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This is more logical than calling this from "engine_setup", and also fixes running another AGS game from current game after commit 5596736 . From upstream a82d8147d4424b0aa83762d810db96cff31d7af9
211 lines
7.2 KiB
C++
211 lines
7.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/shared/core/platform.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/display.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/engine/ac/game_setup.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/mouse.h"
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#include "ags/engine/ac/runtime_defines.h"
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#include "ags/engine/ac/walk_behind.h"
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#include "ags/engine/ac/dynobj/script_system.h"
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#include "ags/shared/debugging/out.h"
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#include "ags/engine/device/mouse_w32.h"
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#include "ags/shared/font/fonts.h"
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#include "ags/engine/gfx/graphics_driver.h"
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#include "ags/shared/gui/gui_main.h"
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#include "ags/shared/gui/gui_inv.h"
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#include "ags/engine/main/game_run.h"
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#include "ags/engine/main/graphics_mode.h"
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#include "ags/engine/main/engine_setup.h"
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#include "ags/engine/media/video/video.h"
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#include "ags/engine/platform/base/ags_platform_driver.h"
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#include "ags/engine/platform/base/sys_main.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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void engine_adjust_for_rotation_settings() {
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#if 0
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switch (_GP(usetup).rotation) {
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case ScreenRotation::kScreenRotation_Portrait:
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown");
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break;
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case ScreenRotation::kScreenRotation_Landscape:
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
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break;
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case kScreenRotation_Unlocked:
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// let the user rotate as wished. No adjustment needed.
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default:
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break;
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}
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#endif
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}
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// Setup gfx driver callbacks and options
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void engine_post_gfxmode_driver_setup() {
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_G(gfxDriver)->SetCallbackForPolling(update_polled_stuff);
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_G(gfxDriver)->SetCallbackToDrawScreen(draw_game_screen_callback, construct_engine_overlay);
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_G(gfxDriver)->SetCallbackOnSpriteEvt(GfxDriverSpriteEvtCallback);
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}
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// Reset gfx driver callbacks
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void engine_pre_gfxmode_driver_cleanup() {
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_G(gfxDriver)->SetCallbackForPolling(nullptr);
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_G(gfxDriver)->SetCallbackToDrawScreen(nullptr, nullptr);
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_G(gfxDriver)->SetCallbackOnSpriteEvt(nullptr);
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_G(gfxDriver)->SetMemoryBackBuffer(nullptr);
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}
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// Setup color conversion parameters
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void engine_setup_color_conversions(int coldepth) {
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// default shifts for how we store the sprite data
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_G(_rgb_r_shift_32) = 16;
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_G(_rgb_g_shift_32) = 8;
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_G(_rgb_b_shift_32) = 0;
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_G(_rgb_r_shift_16) = 11;
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_G(_rgb_g_shift_16) = 5;
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_G(_rgb_b_shift_16) = 0;
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_G(_rgb_r_shift_15) = 10;
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_G(_rgb_g_shift_15) = 5;
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_G(_rgb_b_shift_15) = 0;
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// TODO: investigate if this is still necessary, and under which circumstances?
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// the color conversion should likely be done when preparing textures or
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// rendering to final output instead, not in the main engine code.
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if (coldepth < 16) {
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// ensure that any 32-bit graphics displayed are converted
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// properly to the current depth
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#if AGS_PLATFORM_OS_WINDOWS
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_G(_rgb_r_shift_32) = 16;
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_G(_rgb_g_shift_32) = 8;
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_G(_rgb_b_shift_32) = 0;
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#else
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_G(_rgb_r_shift_32) = 0;
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_G(_rgb_g_shift_32) = 8;
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_G(_rgb_b_shift_32) = 16;
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_G(_rgb_b_shift_15) = 0;
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_G(_rgb_g_shift_15) = 5;
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_G(_rgb_r_shift_15) = 10;
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#endif
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}
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set_color_conversion(COLORCONV_MOST | COLORCONV_EXPAND_256);
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}
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// Setup drawing modes and color conversions;
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// they depend primarily on gfx driver capabilities and new color depth
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void engine_post_gfxmode_draw_setup(const DisplayMode &dm) {
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engine_setup_color_conversions(dm.ColorDepth);
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init_draw_method();
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}
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// Cleanup auxiliary drawing objects
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void engine_pre_gfxmode_draw_cleanup() {
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dispose_draw_method();
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}
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// Setup mouse control mode and graphic area
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void engine_post_gfxmode_mouse_setup(const Size &init_desktop) {
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// Assign mouse control parameters.
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//
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// NOTE that we setup speed and other related properties regardless of
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// whether mouse control was requested because it may be enabled later.
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_GP(mouse).SetSpeedUnit(1.f);
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if (_GP(usetup).mouse_speed_def == kMouseSpeed_CurrentDisplay) {
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Size cur_desktop;
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if (sys_get_desktop_resolution(cur_desktop.Width, cur_desktop.Height) == 0)
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_GP(mouse).SetSpeedUnit(MAX((float)cur_desktop.Width / (float)init_desktop.Width,
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(float)cur_desktop.Height / (float)init_desktop.Height));
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}
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Mouse_EnableControl(_GP(usetup).mouse_ctrl_enabled);
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Debug::Printf(kDbgMsg_Info, "Mouse speed control: %s, unit: %f, user value: %f",
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_GP(usetup).mouse_ctrl_enabled ? "enabled" : "disabled", _GP(mouse).GetSpeedUnit(), _GP(mouse).GetSpeed());
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on_coordinates_scaling_changed();
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// If auto lock option is set, lock mouse to the game window
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if (_GP(usetup).mouse_auto_lock && _GP(scsystem).windowed != 0)
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_GP(mouse).TryLockToWindow();
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}
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// Reset mouse controls before changing gfx mode
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void engine_pre_gfxmode_mouse_cleanup() {
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// Always disable mouse control and unlock mouse when releasing down gfx mode
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_GP(mouse).SetMovementControl(false);
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_GP(mouse).UnlockFromWindow();
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}
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// Fill in _GP(scsystem) struct with display mode parameters
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void engine_setup_scsystem_screen(const DisplayMode &dm) {
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_GP(scsystem).windowed = dm.IsWindowed();
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_GP(scsystem).vsync = dm.Vsync;
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}
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void engine_post_gfxmode_setup(const Size &init_desktop, const DisplayMode &old_dm) {
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DisplayMode dm = _G(gfxDriver)->GetDisplayMode();
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// If color depth has changed (or graphics mode was inited for the
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// very first time), we also need to recreate bitmaps
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bool has_driver_changed = old_dm.ColorDepth != dm.ColorDepth;
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engine_setup_scsystem_screen(dm);
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engine_post_gfxmode_driver_setup();
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if (has_driver_changed) {
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engine_post_gfxmode_draw_setup(dm);
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}
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engine_post_gfxmode_mouse_setup(init_desktop);
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// reset multitasking (may be overridden by the current display mode)
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SetMultitasking(_GP(usetup).multitasking);
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invalidate_screen();
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}
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void engine_pre_gfxmode_release() {
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engine_pre_gfxmode_mouse_cleanup();
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engine_pre_gfxmode_driver_cleanup();
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}
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void engine_pre_gfxsystem_shutdown() {
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engine_pre_gfxmode_release();
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engine_pre_gfxmode_draw_cleanup();
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}
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void on_coordinates_scaling_changed() {
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// Reset mouse graphic area and bounds
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_GP(mouse).UpdateGraphicArea();
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// If mouse bounds do not have valid values yet, then limit cursor to viewport
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if (_GP(play).mboundx1 == 0 && _GP(play).mboundy1 == 0 && _GP(play).mboundx2 == 0 && _GP(play).mboundy2 == 0)
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_GP(mouse).SetMoveLimit(_GP(play).GetMainViewport());
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else
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_GP(mouse).SetMoveLimit(Rect(_GP(play).mboundx1, _GP(play).mboundy1, _GP(play).mboundx2, _GP(play).mboundy2));
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}
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} // namespace AGS3
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