case GraphicsManagerSurfaceSDL:
debug(1, "creating SurfaceSDL graphics manager");
return new SurfaceSdlGraphicsManager(sdlEventSource, window);
#ifdef USE_OPENGL
case GraphicsManagerOpenGL:
debug(1, "creating OpenGL graphics manager");
return new OpenGLSdlGraphicsManager(sdlEventSource, window);
#endif
default:
assert(0);
return NULL;
}
}
const OSystem::GraphicsMode *OSystem_SDL::getSupportedGraphicsModes() const {
if (_graphicsModes.empty()) {
return _graphicsManager->getSupportedGraphicsModes();
} else {
return _graphicsModes.begin();
}
}
int OSystem_SDL::getDefaultGraphicsMode() const {
if (_graphicsModes.empty()) {
return _graphicsManager->getDefaultGraphicsMode();
} else {
GraphicsManagerType type = getDefaultGraphicsManager();
assert(type >= GraphicsManagerSurfaceSDL && type < GraphicsManagerCount);
return _defaultMode[type];
}
}
bool OSystem_SDL::setGraphicsMode(int mode, uint flags) {
bool render3d = flags & OSystem::kGfxModeRender3d;
// In 3d render mode gfx mode param is ignored.
if (_graphicsModes.empty() && !render3d) {
return _graphicsManager->setGraphicsMode(mode);
}
// Check whether a invalid mode is requested.
if (mode < 0 || (uint)mode >= _graphicsModeIds.size()) {
return false;
}
// Very hacky way to set up the old graphics manager state, in case we
// switch from SDL->OpenGL or OpenGL->SDL.
//
// This is a probably temporary workaround to fix bugs like #5799
// "SDL/OpenGL: Crash when switching renderer backend".
//
// It's also used to restore state from 3D to 2D GFX manager
SdlGraphicsManager *sdlGraphicsManager = dynamic_cast<SdlGraphicsManager *>(_graphicsManager);
_gfxManagerState = sdlGraphicsManager->getState();
bool supports3D = sdlGraphicsManager->hasFeature(kFeatureOpenGLForGame);
bool switchedManager = false;
// If the new mode and the current mode are not from the same graphics
// manager, delete and create the new mode graphics manager
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
if (render3d && !supports3D) {
debug(1, "switching to OpenGL 3D graphics");
sdlGraphicsManager->deactivateManager();
delete sdlGraphicsManager;
_graphicsManager = sdlGraphicsManager = new OpenGLSdlGraphics3dManager(_eventSource, _window, _supportsFrameBuffer);
switchedManager = true;
} else
#endif
{
for (uint i = 0; i < GraphicsManagerCount; ++i) {
if (!(mode >= _firstMode[i] && mode <= _lastMode[i]))
continue;
if (_graphicsMode >= _firstMode[i] && _graphicsMode <= _lastMode[i] && !supports3D)
break;
debug(1, "switching graphics manager");
if (sdlGraphicsManager) {
sdlGraphicsManager->deactivateManager();
delete sdlGraphicsManager;
}
_graphicsManager = sdlGraphicsManager = createGraphicsManager(_eventSource, _window, (GraphicsManagerType)i);
switchedManager = true;
break;
}
}
_graphicsMode = mode;
if (switchedManager) {
sdlGraphicsManager->activateManager();
// Setup the graphics mode and size first
// This is needed so that we can check the supported pixel formats when
// restoring the state.
_graphicsManager->beginGFXTransaction();
if (!_graphicsManager->setGraphicsMode(_graphicsModeIds[mode], flags))
return false;
_graphicsManager->initSize(_gfxManagerState.screenWidth, _gfxManagerState.screenHeight);
_graphicsManager->endGFXTransaction();
// This failing will probably have bad consequences...
if (!sdlGraphicsManager->setState(_gfxManagerState)) {
return false;
}
// Next setup the cursor again
CursorMan.pushCursor(nullptr, 0, 0, 0, 0, 0);
CursorMan.popCursor();
// Next setup cursor palette if needed
if (_graphicsManager->getFeatureState(kFeatureCursorPalette)) {
CursorMan.pushCursorPalette(nullptr, 0, 0);
CursorMan.popCursorPalette();
}
_graphicsManager->beginGFXTransaction();
return true;
} else {
return _graphicsManager->setGraphicsMode(_graphicsModeIds[mode], flags);
}
}
int OSystem_SDL::getGraphicsMode() const {
if (_graphicsModes.empty()) {
return _graphicsManager->getGraphicsMode();
} else {
return _graphicsMode;
}
}
void OSystem_SDL::setupGraphicsModes() {
clearGraphicsModes();
_graphicsModeIds.clear();
// Count the number of graphics modes
const OSystem::GraphicsMode *srcMode;
int defaultMode;
GraphicsManager *manager;
for (uint i = 0; i < GraphicsManagerCount; i++) {
_defaultMode[i] = -1;
_firstMode[i] = _graphicsModes.size();
manager = createGraphicsManager(_eventSource, _window, (GraphicsManagerType)i);
defaultMode = manager->getDefaultGraphicsMode();
srcMode = manager->getSupportedGraphicsModes();
while (srcMode->name) {
if (defaultMode == srcMode->id) {
_defaultMode[i] = _graphicsModes.size();
}
OSystem::GraphicsMode mode = *srcMode;
// Do deep copy as we are going to delete the GraphicsManager and this may free
// the memory used for its graphics modes.
mode.name = scumm_strdup(srcMode->name);
mode.description = scumm_strdup(srcMode->description);
_graphicsModes.push_back(mode);
srcMode++;
}
_lastMode[i] = _graphicsModes.size() - 1;
delete manager;
assert(_defaultMode[i] != -1);
}
// Set a null mode at the end
GraphicsMode nullMode;
memset(&nullMode, 0, sizeof(nullMode));
_graphicsModes.push_back(nullMode);
// Set new internal ids for all modes
int i = 0;
OSystem::GraphicsMode *mode = _graphicsModes.begin();
while (mode->name) {
_graphicsModeIds.push_back(mode->id);
mode->id = i++;
mode++;
}
}
void OSystem_SDL::clearGraphicsModes() {
if (!_graphicsModes.empty()) {
OSystem::GraphicsMode *mode = _graphicsModes.begin();
while (mode->name) {
free(const_cast<char *>(mode->name));
free(const_cast<char *>(mode->description));
mode++;
}
_graphicsModes.clear();
}
}
#endif
static const char * const helpTabs[] = {
_s("Keyboard"),
"",
_s(
"## Keyboard shortcuts\n"
"\n"
"ScummVM supports various in-game keyboard and mouse shortcuts, and since version 2.2.0 these can be manually configured in the **Keymaps tab**, or in the **configuration file**.\n"
"\n"
"For game-specific controls, see the [wiki entry](https://wiki.scummvm.org/index.php?title=Category:Supported_Games) for the game you are playing.\n"
"\n"
"Default shortcuts are shown in the table.\n"
"\n"
"| Shortcut | Description \n"
"| --------------|------------------\n"
"| `Ctrl+F5` | Displays the Global Main Menu\n")
#if defined(MACOSX)
_s("| `Cmd+q` | Quit (macOS)\n")
#elif defined(WIN32)
_s("| `Alt+F4` | Quit (Windows)\n")
#else
_s("| `Ctrl+q` | Quit (Linux/Unix)\n")
_s("| `Ctrl+z` | Quit (other platforms)\n")
#endif
_s(
"| `Ctrl+u` | Mutes all sounds\n"
"| `Ctrl+m` | Toggles mouse capture\n"
"| `Ctrl+Alt` and `9` or `0` | Cycles forwards/backwards between graphics filters\n"
"| `Ctrl+Alt` and `+` or `-` | Increases/decreases the scale factor\n"
"| `Ctrl+Alt+a` | Toggles aspect ratio correction on/off\n"
"| `Ctrl+Alt+f` | Toggles between nearest neighbor and bilinear interpolation (graphics filtering on/off)\n"
"| `Ctrl+Alt+s` | Cycles through stretch modes\n"
"| `Alt+Enter` | Toggles full screen/windowed mode\n"
"| `Alt+s` | Takes a screenshot\n"
"| `Ctrl+F7` | Opens virtual keyboard (if enabled). This can also be opened with a long press of the middle mouse button or wheel.\n"
"| `Ctrl+Alt+d` | Opens the ScummVM debugger\n"
),
0,
};
const char * const *OSystem_SDL::buildHelpDialogData() {
return helpTabs;
}
|