[Scummvm-git-logs] scummvm branch-2-1 -> 9209e493ec79593ac2ac690f8c629a04604691ff
sluicebox
22204938+sluicebox at users.noreply.github.com
Sat Jan 4 20:03:38 UTC 2020
This automated email contains information about 18 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
f2372861bd GRAPHICS: Add interface for horizontal shake
a93db0b3b3 SCI: Add horizontal shake to kShakeScreen
f607a9c5b1 PSP: Implement horizontal shake
24c86895e7 DC: Implement horizontal shake
392749e85e DS: Implement horizontal shake
c66152c3ce PS2: Implement horizontal shake
6d55b961d7 PSP: Implement horizontal shake
6a0883a1c5 WII: Implement horizontal shake
f4e2cf612f IOS7: Implement horizontal shake
176cbda697 IPHONE: Implement horizontal shake
1d9a370bd2 SDL: Implement horizontal shake
6c5d3a769b TESTBED: Add horizontal/diagonal shake tests
27e6d988bb DINGUX: Fix Compilation Breakage from Screen Shake API Changes
e70cf756d8 GPH: Fix Compilation Breakage from Screen Shake API Changes
f6f3706854 LINUXMOTO: Fix Compilation Breakage from Screen Shake API Changes
49f32afbac DINGUX: Implement horizontal shake
7a5377dd59 GPH: Implement horizontal shake
9209e493ec LINUXMOTO: Implement horizontal shake
Commit: f2372861bd9f90ee5ede0d89647f4ae7709bee5e
https://github.com/scummvm/scummvm/commit/f2372861bd9f90ee5ede0d89647f4ae7709bee5e
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:32:52-08:00
Commit Message:
GRAPHICS: Add interface for horizontal shake
Changed paths:
backends/graphics/graphics.h
backends/graphics/null/null-graphics.h
backends/graphics/opengl/opengl-graphics.cpp
backends/graphics/surfacesdl/surfacesdl-graphics.cpp
backends/graphics/surfacesdl/surfacesdl-graphics.h
backends/graphics/windowed.h
backends/modular-backend.cpp
backends/modular-backend.h
backends/platform/3ds/osystem-graphics.cpp
backends/platform/3ds/osystem.h
backends/platform/dc/dc.h
backends/platform/dc/dcmain.cpp
backends/platform/dc/display.cpp
backends/platform/ds/arm9/source/dsmain.cpp
backends/platform/ds/arm9/source/dsmain.h
backends/platform/ds/arm9/source/osystem_ds.cpp
backends/platform/ds/arm9/source/osystem_ds.h
backends/platform/ios7/ios7_common.h
backends/platform/ios7/ios7_osys_main.h
backends/platform/ios7/ios7_osys_video.mm
backends/platform/ios7/ios7_video.h
backends/platform/ios7/ios7_video.mm
backends/platform/iphone/iphone_common.h
backends/platform/iphone/iphone_video.h
backends/platform/iphone/iphone_video.mm
backends/platform/iphone/osys_main.h
backends/platform/iphone/osys_video.mm
backends/platform/n64/osys_n64.h
backends/platform/n64/osys_n64_base.cpp
backends/platform/ps2/Gs2dScreen.cpp
backends/platform/ps2/Gs2dScreen.h
backends/platform/ps2/systemps2.cpp
backends/platform/ps2/systemps2.h
backends/platform/psp/default_display_client.cpp
backends/platform/psp/default_display_client.h
backends/platform/psp/osys_psp.cpp
backends/platform/psp/osys_psp.h
backends/platform/wii/osystem.h
backends/platform/wii/osystem_gfx.cpp
common/system.h
engines/dreamweb/dreamweb.h
engines/kyra/graphics/screen.cpp
engines/queen/display.cpp
engines/sci/graphics/frameout.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/screen.h
engines/scumm/gfx.cpp
engines/scumm/saveload.cpp
engines/supernova/game-manager.cpp
engines/teenagent/scene.cpp
engines/testbed/graphics.cpp
engines/toltecs/screen.cpp
diff --git a/backends/graphics/graphics.h b/backends/graphics/graphics.h
index e7be236..df4fb6a 100644
--- a/backends/graphics/graphics.h
+++ b/backends/graphics/graphics.h
@@ -81,7 +81,7 @@ public:
virtual void unlockScreen() = 0;
virtual void fillScreen(uint32 col) = 0;
virtual void updateScreen() = 0;
- virtual void setShakePos(int shakeOffset) = 0;
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset) = 0;
virtual void setFocusRectangle(const Common::Rect& rect) = 0;
virtual void clearFocusRectangle() = 0;
diff --git a/backends/graphics/null/null-graphics.h b/backends/graphics/null/null-graphics.h
index 4c62856..3972904 100644
--- a/backends/graphics/null/null-graphics.h
+++ b/backends/graphics/null/null-graphics.h
@@ -63,7 +63,7 @@ public:
void unlockScreen() override {}
void fillScreen(uint32 col) override {}
void updateScreen() override {}
- void setShakePos(int shakeOffset) override {}
+ void setShakePos(int shakeXOffset, int shakeYOffset) override {}
void setFocusRectangle(const Common::Rect& rect) override {}
void clearFocusRectangle() override {}
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 06a0109..f5093fe 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -436,7 +436,8 @@ void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::Pi
_currentState.gameWidth = width;
_currentState.gameHeight = height;
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
}
int16 OpenGLGraphicsManager::getWidth() const {
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index 052ae37..df5bf41 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -158,7 +158,7 @@ SurfaceSdlGraphicsManager::SurfaceSdlGraphicsManager(SdlEventSource *sdlEventSou
_scalerProc(0), _screenChangeCount(0),
_mouseData(nullptr), _mouseSurface(nullptr),
_mouseOrigSurface(nullptr), _cursorDontScale(false), _cursorPaletteDisabled(true),
- _currentShakePos(0),
+ _currentShakeXOffset(0), _currentShakeYOffset(0),
_paletteDirtyStart(0), _paletteDirtyEnd(0),
_screenIsLocked(false),
_graphicsMutex(0),
@@ -822,7 +822,8 @@ int SurfaceSdlGraphicsManager::getStretchMode() const {
void SurfaceSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
//avoid redundant format changes
@@ -1206,16 +1207,16 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// If the shake position changed, fill the dirty area with blackness
// When building with SDL2, the shake offset is added to the active rect instead,
// so this isn't needed there.
- if (_currentShakePos != _gameScreenShakeOffset ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+ if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
- _currentShakePos = _gameScreenShakeOffset;
+ _currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@@ -1293,7 +1294,7 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
- int dst_y = r->y + _currentShakePos;
+ int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
#ifdef USE_SCALERS
int orig_dst_y = 0;
@@ -1349,7 +1350,7 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// Of course when the overlay is visible we do not show it, since it is only for game
// specific focus.
if (_enableFocusRect && !_overlayVisible) {
- int y = _focusRect.top + _currentShakePos;
+ int y = _focusRect.top + _currentShakeYOffset;
int h = 0;
int x = _focusRect.left * scale1;
int w = _focusRect.width() * scale1;
@@ -2276,7 +2277,7 @@ void SurfaceSdlGraphicsManager::drawMouse() {
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
- dst.y += _currentShakePos;
+ dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst.y = real2Aspect(dst.y);
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.h b/backends/graphics/surfacesdl/surfacesdl-graphics.h
index f5edd16..7888088 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.h
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.h
@@ -387,7 +387,8 @@ protected:
// Shake mode
// This is always set to 0 when building with SDL2.
- int _currentShakePos;
+ int _currentShakeXOffset;
+ int _currentShakeYOffset;
// Palette data
SDL_Color *_currentPalette;
diff --git a/backends/graphics/windowed.h b/backends/graphics/windowed.h
index 74933a1..8875ae9 100644
--- a/backends/graphics/windowed.h
+++ b/backends/graphics/windowed.h
@@ -44,7 +44,8 @@ public:
_windowWidth(0),
_windowHeight(0),
_overlayVisible(false),
- _gameScreenShakeOffset(0),
+ _gameScreenShakeXOffset(0),
+ _gameScreenShakeYOffset(0),
_forceRedraw(false),
_cursorVisible(false),
_cursorX(0),
@@ -74,9 +75,10 @@ public:
_forceRedraw = true;
}
- virtual void setShakePos(int shakeOffset) override {
- if (_gameScreenShakeOffset != shakeOffset) {
- _gameScreenShakeOffset = shakeOffset;
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset) override {
+ if (_gameScreenShakeXOffset != shakeXOffset || _gameScreenShakeYOffset != shakeYOffset) {
+ _gameScreenShakeXOffset = shakeXOffset;
+ _gameScreenShakeYOffset = shakeYOffset;
recalculateDisplayAreas();
_cursorNeedsRedraw = true;
}
@@ -282,9 +284,14 @@ protected:
bool _overlayVisible;
/**
- * The offset by which the screen is moved vertically.
+ * The offset by which the screen is moved horizontally.
*/
- int _gameScreenShakeOffset;
+ int _gameScreenShakeXOffset;
+
+ /**
+ * The offset by which the screen is moved vertically.
+ */
+ int _gameScreenShakeYOffset;
/**
* The scaled draw rectangle for the game surface within the window.
@@ -391,7 +398,7 @@ private:
}
drawRect.left = ((_windowWidth - width) / 2);
- drawRect.top = ((_windowHeight - height) / 2) + _gameScreenShakeOffset;
+ drawRect.top = ((_windowHeight - height) / 2) + _gameScreenShakeYOffset;
drawRect.setWidth(width);
drawRect.setHeight(height);
}
diff --git a/backends/modular-backend.cpp b/backends/modular-backend.cpp
index 2c6aaba..a06448d 100644
--- a/backends/modular-backend.cpp
+++ b/backends/modular-backend.cpp
@@ -185,8 +185,8 @@ void ModularBackend::updateScreen() {
#endif
}
-void ModularBackend::setShakePos(int shakeOffset) {
- _graphicsManager->setShakePos(shakeOffset);
+void ModularBackend::setShakePos(int shakeXOffset, int shakeYOffset) {
+ _graphicsManager->setShakePos(shakeXOffset, shakeYOffset);
}
void ModularBackend::setFocusRectangle(const Common::Rect& rect) {
_graphicsManager->setFocusRectangle(rect);
diff --git a/backends/modular-backend.h b/backends/modular-backend.h
index ead559c..580e992 100644
--- a/backends/modular-backend.h
+++ b/backends/modular-backend.h
@@ -93,7 +93,7 @@ public:
virtual void unlockScreen() override;
virtual void fillScreen(uint32 col) override;
virtual void updateScreen() override;
- virtual void setShakePos(int shakeOffset) override;
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset) override;
virtual void setFocusRectangle(const Common::Rect& rect) override;
virtual void clearFocusRectangle() override;
diff --git a/backends/platform/3ds/osystem-graphics.cpp b/backends/platform/3ds/osystem-graphics.cpp
index beba292..36ffcf9 100644
--- a/backends/platform/3ds/osystem-graphics.cpp
+++ b/backends/platform/3ds/osystem-graphics.cpp
@@ -367,11 +367,12 @@ void OSystem_3DS::updateScreen() {
C3D_FrameEnd(0);
}
-void OSystem_3DS::setShakePos(int shakeOffset) {
+void OSystem_3DS::setShakePos(int shakeXOffset, int shakeYOffset) {
// TODO: implement this in overlay, top screen, and mouse too
- _screenShakeOffset = shakeOffset;
- _gameTopTexture.setPosition(_gameTopX, _gameTopY + _gameTopTexture.getScaleY() * shakeOffset);
- _gameBottomTexture.setPosition(_gameBottomX, _gameBottomY + _gameBottomTexture.getScaleY() * shakeOffset);
+ _screenShakeXOffset = shakeXOffset;
+ _screenShakeYOffset = shakeYOffset;
+ _gameTopTexture.setPosition(_gameTopX, _gameTopY + _gameTopTexture.getScaleY() * shakeYOffset);
+ _gameBottomTexture.setPosition(_gameBottomX, _gameBottomY + _gameBottomTexture.getScaleY() * shakeYOffset);
}
void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) {
diff --git a/backends/platform/3ds/osystem.h b/backends/platform/3ds/osystem.h
index 67017dc..d6d667d 100644
--- a/backends/platform/3ds/osystem.h
+++ b/backends/platform/3ds/osystem.h
@@ -119,7 +119,7 @@ public:
Graphics::Surface *lockScreen();
void unlockScreen();
void updateScreen();
- void setShakePos(int shakeOffset);
+ void setShakePos(int shakeXOffset, int shakeYOffset);
void setFocusRectangle(const Common::Rect &rect);
void clearFocusRectangle();
void showOverlay();
@@ -197,7 +197,8 @@ private:
};
uint32 _osdMessageEndTime;
- int _screenShakeOffset;
+ int _screenShakeXOffset;
+ int _screenShakeYOffset;
bool _overlayVisible;
int _screenChangeId;
diff --git a/backends/platform/dc/dc.h b/backends/platform/dc/dc.h
index a3f7423..bc2a6d7 100644
--- a/backends/platform/dc/dc.h
+++ b/backends/platform/dc/dc.h
@@ -145,7 +145,7 @@ public:
void setCursorPalette(const byte *colors, uint start, uint num);
// Shaking is used in SCUMM. Set current shake position.
- void setShakePos(int shake_pos);
+ void setShakePos(int shake_x_pos, int shake_y_pos);
// Get the number of milliseconds since the program was started.
uint32 getMillis(bool skipRecord = false);
@@ -201,7 +201,7 @@ public:
int _ms_cur_x, _ms_cur_y, _ms_cur_w, _ms_cur_h, _ms_old_x, _ms_old_y;
int _ms_hotspot_x, _ms_hotspot_y, _ms_visible, _devpoll, _last_screen_refresh;
- int _current_shake_pos, _screen_w, _screen_h;
+ int _current_shake_x_pos, _current_shake_y_pos, _screen_w, _screen_h;
int _overlay_x, _overlay_y;
unsigned char *_ms_buf;
uint32 _ms_keycolor;
diff --git a/backends/platform/dc/dcmain.cpp b/backends/platform/dc/dcmain.cpp
index c84aef9..e50ba4d 100644
--- a/backends/platform/dc/dcmain.cpp
+++ b/backends/platform/dc/dcmain.cpp
@@ -42,7 +42,7 @@ const char *gGameName;
OSystem_Dreamcast::OSystem_Dreamcast()
: _devpoll(0), screen(NULL), mouse(NULL), overlay(NULL), _softkbd(this),
_ms_buf(NULL), _mixer(NULL),
- _current_shake_pos(0), _aspect_stretch(false), _softkbd_on(false),
+ _current_shake_x_pos(0), _current_shake_y_pos(0), _aspect_stretch(false), _softkbd_on(false),
_softkbd_motion(0), _enable_cursor_palette(false), _screenFormat(0)
{
memset(screen_tx, 0, sizeof(screen_tx));
diff --git a/backends/platform/dc/display.cpp b/backends/platform/dc/display.cpp
index 2547605..447f671 100644
--- a/backends/platform/dc/display.cpp
+++ b/backends/platform/dc/display.cpp
@@ -35,7 +35,7 @@
#define OVL_H 200
#define OVL_TXSTRIDE 512
-#define TOP_OFFSET (_top_offset+_yscale*_current_shake_pos)
+#define TOP_OFFSET (_top_offset+_yscale*_current_shake_y_pos)
static const struct {
Graphics::PixelFormat pixelFormat;
@@ -320,9 +320,10 @@ void OSystem_Dreamcast::setMouseCursor(const void *buf, uint w, uint h,
memcpy(_ms_buf, buf, w * h);
}
-void OSystem_Dreamcast::setShakePos(int shake_pos)
+void OSystem_Dreamcast::setShakePos(int shake_x_pos, int shake_y_pos)
{
- _current_shake_pos = shake_pos;
+ _current_shake_x_pos = shake_x_pos;
+ _current_shake_y_pos = shake_y_pos;
}
void OSystem_Dreamcast::updateScreenTextures(void)
diff --git a/backends/platform/ds/arm9/source/dsmain.cpp b/backends/platform/ds/arm9/source/dsmain.cpp
index 041892a..b0f6132 100644
--- a/backends/platform/ds/arm9/source/dsmain.cpp
+++ b/backends/platform/ds/arm9/source/dsmain.cpp
@@ -260,7 +260,8 @@ static SpriteEntry spritesMain[128];
static int tweak;
// Shake
-static int s_shakePos = 0;
+static int s_shakeXOffset = 0;
+static int s_shakeYOffset = 0;
// Keyboard
static bool keyboardEnable = false;
@@ -1016,8 +1017,9 @@ void displayMode16BitFlipBuffer() {
#endif
}
-void setShakePos(int shakePos) {
- s_shakePos = shakePos;
+void setShakePos(int shakeXOffset, int shakeYOffset) {
+ s_shakeXOffset = shakeXOffset;
+ s_shakeYOffset = shakeYOffset;
}
@@ -2096,7 +2098,7 @@ void VBlankHandler(void) {
SUB_BG3_CX = subScX + 64;
}
- SUB_BG3_CY = subScY + (s_shakePos << 8);*/
+ SUB_BG3_CY = subScY + (s_shakeYOffset << 8);*/
/*SUB_BG3_XDX = (int) (subScreenWidth / 256.0f * 256);
SUB_BG3_XDY = 0;
@@ -2228,7 +2230,7 @@ void VBlankHandler(void) {
setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8);
- setMainScreenScroll(scX << 8, (scY << 8) + (s_shakePos << 8));
+ setMainScreenScroll(scX << 8, (scY << 8) + (s_shakeYOffset << 8));
setMainScreenScale(256, 256); // 1:1 scale
} else {
@@ -2244,7 +2246,7 @@ void VBlankHandler(void) {
setZoomedScreenScroll(subScX, subScY, (subScreenWidth != 256) && (subScreenWidth != 128));
setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8);
- setMainScreenScroll(64, (scY << 8) + (s_shakePos << 8));
+ setMainScreenScroll(64, (scY << 8) + (s_shakeYOffset << 8));
setMainScreenScale(320, 256); // 1:1 scale
}
diff --git a/backends/platform/ds/arm9/source/dsmain.h b/backends/platform/ds/arm9/source/dsmain.h
index 7345fc2..b413c70 100644
--- a/backends/platform/ds/arm9/source/dsmain.h
+++ b/backends/platform/ds/arm9/source/dsmain.h
@@ -112,7 +112,7 @@ void setShowCursor(bool enable);
void setMouseCursorVisible(bool visible);
// Shake
-void setShakePos(int shakePos);
+void setShakePos(int shakeXOffset, int shakeYOffset);
// Reports
void memoryReport();
diff --git a/backends/platform/ds/arm9/source/osystem_ds.cpp b/backends/platform/ds/arm9/source/osystem_ds.cpp
index c35433d..49e7a37 100644
--- a/backends/platform/ds/arm9/source/osystem_ds.cpp
+++ b/backends/platform/ds/arm9/source/osystem_ds.cpp
@@ -495,8 +495,8 @@ void OSystem_DS::updateScreen() {
}
}
-void OSystem_DS::setShakePos(int shakeOffset) {
- DS::setShakePos(shakeOffset);
+void OSystem_DS::setShakePos(int shakeXOffset, int shakeYOffset) {
+ DS::setShakePos(shakeXOffset, shakeYOffset);
}
void OSystem_DS::showOverlay() {
diff --git a/backends/platform/ds/arm9/source/osystem_ds.h b/backends/platform/ds/arm9/source/osystem_ds.h
index c8698ca..992e571 100644
--- a/backends/platform/ds/arm9/source/osystem_ds.h
+++ b/backends/platform/ds/arm9/source/osystem_ds.h
@@ -104,7 +104,7 @@ public:
virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h);
virtual void updateScreen();
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual void showOverlay();
virtual void hideOverlay();
diff --git a/backends/platform/ios7/ios7_common.h b/backends/platform/ios7/ios7_common.h
index aa51343..dd1e85a 100644
--- a/backends/platform/ios7/ios7_common.h
+++ b/backends/platform/ios7/ios7_common.h
@@ -80,7 +80,8 @@ struct VideoContext {
VideoContext() : asprectRatioCorrection(), screenWidth(), screenHeight(), overlayVisible(false),
overlayWidth(), overlayHeight(), mouseX(), mouseY(),
mouseHotspotX(), mouseHotspotY(), mouseWidth(), mouseHeight(),
- mouseIsVisible(), graphicsMode(kGraphicsModeNone), filtering(false), shakeOffsetY() {
+ mouseIsVisible(), graphicsMode(kGraphicsModeNone), filtering(false),
+ shakeXOffset(), shakeYOffset() {
}
// Game screen state
@@ -103,7 +104,8 @@ struct VideoContext {
// Misc state
GraphicsModes graphicsMode;
bool filtering;
- int shakeOffsetY;
+ int shakeXOffset;
+ int shakeYOffset;
};
struct InternalEvent {
diff --git a/backends/platform/ios7/ios7_osys_main.h b/backends/platform/ios7/ios7_osys_main.h
index 994a67d..f70e48e 100644
--- a/backends/platform/ios7/ios7_osys_main.h
+++ b/backends/platform/ios7/ios7_osys_main.h
@@ -161,7 +161,7 @@ public:
virtual void updateScreen();
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual void showOverlay();
virtual void hideOverlay();
diff --git a/backends/platform/ios7/ios7_osys_video.mm b/backends/platform/ios7/ios7_osys_video.mm
index 20cf687..d31ca10 100644
--- a/backends/platform/ios7/ios7_osys_video.mm
+++ b/backends/platform/ios7/ios7_osys_video.mm
@@ -138,7 +138,8 @@ void OSystem_iOS7::initSize(uint width, uint height, const Graphics::PixelFormat
_videoContext->screenWidth = width;
_videoContext->screenHeight = height;
- _videoContext->shakeOffsetY = 0;
+ _videoContext->shakeXOffset = 0;
+ _videoContext->shakeYOffset = 0;
// In case we use the screen texture as frame buffer we reset the pixels
// pointer here to avoid freeing the screen texture.
@@ -354,9 +355,10 @@ void OSystem_iOS7::unlockScreen() {
dirtyFullScreen();
}
-void OSystem_iOS7::setShakePos(int shakeOffset) {
- //printf("setShakePos(%i)\n", shakeOffset);
- _videoContext->shakeOffsetY = shakeOffset;
+void OSystem_iOS7::setShakePos(int shakeXOffset, int shakeYOffset) {
+ //printf("setShakePos(%i, %i)\n", shakeXOffset, shakeYOffset);
+ _videoContext->shakeXOffset = shakeXOffset;
+ _videoContext->shakeYOffset = shakeYOffset;
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] setViewTransformation];
});
diff --git a/backends/platform/ios7/ios7_video.h b/backends/platform/ios7/ios7_video.h
index a26213f..030d81c 100644
--- a/backends/platform/ios7/ios7_video.h
+++ b/backends/platform/ios7/ios7_video.h
@@ -84,7 +84,8 @@ typedef struct {
GLint _mouseWidth, _mouseHeight;
GLfloat _mouseScaleX, _mouseScaleY;
- int _scaledShakeOffsetY;
+ int _scaledShakeXOffset;
+ int _scaledShakeYOffset;
UITouch *_firstTouch;
UITouch *_secondTouch;
diff --git a/backends/platform/ios7/ios7_video.mm b/backends/platform/ios7/ios7_video.mm
index 321ccdb..914dc6d 100644
--- a/backends/platform/ios7/ios7_video.mm
+++ b/backends/platform/ios7/ios7_video.mm
@@ -454,7 +454,8 @@ uint getSizeNextPOT(uint size) {
_overlayTexture = 0;
_mouseCursorTexture = 0;
- _scaledShakeOffsetY = 0;
+ _scaledShakeXOffset = 0;
+ _scaledShakeYOffset = 0;
_firstTouch = NULL;
_secondTouch = NULL;
@@ -868,9 +869,9 @@ uint getSizeNextPOT(uint size) {
- (void)setViewTransformation {
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
- _scaledShakeOffsetY = (int)(_videoContext.shakeOffsetY / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
+ _scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
- glUniform1f(_shakeSlot, _scaledShakeOffsetY);
+ glUniform1f(_shakeSlot, _scaledShakeYOffset);
}
- (void)clearColorBuffer {
@@ -914,12 +915,12 @@ uint getSizeNextPOT(uint size) {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
- offsetY = _scaledShakeOffsetY;
+ offsetY = _scaledShakeYOffset;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
- offsetY = _videoContext.shakeOffsetY;
+ offsetY = _videoContext.shakeYOffset;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
diff --git a/backends/platform/iphone/iphone_common.h b/backends/platform/iphone/iphone_common.h
index 59dca84..a09ddd4 100644
--- a/backends/platform/iphone/iphone_common.h
+++ b/backends/platform/iphone/iphone_common.h
@@ -61,7 +61,8 @@ struct VideoContext {
VideoContext() : asprectRatioCorrection(), screenWidth(), screenHeight(), overlayVisible(false),
overlayWidth(), overlayHeight(), mouseX(), mouseY(),
mouseHotspotX(), mouseHotspotY(), mouseWidth(), mouseHeight(),
- mouseIsVisible(), graphicsMode(kGraphicsModeLinear), shakeOffsetY() {
+ mouseIsVisible(), graphicsMode(kGraphicsModeLinear),
+ shakeXOffset(), shakeYOffset() {
}
// Game screen state
@@ -83,7 +84,8 @@ struct VideoContext {
// Misc state
GraphicsModes graphicsMode;
- int shakeOffsetY;
+ int shakeXOffset;
+ int shakeYOffset;
};
struct InternalEvent {
diff --git a/backends/platform/iphone/iphone_video.h b/backends/platform/iphone/iphone_video.h
index 26c3218..8cba07c 100644
--- a/backends/platform/iphone/iphone_video.h
+++ b/backends/platform/iphone/iphone_video.h
@@ -69,7 +69,8 @@
GLint _mouseWidth, _mouseHeight;
GLfloat _mouseScaleX, _mouseScaleY;
- int _scaledShakeOffsetY;
+ int _scaledShakeXOffset;
+ int _scaledShakeYOffset;
CGFloat _contentScaleFactor;
UITouch *_firstTouch;
diff --git a/backends/platform/iphone/iphone_video.mm b/backends/platform/iphone/iphone_video.mm
index 9e521de..1866bf5 100644
--- a/backends/platform/iphone/iphone_video.mm
+++ b/backends/platform/iphone/iphone_video.mm
@@ -191,7 +191,8 @@ const char *iPhone_getDocumentsDir() {
_overlayTexture = 0;
_mouseCursorTexture = 0;
- _scaledShakeOffsetY = 0;
+ _scaledShakeXOffset = 0;
+ _scaledShakeYOffset = 0;
_firstTouch = NULL;
_secondTouch = NULL;
@@ -567,10 +568,10 @@ const char *iPhone_getDocumentsDir() {
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
- _scaledShakeOffsetY = (int)(_videoContext.shakeOffsetY / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
+ _scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
- // Apply the shakeing to the output screen.
- glTranslatef(0, -_scaledShakeOffsetY, 0);
+ // Apply the shaking to the output screen.
+ glTranslatef(0, -_scaledShakeYOffset, 0);
}
- (void)clearColorBuffer {
@@ -641,12 +642,12 @@ const char *iPhone_getDocumentsDir() {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
- offsetY = _scaledShakeOffsetY;
+ offsetY = _scaledShakeYOffset;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
- offsetY = _videoContext.shakeOffsetY;
+ offsetY = _videoContext.shakeYOffset;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
diff --git a/backends/platform/iphone/osys_main.h b/backends/platform/iphone/osys_main.h
index 6aa77e2..427d806 100644
--- a/backends/platform/iphone/osys_main.h
+++ b/backends/platform/iphone/osys_main.h
@@ -147,7 +147,7 @@ public:
virtual void updateScreen();
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual void showOverlay();
virtual void hideOverlay();
diff --git a/backends/platform/iphone/osys_video.mm b/backends/platform/iphone/osys_video.mm
index f07160d..a5dca7f 100644
--- a/backends/platform/iphone/osys_video.mm
+++ b/backends/platform/iphone/osys_video.mm
@@ -72,7 +72,8 @@ void OSystem_IPHONE::initSize(uint width, uint height, const Graphics::PixelForm
_videoContext->screenWidth = width;
_videoContext->screenHeight = height;
- _videoContext->shakeOffsetY = 0;
+ _videoContext->shakeXOffset = 0;
+ _videoContext->shakeYOffset = 0;
// In case we use the screen texture as frame buffer we reset the pixels
// pointer here to avoid freeing the screen texture.
@@ -282,9 +283,10 @@ void OSystem_IPHONE::unlockScreen() {
dirtyFullScreen();
}
-void OSystem_IPHONE::setShakePos(int shakeOffset) {
- //printf("setShakePos(%i)\n", shakeOffset);
- _videoContext->shakeOffsetY = shakeOffset;
+void OSystem_IPHONE::setShakePos(int shakeXOffset, int shakeYOffset) {
+ //printf("setShakePos(%i, %i)\n", shakeXOffset, shakeYOffset);
+ _videoContext->shakeXOffset = shakeXOffset;
+ _videoContext->shakeYOffset = shakeYOffset;
[g_iPhoneViewInstance performSelectorOnMainThread:@selector(setViewTransformation) withObject:nil waitUntilDone: YES];
// HACK: We use this to force a redraw.
_mouseDirty = true;
diff --git a/backends/platform/n64/osys_n64.h b/backends/platform/n64/osys_n64.h
index 80bedbb..80a139d 100644
--- a/backends/platform/n64/osys_n64.h
+++ b/backends/platform/n64/osys_n64.h
@@ -97,7 +97,8 @@ protected:
uint8 _offscrPixels; // Pixels to skip on each line before start drawing, used to center image
uint8 _maxFps; // Max frames-per-second which can be shown on screen
- int _shakeOffset;
+ int _shakeXOffset;
+ int _shakeYOffset;
uint8 *_cursor_pal; // Cursor buffer, palettized
uint16 *_cursor_hic; // Cursor buffer, 16bit
@@ -164,7 +165,7 @@ public:
virtual void updateScreen();
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual void showOverlay();
virtual void hideOverlay();
diff --git a/backends/platform/n64/osys_n64_base.cpp b/backends/platform/n64/osys_n64_base.cpp
index 2bde28d..5120665 100644
--- a/backends/platform/n64/osys_n64_base.cpp
+++ b/backends/platform/n64/osys_n64_base.cpp
@@ -90,7 +90,8 @@ OSystem_N64::OSystem_N64() {
_overlayVisible = false;
- _shakeOffset = 0;
+ _shakeXOffset = 0;
+ _shakeYOffset = 0;
// Allocate memory for offscreen buffers
_offscreen_hic = (uint16 *)memalign(8, _screenWidth * _screenHeight * 2);
@@ -528,8 +529,8 @@ void OSystem_N64::updateScreen() {
// Copy the game buffer to screen
if (!_overlayVisible) {
tmpDst = game_framebuffer;
- tmpSrc = _offscreen_hic + (_shakeOffset * _screenWidth);
- for (currentHeight = _shakeOffset; currentHeight < _gameHeight; currentHeight++) {
+ tmpSrc = _offscreen_hic + (_shakeYOffset * _screenWidth);
+ for (currentHeight = _shakeYOffset; currentHeight < _gameHeight; currentHeight++) {
uint64 *game_dest = (uint64 *)(tmpDst + skip_pixels + _offscrPixels);
uint64 *game_src = (uint64 *)tmpSrc;
@@ -541,7 +542,7 @@ void OSystem_N64::updateScreen() {
tmpSrc += _screenWidth;
}
- uint16 _clearLines = _shakeOffset; // When shaking we must take care of remaining lines to clear
+ uint16 _clearLines = _shakeYOffset; // When shaking we must take care of remaining lines to clear
while (_clearLines--) {
memset(tmpDst + skip_pixels + _offscrPixels, 0, _screenWidth * 2);
tmpDst += _frameBufferWidth;
@@ -615,13 +616,14 @@ void OSystem_N64::unlockScreen() {
_dirtyOffscreen = true;
}
-void OSystem_N64::setShakePos(int shakeOffset) {
+void OSystem_N64::setShakePos(int shakeXOffset, int shakeYOffset) {
// If a rumble pak is plugged in and screen shakes, rumble!
- if (shakeOffset && _controllerHasRumble) rumblePakEnable(1, _controllerPort);
- else if (!shakeOffset && _controllerHasRumble) rumblePakEnable(0, _controllerPort);
+ if (shakeYOffset && _controllerHasRumble) rumblePakEnable(1, _controllerPort);
+ else if (!shakeYOffset && _controllerHasRumble) rumblePakEnable(0, _controllerPort);
- _shakeOffset = shakeOffset;
+ _shakeXOffset = shakeXOffset;
+ _shakeYOffset = shakeYOffset;
_dirtyOffscreen = true;
return;
@@ -670,8 +672,8 @@ void OSystem_N64::clearOverlay() {
uint8 skip_pixels = (_screenWidth - _gameWidth) / 2; // Center horizontally the image
uint16 *tmpDst = _overlayBuffer + (_overlayWidth * skip_lines * 2);
- uint16 *tmpSrc = _offscreen_hic + (_shakeOffset * _screenWidth);
- for (uint16 currentHeight = _shakeOffset; currentHeight < _gameHeight; currentHeight++) {
+ uint16 *tmpSrc = _offscreen_hic + (_shakeYOffset * _screenWidth);
+ for (uint16 currentHeight = _shakeYOffset; currentHeight < _gameHeight; currentHeight++) {
memcpy((tmpDst + skip_pixels), tmpSrc, _gameWidth * 2);
tmpDst += _overlayWidth;
tmpSrc += _screenWidth;
diff --git a/backends/platform/ps2/Gs2dScreen.cpp b/backends/platform/ps2/Gs2dScreen.cpp
index a11d701..da7d6aa 100644
--- a/backends/platform/ps2/Gs2dScreen.cpp
+++ b/backends/platform/ps2/Gs2dScreen.cpp
@@ -309,7 +309,8 @@ Gs2dScreen::Gs2dScreen(uint16 width, uint16 height) {
_mouseScaleY = (_tvHeight << 8) / _height;
setMouseXy(_width / 2, _height / 2);
_mTraCol = 255;
- _shakePos = 0;
+ _shakeXOffset = 0;
+ _shakeYOffset = 0;
_overlayFormat.bytesPerPixel = 2;
@@ -678,10 +679,10 @@ int16 Gs2dScreen::getOverlayHeight(void) {
return _height; // _videoMode.overlayHeight;
}
-void Gs2dScreen::setShakePos(int shake) {
- _shakePos = (shake * _mouseScaleY) >> 8;
- _blitCoords[0].y = SCALE(_shakePos) + ORIGIN_Y;
- _blitCoords[1].y = SCALE(_tvHeight + _shakePos) + ORIGIN_Y;
+void Gs2dScreen::setShakePos(int shakeXOffset, int shakeYOffset) {
+ _shakeYOffset = (shakeYOffset * _mouseScaleY) >> 8;
+ _blitCoords[0].y = SCALE(_shakeYOffset) + ORIGIN_Y;
+ _blitCoords[1].y = SCALE(_tvHeight + _shakeYOffset) + ORIGIN_Y;
}
void Gs2dScreen::copyPrintfOverlay(const uint8 *buf) {
diff --git a/backends/platform/ps2/Gs2dScreen.h b/backends/platform/ps2/Gs2dScreen.h
index 9ed62da..d8ad25e 100644
--- a/backends/platform/ps2/Gs2dScreen.h
+++ b/backends/platform/ps2/Gs2dScreen.h
@@ -76,7 +76,7 @@ public:
void setMouseOverlay(const uint8 *buf, uint16 width, uint16 height, uint16 hotSpotX, uint16 hotSpotY, uint8 transpCol);
void showMouse(bool show);
void setMouseXy(int16 x, int16 y);
- void setShakePos(int shake);
+ void setShakePos(int shakeXOffset, int shakeYOffset);
void playAnim(void);
void wantAnim(bool runIt);
@@ -123,7 +123,8 @@ private:
uint32 _mouseScaleX, _mouseScaleY;
uint8 _mTraCol;
- int _shakePos;
+ int _shakeXOffset;
+ int _shakeYOffset;
bool _showMouse, _showOverlay, _screenChanged, _overlayChanged, _clutChanged;
uint16 *_overlayBuf;
diff --git a/backends/platform/ps2/systemps2.cpp b/backends/platform/ps2/systemps2.cpp
index a20ac6a..2a8f2d6 100644
--- a/backends/platform/ps2/systemps2.cpp
+++ b/backends/platform/ps2/systemps2.cpp
@@ -731,8 +731,8 @@ FilesystemFactory *OSystem_PS2::getFilesystemFactory() {
return &Ps2FilesystemFactory::instance();
}
-void OSystem_PS2::setShakePos(int shakeOffset) {
- _screen->setShakePos(shakeOffset);
+void OSystem_PS2::setShakePos(int shakeXOffset, int shakeYOffset) {
+ _screen->setShakePos(shakeXOffset, shakeYOffset);
}
bool OSystem_PS2::showMouse(bool visible) {
diff --git a/backends/platform/ps2/systemps2.h b/backends/platform/ps2/systemps2.h
index 019c363..e11d320 100644
--- a/backends/platform/ps2/systemps2.h
+++ b/backends/platform/ps2/systemps2.h
@@ -65,7 +65,7 @@ protected:
public:
virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h);
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
virtual void updateScreen();
diff --git a/backends/platform/psp/default_display_client.cpp b/backends/platform/psp/default_display_client.cpp
index 1f0cef2..91183a2 100644
--- a/backends/platform/psp/default_display_client.cpp
+++ b/backends/platform/psp/default_display_client.cpp
@@ -157,9 +157,10 @@ void Screen::init() {
_renderer.setFullScreen(true);
}
-void Screen::setShakePos(int pos) {
- _shakePos = pos;
- _renderer.setOffsetOnScreen(0, pos);
+void Screen::setShakePos(int shakeXOffset, int shakeYOffset) {
+ _shakeXOffset = shakeXOffset;
+ _shakeYOffset = shakeYOffset;
+ _renderer.setOffsetOnScreen(0, shakeYOffset);
setDirty();
}
diff --git a/backends/platform/psp/default_display_client.h b/backends/platform/psp/default_display_client.h
index f2972e0..ed72397 100644
--- a/backends/platform/psp/default_display_client.h
+++ b/backends/platform/psp/default_display_client.h
@@ -78,14 +78,14 @@ public:
*/
class Screen : public DefaultDisplayClient {
public:
- Screen() : _shakePos(0) {
+ Screen() : _shakeXOffset(0), _shakeYOffset(0) {
memset(&_pixelFormat, 0, sizeof(_pixelFormat));
memset(&_frameBuffer, 0, sizeof(_frameBuffer));
}
void init();
bool allocate();
- void setShakePos(int pos);
+ void setShakePos(int shakeXOffset, int shakeYOffset);
void setScummvmPixelFormat(const Graphics::PixelFormat *format);
const Graphics::PixelFormat &getScummvmPixelFormat() const { return _pixelFormat; }
Graphics::Surface *lockAndGetForEditing();
@@ -93,7 +93,8 @@ public:
void setSize(uint32 width, uint32 height);
private:
- uint32 _shakePos;
+ uint32 _shakeXOffset;
+ uint32 _shakeYOffset;
Graphics::PixelFormat _pixelFormat;
Graphics::Surface _frameBuffer;
};
diff --git a/backends/platform/psp/osys_psp.cpp b/backends/platform/psp/osys_psp.cpp
index f456676..a4bcaaf 100644
--- a/backends/platform/psp/osys_psp.cpp
+++ b/backends/platform/psp/osys_psp.cpp
@@ -238,11 +238,11 @@ void OSystem_PSP::updateScreen() {
_pendingUpdate = !_displayManager.renderAll(); // if we didn't update, we have a pending update
}
-void OSystem_PSP::setShakePos(int shakeOffset) {
+void OSystem_PSP::setShakePos(int shakeXOffset, int shakeYOffset) {
DEBUG_ENTER_FUNC();
_displayManager.waitUntilRenderFinished();
_pendingUpdate = false;
- _screen.setShakePos(shakeOffset);
+ _screen.setShakePos(shakeXOffset, shakeYOffset);
}
void OSystem_PSP::showOverlay() {
diff --git a/backends/platform/psp/osys_psp.h b/backends/platform/psp/osys_psp.h
index 304c724..0d8a52e 100644
--- a/backends/platform/psp/osys_psp.h
+++ b/backends/platform/psp/osys_psp.h
@@ -103,7 +103,7 @@ public:
Graphics::Surface *lockScreen();
void unlockScreen();
void updateScreen();
- void setShakePos(int shakeOffset);
+ void setShakePos(int shakeXOffset, int shakeYOffset);
// Overlay related
void showOverlay();
diff --git a/backends/platform/wii/osystem.h b/backends/platform/wii/osystem.h
index 5482eb7..6481d61 100644
--- a/backends/platform/wii/osystem.h
+++ b/backends/platform/wii/osystem.h
@@ -173,7 +173,7 @@ public:
virtual void updateScreen();
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
- virtual void setShakePos(int shakeOffset);
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset);
virtual void showOverlay();
virtual void hideOverlay();
diff --git a/backends/platform/wii/osystem_gfx.cpp b/backends/platform/wii/osystem_gfx.cpp
index 932ca38..8c104fb 100644
--- a/backends/platform/wii/osystem_gfx.cpp
+++ b/backends/platform/wii/osystem_gfx.cpp
@@ -544,9 +544,9 @@ void OSystem_Wii::unlockScreen() {
_gameDirty = true;
}
-void OSystem_Wii::setShakePos(int shakeOffset) {
+void OSystem_Wii::setShakePos(int shakeXOffset, int shakeYOffset) {
gfx_coords(&_coordsGame, &_texGame, GFX_COORD_FULLSCREEN);
- _coordsGame.y -= f32(shakeOffset) * _currentYScale;
+ _coordsGame.y -= f32(shakeYOffset) * _currentYScale;
}
void OSystem_Wii::showOverlay() {
diff --git a/common/system.h b/common/system.h
index 30c2ea9..7108ea0 100644
--- a/common/system.h
+++ b/common/system.h
@@ -926,11 +926,13 @@ public:
* not cause any graphic data to be lost - that is, to restore the original
* view, the game engine only has to call this method again with offset
* equal to zero. No calls to copyRectToScreen are necessary.
- * @param shakeOffset the shake offset
+ * @param shakeXOffset the shake x offset
+ * @param shakeYOffset the shake y offset
*
- * @note This is currently used in the SCUMM, QUEEN and KYRA engines.
+ * @note This is currently used in the SCUMM, QUEEN, KYRA, SCI, DREAMWEB,
+ * SUPERNOVA, TEENAGENT, and TOLTECS engines.
*/
- virtual void setShakePos(int shakeOffset) = 0;
+ virtual void setShakePos(int shakeXOffset, int shakeYOffset) = 0;
/**
* Sets the area of the screen that has the focus. For example, when a character
diff --git a/engines/dreamweb/dreamweb.h b/engines/dreamweb/dreamweb.h
index d34af40..d770c20 100644
--- a/engines/dreamweb/dreamweb.h
+++ b/engines/dreamweb/dreamweb.h
@@ -138,7 +138,7 @@ public:
Common::String getSavegameFilename(int slot) const;
- void setShakePos(int pos) { _system->setShakePos(pos); }
+ void setShakePos(int pos) { _system->setShakePos(0, pos); }
void printUnderMonitor();
void quit();
diff --git a/engines/kyra/graphics/screen.cpp b/engines/kyra/graphics/screen.cpp
index b20fa46..f53400a 100644
--- a/engines/kyra/graphics/screen.cpp
+++ b/engines/kyra/graphics/screen.cpp
@@ -3223,9 +3223,9 @@ void Screen::shakeScreen(int times) {
while (times--) {
// seems to be 1 line (320 pixels) offset in the original
// 4 looks more like dosbox though, maybe check this again
- _system->setShakePos(4);
+ _system->setShakePos(0, 4);
_system->updateScreen();
- _system->setShakePos(0);
+ _system->setShakePos(0, 0);
_system->updateScreen();
}
}
diff --git a/engines/queen/display.cpp b/engines/queen/display.cpp
index 0611381..d67e8bd 100644
--- a/engines/queen/display.cpp
+++ b/engines/queen/display.cpp
@@ -1074,7 +1074,7 @@ void Display::drawBox(int16 x1, int16 y1, int16 x2, int16 y2, uint8 col) {
}
void Display::shake(bool reset) {
- _system->setShakePos(reset ? 0 : 3);
+ _system->setShakePos(0, reset ? 0 : 3);
}
void Display::blankScreen() {
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp
index 88e9b39..24d61ff 100644
--- a/engines/sci/graphics/frameout.cpp
+++ b/engines/sci/graphics/frameout.cpp
@@ -1201,14 +1201,14 @@ void GfxFrameout::shakeScreen(int16 numShakes, const ShakeDirection direction) {
}
if (direction & kShakeVertical) {
- g_system->setShakePos(_isHiRes ? 8 : 4);
+ g_system->setShakePos(0, _isHiRes ? 8 : 4);
}
updateScreen();
g_sci->getEngineState()->sleep(3);
if (direction & kShakeVertical) {
- g_system->setShakePos(0);
+ g_system->setShakePos(0, 0);
}
updateScreen();
diff --git a/engines/sci/graphics/screen.cpp b/engines/sci/graphics/screen.cpp
index c6f6c40..cd81fdf 100644
--- a/engines/sci/graphics/screen.cpp
+++ b/engines/sci/graphics/screen.cpp
@@ -595,23 +595,23 @@ void GfxScreen::bitsRestoreDisplayScreen(Common::Rect rect, byte *&memoryPtr) {
}
}
-void GfxScreen::setVerticalShakePos(uint16 shakePos) {
+void GfxScreen::setShakePos(uint16 shakeXOffset, uint16 shakeYOffset) {
if (!_upscaledHires)
- g_system->setShakePos(shakePos);
+ g_system->setShakePos(shakeXOffset, shakeYOffset);
else
- g_system->setShakePos(_upscaledHeightMapping[shakePos]);
+ g_system->setShakePos(_upscaledWidthMapping[shakeXOffset], _upscaledHeightMapping[shakeYOffset]);
}
void GfxScreen::kernelShakeScreen(uint16 shakeCount, uint16 directions) {
while (shakeCount--) {
if (directions & kShakeVertical)
- setVerticalShakePos(10);
+ setShakePos(0, 10);
// TODO: horizontal shakes
g_system->updateScreen();
g_sci->getEngineState()->sleep(3);
if (directions & kShakeVertical)
- setVerticalShakePos(0);
+ setShakePos(0, 0);
g_system->updateScreen();
g_sci->getEngineState()->sleep(3);
diff --git a/engines/sci/graphics/screen.h b/engines/sci/graphics/screen.h
index 8bdf647..a9baf2b 100644
--- a/engines/sci/graphics/screen.h
+++ b/engines/sci/graphics/screen.h
@@ -157,7 +157,7 @@ private:
void bitsSaveScreen(Common::Rect rect, byte *screen, uint16 screenWidth, byte *&memoryPtr);
void bitsSaveDisplayScreen(Common::Rect rect, byte *&memoryPtr);
- void setVerticalShakePos(uint16 shakePos);
+ void setShakePos(uint16 shakeXOffset, uint16 shakeYOffset);
/**
* If this flag is true, undithering is enabled, otherwise disabled.
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 9bf5133..3fb93af 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -523,10 +523,10 @@ void ScummEngine::drawDirtyScreenParts() {
// Handle shaking
if (_shakeEnabled) {
_shakeFrame = (_shakeFrame + 1) % NUM_SHAKE_POSITIONS;
- _system->setShakePos(shake_positions[_shakeFrame]);
+ _system->setShakePos(0, shake_positions[_shakeFrame]);
} else if (!_shakeEnabled &&_shakeFrame != 0) {
_shakeFrame = 0;
- _system->setShakePos(0);
+ _system->setShakePos(0, 0);
}
}
@@ -1519,7 +1519,7 @@ void ScummEngine::setShake(int mode) {
_shakeEnabled = mode != 0;
_shakeFrame = 0;
- _system->setShakePos(0);
+ _system->setShakePos(0, 0);
}
#pragma mark -
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 0997fd0..e3557ee 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -1147,7 +1147,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
// When loading, reset the ShakePos. Fixes one part of bug #7141
if (s.isLoading() && s.getVersion() >= VER(10))
- _system->setShakePos(0);
+ _system->setShakePos(0, 0);
// When loading, move the mouse to the saved mouse position.
if (s.isLoading() && s.getVersion() >= VER(20)) {
diff --git a/engines/supernova/game-manager.cpp b/engines/supernova/game-manager.cpp
index 66fb013..1af355b 100644
--- a/engines/supernova/game-manager.cpp
+++ b/engines/supernova/game-manager.cpp
@@ -804,9 +804,9 @@ void GameManager::saveTime() {
void GameManager::screenShake() {
for (int i = 0; i < 12; ++i) {
- _vm->_system->setShakePos(8);
+ _vm->_system->setShakePos(0, 8);
wait(1);
- _vm->_system->setShakePos(0);
+ _vm->_system->setShakePos(0, 0);
wait(1);
}
}
diff --git a/engines/teenagent/scene.cpp b/engines/teenagent/scene.cpp
index 5a8589a..689fe1f 100644
--- a/engines/teenagent/scene.cpp
+++ b/engines/teenagent/scene.cpp
@@ -1111,19 +1111,19 @@ bool Scene::processEventQueue() {
case SceneEvent::kEffect:
_vm->_system->delayMillis(80); // 2 vsyncs
- _vm->_system->setShakePos(8);
+ _vm->_system->setShakePos(0, 8);
_vm->_system->updateScreen();
_vm->_system->delayMillis(80); // 2 vsyncs
- _vm->_system->setShakePos(0);
+ _vm->_system->setShakePos(0, 0);
_vm->_system->updateScreen();
_vm->_system->delayMillis(80); // 2 vsyncs
- _vm->_system->setShakePos(4);
+ _vm->_system->setShakePos(0, 4);
_vm->_system->updateScreen();
_vm->_system->delayMillis(80); // 2 vsyncs
- _vm->_system->setShakePos(0);
+ _vm->_system->setShakePos(0, 0);
_vm->_system->updateScreen();
currentEvent.clear();
diff --git a/engines/testbed/graphics.cpp b/engines/testbed/graphics.cpp
index 65833d1..1eac3a8 100644
--- a/engines/testbed/graphics.cpp
+++ b/engines/testbed/graphics.cpp
@@ -981,10 +981,10 @@ TestExitStatus GFXtests::shakingEffect() {
Testsuite::writeOnScreen("If Shaking Effect works, this should shake!", pt);
int times = 15;
while (times--) {
- g_system->setShakePos(25);
+ g_system->setShakePos(25, 25);
g_system->delayMillis(50);
g_system->updateScreen();
- g_system->setShakePos(0);
+ g_system->setShakePos(0, 0);
g_system->delayMillis(50);
g_system->updateScreen();
}
@@ -1187,12 +1187,12 @@ TestExitStatus GFXtests::cursorTrails() {
return kTestSkipped;
}
TestExitStatus passed = kTestFailed;
- g_system->setShakePos(25);
+ g_system->setShakePos(25, 25);
g_system->updateScreen();
if (Testsuite::handleInteractiveInput("Does the cursor leaves trails while moving?", "Yes", "No", kOptionRight)) {
passed = kTestPassed;
}
- g_system->setShakePos(0);
+ g_system->setShakePos(0, 0);
g_system->updateScreen();
return passed;
}
diff --git a/engines/toltecs/screen.cpp b/engines/toltecs/screen.cpp
index 6bacc5d..efce0bc 100644
--- a/engines/toltecs/screen.cpp
+++ b/engines/toltecs/screen.cpp
@@ -159,7 +159,7 @@ void Screen::startShakeScreen(int16 shakeCounter) {
void Screen::stopShakeScreen() {
_shakeActive = false;
- _vm->_system->setShakePos(0);
+ _vm->_system->setShakePos(0, 0);
}
bool Screen::updateShakeScreen() {
@@ -170,7 +170,7 @@ bool Screen::updateShakeScreen() {
if (_shakeCounter == 0) {
_shakeCounter = _shakeCounterInit;
_shakePos ^= 8;
- _vm->_system->setShakePos(_shakePos);
+ _vm->_system->setShakePos(0, _shakePos);
return true;
}
}
Commit: a93db0b3b31cd5113e7674af92896b09cd7fe7be
https://github.com/scummvm/scummvm/commit/a93db0b3b31cd5113e7674af92896b09cd7fe7be
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:32:58-08:00
Commit Message:
SCI: Add horizontal shake to kShakeScreen
Changed paths:
engines/sci/graphics/frameout.cpp
engines/sci/graphics/screen.cpp
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp
index 24d61ff..93c2716 100644
--- a/engines/sci/graphics/frameout.cpp
+++ b/engines/sci/graphics/frameout.cpp
@@ -1189,27 +1189,27 @@ void GfxFrameout::throttle() {
}
void GfxFrameout::shakeScreen(int16 numShakes, const ShakeDirection direction) {
- if (direction & kShakeHorizontal) {
- // Used by QFG4 room 750
- warning("TODO: Horizontal shake not implemented");
- return;
- }
-
while (numShakes--) {
if (g_engine->shouldQuit()) {
break;
}
+ int shakeXOffset = 0;
+ if (direction & kShakeHorizontal) {
+ shakeXOffset = _isHiRes ? 8 : 4;
+ }
+
+ int shakeYOffset = 0;
if (direction & kShakeVertical) {
- g_system->setShakePos(0, _isHiRes ? 8 : 4);
+ shakeYOffset = _isHiRes ? 8 : 4;
}
+ g_system->setShakePos(shakeXOffset, shakeYOffset);
+
updateScreen();
g_sci->getEngineState()->sleep(3);
- if (direction & kShakeVertical) {
- g_system->setShakePos(0, 0);
- }
+ g_system->setShakePos(0, 0);
updateScreen();
g_sci->getEngineState()->sleep(3);
diff --git a/engines/sci/graphics/screen.cpp b/engines/sci/graphics/screen.cpp
index cd81fdf..4bb9f5f 100644
--- a/engines/sci/graphics/screen.cpp
+++ b/engines/sci/graphics/screen.cpp
@@ -604,14 +604,23 @@ void GfxScreen::setShakePos(uint16 shakeXOffset, uint16 shakeYOffset) {
void GfxScreen::kernelShakeScreen(uint16 shakeCount, uint16 directions) {
while (shakeCount--) {
- if (directions & kShakeVertical)
- setShakePos(0, 10);
- // TODO: horizontal shakes
+
+ uint16 shakeXOffset = 0;
+ if (directions & kShakeHorizontal) {
+ shakeXOffset = 10;
+ }
+
+ uint16 shakeYOffset = 0;
+ if (directions & kShakeVertical) {
+ shakeYOffset = 10;
+ }
+
+ setShakePos(shakeXOffset, shakeYOffset);
+
g_system->updateScreen();
g_sci->getEngineState()->sleep(3);
- if (directions & kShakeVertical)
- setShakePos(0, 0);
+ setShakePos(0, 0);
g_system->updateScreen();
g_sci->getEngineState()->sleep(3);
Commit: f607a9c5b173e69465f38ffbe47176441d5b17e1
https://github.com/scummvm/scummvm/commit/f607a9c5b173e69465f38ffbe47176441d5b17e1
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:33:03-08:00
Commit Message:
PSP: Implement horizontal shake
Changed paths:
backends/platform/3ds/osystem-graphics.cpp
diff --git a/backends/platform/3ds/osystem-graphics.cpp b/backends/platform/3ds/osystem-graphics.cpp
index 36ffcf9..e1170a9 100644
--- a/backends/platform/3ds/osystem-graphics.cpp
+++ b/backends/platform/3ds/osystem-graphics.cpp
@@ -371,8 +371,12 @@ void OSystem_3DS::setShakePos(int shakeXOffset, int shakeYOffset) {
// TODO: implement this in overlay, top screen, and mouse too
_screenShakeXOffset = shakeXOffset;
_screenShakeYOffset = shakeYOffset;
- _gameTopTexture.setPosition(_gameTopX, _gameTopY + _gameTopTexture.getScaleY() * shakeYOffset);
- _gameBottomTexture.setPosition(_gameBottomX, _gameBottomY + _gameBottomTexture.getScaleY() * shakeYOffset);
+ int topX = _gameTopX + (_gameTopTexture.getScaleX() * shakeXOffset);
+ int topY = _gameTopY + (_gameTopTexture.getScaleY() * shakeYOffset);
+ _gameTopTexture.setPosition(topX, topY);
+ int bottomX = _gameBottomX + (_gameBottomTexture.getScaleX() * shakeXOffset);
+ int bottomY = _gameBottomY + (_gameBottomTexture.getScaleY() * shakeYOffset);
+ _gameBottomTexture.setPosition(bottomX, bottomY);
}
void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) {
Commit: 24c86895e71660d872c83fc7cfa3bade79d9ea5d
https://github.com/scummvm/scummvm/commit/24c86895e71660d872c83fc7cfa3bade79d9ea5d
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:33:09-08:00
Commit Message:
DC: Implement horizontal shake
Changed paths:
backends/platform/dc/display.cpp
diff --git a/backends/platform/dc/display.cpp b/backends/platform/dc/display.cpp
index 447f671..ffe9e54 100644
--- a/backends/platform/dc/display.cpp
+++ b/backends/platform/dc/display.cpp
@@ -35,6 +35,7 @@
#define OVL_H 200
#define OVL_TXSTRIDE 512
+#define LEFT_OFFSET (_xscale*_current_shake_x_pos)
#define TOP_OFFSET (_top_offset+_yscale*_current_shake_y_pos)
static const struct {
@@ -407,7 +408,7 @@ void OSystem_Dreamcast::updateScreenPolygons(void)
myvertex.u = 0.0;
myvertex.v = 0.0;
- myvertex.x = 0.0;
+ myvertex.x = LEFT_OFFSET;
myvertex.y = TOP_OFFSET;
ta_commit_list(&myvertex);
@@ -462,7 +463,7 @@ void OSystem_Dreamcast::updateScreenPolygons(void)
myvertex.u = 0.0;
myvertex.v = 0.0;
- myvertex.x = _overlay_x*_xscale;
+ myvertex.x = _overlay_x*_xscale+LEFT_OFFSET;
myvertex.y = _overlay_y*_yscale+TOP_OFFSET;
ta_commit_list(&myvertex);
@@ -601,7 +602,7 @@ void OSystem_Dreamcast::drawMouse(int xdraw, int ydraw, int w, int h,
myvertex.u = 0.0;
myvertex.v = 0.0;
- myvertex.x = (xdraw-_ms_hotspot_x)*_xscale;
+ myvertex.x = (xdraw-_ms_hotspot_x)*_xscale + LEFT_OFFSET;
myvertex.y = (ydraw-_ms_hotspot_y)*_yscale + TOP_OFFSET;
ta_commit_list(&myvertex);
@@ -624,7 +625,7 @@ void OSystem_Dreamcast::drawMouse(int xdraw, int ydraw, int w, int h,
void OSystem_Dreamcast::mouseToSoftKbd(int x, int y, int &rx, int &ry) const
{
if (_softkbd_motion) {
- rx = (int)(x*_xscale - (330.0*sin(0.013*_softkbd_motion) - 320.0));
+ rx = (int)(x*_xscale - (330.0*sin(0.013*_softkbd_motion) + LEFT_OFFSET - 320.0));
ry = (int)(y*_yscale + TOP_OFFSET - 200.0);
} else {
rx = -1;
Commit: 392749e85ec329cac2fb691f36e55e655bdce70d
https://github.com/scummvm/scummvm/commit/392749e85ec329cac2fb691f36e55e655bdce70d
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:34:05-08:00
Commit Message:
DS: Implement horizontal shake
Changed paths:
backends/platform/ds/arm9/source/dsmain.cpp
diff --git a/backends/platform/ds/arm9/source/dsmain.cpp b/backends/platform/ds/arm9/source/dsmain.cpp
index b0f6132..782903c 100644
--- a/backends/platform/ds/arm9/source/dsmain.cpp
+++ b/backends/platform/ds/arm9/source/dsmain.cpp
@@ -2097,6 +2097,7 @@ void VBlankHandler(void) {
} else {
SUB_BG3_CX = subScX + 64;
}
+ SUB_BG3_CX += (s_shakeXOffset << 8)
SUB_BG3_CY = subScY + (s_shakeYOffset << 8);*/
@@ -2230,7 +2231,7 @@ void VBlankHandler(void) {
setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8);
- setMainScreenScroll(scX << 8, (scY << 8) + (s_shakeYOffset << 8));
+ setMainScreenScroll((scX << 8) + (s_shakeXOffset << 8), (scY << 8) + (s_shakeYOffset << 8));
setMainScreenScale(256, 256); // 1:1 scale
} else {
@@ -2246,7 +2247,7 @@ void VBlankHandler(void) {
setZoomedScreenScroll(subScX, subScY, (subScreenWidth != 256) && (subScreenWidth != 128));
setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8);
- setMainScreenScroll(64, (scY << 8) + (s_shakeYOffset << 8));
+ setMainScreenScroll(64 + (s_shakeXOffset << 8), (scY << 8) + (s_shakeYOffset << 8));
setMainScreenScale(320, 256); // 1:1 scale
}
Commit: c66152c3ce0b2951e0aba0ba26f2b245e26a8f1d
https://github.com/scummvm/scummvm/commit/c66152c3ce0b2951e0aba0ba26f2b245e26a8f1d
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:34:25-08:00
Commit Message:
PS2: Implement horizontal shake
Changed paths:
backends/platform/ps2/Gs2dScreen.cpp
diff --git a/backends/platform/ps2/Gs2dScreen.cpp b/backends/platform/ps2/Gs2dScreen.cpp
index da7d6aa..8f655e6 100644
--- a/backends/platform/ps2/Gs2dScreen.cpp
+++ b/backends/platform/ps2/Gs2dScreen.cpp
@@ -680,8 +680,11 @@ int16 Gs2dScreen::getOverlayHeight(void) {
}
void Gs2dScreen::setShakePos(int shakeXOffset, int shakeYOffset) {
+ _shakeXOffset = (shakeXOffset * _mouseScaleX) >> 8;
_shakeYOffset = (shakeYOffset * _mouseScaleY) >> 8;
+ _blitCoords[0].x = SCALE(_shakeXOffset) + ORIGIN_X;
_blitCoords[0].y = SCALE(_shakeYOffset) + ORIGIN_Y;
+ _blitCoords[1].x = SCALE(_tvWidth + _shakeXOffset) + ORIGIN_X;
_blitCoords[1].y = SCALE(_tvHeight + _shakeYOffset) + ORIGIN_Y;
}
Commit: 6d55b961d7e4b13dafb99f1d26662a1a236590f1
https://github.com/scummvm/scummvm/commit/6d55b961d7e4b13dafb99f1d26662a1a236590f1
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:07-08:00
Commit Message:
PSP: Implement horizontal shake
Changed paths:
backends/platform/psp/default_display_client.cpp
diff --git a/backends/platform/psp/default_display_client.cpp b/backends/platform/psp/default_display_client.cpp
index 91183a2..cc6c17d 100644
--- a/backends/platform/psp/default_display_client.cpp
+++ b/backends/platform/psp/default_display_client.cpp
@@ -160,7 +160,7 @@ void Screen::init() {
void Screen::setShakePos(int shakeXOffset, int shakeYOffset) {
_shakeXOffset = shakeXOffset;
_shakeYOffset = shakeYOffset;
- _renderer.setOffsetOnScreen(0, shakeYOffset);
+ _renderer.setOffsetOnScreen(shakeXOffset, shakeYOffset);
setDirty();
}
Commit: 6a0883a1c56056344b36de0704e2c34ce0dda72b
https://github.com/scummvm/scummvm/commit/6a0883a1c56056344b36de0704e2c34ce0dda72b
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:13-08:00
Commit Message:
WII: Implement horizontal shake
Changed paths:
backends/platform/wii/osystem_gfx.cpp
diff --git a/backends/platform/wii/osystem_gfx.cpp b/backends/platform/wii/osystem_gfx.cpp
index 8c104fb..621f45c 100644
--- a/backends/platform/wii/osystem_gfx.cpp
+++ b/backends/platform/wii/osystem_gfx.cpp
@@ -546,6 +546,7 @@ void OSystem_Wii::unlockScreen() {
void OSystem_Wii::setShakePos(int shakeXOffset, int shakeYOffset) {
gfx_coords(&_coordsGame, &_texGame, GFX_COORD_FULLSCREEN);
+ _coordsGame.x -= f32(shakeXOffset) * _currentXScale;
_coordsGame.y -= f32(shakeYOffset) * _currentYScale;
}
Commit: f4e2cf612f5194b7a480ab4547542fa359d79b87
https://github.com/scummvm/scummvm/commit/f4e2cf612f5194b7a480ab4547542fa359d79b87
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:17-08:00
Commit Message:
IOS7: Implement horizontal shake
Changed paths:
backends/platform/ios7/ios7_video.h
backends/platform/ios7/ios7_video.mm
diff --git a/backends/platform/ios7/ios7_video.h b/backends/platform/ios7/ios7_video.h
index 030d81c..ca1a0c5 100644
--- a/backends/platform/ios7/ios7_video.h
+++ b/backends/platform/ios7/ios7_video.h
@@ -64,7 +64,8 @@ typedef struct {
GLuint _screenSizeSlot;
GLuint _textureSlot;
- GLuint _shakeSlot;
+ GLuint _shakeXSlot;
+ GLuint _shakeYSlot;
GLuint _positionSlot;
GLuint _textureCoordSlot;
diff --git a/backends/platform/ios7/ios7_video.mm b/backends/platform/ios7/ios7_video.mm
index 914dc6d..999f3d3 100644
--- a/backends/platform/ios7/ios7_video.mm
+++ b/backends/platform/ios7/ios7_video.mm
@@ -266,7 +266,8 @@ uint getSizeNextPOT(uint size) {
- (void)compileShaders {
const char *vertexPrg =
"uniform vec2 ScreenSize;"
- "uniform float Shake;"
+ "uniform float ShakeX;"
+ "uniform float ShakeY;"
""
"attribute vec2 Position;"
"attribute vec2 TexCoord;"
@@ -277,7 +278,7 @@ uint getSizeNextPOT(uint size) {
"void main(void) {"
" DestColor = vec4(Position.x, Position.y, 0, 1);"
" o_TexCoord = TexCoord;"
- " gl_Position = vec4((Position.x / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + Shake) / ScreenSize.y) * 2.0 - 1.0, 0, 1);"
+ " gl_Position = vec4(((Position.x + ShakeX) / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + ShakeY) / ScreenSize.y) * 2.0 - 1.0, 0, 1);"
"}";
const char *fragmentPrg =
@@ -309,7 +310,8 @@ uint getSizeNextPOT(uint size) {
_screenSizeSlot = (GLuint) glGetUniformLocation(programHandle, "ScreenSize");
_textureSlot = (GLuint) glGetUniformLocation(programHandle, "Texture");
- _shakeSlot = (GLuint) glGetUniformLocation(programHandle, "Shake");
+ _shakeXSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeX");
+ _shakeYSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeY");
_positionSlot = (GLuint) glGetAttribLocation(programHandle, "Position");
_textureCoordSlot = (GLuint) glGetAttribLocation(programHandle, "TexCoord");
@@ -869,9 +871,11 @@ uint getSizeNextPOT(uint size) {
- (void)setViewTransformation {
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
+ _scaledShakeXOffset = (int)(_videoContext.shakeXOffset / (GLfloat)_videoContext.screenWidth * CGRectGetWidth(_overlayRect));
_scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
- glUniform1f(_shakeSlot, _scaledShakeYOffset);
+ glUniform1f(_shakeXSlot, _scaledShakeXOffset);
+ glUniform1f(_shakeYSlot, _scaledShakeYOffset);
}
- (void)clearColorBuffer {
@@ -910,23 +914,25 @@ uint getSizeNextPOT(uint size) {
point.y *= self.contentScaleFactor;
CGRect *area;
- int width, height, offsetY;
+ int width, height, offsetX, offsetY;
if (_videoContext.overlayVisible) {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
+ offsetX = _scaledShakeXOffset;
offsetY = _scaledShakeYOffset;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
+ offsetX = _videoContext.shakeXOffset;
offsetY = _videoContext.shakeYOffset;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
- *x = (int)(point.x * width);
+ *x = (int)(point.x * width + offsetX);
// offsetY describes the translation of the screen in the upward direction,
// thus we need to add it here.
*y = (int)(point.y * height + offsetY);
Commit: 176cbda697abaebef868c73cbea31b63901f9e31
https://github.com/scummvm/scummvm/commit/176cbda697abaebef868c73cbea31b63901f9e31
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:22-08:00
Commit Message:
IPHONE: Implement horizontal shake
Changed paths:
backends/platform/iphone/iphone_video.mm
diff --git a/backends/platform/iphone/iphone_video.mm b/backends/platform/iphone/iphone_video.mm
index 1866bf5..dc9436b 100644
--- a/backends/platform/iphone/iphone_video.mm
+++ b/backends/platform/iphone/iphone_video.mm
@@ -568,10 +568,11 @@ const char *iPhone_getDocumentsDir() {
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
+ _scaledShakeXOffset = (int)(_videoContext.shakeXOffset / (GLfloat)_videoContext.screenWidth * CGRectGetWidth(_overlayRect));
_scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
// Apply the shaking to the output screen.
- glTranslatef(0, -_scaledShakeYOffset, 0);
+ glTranslatef(_scaledShakeXOffset, -_scaledShakeYOffset, 0);
}
- (void)clearColorBuffer {
@@ -637,23 +638,25 @@ const char *iPhone_getDocumentsDir() {
return false;
CGRect *area;
- int width, height, offsetY;
+ int width, height, offsetX, offsetY;
if (_videoContext.overlayVisible) {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
+ offsetX = _scaledShakeXOffset;
offsetY = _scaledShakeYOffset;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
+ offsetX = _videoContext.shakeXOffset;
offsetY = _videoContext.shakeYOffset;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
- *x = (int)(point.x * width);
+ *x = (int)(point.x * width + offsetX);
// offsetY describes the translation of the screen in the upward direction,
// thus we need to add it here.
*y = (int)(point.y * height + offsetY);
Commit: 1d9a370bd2bed92936ce382a7b3e76ea7e8a7a9e
https://github.com/scummvm/scummvm/commit/1d9a370bd2bed92936ce382a7b3e76ea7e8a7a9e
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:29-08:00
Commit Message:
SDL: Implement horizontal shake
Changed paths:
backends/graphics/surfacesdl/surfacesdl-graphics.cpp
backends/graphics/windowed.h
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index df5bf41..4b1c1d5 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -1207,6 +1207,19 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// If the shake position changed, fill the dirty area with blackness
// When building with SDL2, the shake offset is added to the active rect instead,
// so this isn't needed there.
+ if (_currentShakeXOffset != _gameScreenShakeXOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
+
+ if (_videoMode.aspectRatioCorrection && !_overlayVisible)
+ blackrect.h = real2Aspect(blackrect.h - 1) + 1;
+
+ SDL_FillRect(_hwScreen, &blackrect, 0);
+
+ _currentShakeXOffset = _gameScreenShakeXOffset;
+
+ _forceRedraw = true;
+ }
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
@@ -1294,14 +1307,19 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
+ int dst_x = r->x + _currentShakeXOffset;
int dst_y = r->y + _currentShakeYOffset;
+ int dst_w = 0;
int dst_h = 0;
#ifdef USE_SCALERS
int orig_dst_y = 0;
#endif
- int rx1 = r->x * scale1;
- if (dst_y < height) {
+ if (dst_x < width && dst_y < height) {
+ dst_w = r->w;
+ if (dst_w > width - dst_x)
+ dst_w = width - dst_x;
+
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
@@ -1309,19 +1327,20 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
#ifdef USE_SCALERS
orig_dst_y = dst_y;
#endif
- dst_y = dst_y * scale1;
+ dst_x *= scale1;
+ dst_y *= scale1;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst_y = real2Aspect(dst_y);
assert(scalerProc != NULL);
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
- (byte *)_hwScreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
+ (byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
}
- r->x = rx1;
+ r->x = dst_x;
r->y = dst_y;
- r->w = r->w * scale1;
+ r->w = dst_w * scale1;
r->h = dst_h * scale1;
#ifdef USE_SCALERS
@@ -1335,7 +1354,9 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
+ _dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
+ _dirtyRectList[0].w = _videoMode.hardwareWidth;
_dirtyRectList[0].h = _videoMode.hardwareHeight;
}
@@ -1350,17 +1371,22 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// Of course when the overlay is visible we do not show it, since it is only for game
// specific focus.
if (_enableFocusRect && !_overlayVisible) {
+ int x = _focusRect.left + _currentShakeXOffset;
int y = _focusRect.top + _currentShakeYOffset;
- int h = 0;
- int x = _focusRect.left * scale1;
- int w = _focusRect.width() * scale1;
- if (y < height) {
- h = _focusRect.height();
+ if (x < width && y < height) {
+ int w = _focusRect.width();
+ if (w > width - x)
+ w = width - x;
+
+ int h = _focusRect.height();
if (h > height - y)
h = height - y;
+ x *= scale1;
y *= scale1;
+ w *= scale1;
+ h *= scale1;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
y = real2Aspect(y);
@@ -2277,6 +2303,7 @@ void SurfaceSdlGraphicsManager::drawMouse() {
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
+ dst.x += _currentShakeXOffset;
dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
diff --git a/backends/graphics/windowed.h b/backends/graphics/windowed.h
index 8875ae9..1a31b99 100644
--- a/backends/graphics/windowed.h
+++ b/backends/graphics/windowed.h
@@ -397,7 +397,7 @@ private:
}
}
- drawRect.left = ((_windowWidth - width) / 2);
+ drawRect.left = ((_windowWidth - width) / 2) + _gameScreenShakeXOffset;
drawRect.top = ((_windowHeight - height) / 2) + _gameScreenShakeYOffset;
drawRect.setWidth(width);
drawRect.setHeight(height);
Commit: 6c5d3a769b6b75afeabf1056fc20c7c8975065c7
https://github.com/scummvm/scummvm/commit/6c5d3a769b6b75afeabf1056fc20c7c8975065c7
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:35:33-08:00
Commit Message:
TESTBED: Add horizontal/diagonal shake tests
Changed paths:
engines/testbed/graphics.cpp
diff --git a/engines/testbed/graphics.cpp b/engines/testbed/graphics.cpp
index 1eac3a8..9fa06de 100644
--- a/engines/testbed/graphics.cpp
+++ b/engines/testbed/graphics.cpp
@@ -977,23 +977,48 @@ TestExitStatus GFXtests::shakingEffect() {
return kTestSkipped;
}
+ // test vertical, horizontal, and diagonal
Common::Point pt(0, 100);
- Testsuite::writeOnScreen("If Shaking Effect works, this should shake!", pt);
- int times = 15;
- while (times--) {
- g_system->setShakePos(25, 25);
- g_system->delayMillis(50);
- g_system->updateScreen();
- g_system->setShakePos(0, 0);
- g_system->delayMillis(50);
- g_system->updateScreen();
- }
- g_system->delayMillis(1500);
+ for (int i = 0; i < 3; ++i) {
+ Common::String direction;
+ int shakeXOffset;
+ int shakeYOffset;
+ switch (i) {
+ case 0:
+ direction = "vertical";
+ shakeXOffset = 0;
+ shakeYOffset = 25;
+ break;
+ case 1:
+ direction = "horizontal";
+ shakeXOffset = 25;
+ shakeYOffset = 0;
+ break;
+ default:
+ direction = "diagonal";
+ shakeXOffset = 25;
+ shakeYOffset = 25;
+ break;
+ }
- if (Testsuite::handleInteractiveInput("Did the Shaking test worked as you were expecting?", "Yes", "No", kOptionRight)) {
- Testsuite::logDetailedPrintf("Shaking Effect didn't worked");
- return kTestFailed;
+ Testsuite::writeOnScreen(Common::String::format("If Shaking Effect works, this should shake %s", direction.c_str()), pt);
+ int times = 15;
+ while (times--) {
+ g_system->setShakePos(shakeXOffset, shakeYOffset);
+ g_system->delayMillis(50);
+ g_system->updateScreen();
+ g_system->setShakePos(0, 0);
+ g_system->delayMillis(50);
+ g_system->updateScreen();
+ }
+ g_system->delayMillis(1500);
+
+ if (Testsuite::handleInteractiveInput("Did the Shaking test work as you were expecting?", "Yes", "No", kOptionRight)) {
+ Testsuite::logDetailedPrintf("Shaking Effect didn't work");
+ return kTestFailed;
+ }
}
+
return kTestPassed;
}
Commit: 27e6d988bb52742a422ba86106a782e5239afda0
https://github.com/scummvm/scummvm/commit/27e6d988bb52742a422ba86106a782e5239afda0
Author: D G Turner (digitall at scummvm.org)
Date: 2020-01-03T16:35:46-08:00
Commit Message:
DINGUX: Fix Compilation Breakage from Screen Shake API Changes
This was broken by the recent modifications to the SurfaceSDLGraphics class
which this inherits from.
Changed paths:
backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
diff --git a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
index a7dbed1..d1c3b1f 100644
--- a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
+++ b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
@@ -86,7 +86,8 @@ ScalerProc *DINGUXSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
@@ -166,7 +167,7 @@ void DINGUXSdlGraphicsManager::drawMouse() {
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
- dst.y += _currentShakePos;
+ dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst.y = real2Aspect(dst.y);
@@ -218,16 +219,16 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
- if (_currentShakePos != _gameScreenShakeOffset ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+ if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
- _currentShakePos = _gameScreenShakeOffset;
+ _currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@@ -301,7 +302,7 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
- int dst_y = r->y + _currentShakePos;
+ int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = r->w;
int orig_dst_y = 0;
Commit: e70cf756d8aece34e5d2dbd286715d0fcb39635b
https://github.com/scummvm/scummvm/commit/e70cf756d8aece34e5d2dbd286715d0fcb39635b
Author: D G Turner (digitall at scummvm.org)
Date: 2020-01-03T16:35:50-08:00
Commit Message:
GPH: Fix Compilation Breakage from Screen Shake API Changes
This was broken by the recent modifications to the SurfaceSDLGraphics class
which this inherits from.
Changed paths:
backends/graphics/gph/gph-graphics.cpp
diff --git a/backends/graphics/gph/gph-graphics.cpp b/backends/graphics/gph/gph-graphics.cpp
index cb3e09a..1a81cf1 100644
--- a/backends/graphics/gph/gph-graphics.cpp
+++ b/backends/graphics/gph/gph-graphics.cpp
@@ -78,7 +78,8 @@ ScalerProc *GPHGraphicsManager::getGraphicsScalerProc(int mode) const {
void GPHGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
@@ -166,7 +167,7 @@ void GPHGraphicsManager::drawMouse() {
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
- dst.y += _currentShakePos;
+ dst.y += _currentShakeYOffset;
}
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
@@ -218,16 +219,16 @@ void GPHGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
- if (_currentShakePos != _gameScreenShakeOffset ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+ if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
- _currentShakePos = _gameScreenShakeOffset;
+ _currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@@ -305,7 +306,7 @@ void GPHGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
- int dst_y = r->y + _currentShakePos;
+ int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = r->w;
int orig_dst_y = 0;
Commit: f6f370685473b7006bc877152ca277c8cc41201e
https://github.com/scummvm/scummvm/commit/f6f370685473b7006bc877152ca277c8cc41201e
Author: D G Turner (digitall at scummvm.org)
Date: 2020-01-03T16:35:57-08:00
Commit Message:
LINUXMOTO: Fix Compilation Breakage from Screen Shake API Changes
This was broken by the recent modifications to the SurfaceSDLGraphics class
which this inherits from.
Changed paths:
backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
diff --git a/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp b/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
index 4e8da16..3fa1465 100644
--- a/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
+++ b/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
@@ -88,7 +88,8 @@ ScalerProc *LinuxmotoSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
void LinuxmotoSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
- _gameScreenShakeOffset = 0;
+ _gameScreenShakeXOffset = 0;
+ _gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
@@ -197,7 +198,7 @@ void LinuxmotoSdlGraphicsManager::drawMouse() {
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
- dst.y += _currentShakePos;
+ dst.y += _currentShakeYOffset;
}
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
@@ -249,16 +250,16 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
- if (_currentShakePos != _gameScreenShakeOffset ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeOffset * _videoMode.scaleFactor)};
+ if (_currentShakeYOffset != _gameScreenShakeYOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
- _currentShakePos = _gameScreenShakeOffset;
+ _currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
@@ -332,7 +333,7 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
- int dst_y = r->y + _currentShakePos;
+ int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = r->w;
int orig_dst_y = 0;
Commit: 49f32afbacf51a28d945cbef19a64bbb110849d6
https://github.com/scummvm/scummvm/commit/49f32afbacf51a28d945cbef19a64bbb110849d6
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:36:03-08:00
Commit Message:
DINGUX: Implement horizontal shake
Changed paths:
backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
diff --git a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
index d1c3b1f..4825979 100644
--- a/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
+++ b/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp
@@ -167,6 +167,7 @@ void DINGUXSdlGraphicsManager::drawMouse() {
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
+ dst.x += _currentShakeXOffset;
dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
@@ -219,6 +220,19 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
+ if (_currentShakeXOffset != _gameScreenShakeXOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
+
+ if (_videoMode.aspectRatioCorrection && !_overlayVisible)
+ blackrect.h = real2Aspect(blackrect.h - 1) + 1;
+
+ SDL_FillRect(_hwScreen, &blackrect, 0);
+
+ _currentShakeXOffset = _gameScreenShakeXOffset;
+
+ _forceRedraw = true;
+ }
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
@@ -304,13 +318,17 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
for (r = _dirtyRectList; r != lastRect; ++r) {
int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
- int dst_w = r->w;
+ int dst_w = 0;
int orig_dst_y = 0;
- int dst_x = r->x;
+ int dst_x = r->x + _currentShakeXOffset;
int src_y;
int src_x;
- if (dst_y < height) {
+ if (dst_x < width && dst_y < height) {
+ dst_w = r->w;
+ if (dst_w > width - dst_x)
+ dst_w = width - dst_x;
+
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
@@ -343,15 +361,15 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
} else {
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
- (byte *)_hwScreen->pixels + r->x * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
+ (byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
}
}
if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
- r->w = r->w / 2;
+ r->w = dst_w / 2;
r->h = dst_h / 2;
} else {
- r->w = r->w;
+ r->w = dst_w;
r->h = dst_h;
}
@@ -370,7 +388,9 @@ void DINGUXSdlGraphicsManager::internUpdateScreen() {
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
+ _dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
+ _dirtyRectList[0].w = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareWidth / 2 : _videoMode.hardwareWidth;
_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
}
Commit: 7a5377dd590aed6c4a86221926e0faf9d0b48e9e
https://github.com/scummvm/scummvm/commit/7a5377dd590aed6c4a86221926e0faf9d0b48e9e
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2020-01-03T16:36:10-08:00
Commit Message:
GPH: Implement horizontal shake
Changed paths:
backends/graphics/gph/gph-graphics.cpp
diff --git a/backends/graphics/gph/gph-graphics.cpp b/backends/graphics/gph/gph-graphics.cpp
index 1a81cf1..cc8ef38 100644
--- a/backends/graphics/gph/gph-graphics.cpp
+++ b/backends/graphics/gph/gph-graphics.cpp
@@ -167,6 +167,7 @@ void GPHGraphicsManager::drawMouse() {
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
+ dst.x += _currentShakeXOffset;
dst.y += _currentShakeYOffset;
}
@@ -219,6 +220,19 @@ void GPHGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
+ if (_currentShakeXOffset != _gameScreenShakeXOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
+
+ if (_videoMode.aspectRatioCorrection && !_overlayVisible)
+ blackrect.h = real2Aspect(blackrect.h - 1) + 1;
+
+ SDL_FillRect(_hwScreen, &blackrect, 0);
+
+ _currentShakeXOffset = _gameScreenShakeXOffset;
+
+ _forceRedraw = true;
+ }
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
@@ -308,13 +322,17 @@ void GPHGraphicsManager::internUpdateScreen() {
for (r = _dirtyRectList; r != lastRect; ++r) {
int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
- int dst_w = r->w;
+ int dst_w = 0;
int orig_dst_y = 0;
- int dst_x = r->x;
+ int dst_x = r->x + _currentShakeXOffset;
int src_y;
int src_x;
- if (dst_y < height) {
+ if (dst_x < width && dst_y < height) {
+ dst_w = r->w;
+ if (dst_w > width - dst_x)
+ dst_w = width - dst_x;
+
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
@@ -346,15 +364,15 @@ void GPHGraphicsManager::internUpdateScreen() {
(byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
} else {
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
- (byte *)_hwScreen->pixels + r->x * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
+ (byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
}
}
if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
- r->w = r->w / 2;
+ r->w = dst_w / 2;
r->h = dst_h / 2;
} else {
- r->w = r->w;
+ r->w = dst_w;
r->h = dst_h;
}
@@ -373,7 +391,9 @@ void GPHGraphicsManager::internUpdateScreen() {
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
+ _dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
+ _dirtyRectList[0].w = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareWidth / 2 : _videoMode.hardwareWidth;
_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
}
Commit: 9209e493ec79593ac2ac690f8c629a04604691ff
https://github.com/scummvm/scummvm/commit/9209e493ec79593ac2ac690f8c629a04604691ff
Author: D G Turner (digitall at scummvm.org)
Date: 2020-01-04T11:39:28-08:00
Commit Message:
LINUXMOTO: Implement horizontal shake
Changed paths:
backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
diff --git a/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp b/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
index 3fa1465..7aab924 100644
--- a/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
+++ b/backends/graphics/linuxmotosdl/linuxmotosdl-graphics.cpp
@@ -198,6 +198,7 @@ void LinuxmotoSdlGraphicsManager::drawMouse() {
// scaling, shake position and aspect ratio correction manually.
if (!_overlayVisible) {
+ dst.x += _currentShakeXOffset;
dst.y += _currentShakeYOffset;
}
@@ -250,6 +251,19 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
#endif
// If the shake position changed, fill the dirty area with blackness
+ if (_currentShakeXOffset != _gameScreenShakeXOffset ||
+ (_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
+ SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
+
+ if (_videoMode.aspectRatioCorrection && !_overlayVisible)
+ blackrect.h = real2Aspect(blackrect.h - 1) + 1;
+
+ SDL_FillRect(_hwScreen, &blackrect, 0);
+
+ _currentShakeXOffset = _gameScreenShakeXOffset;
+
+ _forceFull = true;
+ }
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
@@ -335,13 +349,17 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
for (r = _dirtyRectList; r != lastRect; ++r) {
int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
- int dst_w = r->w;
+ int dst_w = 0;
int orig_dst_y = 0;
- int dst_x = r->x;
+ int dst_x = r->x + _currentShakeXOffset;
int src_y;
int src_x;
- if (dst_y < height) {
+ if (dst_x < width && dst_y < height) {
+ dst_w = r->w;
+ if (dst_w > width - dst_x)
+ dst_w = width - dst_x;
+
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
@@ -381,10 +399,10 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
}
if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
- r->w = r->w / 2;
+ r->w = dst_w / 2;
r->h = dst_h / 2;
} else {
- r->w = r->w;
+ r->w = dst_w;
r->h = dst_h;
}
@@ -402,7 +420,9 @@ void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
+ _dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
+ _dirtyRectList[0].w = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareWidth / 2 : _videoMode.hardwareWidth;
_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
}
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