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backends/platform/psp/default_display_client.cpp
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206
backends/platform/psp/default_display_client.cpp
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/* 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 "common/scummsys.h"
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#include "backends/platform/psp/psppixelformat.h"
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#include "backends/platform/psp/display_client.h"
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#include "backends/platform/psp/default_display_client.h"
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//#define __PSP_DEBUG_FUNCS__ /* For debugging the stack */
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//#define __PSP_DEBUG_PRINT__
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#include "backends/platform/psp/trace.h"
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// Class DefaultDisplayClient ---------------------------------------------
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bool DefaultDisplayClient::allocate(bool bufferInVram /* = false */, bool paletteInVram /* = false */) {
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DEBUG_ENTER_FUNC();
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if (!_buffer.allocate(bufferInVram)) {
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PSP_ERROR("Couldn't allocate buffer.\n");
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return false;
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}
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if (_buffer.hasPalette()) {
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PSP_DEBUG_PRINT("_palette[%p]\n", &_palette);
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if (!_palette.allocate()) {
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PSP_ERROR("Couldn't allocate palette.\n");
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return false;
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}
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}
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return true;
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}
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void DefaultDisplayClient::deallocate() {
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_buffer.deallocate();
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if (_buffer.hasPalette())
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_palette.deallocate();
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}
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void DefaultDisplayClient::clearBuffer() {
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DEBUG_ENTER_FUNC();
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_buffer.clear();
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setDirty();
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}
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inline void DefaultDisplayClient::clearPalette() {
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DEBUG_ENTER_FUNC();
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_palette.clear();
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setDirty();
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}
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void DefaultDisplayClient::init() {
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DEBUG_ENTER_FUNC();
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_renderer.setBuffer(&_buffer);
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_renderer.setPalette(&_palette);
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}
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void DefaultDisplayClient::copyFromRect(const byte *buf, int pitch, int destX, int destY, int recWidth, int recHeight) {
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DEBUG_ENTER_FUNC();
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_buffer.copyFromRect(buf, pitch, destX, destY, recWidth, recHeight);
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setDirty();
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}
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void DefaultDisplayClient::copyToArray(byte *dst, int pitch) {
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DEBUG_ENTER_FUNC();
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_buffer.copyToArray(dst, pitch);
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}
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// Class Overlay -------------------------------------------------------
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void Overlay::init() {
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DEBUG_ENTER_FUNC();
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DefaultDisplayClient::init();
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_renderer.setAlphaBlending(true);
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_renderer.setColorTest(false);
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_renderer.setUseGlobalScaler(false);
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_renderer.setFullScreen(true); // speeds up render slightly
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}
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void Overlay::setBytesPerPixel(uint32 size) {
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DEBUG_ENTER_FUNC();
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switch (size) {
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case 1:
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_buffer.setPixelFormat(PSPPixelFormat::Type_Palette_8bit);
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_palette.setPixelFormats(PSPPixelFormat::Type_4444, PSPPixelFormat::Type_Palette_8bit);
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break;
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case 2:
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_buffer.setPixelFormat(PSPPixelFormat::Type_4444);
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break;
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case 4:
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_buffer.setPixelFormat(PSPPixelFormat::Type_8888);
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break;
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}
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}
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void Overlay::setSize(uint32 width, uint32 height) {
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DEBUG_ENTER_FUNC();
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_buffer.setSize(width, height, Buffer::kSizeBySourceSize);
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_renderer.setDrawWholeBuffer(); // We need to let the renderer know how much to draw
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}
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void Overlay::copyToArray(void *buf, int pitch) {
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DEBUG_ENTER_FUNC();
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_buffer.copyToArray((byte *)buf, pitch);
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}
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void Overlay::copyFromRect(const void *buf, int pitch, int x, int y, int w, int h) {
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DEBUG_ENTER_FUNC();
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_buffer.copyFromRect((const byte *)buf, pitch, x, y, w, h);
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// debug
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//_buffer.print(0xFF);
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setDirty();
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}
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bool Overlay::allocate() {
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DEBUG_ENTER_FUNC();
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bool ret = DefaultDisplayClient::allocate(true, false); // buffer in VRAM
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return ret;
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}
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// Class Screen -----------------------------------------------------------
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void Screen::init() {
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DEBUG_ENTER_FUNC();
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DefaultDisplayClient::init();
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_renderer.setAlphaBlending(false);
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_renderer.setColorTest(false);
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_renderer.setUseGlobalScaler(true);
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_renderer.setFullScreen(true);
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}
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void Screen::setShakePos(int shakeXOffset, int shakeYOffset) {
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_shakeXOffset = shakeXOffset;
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_shakeYOffset = shakeYOffset;
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_renderer.setOffsetOnScreen(shakeXOffset, shakeYOffset);
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setDirty();
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}
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void Screen::setSize(uint32 width, uint32 height) {
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DEBUG_ENTER_FUNC();
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_buffer.setSize(width, height, Buffer::kSizeBySourceSize);
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_renderer.setDrawWholeBuffer(); // We need to let the renderer know how much to draw
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}
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void Screen::setScummvmPixelFormat(const Graphics::PixelFormat *format) {
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DEBUG_ENTER_FUNC();
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PSP_DEBUG_PRINT("format[%p], _buffer[%p], _palette[%p]\n", format, &_buffer, &_palette);
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if (!format) {
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memset(&_pixelFormat, 0, sizeof(_pixelFormat));
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_pixelFormat.bytesPerPixel = 1; // default
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} else {
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_pixelFormat = *format;
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}
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PSPPixelFormat::Type bufferFormat, paletteFormat;
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bool swapRedBlue = false;
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PSPPixelFormat::convertFromScummvmPixelFormat(format, bufferFormat, paletteFormat, swapRedBlue);
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_buffer.setPixelFormat(bufferFormat, swapRedBlue);
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_palette.setPixelFormats(paletteFormat, bufferFormat, swapRedBlue);
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}
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Graphics::Surface *Screen::lockAndGetForEditing() {
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DEBUG_ENTER_FUNC();
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_frameBuffer.init(_buffer.getSourceWidth(), _buffer.getSourceHeight(), _buffer.getBytesPerPixel() * _buffer.getWidth(),
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_buffer.getPixels(), _pixelFormat);
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// We'll set to dirty once we unlock the screen
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return &_frameBuffer;
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}
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bool Screen::allocate() {
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DEBUG_ENTER_FUNC();
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return DefaultDisplayClient::allocate(true, false); // buffer in VRAM
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}
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