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/*
* Copyright (C) 2005-2008 Team XBMC
* http://www.xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "system.h"
#include "GraphicContext.h"
#include "utils/SingleLock.h"
#include "Application.h"
#include "GUISettings.h"
#include "Settings.h"
#include "AdvancedSettings.h"
#include "cores/VideoRenderers/RenderManager.h"
#include "WindowingFactory.h"
#include "TextureManager.h"
#include "MouseStat.h"
#include "GUIWindowManager.h"
#include "utils/JobManager.h"
#include "VideoReferenceClock.h"
using namespace std;
extern bool g_fullScreen;
/* quick access to a skin setting, fine unless we starts clearing video settings */
static CSettingInt* g_guiSkinzoom = NULL;
CGraphicContext::CGraphicContext(void)
{
m_iScreenWidth = 720;
m_iScreenHeight = 576;
m_iScreenId = 0;
m_strMediaDir = "";
m_bCalibrating = false;
m_Resolution = RES_INVALID;
m_guiScaleX = m_guiScaleY = 1.0f;
m_windowResolution = RES_INVALID;
m_bFullScreenRoot = false;
}
CGraphicContext::~CGraphicContext(void)
{
}
void CGraphicContext::SetOrigin(float x, float y)
{
if (m_origins.size())
m_origins.push(CPoint(x,y) + m_origins.top());
else
m_origins.push(CPoint(x,y));
AddTransform(TransformMatrix::CreateTranslation(x, y));
}
void CGraphicContext::RestoreOrigin()
{
if (m_origins.size())
m_origins.pop();
RemoveTransform();
}
// add a new clip region, intersecting with the previous clip region.
bool CGraphicContext::SetClipRegion(float x, float y, float w, float h)
{ // transform from our origin
CPoint origin;
if (m_origins.size())
origin = m_origins.top();
// ok, now intersect with our old clip region
CRect rect(x, y, x + w, y + h);
rect += origin;
if (m_clipRegions.size())
{
// intersect with original clip region
rect.Intersect(m_clipRegions.top());
}
if (rect.IsEmpty())
return false;
m_clipRegions.push(rect);
// here we could set the hardware clipping, if applicable
return true;
}
void CGraphicContext::RestoreClipRegion()
{
if (m_clipRegions.size())
m_clipRegions.pop();
// here we could reset the hardware clipping, if applicable
}
void CGraphicContext::ClipRect(CRect &vertex, CRect &texture, CRect *texture2)
{
// this is the software clipping routine. If the graphics hardware is set to do the clipping
// (eg via SetClipPlane in D3D for instance) then this routine is unneeded.
if (m_clipRegions.size())
{
// take a copy of the vertex rectangle and intersect
// it with our clip region (moved to the same coordinate system)
CRect clipRegion(m_clipRegions.top());
if (m_origins.size())
clipRegion -= m_origins.top();
CRect original(vertex);
vertex.Intersect(clipRegion);
// and use the original to compute the texture coordinates
if (original != vertex)
{
float scaleX = texture.Width() / original.Width();
float scaleY = texture.Height() / original.Height();
texture.x1 += (vertex.x1 - original.x1) * scaleX;
texture.y1 += (vertex.y1 - original.y1) * scaleY;
texture.x2 += (vertex.x2 - original.x2) * scaleX;
texture.y2 += (vertex.y2 - original.y2) * scaleY;
if (texture2)
{
scaleX = texture2->Width() / original.Width();
scaleY = texture2->Height() / original.Height();
texture2->x1 += (vertex.x1 - original.x1) * scaleX;
texture2->y1 += (vertex.y1 - original.y1) * scaleY;
texture2->x2 += (vertex.x2 - original.x2) * scaleX;
texture2->y2 += (vertex.y2 - original.y2) * scaleY;
}
}
}
}
bool CGraphicContext::SetViewPort(float fx, float fy, float fwidth, float fheight, bool intersectPrevious /* = false */)
{
CRect oldviewport;
g_Windowing.GetViewPort(oldviewport);
// transform coordinates - we may have a rotation which changes the positioning of the
// minimal and maximal viewport extents. We currently go to the maximal extent.
float x[4], y[4];
x[0] = x[3] = fx;
x[1] = x[2] = fx + fwidth;
y[0] = y[1] = fy;
y[2] = y[3] = fy + fheight;
float minX = (float)m_iScreenWidth;
float maxX = 0;
float minY = (float)m_iScreenHeight;
float maxY = 0;
for (int i = 0; i < 4; i++)
{
float z = 0;
ScaleFinalCoords(x[i], y[i], z);
if (x[i] < minX) minX = x[i];
if (x[i] > maxX) maxX = x[i];
if (y[i] < minY) minY = y[i];
if (y[i] > maxY) maxY = y[i];
}
int newLeft = (int)(minX + 0.5f);
int newTop = (int)(minY + 0.5f);
int newRight = (int)(maxX + 0.5f);
int newBottom = (int)(maxY + 0.5f);
if (intersectPrevious)
{
// do the intersection
int oldLeft = (int)oldviewport.x1;
int oldTop = (int)oldviewport.y1;
int oldRight = (int)oldviewport.x2;
int oldBottom = (int)oldviewport.y2;
if (newLeft >= oldRight || newTop >= oldBottom || newRight <= oldLeft || newBottom <= oldTop)
{ // empty intersection - return false to indicate no rendering should occur
return false;
}
// ok, they intersect, do the intersection
if (newLeft < oldLeft) newLeft = oldLeft;
if (newTop < oldTop) newTop = oldTop;
if (newRight > oldRight) newRight = oldRight;
if (newBottom > oldBottom) newBottom = oldBottom;
}
// check range against screen size
if (newRight <= 0 || newBottom <= 0 ||
newTop >= m_iScreenHeight || newLeft >= m_iScreenWidth ||
newLeft >= newRight || newTop >= newBottom)
{ // no intersection with the screen
return false;
}
// intersection with the screen
if (newLeft < 0) newLeft = 0;
if (newTop < 0) newTop = 0;
if (newRight > m_iScreenWidth) newRight = m_iScreenWidth;
if (newBottom > m_iScreenHeight) newBottom = m_iScreenHeight;
ASSERT(newLeft < newRight);
ASSERT(newTop < newBottom);
CRect newviewport((float)newLeft, (float)newTop, (float)newRight, (float)newBottom);
g_Windowing.SetViewPort(newviewport);
m_viewStack.push(oldviewport);
UpdateCameraPosition(m_cameras.top());
return true;
}
void CGraphicContext::RestoreViewPort()
{
if (!m_viewStack.size()) return;
CRect oldviewport = m_viewStack.top();
g_Windowing.SetViewPort(oldviewport);
m_viewStack.pop();
UpdateCameraPosition(m_cameras.top());
}
const CRect CGraphicContext::GetViewWindow() const
{
if (m_bCalibrating || m_bFullScreenVideo)
{
CRect rect;
rect.x1 = (float)g_settings.m_ResInfo[m_Resolution].Overscan.left;
rect.y1 = (float)g_settings.m_ResInfo[m_Resolution].Overscan.top;
rect.x2 = (float)g_settings.m_ResInfo[m_Resolution].Overscan.right;
rect.y2 = (float)g_settings.m_ResInfo[m_Resolution].Overscan.bottom;
return rect;
}
return m_videoRect;
}
void CGraphicContext::SetViewWindow(float left, float top, float right, float bottom)
{
m_videoRect.x1 = ScaleFinalXCoord(left, top);
m_videoRect.y1 = ScaleFinalYCoord(left, top);
m_videoRect.x2 = ScaleFinalXCoord(right, bottom);
m_videoRect.y2 = ScaleFinalYCoord(right, bottom);
}
void CGraphicContext::SetFullScreenVideo(bool bOnOff)
{
Lock();
m_bFullScreenVideo = bOnOff;
#if defined(HAS_VIDEO_PLAYBACK)
if(m_bFullScreenRoot)
{
if(m_bFullScreenVideo)
g_graphicsContext.SetVideoResolution(g_renderManager.GetResolution());
else if(g_guiSettings.m_LookAndFeelResolution > RES_DESKTOP)
g_graphicsContext.SetVideoResolution(g_guiSettings.m_LookAndFeelResolution);
else
g_graphicsContext.SetVideoResolution(RES_DESKTOP);
}
else
g_graphicsContext.SetVideoResolution(RES_WINDOW);
#endif
Unlock();
}
bool CGraphicContext::IsFullScreenVideo() const
{
return m_bFullScreenVideo;
}
bool CGraphicContext::IsCalibrating() const
{
return m_bCalibrating;
}
void CGraphicContext::SetCalibrating(bool bOnOff)
{
m_bCalibrating = bOnOff;
}
bool CGraphicContext::IsValidResolution(RESOLUTION res)
{
if (res >= RES_WINDOW && (size_t) res <= g_settings.m_ResInfo.size())
{
return true;
}
return false;
}
void CGraphicContext::SetVideoResolution(RESOLUTION res, bool forceUpdate)
{
RESOLUTION lastRes = m_Resolution;
// If the user asked us to guess, go with desktop
if (res == RES_AUTORES || !IsValidResolution(res))
{
res = RES_DESKTOP;
}
// If we are switching to the same resolution and same window/full-screen, no need to do anything
if (!forceUpdate && res == lastRes && m_bFullScreenRoot == g_advancedSettings.m_fullScreen)
{
return;
}
//pause the player during the refreshrate change
int delay = g_guiSettings.GetInt("videoplayer.pauseafterrefreshchange");
if (delay > 0 && g_guiSettings.GetBool("videoplayer.adjustrefreshrate") && g_application.IsPlayingVideo() && !g_application.IsPaused())
{
g_application.m_pPlayer->Pause();
ThreadMessage msg = {TMSG_MEDIA_UNPAUSE};
CDelayedMessage* pauseMessage = new CDelayedMessage(msg, delay * 500);
pauseMessage->Create(true);
}
if (res >= RES_DESKTOP)
{
g_advancedSettings.m_fullScreen = true;
m_bFullScreenRoot = true;
}
else
{
g_advancedSettings.m_fullScreen = false;
m_bFullScreenRoot = false;
}
Lock();
m_iScreenWidth = g_settings.m_ResInfo[res].iWidth;
m_iScreenHeight = g_settings.m_ResInfo[res].iHeight;
m_iScreenId = g_settings.m_ResInfo[res].iScreen;
m_Resolution = res;
//tell the videoreferenceclock that we're about to change the refreshrate
g_VideoReferenceClock.RefreshChanged();
if (g_advancedSettings.m_fullScreen)
{
#if defined (__APPLE__) || defined (_WIN32)
bool blankOtherDisplays = g_guiSettings.GetBool("videoscreen.blankdisplays");
g_Windowing.SetFullScreen(true, g_settings.m_ResInfo[res], blankOtherDisplays);
#else
g_Windowing.SetFullScreen(true, g_settings.m_ResInfo[res], false);
#endif
}
else if (lastRes >= RES_DESKTOP )
g_Windowing.SetFullScreen(false, g_settings.m_ResInfo[res], false);
else
g_Windowing.ResizeWindow(m_iScreenWidth, m_iScreenHeight, -1, -1);
// update anyone that relies on sizing information
g_renderManager.Recover();
g_Mouse.SetResolution(m_iScreenWidth, m_iScreenHeight, 1, 1);
g_windowManager.SendMessage(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_WINDOW_RESIZE);
Unlock();
}
RESOLUTION CGraphicContext::GetVideoResolution() const
{
return m_Resolution;
}
void CGraphicContext::ResetOverscan(RESOLUTION_INFO &res)
{
res.Overscan.left = 0;
res.Overscan.top = 0;
res.Overscan.right = res.iWidth;
res.Overscan.bottom = res.iHeight;
}
void CGraphicContext::ResetOverscan(RESOLUTION res, OVERSCAN &overscan)
{
overscan.left = 0;
overscan.top = 0;
switch (res)
{
case RES_HDTV_1080i:
overscan.right = 1920;
overscan.bottom = 1080;
break;
case RES_HDTV_720p:
overscan.right = 1280;
overscan.bottom = 720;
break;
case RES_HDTV_480p_16x9:
case RES_HDTV_480p_4x3:
case RES_NTSC_16x9:
case RES_NTSC_4x3:
case RES_PAL60_16x9:
case RES_PAL60_4x3:
overscan.right = 720;
overscan.bottom = 480;
break;
case RES_PAL_16x9:
case RES_PAL_4x3:
overscan.right = 720;
overscan.bottom = 576;
break;
default:
overscan.right = g_settings.m_ResInfo[res].iWidth;
overscan.bottom = g_settings.m_ResInfo[res].iHeight;
break;
}
}
void CGraphicContext::ResetScreenParameters(RESOLUTION res)
{
// For now these are all on the first screen.
g_settings.m_ResInfo[res].iScreen = 0;
// 1080i
switch (res)
{
case RES_HDTV_1080i:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 1080);
g_settings.m_ResInfo[res].iWidth = 1920;
g_settings.m_ResInfo[res].iHeight = 1080;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 1.0f;
g_settings.m_ResInfo[res].strMode ="1080i 16:9";
break;
case RES_HDTV_720p:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 720);
g_settings.m_ResInfo[res].iWidth = 1280;
g_settings.m_ResInfo[res].iHeight = 720;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_PROGRESSIVE | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 1.0f;
g_settings.m_ResInfo[res].strMode = "720p 16:9";
break;
case RES_HDTV_480p_4x3:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.9 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_PROGRESSIVE;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f;
g_settings.m_ResInfo[res].strMode = "480p 4:3";
break;
case RES_HDTV_480p_16x9:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_PROGRESSIVE | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f*4.0f / 3.0f;
g_settings.m_ResInfo[res].strMode = "480p 16:9";
break;
case RES_NTSC_4x3:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.9 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f;
g_settings.m_ResInfo[res].strMode = "NTSC 4:3";
break;
case RES_NTSC_16x9:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f*4.0f / 3.0f;
g_settings.m_ResInfo[res].strMode = "NTSC 16:9";
break;
case RES_PAL_4x3:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.9 * 576);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 576;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED;
g_settings.m_ResInfo[res].fPixelRatio = 128.0f / 117.0f;
g_settings.m_ResInfo[res].strMode = "PAL 4:3";
break;
case RES_PAL_16x9:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 576);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 576;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 128.0f / 117.0f*4.0f / 3.0f;
g_settings.m_ResInfo[res].strMode = "PAL 16:9";
break;
case RES_PAL60_4x3:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.9 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f;
g_settings.m_ResInfo[res].strMode = "PAL60 4:3";
break;
case RES_PAL60_16x9:
g_settings.m_ResInfo[res].iSubtitles = (int)(0.965 * 480);
g_settings.m_ResInfo[res].iWidth = 720;
g_settings.m_ResInfo[res].iHeight = 480;
g_settings.m_ResInfo[res].dwFlags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN;
g_settings.m_ResInfo[res].fPixelRatio = 4320.0f / 4739.0f*4.0f / 3.0f;
g_settings.m_ResInfo[res].strMode = "PAL60 16:9";
break;
default:
break;
}
ResetOverscan(res, g_settings.m_ResInfo[res].Overscan);
}
float CGraphicContext::GetPixelRatio(RESOLUTION iRes) const
{
if (iRes >= 0 && iRes < (int)g_settings.m_ResInfo.size())
return g_settings.m_ResInfo[iRes].fPixelRatio;
return 0.0f;
}
void CGraphicContext::Clear(color_t color)
{
g_Windowing.ClearBuffers(color);
}
void CGraphicContext::CaptureStateBlock()
{
g_Windowing.CaptureStateBlock();
}
void CGraphicContext::ApplyStateBlock()
{
g_Windowing.ApplyStateBlock();
}
void CGraphicContext::SetScalingResolution(RESOLUTION res, bool needsScaling)
{
Lock();
m_windowResolution = res;
if (needsScaling && m_Resolution != RES_INVALID)
{
// calculate necessary scalings
float fFromWidth;
float fFromHeight;
float fToPosX;
float fToPosY;
float fToWidth;
float fToHeight;
{
fFromWidth = (float)g_settings.m_ResInfo[res].iWidth;
fFromHeight = (float)g_settings.m_ResInfo[res].iHeight;
fToPosX = (float)g_settings.m_ResInfo[m_Resolution].Overscan.left;
fToPosY = (float)g_settings.m_ResInfo[m_Resolution].Overscan.top;
fToWidth = (float)g_settings.m_ResInfo[m_Resolution].Overscan.right - fToPosX;
fToHeight = (float)g_settings.m_ResInfo[m_Resolution].Overscan.bottom - fToPosY;
}
if(!g_guiSkinzoom) // lookup gui setting if we didn't have it already
g_guiSkinzoom = (CSettingInt*)g_guiSettings.GetSetting("lookandfeel.skinzoom");
float fZoom = 1.0f;
if(g_guiSkinzoom)
fZoom *= (100 + g_guiSkinzoom->GetData()) * 0.01f;
fZoom -= 1.0f;
fToPosX -= fToWidth * fZoom * 0.5f;
fToWidth *= fZoom + 1.0f;
// adjust for aspect ratio as zoom is given in the vertical direction and we don't
// do aspect ratio corrections in the gui code
fZoom = fZoom / g_settings.m_ResInfo[m_Resolution].fPixelRatio;
fToPosY -= fToHeight * fZoom * 0.5f;
fToHeight *= fZoom + 1.0f;
m_guiScaleX = fFromWidth / fToWidth;
m_guiScaleY = fFromHeight / fToHeight;
TransformMatrix guiScaler = TransformMatrix::CreateScaler(fToWidth / fFromWidth, fToHeight / fFromHeight, fToHeight / fFromHeight);
TransformMatrix guiOffset = TransformMatrix::CreateTranslation(fToPosX, fToPosY);
m_guiTransform = guiOffset * guiScaler;
}
else
{
m_guiTransform.Reset();
m_guiScaleX = 1.0f;
m_guiScaleY = 1.0f;
}
// reset our origin and camera
while (m_origins.size())
m_origins.pop();
m_origins.push(CPoint(0, 0));
while (m_cameras.size())
m_cameras.pop();
m_cameras.push(CPoint(0.5f*m_iScreenWidth, 0.5f*m_iScreenHeight));
// and reset the final transform
UpdateFinalTransform(m_guiTransform);
Unlock();
}
void CGraphicContext::SetRenderingResolution(RESOLUTION res, bool needsScaling)
{
Lock();
SetScalingResolution(res, needsScaling);
UpdateCameraPosition(m_cameras.top());
Unlock();
}
void CGraphicContext::UpdateFinalTransform(const TransformMatrix &matrix)
{
m_finalTransform = matrix;
// We could set the world transform here to GPU-ize the animation system.
// trouble is that we require the resulting x,y coords to be rounded to
// the nearest pixel (vertex shader perhaps?)
}
void CGraphicContext::InvertFinalCoords(float &x, float &y) const
{
m_finalTransform.InverseTransformPosition(x, y);
}
float CGraphicContext::GetScalingPixelRatio() const
{
if (m_Resolution == m_windowResolution)
return GetPixelRatio(m_windowResolution);
RESOLUTION checkRes = m_windowResolution;
if (checkRes == RES_INVALID)
checkRes = m_Resolution;
// resolutions are different - we want to return the aspect ratio of the video resolution
// but only once it's been corrected for the skin -> screen coordinates scaling
float winWidth = (float)g_settings.m_ResInfo[checkRes].iWidth;
float winHeight = (float)g_settings.m_ResInfo[checkRes].iHeight;
float outWidth = (float)g_settings.m_ResInfo[m_Resolution].iWidth;
float outHeight = (float)g_settings.m_ResInfo[m_Resolution].iHeight;
float outPR = GetPixelRatio(m_Resolution);
return outPR * (outWidth / outHeight) / (winWidth / winHeight);
}
void CGraphicContext::SetCameraPosition(const CPoint &camera)
{
// offset the camera from our current location (this is in XML coordinates) and scale it up to
// the screen resolution
CPoint cam(camera);
if (m_origins.size())
cam += m_origins.top();
RESOLUTION windowRes = (m_windowResolution == RES_INVALID) ? m_Resolution : m_windowResolution;
cam.x *= (float)m_iScreenWidth / g_settings.m_ResInfo[windowRes].iWidth;
cam.y *= (float)m_iScreenHeight / g_settings.m_ResInfo[windowRes].iHeight;
m_cameras.push(cam);
UpdateCameraPosition(m_cameras.top());
}
void CGraphicContext::RestoreCameraPosition()
{ // remove the top camera from the stack
ASSERT(m_cameras.size());
m_cameras.pop();
UpdateCameraPosition(m_cameras.top());
}
// NOTE: This routine is currently called (twice) every time there is a <camera>
// tag in the skin. It actually only has to be called before we render
// something, so another option is to just save the camera coordinates
// and then have a routine called before every draw that checks whether
// the camera has changed, and if so, changes it. Similarly, it could set
// the world transform at that point as well (or even combine world + view
// to cut down on one setting)
void CGraphicContext::UpdateCameraPosition(const CPoint &camera)
{
g_Windowing.SetCameraPosition(camera, m_iScreenWidth, m_iScreenHeight);
}
bool CGraphicContext::RectIsAngled(float x1, float y1, float x2, float y2) const
{ // need only test 3 points, as they must be co-planer
if (m_finalTransform.TransformZCoord(x1, y1, 0)) return true;
if (m_finalTransform.TransformZCoord(x2, y2, 0)) return true;
if (m_finalTransform.TransformZCoord(x1, y2, 0)) return true;
return false;
}
float CGraphicContext::GetFPS() const
{
if (m_Resolution != RES_INVALID)
{
if (g_settings.m_ResInfo[m_Resolution].fRefreshRate > 0)
return g_settings.m_ResInfo[m_Resolution].fRefreshRate;
if (m_Resolution == RES_PAL_4x3 || m_Resolution == RES_PAL_16x9)
return 50.0f;
if (m_Resolution == RES_HDTV_1080i)
return 30.0f;
}
return 60.0f;
}
void CGraphicContext::BeginPaint(bool lock)
{
if (lock) Lock();
}
void CGraphicContext::EndPaint(bool lock)
{
if (lock) Unlock();
}
bool CGraphicContext::IsFullScreenRoot () const
{
return m_bFullScreenRoot;
}
bool CGraphicContext::ToggleFullScreenRoot ()
{
RESOLUTION newRes;
RESOLUTION uiRes; ///< resolution to save - not necessarily the same as the one we switch to (e.g. during video playback)
if (m_bFullScreenRoot)
{
newRes = uiRes = RES_WINDOW;
}
else
{
if (g_guiSettings.m_LookAndFeelResolution > RES_DESKTOP)
newRes = g_guiSettings.m_LookAndFeelResolution;
else
newRes = RES_DESKTOP;
uiRes = newRes;
#if defined(HAS_VIDEO_PLAYBACK)
if (g_graphicsContext.IsFullScreenVideo() || g_graphicsContext.IsCalibrating())
{
/* we need to trick renderer that we are fullscreen already so it gives us a valid value */
m_bFullScreenRoot = true;
newRes = g_renderManager.GetResolution();
m_bFullScreenRoot = false;
}
#endif
}
SetVideoResolution(newRes);
g_guiSettings.SetResolution(uiRes);
return m_bFullScreenRoot;
}
void CGraphicContext::SetMediaDir(const CStdString &strMediaDir)
{
g_TextureManager.SetTexturePath(strMediaDir);
m_strMediaDir = strMediaDir;
}
void CGraphicContext::Flip()
{
g_Windowing.PresentRender();
}
void CGraphicContext::ApplyHardwareTransform()
{
g_Windowing.ApplyHardwareTransform(m_finalTransform);
}
void CGraphicContext::RestoreHardwareTransform()
{
g_Windowing.RestoreHardwareTransform();
}
void CGraphicContext::GetAllowedResolutions(vector<RESOLUTION> &res)
{
res.clear();
res.push_back(RES_WINDOW);
res.push_back(RES_DESKTOP);
for (size_t r = (size_t) RES_CUSTOM; r < g_settings.m_ResInfo.size(); r++)
{
res.push_back((RESOLUTION) r);
}
}