Commit Graph
6575 Commits
Author SHA1 Message Date
Colin Snover 3a95213905 SDL: Automatically grab mouse upon entering fullscreen
Folks are confused about the new behaviour where the mouse is not
restricted to the game area in fullscreen, which is understandable.

This changes mouseIsGrabbed to use SDL directly in order to avoid
making changes to the user preference in the _inputGrabState.
Otherwise we'd either clobber the user's previous windowed mouse
grab preference, or require maintaining a second variable just to
track the original state, when we can have SDL do that for us.
2017-10-23 22:36:04 -05:00
Tarek Soliman 2fea095fc7 SDL: Fix SDL1 cursor position when using a touchscreen
I noticed that in Maemo the cursor was offset after the SDL refactoring
in de2bbe3b97

In Maemo when entering fullscreen, ScummVM receives a SDL_VIDEORESIZE
event with the native touchscreen resolution rather than the current
window size. This causes a call to notifyResize.

Before that refactoring, notifyResize did nothing (in SDL1).
Now it calls handleResize but doesn't actually set a new video mode.
This messes up the coordinate mapping, causing an overcorrection for
the cursor position.
2017-10-19 17:51:01 -05:00
Colin Snover 752f4e4f04 SDL: Fix missing scaled cursors in SDL 2.0.4 on Windows
This may be a problem with SDL 2.0.4 generally, not just on
Windows, but it doesn't really matter much since it can't be
broken on *any* platform.
2017-10-17 18:41:34 -05:00
Colin Snover 4307156e1c SDL: Fix 32bpp cursor scaling in SDL1
The SDL1 loop is not very optimal. Unfortunately all our existing
scalers only work in 16bpp and I don't have time to fix that right
now, so this is fine.
2017-10-16 00:27:34 -05:00
Colin Snover 4466738885 SDL: Fix scaled 32bpp cursor rendering 2017-10-15 21:38:58 -05:00
Colin Snover ef44cc55ee DINGUX: Really constify getFeatureState 2017-10-15 16:54:24 -05:00
Colin Snover 7aef79c421 DINGUX: Fix missing const on hasFeature/getFeatureState implementation 2017-10-15 16:41:04 -05:00
Colin Snover 1f8eeb5920 DINGUX: Replace usage of old SurfaceSdlGraphicsManager APIs 2017-10-15 16:32:58 -05:00
Colin Snover 4263a78aa0 GPH: Replace usage of old SurfaceSdlGraphicsManager APIs 2017-10-15 16:18:10 -05:00
Colin Snover ea2fa9093d PSP: Improve const-correctness 2017-10-15 16:11:47 -05:00
Colin Snover 2ef10faa1e PSP2: Replace usage of old SurfaceSdlGraphicsManager APIs 2017-10-15 16:00:00 -05:00
Colin Snover e308605b2f OPENPANDORA: Remove duplicated loadGFXMode code 2017-10-15 15:52:11 -05:00
Colin Snover bda253b1ac BACKENDS: Constify PaletteManager::grabPalette implementations 2017-10-15 13:47:19 -05:00
Colin Snover 4757c24c68 BACKENDS: Fix up graphics manager ports with const & override where appropriate 2017-10-15 13:24:21 -05:00
Colin Snover f6ab0e5c10 SDL: Allow window size to be reset whenever launcher is visible
This ensures the window gets resized properly when a user changes
the scaler options in the GUI. Simply unlocking the window size on
a call to setGraphicsMode is not good enough, because the scaler
mode can be changed by games during mode switches, and we don't
want to reset the window size in that case.
2017-10-15 13:24:21 -05:00
Colin Snover 8b112f57a9 SDL: Support 32bpp cursor rendering
32bpp cursor scaling is not available, but this should be fine as
many of the software scalers are not designed to work with >16bpp
data in any case.

This change also includes some minor cleanup of unnecessary #ifdefs
around code that works equally well with or without USE_RGB_COLOR,
to simplify the implementation.
2017-10-15 13:24:21 -05:00
Colin Snover d1b77d4b68 BACKENDS: Fix missing mouse events when system cursor cannot be moved
Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.

Refs Trac#9689.
2017-10-15 13:24:21 -05:00
Colin Snover cd538ffffa BACKENDS: Do not send mouse events to games occurring outside the game draw rect 2017-10-15 13:24:21 -05:00
Colin Snover 319ab07fe0 SDL: Minor code cleanup to declare variables at point of first use 2017-10-15 13:24:20 -05:00
Colin Snover 5d8cf6ba42 BACKENDS: Fix GraphicsManager handling of empty cursors
The SDL graphics manager was just ignoring calls from CursorMan to
set the cursor to a blank cursor, which meant engines that did not
immediately send a cursor to CursorMan at startup would still show
the launcher's cursor (usually with a broken palette).

The OpenGL graphics manager would try to generate and draw an
invalid cursor surface when receiving an empty cursor.
2017-10-15 13:24:20 -05:00
Colin Snover da0a8db704 BACKENDS: Also hide mouse cursor outside game area when an engine has hidden the cursor
The only reason we show the system cursor outside the game area is
to show users where their mouse is when the window is resized and
the mouse is outside the game area. If the game cannot be
interacted with, then the mouse also does not need to be shown in
the black areas.
2017-10-15 13:24:20 -05:00
Colin Snover de2bbe3b97 BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.

Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.

The biggest behavioral change here is with the coordinate
system mapping:

Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.

Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.

This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:

* Nullipotent operations (getWidth, getHeight, etc.) of the
  PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
  been de-virtualized
* Extra unnecessary calculations of hardware height in
  SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
  (setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
  overridden virtual methods in subclasses (primarily to avoid
  myself accidentally creating new methods in the subclasses
  by changing types/names during refactoring)

Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-10-15 13:24:20 -05:00
Colin Snover 0ad03e492a SDL: Accept signed values for mouse cursor warping
This matches the other ScummVM and SDL APIs for mouse warp.
2017-10-15 13:24:20 -05:00
Colin Snover 969dd565a1 SDL: Allow window resize with non-OpenGL SDL2 backend
The GUI is not redrawn when the window size changes, but that is
not as important as being able to resize the games themselves.
2017-10-15 13:24:20 -05:00
Colin Snover b53020f704 BACKENDS: Fix some comment typos 2017-10-15 13:24:20 -05:00
Colin Snover 20bd289ebe BACKENDS: Remove references to old normal1xScaler transaction property from ports 2017-10-07 15:25:47 -05:00
Colin Snover 04f357e6ff BACKENDS: Make initSizeHint an optional extension point
There is no particular reason why backends that don't need to
calculate screen dimensions in advance should still need to
implement initSizeHint at this point.
2017-10-07 12:30:29 -05:00
Colin Snover 6e157429b7 BACKENDS: Fix window sizing of games that switch between multiple resolutions 2017-10-07 12:30:29 -05:00
Colin Snover 9a82bc6d96 SDL: Deduplicate scaling factors 2017-10-07 12:30:29 -05:00
Colin Snover 432fd522d2 ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons:

* Engines universally set this flag to true for widths > 320,
  which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
  since its behaviour was almost completely undocumented and users
  would need to figure out that they'd need an explicit non-default
  scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
  deciding how the backend may choose to render its virtual screen.
  The choice of rendering behaviour belongs to the user, and the
  backend, in that order.

A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
2017-10-07 12:30:29 -05:00
Colin Snover ebe6c40a6a SDL: Do not reset window size when engines update rendering surface
This change allows:

* Engines to update their target rendering surface/size and pixel
  format with the backend multiple times during gameplay;
* Users to resize the ScummVM window without having it reset
  size/position every time an engine updates its target surface
  format;
* Conversions/scaling to continue to run efficiently in hardware,
  instead of requiring engines to pick their maximum possible
  output format once and upscale inefficiently in software;
* The window to reset size once when an engine calls to set its
  initial output size, and to reset again once ScummVM returns to
  the launcher.

This is relevant for at least SCI32 and DreamWeb engines, which
perform graphics mode switches during games.
2017-10-07 12:30:29 -05:00
Thierry Crozat 6f8f27ecb2 MACOSX: Change name for CoreAudio MIDI device
Also remove a couple of TODOs. I think we can limit the CoreAudio
plugin to the Apple DLS softsynth since with have the CoreMidi
plugin to access other MIDI devices.
2017-10-06 00:03:37 +01:00
Thierry Crozat 9a07050888 MACOSX: Allow selecting device for CoreMidi 2017-10-06 00:03:37 +01:00
Cameron Cawley 51949bbc9e RISCOS: Add RISC OS filesystem 2017-10-01 20:19:42 +02:00
Vincent Bénony 8bc745fb55 IOS: Improve iOS 11 compatibility 2017-09-30 11:16:42 +02:00
Bastien Bouclet 4890dd4466 NETWORKING: Fix mismatched curl callback declaration and definition 2017-09-24 08:24:40 +02:00
Bastien Bouclet 2832332e74 NETWORKING: Changed NetworkReadStream not to subclass MemoryReadWriteStream
Also fix the MemoryReadWriteStream managed buffer being leaked.
Fixes #9718.
2017-09-22 07:05:59 +02:00
Colin Snover 9203bdcf4e SDL: Remove USE_RGB_COLOR #ifdefs from detectSupportedFormats
This function is only defined when USE_RGB_COLOR is defined so
these additional conditions are redundant.
2017-09-15 23:05:48 -05:00
Thierry Crozat 20e628cac3 SDL: Remove code for unused DoubleBufferSDLMixerManager 2017-09-12 21:46:20 +01:00
Thierry Crozat f7436a9b3a OPENPANDORA: Remove unused include
The use of DoubleBufferSDLMixerManager in the OpenPandora backend was
removed in commit b157269 but the include for it was left behind.
2017-09-12 21:41:55 +01:00
Thierry Crozat 629ea05ffc GPH: Remove unused include
The use of DoubleBufferSDLMixerManager in the GPH backend was removed
in commit 3b6398c but the include for it was left behind.
2017-09-12 21:37:52 +01:00
Thierry Crozat 3607b79d7d MACOSX: Remove mixer init from derived class for macosx backend
Since the macosx backend now does the same as the base SDL backend
we can just let the base class do its stuff.
2017-09-12 21:30:29 +01:00
Colin Snover bcbd443359 SDL: Stop using double buffering mixer on macOS
This mixer type was added in
943b4c2036 because "anything which
produces sampled data with high latency (like the MT-32 emulator)
will sound terribly", but as far as I can see (or reproduce), this
mixer doesn't do anything that would solve that problem, except
that it effectively doubles the size of the audio buffer so there's
less chance of an underflow due to slower-than-realtime synthesis
by the softsynth. But you don't need the overhead of a separate
thread to do that, you just need to increase the buffer size.
2017-09-12 11:35:51 -05:00
Colin Snover fa52df018e SDL: Fix DoubleBufferSDLMixerManager doubling audio latency
If it turns out that everything that had previously been fixed by
this manager is broken by this change, everything that had been
fixed probably could have been fixed by just increasing the audio
buffer size in SdlMixerManager. :\
2017-09-12 11:35:50 -05:00
Colin Snover 4a75fbab1b SDL: Reduce audio playback latency
The previous default buffer size of 4096 samples for 44kHz mixer
would add up to 93ms of audio latency, which is fine for early
adventure games, but this is significantly more latency than is
acceptable for games with full motion video. For these games,
the latency needs to be kept within roughly +15ms and -45ms of
video frame presentation to avoid lip sync problems. With this
change, the default audio buffer size is calculated to be 1024
samples at 44kHz (which happens to match what DOSBox uses).

There is a possibility that the reduced latency may cause issues
that did not previously exist with things like the MT-32 emulator,
where a larger buffer size allowed for a larger window where
high-complexity synthesis that could not be generated in realtime
could be balanced out by low-complexity synthesis that could be
generated faster than realtime. In this case, rather than
increasing the system mixer buffer size again, please move the
MT-32 emulator into its own thread and give it its own larger ring
buffer into which it can generate more sample data in advance,
independently from the rest of the audio system.

For other systems where this buffer size reduction might cause a
problem with audio drop-outs, a new audio_buffer_size
configuration option has been added to allow users to tweak the
audio buffer size to match their machine's ability to generate
audio samples.

Fixes Trac#10033. Also improves playback of samples in SCI that
were programmed to restart across several consecutive frames,
relying on lower audio latency in the original engine for this to
not sound bad, like the hopping sound at the start of chapter 1
of KQ7, and the sound of turning on the power in the digger train
in the Lighthouse volcano.
2017-09-12 11:30:01 -05:00
Colin Snover eb4e9fe1d4 GUI: Remove mostly-broken audio output sample rate control
Removing this GUI control was suggested as far back as 2011 at
<http://lists.scummvm.org/pipermail/scummvm-devel/2011-November/010416.html>.
There were no objections, but it was never removed. When working
on audio latency bugs, I independently rediscovered that the GUI
option was broken: the per-game options would *never* work, and the
option would not take effect until ScummVM was restarted because
there is no API for interacting with the backend audio mixer. So
now, it is finally gone.

Primarily for the sake of future troubleshooting, configurability
of the audio sample frequency within SdlMixerManager is maintained
for the moment, but now users will need to edit their ScummVM
configuration file manually to change it.
2017-09-12 11:27:45 -05:00
Colin Snover c2a4784706 SDL: Fix compilation on PSP2 2017-09-12 11:27:45 -05:00
Colin Snover 2228ae255c SDL: List supported 32bpp pixel formats when using SDL2
_hwscreen is always initialized to 16bpp so the supported 32bpp
pixel formats would never be put into the list of supported pixel
formats, making it useless for engines to query for usable 32bpp
pixel formats.

This patch changes things so that the native desktop pixel format
is at the top of the supported formats list, and all pixel formats
<= the default desktop pixel format will now show up in the list
of supported formats. ("Supported" is somewhat of a misnomer here
since there is no hardware querying beyond checking the default
desktop pixel format. SDL generally accepts a wide variety of pixel
formats and tries to convert them to whatever the hardware
supports.)
2017-09-12 10:12:53 -05:00
Colin Snover b8f89a772e MACOS: Fix builds on case-sensitive filesystems 2017-09-10 23:30:25 -05:00
Colin Snover 6e2f18c498 MACOS: Fix warnings about undeclared selectors
When -Wundeclared-selector is enabled (recommended by Apple), the
calls to the setBadgeLabel selector in MacOSXTaskbarManager are
warned on because NSDockTile declarations are not included because
they do not exist in macOS 10.4 and earlier. While I don't know
that we are even supporting such old macOS versions these days, it
is simple enough to fix this problem when compiling to modern
macOS versions by conditionally including the necessary header.
2017-09-10 22:17:16 -05:00