1170 lines
40 KiB
C#
1170 lines
40 KiB
C#
// TODO
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// we could flag textures as 'actually' render targets (keep a reference to the render target?) which could allow us to convert between them more quickly in some cases
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using System;
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using System.IO;
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using System.Linq;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Text;
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using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using BizHawk.Bizware.BizwareGL;
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using BizHawk.Client.Common;
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using BizHawk.Client.EmuHawk.FilterManager;
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using BizHawk.Common.PathExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Sony.PSX;
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using BizHawk.Emulation.Cores.Consoles.Nintendo.NDS;
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using OpenTK;
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namespace BizHawk.Client.EmuHawk
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{
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/// <summary>
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/// A DisplayManager is destined forevermore to drive the PresentationPanel it gets initialized with.
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/// Its job is to receive OSD and emulator outputs, and produce one single buffer (BitmapBuffer? Texture2d?) for display by the PresentationPanel.
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/// Details TBD
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/// </summary>
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public class DisplayManager : IDisposable
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{
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private class DisplayManagerRenderTargetProvider : IRenderTargetProvider
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{
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private readonly Func<Size, RenderTarget> _callback;
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RenderTarget IRenderTargetProvider.Get(Size size)
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{
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return _callback(size);
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}
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public DisplayManagerRenderTargetProvider(Func<Size, RenderTarget> callback)
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{
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_callback = callback;
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}
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}
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public DisplayManager(PresentationPanel presentationPanel)
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{
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GL = GlobalWin.GL;
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GLManager = GlobalWin.GLManager;
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this.presentationPanel = presentationPanel;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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CR_GraphicsControl = GLManager.GetContextForGraphicsControl(GraphicsControl);
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// it's sort of important for these to be initialized to something nonzero
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currEmuWidth = currEmuHeight = 1;
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Renderer = GL.CreateRenderer();
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VideoTextureFrugalizer = new TextureFrugalizer(GL);
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ShaderChainFrugalizers = new RenderTargetFrugalizer[16]; // hacky hardcoded limit.. need some other way to manage these
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for (int i = 0; i < 16; i++)
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{
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ShaderChainFrugalizers[i] = new RenderTargetFrugalizer(GL);
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}
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using (var xml = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.courier16px.fnt"))
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{
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using var tex = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.courier16px_0.png");
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TheOneFont = new StringRenderer(GL, xml, tex);
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}
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using (var gens =
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typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.gens.ttf"))
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{
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LoadCustomFont(gens);
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}
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using (var fceux =
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typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.fceux.ttf"))
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{
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LoadCustomFont(fceux);
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}
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if (GL is IGL_TK || GL is IGL_SlimDX9)
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{
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var fiHq2x = new FileInfo(Path.Combine(PathUtils.ExeDirectoryPath, "Shaders/BizHawk/hq2x.cgp"));
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if (fiHq2x.Exists)
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{
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using var stream = fiHq2x.OpenRead();
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ShaderChain_hq2x = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathUtils.ExeDirectoryPath, "Shaders/BizHawk"));
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}
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var fiScanlines = new FileInfo(Path.Combine(PathUtils.ExeDirectoryPath, "Shaders/BizHawk/BizScanlines.cgp"));
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if (fiScanlines.Exists)
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{
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using var stream = fiScanlines.OpenRead();
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ShaderChain_scanlines = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathUtils.ExeDirectoryPath, "Shaders/BizHawk"));
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}
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string bicubicPath = "Shaders/BizHawk/bicubic-fast.cgp";
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if (GL is IGL_SlimDX9)
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{
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bicubicPath = "Shaders/BizHawk/bicubic-normal.cgp";
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}
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var fiBicubic = new FileInfo(Path.Combine(PathUtils.ExeDirectoryPath, bicubicPath));
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if (fiBicubic.Exists)
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{
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using var stream = fiBicubic.Open(FileMode.Open, FileAccess.Read, FileShare.Read);
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ShaderChain_bicubic = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathUtils.ExeDirectoryPath, "Shaders/BizHawk"));
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}
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}
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LuaSurfaceSets["emu"] = new SwappableDisplaySurfaceSet();
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LuaSurfaceSets["native"] = new SwappableDisplaySurfaceSet();
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LuaSurfaceFrugalizers["emu"] = new TextureFrugalizer(GL);
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LuaSurfaceFrugalizers["native"] = new TextureFrugalizer(GL);
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RefreshUserShader();
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}
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public bool Disposed { get; private set; }
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public void Dispose()
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{
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if (Disposed) return;
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Disposed = true;
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VideoTextureFrugalizer.Dispose();
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foreach (var f in LuaSurfaceFrugalizers.Values)
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{
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f.Dispose();
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}
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foreach (var f in ShaderChainFrugalizers)
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{
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f?.Dispose();
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}
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foreach (var s in new[] { ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic, ShaderChain_user })
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{
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s?.Dispose();
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}
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TheOneFont.Dispose();
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Renderer.Dispose();
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}
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// rendering resources:
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private readonly IGL GL;
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private readonly GLManager GLManager;
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private readonly StringRenderer TheOneFont;
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private readonly IGuiRenderer Renderer;
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// layer resources
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private readonly PresentationPanel presentationPanel; // well, its the final layer's target, at least
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private readonly GraphicsControl GraphicsControl; // well, its the final layer's target, at least
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private readonly GLManager.ContextRef CR_GraphicsControl;
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private FilterProgram _currentFilterProgram;
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/// <summary>
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/// these variables will track the dimensions of the last frame's (or the next frame? this is confusing) emulator native output size
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/// THIS IS OLD JUNK. I should get rid of it, I think. complex results from the last filter ingestion should be saved instead.
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/// </summary>
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private int currEmuWidth, currEmuHeight;
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/// <summary>
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/// additional pixels added at the unscaled level for the use of lua drawing. essentially increases the input video provider dimensions
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/// </summary>
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public Padding GameExtraPadding { get; set; }
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/// <summary>
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/// additional pixels added at the native level for the use of lua drawing. essentially just gets tacked onto the final calculated window sizes.
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/// </summary>
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public Padding ClientExtraPadding { get; set; }
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/// <summary>
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/// custom fonts that don't need to be installed on the user side
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/// </summary>
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public PrivateFontCollection CustomFonts = new PrivateFontCollection();
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private readonly TextureFrugalizer VideoTextureFrugalizer;
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private readonly Dictionary<string, TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, TextureFrugalizer>();
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private readonly RenderTargetFrugalizer[] ShaderChainFrugalizers;
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private readonly Filters.RetroShaderChain ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic;
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private Filters.RetroShaderChain ShaderChain_user;
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public void RefreshUserShader()
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{
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ShaderChain_user?.Dispose();
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if (File.Exists(Global.Config.DispUserFilterPath))
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{
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var fi = new FileInfo(Global.Config.DispUserFilterPath);
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using var stream = fi.OpenRead();
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ShaderChain_user = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
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}
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}
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private Padding CalculateCompleteContentPadding(bool user, bool source)
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{
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var padding = new Padding();
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if (user)
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{
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padding += GameExtraPadding;
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}
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// an experimental feature
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if (source && Global.Emulator is Octoshock psx)
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{
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var corePadding = psx.VideoProvider_Padding;
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padding.Left += corePadding.Width / 2;
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padding.Right += corePadding.Width - corePadding.Width / 2;
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padding.Top += corePadding.Height / 2;
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padding.Bottom += corePadding.Height - corePadding.Height / 2;
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}
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// apply user's crop selections as a negative padding (believe it or not, this largely works)
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// is there an issue with the aspect ratio? I don't know--but if there is, there would be with the padding too
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padding.Left -= Global.Config.DispCropLeft;
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padding.Right -= Global.Config.DispCropRight;
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padding.Top -= Global.Config.DispCropTop;
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padding.Bottom -= Global.Config.DispCropBottom;
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return padding;
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}
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private FilterProgram BuildDefaultChain(Size chainInSize, Size chainOutSize, bool includeOSD, bool includeUserFilters)
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{
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// select user special FX shader chain
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var selectedChainProperties = new Dictionary<string, object>();
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Filters.RetroShaderChain selectedChain = null;
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if (Global.Config.TargetDisplayFilter == 1 && ShaderChain_hq2x != null && ShaderChain_hq2x.Available)
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{
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selectedChain = ShaderChain_hq2x;
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}
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if (Global.Config.TargetDisplayFilter == 2 && ShaderChain_scanlines != null && ShaderChain_scanlines.Available)
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{
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selectedChain = ShaderChain_scanlines;
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selectedChainProperties["uIntensity"] = 1.0f - Global.Config.TargetScanlineFilterIntensity / 256.0f;
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}
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if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available)
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{
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selectedChain = ShaderChain_user;
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}
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if (!includeUserFilters)
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selectedChain = null;
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Filters.BaseFilter fCoreScreenControl = CreateCoreScreenControl();
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var fPresent = new Filters.FinalPresentation(chainOutSize);
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var fInput = new Filters.SourceImage(chainInSize);
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var fOSD = new Filters.OSD();
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fOSD.RenderCallback = () =>
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{
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if (!includeOSD)
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{
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return;
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}
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var size = fOSD.FindInput().SurfaceFormat.Size;
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Renderer.Begin(size.Width, size.Height);
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var myBlitter = new MyBlitter(this)
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{
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ClipBounds = new Rectangle(0, 0, size.Width, size.Height)
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};
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Renderer.SetBlendState(GL.BlendNormal);
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GlobalWin.OSD.Begin(myBlitter);
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GlobalWin.OSD.DrawScreenInfo(myBlitter);
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GlobalWin.OSD.DrawMessages(myBlitter);
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Renderer.End();
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};
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var chain = new FilterProgram();
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//add the first filter, encompassing output from the emulator core
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chain.AddFilter(fInput, "input");
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if (fCoreScreenControl != null)
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chain.AddFilter(fCoreScreenControl, "CoreScreenControl");
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// if a non-zero padding is required, add a filter to allow for that
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// note, we have two sources of padding right now.. one can come from the VideoProvider and one from the user.
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// we're combining these now and just using black, for sake of being lean, despite the discussion below:
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// keep in mind, the VideoProvider design in principle might call for another color.
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// we haven't really been using this very hard, but users will probably want black there (they could fill it to another color if needed tho)
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var padding = CalculateCompleteContentPadding(true, true);
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if (padding.Vertical != 0 || padding.Horizontal != 0)
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{
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// TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe there's enough similarities to justify it.
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Size size = chainInSize;
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size.Width += padding.Horizontal;
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size.Height += padding.Vertical;
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Filters.FinalPresentation fPadding = new Filters.FinalPresentation(size);
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chain.AddFilter(fPadding, "padding");
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fPadding.GuiRenderer = Renderer;
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fPadding.GL = GL;
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fPadding.Config_PadOnly = true;
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fPadding.Padding = padding;
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}
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//add lua layer 'emu'
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AppendLuaLayer(chain, "emu");
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if (Global.Config.DispPrescale != 1)
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{
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var fPrescale = new Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale };
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chain.AddFilter(fPrescale, "user_prescale");
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}
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// add user-selected retro shader
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if (selectedChain != null)
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AppendRetroShaderChain(chain, "retroShader", selectedChain, selectedChainProperties);
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// AutoPrescale makes no sense for a None final filter
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if (Global.Config.DispAutoPrescale && Global.Config.DispFinalFilter != (int)Filters.FinalPresentation.eFilterOption.None)
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{
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var apf = new Filters.AutoPrescaleFilter();
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chain.AddFilter(apf, "auto_prescale");
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}
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//choose final filter
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var finalFilter = Filters.FinalPresentation.eFilterOption.None;
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if (Global.Config.DispFinalFilter == 1)
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{
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finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear;
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}
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if (Global.Config.DispFinalFilter == 2)
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{
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finalFilter = Filters.FinalPresentation.eFilterOption.Bicubic;
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}
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//if bicubic is selected and unavailable, don't use it. use bilinear instead I guess
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if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic)
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{
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if (ShaderChain_bicubic == null || !ShaderChain_bicubic.Available)
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{
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finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear;
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}
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}
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fPresent.FilterOption = finalFilter;
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// now if bicubic is chosen, insert it
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if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic)
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{
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AppendRetroShaderChain(chain, "bicubic", ShaderChain_bicubic, null);
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}
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// add final presentation
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chain.AddFilter(fPresent, "presentation");
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//add lua layer 'native'
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AppendLuaLayer(chain, "native");
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// and OSD goes on top of that
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// TODO - things break if this isn't present (the final presentation filter gets messed up when used with prescaling)
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// so, always include it (we'll handle this flag in the callback to do no rendering)
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//if (includeOSD)
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chain.AddFilter(fOSD, "osd");
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return chain;
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}
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private void AppendRetroShaderChain(FilterProgram program, string name, Filters.RetroShaderChain retroChain, Dictionary<string, object> properties)
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{
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for (int i = 0; i < retroChain.Passes.Length; i++)
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{
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var pass = retroChain.Passes[i];
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var rsp = new Filters.RetroShaderPass(retroChain, i);
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string fname = $"{name}[{i}]";
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program.AddFilter(rsp, fname);
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rsp.Parameters = properties;
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}
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}
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private void AppendLuaLayer(FilterProgram chain, string name)
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{
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var luaNativeSurface = LuaSurfaceSets[name].GetCurrent();
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if (luaNativeSurface == null)
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{
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return;
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}
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Texture2d luaNativeTexture = LuaSurfaceFrugalizers[name].Get(luaNativeSurface);
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var fLuaLayer = new Filters.LuaLayer();
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fLuaLayer.SetTexture(luaNativeTexture);
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chain.AddFilter(fLuaLayer, name);
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}
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/// <summary>
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/// Using the current filter program, turn a mouse coordinate from window space to the original emulator screen space.
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/// </summary>
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public Point UntransformPoint(Point p)
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{
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// first, turn it into a window coordinate
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p = presentationPanel.Control.PointToClient(p);
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// now, if there's no filter program active, just give up
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if (_currentFilterProgram == null) return p;
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// otherwise, have the filter program untransform it
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Vector2 v = new Vector2(p.X, p.Y);
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v = _currentFilterProgram.UntransformPoint("default", v);
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// Poop
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//if (Global.Emulator is MelonDS ds && ds.TouchScreenStart.HasValue)
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//{
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// Point touchLocation = ds.TouchScreenStart.Value;
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// v.Y = (int)((double)ds.BufferHeight / MelonDS.NativeHeight * (v.Y - touchLocation.Y));
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// v.X = (int)((double)ds.BufferWidth / MelonDS.NativeWidth * (v.X - touchLocation.X));
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//}
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return new Point((int)v.X, (int)v.Y);
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}
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/// <summary>
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/// Using the current filter program, turn a emulator screen space coordinate to a window coordinate (suitable for lua layer drawing)
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/// </summary>
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public Point TransformPoint(Point p)
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{
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//now, if there's no filter program active, just give up
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if (_currentFilterProgram == null)
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{
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return p;
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}
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// otherwise, have the filter program untransform it
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Vector2 v = new Vector2(p.X, p.Y);
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v = _currentFilterProgram.TransformPoint("default", v);
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return new Point((int)v.X, (int)v.Y);
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}
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/// <summary>
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/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
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/// Then it will stuff it into the bound PresentationPanel.
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/// ---
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/// If the int[] is size=1, then it contains an openGL texture ID (and the size should be as specified from videoProvider)
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/// Don't worry about the case where the frontend isnt using opengl; DisplayManager deals with it
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/// </summary>
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public void UpdateSource(IVideoProvider videoProvider)
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{
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bool displayNothing = Global.Config.DispSpeedupFeatures == 0;
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var job = new JobInfo
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{
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VideoProvider = videoProvider,
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Simulate = displayNothing,
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ChainOutsize = GraphicsControl.Size,
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IncludeOSD = true,
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IncludeUserFilters = true
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};
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UpdateSourceInternal(job);
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}
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Filters.BaseFilter CreateCoreScreenControl()
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{
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if (Global.Emulator is MelonDS nds)
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{
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//TODO: need to pipe layout settings into here now
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var filter = new Filters.ScreenControlNDS(nds);
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return filter;
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}
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return null;
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}
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public BitmapBuffer RenderVideoProvider(IVideoProvider videoProvider)
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{
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// TODO - we might need to gather more Global.Config.DispXXX properties here, so they can be overridden
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var targetSize = new Size(videoProvider.BufferWidth, videoProvider.BufferHeight);
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var padding = CalculateCompleteContentPadding(true,true);
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targetSize.Width += padding.Horizontal;
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targetSize.Height += padding.Vertical;
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var job = new JobInfo
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{
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VideoProvider = videoProvider,
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Simulate = false,
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ChainOutsize = targetSize,
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Offscreen = true,
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IncludeOSD = false,
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IncludeUserFilters = false
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};
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UpdateSourceInternal(job);
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return job.OffscreenBb;
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}
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/// <summary>
|
|
/// Does the entire display process to an offscreen buffer, suitable for a 'client' screenshot.
|
|
/// </summary>
|
|
public BitmapBuffer RenderOffscreen(IVideoProvider videoProvider, bool includeOSD)
|
|
{
|
|
var job = new JobInfo
|
|
{
|
|
VideoProvider = videoProvider,
|
|
Simulate = false,
|
|
ChainOutsize = GraphicsControl.Size,
|
|
Offscreen = true,
|
|
IncludeOSD = includeOSD,
|
|
IncludeUserFilters = true,
|
|
};
|
|
UpdateSourceInternal(job);
|
|
return job.OffscreenBb;
|
|
}
|
|
|
|
private class FakeVideoProvider : IVideoProvider
|
|
{
|
|
public int[] GetVideoBuffer() => new int[] {};
|
|
|
|
public int VirtualWidth { get; set; }
|
|
public int VirtualHeight { get; set; }
|
|
|
|
public int BufferWidth { get; set; }
|
|
public int BufferHeight { get; set; }
|
|
public int BackgroundColor { get; set; }
|
|
|
|
/// <exception cref="InvalidOperationException">always</exception>
|
|
public int VsyncNumerator => throw new InvalidOperationException();
|
|
|
|
/// <exception cref="InvalidOperationException">always</exception>
|
|
public int VsyncDenominator => throw new InvalidOperationException();
|
|
}
|
|
|
|
void FixRatio(float x, float y, int inw, int inh, out int outW, out int outH)
|
|
{
|
|
float ratio = x / y;
|
|
if (ratio <= 1)
|
|
{
|
|
// taller. weird. expand height.
|
|
outW = inw;
|
|
outH = (int)(inw / ratio);
|
|
}
|
|
else
|
|
{
|
|
// wider. normal. expand width.
|
|
outW = (int)(inh * ratio);
|
|
outH = inh;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
|
|
/// TODO - this needs to be redone with a concept different from zoom factor.
|
|
/// basically, each increment of a 'zoom-like' factor should definitely increase the viewable area somehow, even if it isnt strictly by an entire zoom level.
|
|
/// </summary>
|
|
public Size CalculateClientSize(IVideoProvider videoProvider, int zoom)
|
|
{
|
|
bool arActive = Global.Config.DispFixAspectRatio;
|
|
bool arSystem = Global.Config.DispManagerAR == EDispManagerAR.System;
|
|
bool arCustom = Global.Config.DispManagerAR == EDispManagerAR.Custom;
|
|
bool arCustomRatio = Global.Config.DispManagerAR == EDispManagerAR.CustomRatio;
|
|
bool arCorrect = arSystem || arCustom || arCustomRatio;
|
|
bool arInteger = Global.Config.DispFixScaleInteger;
|
|
|
|
int bufferWidth = videoProvider.BufferWidth;
|
|
int bufferHeight = videoProvider.BufferHeight;
|
|
int virtualWidth = videoProvider.VirtualWidth;
|
|
int virtualHeight = videoProvider.VirtualHeight;
|
|
|
|
if (arCustom)
|
|
{
|
|
virtualWidth = Global.Config.DispCustomUserARWidth;
|
|
virtualHeight = Global.Config.DispCustomUserARHeight;
|
|
}
|
|
|
|
if (arCustomRatio)
|
|
{
|
|
FixRatio(Global.Config.DispCustomUserArx, Global.Config.DispCustomUserAry, videoProvider.BufferWidth, videoProvider.BufferHeight, out virtualWidth, out virtualHeight);
|
|
}
|
|
|
|
//TODO: it is bad that this is happening outside the filter chain
|
|
//the filter chain has the ability to add padding...
|
|
//for now, we have to have some hacks. this could be improved by refactoring the filter setup hacks to be in one place only though
|
|
//could the PADDING be done as filters too? that would be nice.
|
|
var fCoreScreenControl = CreateCoreScreenControl();
|
|
if(fCoreScreenControl != null)
|
|
{
|
|
var sz = fCoreScreenControl.PresizeInput("default", new Size(bufferWidth, bufferHeight));
|
|
virtualWidth = bufferWidth = sz.Width;
|
|
virtualHeight = bufferHeight = sz.Height;
|
|
}
|
|
|
|
var padding = CalculateCompleteContentPadding(true, false);
|
|
virtualWidth += padding.Horizontal;
|
|
virtualHeight += padding.Vertical;
|
|
|
|
padding = CalculateCompleteContentPadding(true, true);
|
|
bufferWidth += padding.Horizontal;
|
|
bufferHeight += padding.Vertical;
|
|
|
|
|
|
// old stuff
|
|
var fvp = new FakeVideoProvider
|
|
{
|
|
BufferWidth = bufferWidth,
|
|
BufferHeight = bufferHeight,
|
|
VirtualWidth = virtualWidth,
|
|
VirtualHeight = virtualHeight
|
|
};
|
|
|
|
Size chainOutsize;
|
|
|
|
if (arActive)
|
|
{
|
|
if (arCorrect)
|
|
{
|
|
if (arInteger)
|
|
{
|
|
// ALERT COPYPASTE LAUNDROMAT
|
|
Vector2 VS = new Vector2(virtualWidth, virtualHeight);
|
|
Vector2 BS = new Vector2(bufferWidth, bufferHeight);
|
|
Vector2 AR = Vector2.Divide(VS, BS);
|
|
float targetPar = AR.X / AR.Y;
|
|
|
|
// this would malfunction for AR <= 0.5 or AR >= 2.0
|
|
// EDIT - in fact, we have AR like that coming from PSX, sometimes, so maybe we should solve this better
|
|
Vector2 PS = new Vector2(1, 1);
|
|
|
|
// here's how we define zooming, in this case:
|
|
// make sure each step is an increment of zoom for at least one of the dimensions (or maybe both of them)
|
|
// look for the increment which helps the AR the best
|
|
//TODO - this cant possibly support scale factors like 1.5x
|
|
//TODO - also, this might be messing up zooms and stuff, we might need to run this on the output size of the filter chain
|
|
for (int i = 1; i < zoom;i++)
|
|
{
|
|
//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
|
|
Vector2[] trials =
|
|
{
|
|
PS + new Vector2(1, 0),
|
|
PS + new Vector2(0, 1),
|
|
PS + new Vector2(1, 1)
|
|
};
|
|
int bestIndex = -1;
|
|
float bestValue = 1000.0f;
|
|
for (int t = 0; t < trials.Length; t++)
|
|
{
|
|
//I.
|
|
float testAr = trials[t].X / trials[t].Y;
|
|
|
|
// II.
|
|
//Vector2 calc = Vector2.Multiply(trials[t], VS);
|
|
//float test_ar = calc.X / calc.Y;
|
|
|
|
// not clear which approach is superior
|
|
float deviationLinear = Math.Abs(testAr - targetPar);
|
|
float deviationGeom = testAr / targetPar;
|
|
if (deviationGeom < 1)
|
|
{
|
|
deviationGeom = 1.0f / deviationGeom;
|
|
}
|
|
|
|
float value = deviationLinear;
|
|
if (value < bestValue)
|
|
{
|
|
bestIndex = t;
|
|
bestValue = value;
|
|
}
|
|
}
|
|
|
|
// is it possible to get here without selecting one? doubtful.
|
|
// EDIT: YES IT IS. it happened with an 0,0 buffer size. of course, that was a mistake, but we shouldn't crash
|
|
if (bestIndex != -1) // so, what now? well, this will result in 0,0 getting picked, so that's probably all we can do
|
|
{
|
|
PS = trials[bestIndex];
|
|
}
|
|
}
|
|
|
|
chainOutsize = new Size((int)(bufferWidth * PS.X), (int)(bufferHeight * PS.Y));
|
|
}
|
|
else
|
|
{
|
|
// obey the AR, but allow free scaling: just zoom the virtual size
|
|
chainOutsize = new Size(virtualWidth * zoom, virtualHeight * zoom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// ar_unity:
|
|
// just choose to zoom the buffer (make no effort to incorporate AR)
|
|
chainOutsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// !ar_active:
|
|
// just choose to zoom the buffer (make no effort to incorporate AR)
|
|
chainOutsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
|
|
}
|
|
|
|
chainOutsize.Width += ClientExtraPadding.Horizontal;
|
|
chainOutsize.Height += ClientExtraPadding.Vertical;
|
|
|
|
var job = new JobInfo
|
|
{
|
|
VideoProvider = fvp,
|
|
Simulate = true,
|
|
ChainOutsize = chainOutsize,
|
|
IncludeUserFilters = true
|
|
};
|
|
var filterProgram = UpdateSourceInternal(job);
|
|
|
|
// this only happens when we're forcing the client to size itself with autoload and the core says 0x0....
|
|
// we need some other more sensible client size.
|
|
if (filterProgram == null)
|
|
{
|
|
return new Size(256, 192);
|
|
}
|
|
|
|
var size = filterProgram.Filters.Last().FindOutput().SurfaceFormat.Size;
|
|
|
|
return size;
|
|
}
|
|
|
|
private class JobInfo
|
|
{
|
|
public IVideoProvider VideoProvider;
|
|
public bool Simulate;
|
|
public Size ChainOutsize;
|
|
public bool Offscreen;
|
|
public BitmapBuffer OffscreenBb;
|
|
public bool IncludeOSD;
|
|
public bool IncludeUserFilters;
|
|
}
|
|
|
|
private FilterProgram UpdateSourceInternal(JobInfo job)
|
|
{
|
|
//no drawing actually happens. it's important not to begin drawing on a control
|
|
if (!job.Simulate && !job.Offscreen)
|
|
{
|
|
GLManager.Activate(CR_GraphicsControl);
|
|
|
|
if (job.ChainOutsize.Width == 0 || job.ChainOutsize.Height == 0)
|
|
{
|
|
// this has to be a NOP, because lots of stuff will malfunction on a 0-sized viewport
|
|
if (_currentFilterProgram != null)
|
|
{
|
|
UpdateSourceDrawingWork(job); //but we still need to do this, because of vsync
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
IVideoProvider videoProvider = job.VideoProvider;
|
|
bool simulate = job.Simulate;
|
|
Size chainOutsize = job.ChainOutsize;
|
|
|
|
//simulate = true;
|
|
|
|
int[] videoBuffer = videoProvider.GetVideoBuffer();
|
|
int bufferWidth = videoProvider.BufferWidth;
|
|
int bufferHeight = videoProvider.BufferHeight;
|
|
int presenterTextureWidth = bufferWidth;
|
|
int presenterTextureHeight = bufferHeight;
|
|
bool isGlTextureId = videoBuffer.Length == 1;
|
|
|
|
int vw = videoProvider.VirtualWidth;
|
|
int vh = videoProvider.VirtualHeight;
|
|
|
|
//TODO: it is bad that this is happening outside the filter chain
|
|
//the filter chain has the ability to add padding...
|
|
//for now, we have to have some hacks. this could be improved by refactoring the filter setup hacks to be in one place only though
|
|
//could the PADDING be done as filters too? that would be nice.
|
|
var fCoreScreenControl = CreateCoreScreenControl();
|
|
if(fCoreScreenControl != null)
|
|
{
|
|
var sz = fCoreScreenControl.PresizeInput("default", new Size(bufferWidth, bufferHeight));
|
|
presenterTextureWidth = vw = sz.Width;
|
|
presenterTextureHeight = vh = sz.Height;
|
|
}
|
|
|
|
if (Global.Config.DispFixAspectRatio)
|
|
{
|
|
if (Global.Config.DispManagerAR == EDispManagerAR.System)
|
|
{
|
|
//Already set
|
|
}
|
|
if (Global.Config.DispManagerAR == EDispManagerAR.Custom)
|
|
{
|
|
//not clear what any of these other options mean for "screen controlled" systems
|
|
vw = Global.Config.DispCustomUserARWidth;
|
|
vh = Global.Config.DispCustomUserARHeight;
|
|
}
|
|
if (Global.Config.DispManagerAR == EDispManagerAR.CustomRatio)
|
|
{
|
|
//not clear what any of these other options mean for "screen controlled" systems
|
|
FixRatio(Global.Config.DispCustomUserArx, Global.Config.DispCustomUserAry, videoProvider.BufferWidth, videoProvider.BufferHeight, out vw, out vh);
|
|
}
|
|
}
|
|
|
|
var padding = CalculateCompleteContentPadding(true,false);
|
|
vw += padding.Horizontal;
|
|
vh += padding.Vertical;
|
|
|
|
BitmapBuffer bb = null;
|
|
Texture2d videoTexture = null;
|
|
if (!simulate)
|
|
{
|
|
if (isGlTextureId)
|
|
{
|
|
//FYI: this is a million years from happening on n64, since it's all geriatric non-FBO code
|
|
//is it workable for saturn?
|
|
videoTexture = GL.WrapGLTexture2d(new IntPtr(videoBuffer[0]), bufferWidth, bufferHeight);
|
|
}
|
|
else
|
|
{
|
|
//wrap the VideoProvider data in a BitmapBuffer (no point to refactoring that many IVideoProviders)
|
|
bb = new BitmapBuffer(bufferWidth, bufferHeight, videoBuffer);
|
|
bb.DiscardAlpha();
|
|
|
|
//now, acquire the data sent from the videoProvider into a texture
|
|
videoTexture = VideoTextureFrugalizer.Get(bb);
|
|
|
|
// lets not use this. lets define BizwareGL to make clamp by default (TBD: check opengl)
|
|
//GL.SetTextureWrapMode(videoTexture, true);
|
|
}
|
|
}
|
|
|
|
// record the size of what we received, since lua and stuff is gonna want to draw onto it
|
|
currEmuWidth = bufferWidth;
|
|
currEmuHeight = bufferHeight;
|
|
|
|
//build the default filter chain and set it up with services filters will need
|
|
Size chainInsize = new Size(bufferWidth, bufferHeight);
|
|
|
|
var filterProgram = BuildDefaultChain(chainInsize, chainOutsize, job.IncludeOSD, job.IncludeUserFilters);
|
|
filterProgram.GuiRenderer = Renderer;
|
|
filterProgram.GL = GL;
|
|
|
|
//setup the source image filter
|
|
Filters.SourceImage fInput = filterProgram["input"] as Filters.SourceImage;
|
|
fInput.Texture = videoTexture;
|
|
|
|
//setup the final presentation filter
|
|
Filters.FinalPresentation fPresent = filterProgram["presentation"] as Filters.FinalPresentation;
|
|
fPresent.VirtualTextureSize = new Size(vw, vh);
|
|
fPresent.TextureSize = new Size(presenterTextureWidth, presenterTextureHeight);
|
|
fPresent.BackgroundColor = videoProvider.BackgroundColor;
|
|
fPresent.GuiRenderer = Renderer;
|
|
fPresent.Flip = isGlTextureId;
|
|
fPresent.Config_FixAspectRatio = Global.Config.DispFixAspectRatio;
|
|
fPresent.Config_FixScaleInteger = Global.Config.DispFixScaleInteger;
|
|
fPresent.Padding = ClientExtraPadding;
|
|
fPresent.AutoPrescale = Global.Config.DispAutoPrescale;
|
|
|
|
fPresent.GL = GL;
|
|
|
|
//POOPY. why are we delivering the GL context this way? such bad
|
|
Filters.ScreenControlNDS fNDS = filterProgram["CoreScreenControl"] as Filters.ScreenControlNDS;
|
|
if (fNDS != null)
|
|
{
|
|
fNDS.GuiRenderer = Renderer;
|
|
fNDS.GL = GL;
|
|
}
|
|
|
|
filterProgram.Compile("default", chainInsize, chainOutsize, !job.Offscreen);
|
|
|
|
if (simulate)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
_currentFilterProgram = filterProgram;
|
|
UpdateSourceDrawingWork(job);
|
|
}
|
|
|
|
// cleanup:
|
|
bb?.Dispose();
|
|
|
|
return filterProgram;
|
|
}
|
|
|
|
public void Blank()
|
|
{
|
|
GLManager.Activate(CR_GraphicsControl);
|
|
GL.BeginScene();
|
|
GL.BindRenderTarget(null);
|
|
GL.SetClearColor(Color.Black);
|
|
GL.Clear(OpenTK.Graphics.OpenGL.ClearBufferMask.ColorBufferBit);
|
|
GL.EndScene();
|
|
presentationPanel.GraphicsControl.SwapBuffers();
|
|
}
|
|
|
|
private void UpdateSourceDrawingWork(JobInfo job)
|
|
{
|
|
bool alternateVsync = false;
|
|
|
|
// only used by alternate vsync
|
|
IGL_SlimDX9 dx9 = null;
|
|
|
|
if (!job.Offscreen)
|
|
{
|
|
//apply the vsync setting (should probably try to avoid repeating this)
|
|
var vsync = Global.Config.VSyncThrottle || Global.Config.VSync;
|
|
|
|
//ok, now this is a bit undesirable.
|
|
//maybe the user wants vsync, but not vsync throttle.
|
|
//this makes sense... but we don't have the infrastructure to support it now (we'd have to enable triple buffering or something like that)
|
|
//so what we're gonna do is disable vsync no matter what if throttling is off, and maybe nobody will notice.
|
|
//update 26-mar-2016: this upsets me. When fast-forwarding and skipping frames, vsync should still work. But I'm not changing it yet
|
|
if (Global.DisableSecondaryThrottling)
|
|
vsync = false;
|
|
|
|
//for now, it's assumed that the presentation panel is the main window, but that may not always be true
|
|
if (vsync && Global.Config.DispAlternateVsync && Global.Config.VSyncThrottle)
|
|
{
|
|
dx9 = GL as IGL_SlimDX9;
|
|
if (dx9 != null)
|
|
{
|
|
alternateVsync = true;
|
|
//unset normal vsync if we've chosen the alternate vsync
|
|
vsync = false;
|
|
}
|
|
}
|
|
|
|
//TODO - whats so hard about triple buffering anyway? just enable it always, and change api to SetVsync(enable,throttle)
|
|
//maybe even SetVsync(enable,throttlemethod) or just SetVsync(enable,throttle,advanced)
|
|
|
|
if (LastVsyncSetting != vsync || LastVsyncSettingGraphicsControl != presentationPanel.GraphicsControl)
|
|
{
|
|
if (LastVsyncSetting == null && vsync)
|
|
{
|
|
// Workaround for vsync not taking effect at startup (Intel graphics related?)
|
|
presentationPanel.GraphicsControl.SetVsync(false);
|
|
}
|
|
presentationPanel.GraphicsControl.SetVsync(vsync);
|
|
LastVsyncSettingGraphicsControl = presentationPanel.GraphicsControl;
|
|
LastVsyncSetting = vsync;
|
|
}
|
|
}
|
|
|
|
// begin rendering on this context
|
|
// should this have been done earlier?
|
|
// do i need to check this on an intel video card to see if running excessively is a problem? (it used to be in the FinalTarget command below, shouldn't be a problem)
|
|
//GraphicsControl.Begin(); // CRITICAL POINT for yabause+GL
|
|
|
|
//TODO - auto-create and age these (and dispose when old)
|
|
int rtCounter = 0;
|
|
|
|
_currentFilterProgram.RenderTargetProvider = new DisplayManagerRenderTargetProvider(size => ShaderChainFrugalizers[rtCounter++].Get(size));
|
|
|
|
GL.BeginScene();
|
|
|
|
// run filter chain
|
|
Texture2d texCurr = null;
|
|
RenderTarget rtCurr = null;
|
|
bool inFinalTarget = false;
|
|
foreach (var step in _currentFilterProgram.Program)
|
|
{
|
|
switch (step.Type)
|
|
{
|
|
case FilterProgram.ProgramStepType.Run:
|
|
{
|
|
int fi = (int)step.Args;
|
|
var f = _currentFilterProgram.Filters[fi];
|
|
f.SetInput(texCurr);
|
|
f.Run();
|
|
var orec = f.FindOutput();
|
|
if (orec != null)
|
|
{
|
|
if (orec.SurfaceDisposition == SurfaceDisposition.Texture)
|
|
{
|
|
texCurr = f.GetOutput();
|
|
rtCurr = null;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case FilterProgram.ProgramStepType.NewTarget:
|
|
{
|
|
var size = (Size)step.Args;
|
|
rtCurr = ShaderChainFrugalizers[rtCounter++].Get(size);
|
|
rtCurr.Bind();
|
|
_currentFilterProgram.CurrRenderTarget = rtCurr;
|
|
break;
|
|
}
|
|
case FilterProgram.ProgramStepType.FinalTarget:
|
|
{
|
|
inFinalTarget = true;
|
|
rtCurr = null;
|
|
_currentFilterProgram.CurrRenderTarget = null;
|
|
GL.BindRenderTarget(null);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
GL.EndScene();
|
|
|
|
if (job.Offscreen)
|
|
{
|
|
job.OffscreenBb = rtCurr.Texture2d.Resolve();
|
|
job.OffscreenBb.DiscardAlpha();
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(inFinalTarget);
|
|
|
|
// wait for vsync to begin
|
|
if (alternateVsync) dx9.AlternateVsyncPass(0);
|
|
|
|
// present and conclude drawing
|
|
presentationPanel.GraphicsControl.SwapBuffers();
|
|
|
|
// wait for vsync to end
|
|
if (alternateVsync) dx9.AlternateVsyncPass(1);
|
|
|
|
// nope. don't do this. workaround for slow context switching on intel GPUs. just switch to another context when necessary before doing anything
|
|
// presentationPanel.GraphicsControl.End();
|
|
}
|
|
}
|
|
|
|
private void LoadCustomFont(Stream fontStream)
|
|
{
|
|
IntPtr data = Marshal.AllocCoTaskMem((int)fontStream.Length);
|
|
byte[] fontData = new byte[fontStream.Length];
|
|
fontStream.Read(fontData, 0, (int)fontStream.Length);
|
|
Marshal.Copy(fontData, 0, data, (int)fontStream.Length);
|
|
CustomFonts.AddMemoryFont(data, fontData.Length);
|
|
fontStream.Close();
|
|
Marshal.FreeCoTaskMem(data);
|
|
}
|
|
|
|
private bool? LastVsyncSetting;
|
|
private GraphicsControl LastVsyncSettingGraphicsControl;
|
|
|
|
private readonly Dictionary<string, DisplaySurface> MapNameToLuaSurface = new Dictionary<string,DisplaySurface>();
|
|
private readonly Dictionary<DisplaySurface, string> MapLuaSurfaceToName = new Dictionary<DisplaySurface, string>();
|
|
private readonly Dictionary<string, SwappableDisplaySurfaceSet> LuaSurfaceSets = new Dictionary<string, SwappableDisplaySurfaceSet>();
|
|
|
|
/// <summary>
|
|
/// Peeks a locked lua surface, or returns null if it isn't locked
|
|
/// </summary>
|
|
public DisplaySurface PeekLockedLuaSurface(string name)
|
|
{
|
|
if (MapNameToLuaSurface.ContainsKey(name))
|
|
return MapNameToLuaSurface[name];
|
|
return null;
|
|
}
|
|
|
|
/// <summary>locks the lua surface called <paramref name="name"/></summary>
|
|
/// <exception cref="InvalidOperationException">already locked, or unknown surface</exception>
|
|
public DisplaySurface LockLuaSurface(string name, bool clear=true)
|
|
{
|
|
if (MapNameToLuaSurface.ContainsKey(name))
|
|
{
|
|
throw new InvalidOperationException($"Lua surface is already locked: {name}");
|
|
}
|
|
|
|
if (!LuaSurfaceSets.TryGetValue(name, out var sdss))
|
|
{
|
|
sdss = new SwappableDisplaySurfaceSet();
|
|
LuaSurfaceSets.Add(name, sdss);
|
|
}
|
|
|
|
// placeholder logic for more abstracted surface definitions from filter chain
|
|
int currNativeWidth = presentationPanel.NativeSize.Width;
|
|
int currNativeHeight = presentationPanel.NativeSize.Height;
|
|
|
|
currNativeWidth += ClientExtraPadding.Horizontal;
|
|
currNativeHeight += ClientExtraPadding.Vertical;
|
|
|
|
int width,height;
|
|
if (name == "emu")
|
|
{
|
|
width = currEmuWidth;
|
|
height = currEmuHeight;
|
|
width += GameExtraPadding.Horizontal;
|
|
height += GameExtraPadding.Vertical;
|
|
}
|
|
else if (name == "native")
|
|
{
|
|
width = currNativeWidth; height = currNativeHeight;
|
|
}
|
|
else throw new InvalidOperationException($"Unknown lua surface name: {name}");
|
|
|
|
DisplaySurface ret = sdss.AllocateSurface(width, height, clear);
|
|
MapNameToLuaSurface[name] = ret;
|
|
MapLuaSurfaceToName[ret] = name;
|
|
return ret;
|
|
}
|
|
|
|
public void ClearLuaSurfaces()
|
|
{
|
|
foreach (var kvp in LuaSurfaceSets)
|
|
{
|
|
try
|
|
{
|
|
var surf = PeekLockedLuaSurface(kvp.Key);
|
|
DisplaySurface surfLocked = null;
|
|
if (surf == null)
|
|
{
|
|
surfLocked = LockLuaSurface(kvp.Key, true);
|
|
}
|
|
|
|
if (surfLocked != null)
|
|
{
|
|
UnlockLuaSurface(surfLocked);
|
|
}
|
|
|
|
LuaSurfaceSets[kvp.Key].SetPending(null);
|
|
}
|
|
catch (InvalidOperationException)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>unlocks this DisplaySurface which had better have been locked as a lua surface</summary>
|
|
/// <exception cref="InvalidOperationException">already unlocked</exception>
|
|
public void UnlockLuaSurface(DisplaySurface surface)
|
|
{
|
|
if (!MapLuaSurfaceToName.ContainsKey(surface))
|
|
{
|
|
throw new InvalidOperationException("Surface was not locked as a lua surface");
|
|
}
|
|
|
|
string name = MapLuaSurfaceToName[surface];
|
|
MapLuaSurfaceToName.Remove(surface);
|
|
MapNameToLuaSurface.Remove(name);
|
|
LuaSurfaceSets[name].SetPending(surface);
|
|
}
|
|
|
|
// helper classes:
|
|
private class MyBlitter : IBlitter
|
|
{
|
|
private readonly DisplayManager _owner;
|
|
|
|
public MyBlitter(DisplayManager dispManager)
|
|
{
|
|
_owner = dispManager;
|
|
}
|
|
|
|
private class FontWrapper : IBlitterFont
|
|
{
|
|
public FontWrapper(StringRenderer font)
|
|
{
|
|
Font = font;
|
|
}
|
|
|
|
public readonly StringRenderer Font;
|
|
}
|
|
|
|
IBlitterFont IBlitter.GetFontType(string fontType)
|
|
{
|
|
return new FontWrapper(_owner.TheOneFont);
|
|
}
|
|
|
|
void IBlitter.DrawString(string s, IBlitterFont font, Color color, float x, float y)
|
|
{
|
|
var stringRenderer = ((FontWrapper)font).Font;
|
|
_owner.Renderer.SetModulateColor(color);
|
|
stringRenderer.RenderString(_owner.Renderer, x, y, s);
|
|
_owner.Renderer.SetModulateColorWhite();
|
|
}
|
|
|
|
SizeF IBlitter.MeasureString(string s, IBlitterFont font)
|
|
{
|
|
var stringRenderer = ((FontWrapper)font).Font;
|
|
return stringRenderer.Measure(s);
|
|
}
|
|
|
|
public Rectangle ClipBounds { get; set; }
|
|
}
|
|
}
|
|
} |