diff --git a/src/common/Bezel.cxx b/src/common/Bezel.cxx index e4fb0e5c8..66ba13715 100644 --- a/src/common/Bezel.cxx +++ b/src/common/Bezel.cxx @@ -63,6 +63,19 @@ const string Bezel::getName(int& index) const return ""; } +// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +bool Bezel::checkPixel(uInt32 x, uInt32 y) const +{ + uInt32 *pixels{nullptr}, pitch; + uInt8 r, g, b, a; + + mySurface->basePtr(pixels, pitch); + pixels += x + y * pitch; + myFB.getRGBA(*pixels, &r, &g, &b, &a); + + return a != 0; // pixel is not fully transparent +} + // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - uInt32 Bezel::borderSize(uInt32 x, uInt32 y, uInt32 size, Int32 step) const { @@ -136,6 +149,7 @@ bool Bezel::load() const Int32 w = mySurface->width(); const Int32 h = mySurface->height(); uInt32 top, bottom, left, right; + bool isRounded; if(settings.getBool("bezel.win.auto")) { @@ -148,6 +162,12 @@ bool Bezel::load() yCenter = (bottom + top) >> 1; left = borderSize(0, yCenter, w, 1); right = w - 1 - borderSize(w - 1, yCenter, w, -1); + + // Check if pixels close to the borders are not fully transparent + isRounded = checkPixel(left + w / 100, top + h / 100) + || checkPixel(right - w / 100, top + h / 100) + || checkPixel(left + w / 100, bottom - h / 100) + || checkPixel(right - w / 100, bottom - h / 100); } else { @@ -159,14 +179,15 @@ bool Bezel::load() right = w - 1 - std::min(w - 1, static_cast(w * settings.getInt("bezel.win.right") / 100. + .5)); top = std::min(h - 1, static_cast(h * settings.getInt("bezel.win.top") / 100. + .5)); bottom = h - 1 - std::min(h - 1, static_cast(h * settings.getInt("bezel.win.bottom") / 100. + .5)); + isRounded = settings.getBool("bezel.win.rounded"); } //cerr << (int)(right - left + 1) << " x " << (int)(bottom - top + 1) << " = " - // << double((int)(right - left + 1)) / double((int)(bottom - top + 1)); + // << double((int)(right - left + 1)) / double((int)(bottom - top + 1)) << endl; // Disable bezel is no transparent window was found if (left < right && top < bottom) - myInfo = Info(Common::Size(w, h), Common::Rect(left, top, right, bottom)); + myInfo = Info(Common::Size(w, h), Common::Rect(left, top, right + 1, bottom + 1), isRounded); else myInfo = Info(); } @@ -188,6 +209,11 @@ void Bezel::apply() std::min(myFB.screenSize().h, static_cast(std::round(myFB.imageRect().h() * myInfo.ratioH()))); + //cerr << myInfo.ratioW() << ", " << myInfo.ratioH() << endl; + //cerr << myInfo.size() << "; " << myInfo.window() << endl; + //cerr << myFB.imageRect().size() << "; " << std::round(imageW * myInfo.ratioW()) << endl; + //cerr << "dbl: " << bezelW << " x " << bezelH << endl; + // Position and scale bezel mySurface->setDstSize(bezelW, bezelH); mySurface->setDstPos((myFB.screenSize().w - bezelW) / 2, // center @@ -204,11 +230,22 @@ void Bezel::apply() else if(mySurface) mySurface->setVisible(false); + + // If the bezel window is not rounded, it has to be rendered only once for each buffer + if(mySurface && !myInfo.isRounded()) + myRenderCount = 2; // double buffering } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -void Bezel::render() +void Bezel::render(bool force) { - if(mySurface) + if(myRenderCount) + { + force = true; + myRenderCount--; + } + + // Only bezels with rounded windows have to be rendered each frame + if(mySurface && (myInfo.isRounded() || force)) mySurface->render(); } diff --git a/src/common/Bezel.hxx b/src/common/Bezel.hxx index 8bdeec952..cda575a31 100644 --- a/src/common/Bezel.hxx +++ b/src/common/Bezel.hxx @@ -65,15 +65,17 @@ class Bezel bool _isShown{false}; // Is bezel shown? Common::Size _size{1, 1}; // Bezel size Common::Rect _window{1, 1}; // Area of transparent TIA window inside bezel + bool _isRounded{false}; // true, if the bezel window has rounded corners public: explicit Info() = default; - explicit Info(Common::Size size, Common::Rect window) - : _isShown{true}, _size{size}, _window{window} { } + explicit Info(const Common::Size& size, const Common::Rect& window, bool isRounded) + : _isShown{true}, _size{size}, _window{window}, _isRounded{isRounded} { } bool isShown() const { return _isShown; } - Common::Size size() const { return _size; } - Common::Rect window() const { return _window; } + const Common::Size& size() const { return _size; } + const Common::Rect& window() const { return _window; } + bool isRounded() const { return _isRounded; } // Ratios between bezel sizes and TIA window sizes double ratioW() const { return static_cast(size().w) / window().w(); } @@ -83,12 +85,20 @@ class Bezel // Structure access methods const Info& info() const { return myInfo; } bool isShown() const { return myInfo.isShown(); } - Common::Size size() const { return myInfo.size(); } - Common::Rect window() const { return myInfo.window(); } + const Common::Size& size() const { return myInfo.size(); } + const Common::Rect& window() const { return myInfo.window(); } + bool isRounded() const { return myInfo.isRounded(); } // Ratio between bezel size and TIA window size double ratioW() const { return myInfo.ratioW(); } double ratioH() const { return myInfo.ratioH(); } + /* + Check if a pixel is not fully transparent. + + @return true, if pixel is not fully transparent + */ + bool checkPixel(uInt32 x, uInt32 y) const; + /* Calculate size of a bezel border. */ @@ -107,7 +117,7 @@ class Bezel /* Render bezel surface */ - void render(); + void render(bool force); private: /* @@ -125,6 +135,8 @@ class Bezel // The bezel surface which blends over the TIA surface shared_ptr mySurface; + uInt32 myRenderCount{0}; + // Bezel info structure Info myInfo; diff --git a/src/common/VideoModeHandler.cxx b/src/common/VideoModeHandler.cxx index d220dcb18..c9a518df2 100644 --- a/src/common/VideoModeHandler.cxx +++ b/src/common/VideoModeHandler.cxx @@ -63,6 +63,8 @@ const VideoModeHandler::Mode& // First calculate maximum zoom that keeps aspect ratio const double scaleX = static_cast(myImage.w) / (myDisplay.w / bezelInfo.ratioW()), scaleY = static_cast(myImage.h) / (myDisplay.h / bezelInfo.ratioH()); + // Note: Since the scale value may differ, the bezel may not be scaled to fully size. + // One value might be tiny bit smaller. double zoom = 1. / std::max(scaleX, scaleY); // When aspect ratio correction is off, we want pixel-exact images, @@ -114,7 +116,7 @@ VideoModeHandler::Mode::Mode(uInt32 iw, uInt32 ih, uInt32 sw, uInt32 sh, : screenS{sw, sh}, stretch{smode}, description{desc}, - zoom{zoomLevel}, //hZoom{zoomLevel}, vZoom{zoomLevel}, + zoom{zoomLevel}, fsIndex{fsindex} { // Now resize based on windowed/fullscreen mode and stretch factor diff --git a/src/emucore/FrameBuffer.cxx b/src/emucore/FrameBuffer.cxx index 301f12e73..af2e11f29 100644 --- a/src/emucore/FrameBuffer.cxx +++ b/src/emucore/FrameBuffer.cxx @@ -588,7 +588,7 @@ void FrameBuffer::updateInEmulationMode(float framesPerSecond) // We don't worry about selective rendering here; the rendering // always happens at the full framerate - renderTIA(); + renderTIA(false); // Show frame statistics if(myStatsMsg.enabled) @@ -967,7 +967,7 @@ void FrameBuffer::renderTIA(bool doClear, bool shade) myTIASurface->render(shade); if(myBezel) - myBezel->render(); + myBezel->render(doClear); // force rendering if framebuffer was cleared } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/src/emucore/Settings.cxx b/src/emucore/Settings.cxx index 3eff1c00f..3d61b48e6 100644 --- a/src/emucore/Settings.cxx +++ b/src/emucore/Settings.cxx @@ -69,6 +69,7 @@ Settings::Settings() setPermanent("bezel.win.right", "12"); setPermanent("bezel.win.top", "0"); setPermanent("bezel.win.bottom", "0"); + setPermanent("bezel.win.rounded", "false"); // TIA specific options setPermanent("tia.inter", "false"); setPermanent("tia.zoom", "3"); @@ -547,13 +548,14 @@ void Settings::usage() << " -uimessages <1|0> Show onscreen UI messages for different events\n" << " -pausedim <1|0> Enable emulation dimming in pause mode\n" << endl - << " -bezel.show <1|0> Show bezel around emulation window\n" - << " -bezel.windowed <1|0> Show bezel in windowed modes\n" - << " -bezel.win.auto <1|0> Automatically set bezel window position\n" - << " -bezel.win.left <0-40> Set left bezel window position [%]\n" - << " -bezel.win.right <0-40> Set right bezel window position [%]\n" - << " -bezel.win.top <0-40> Set top bezel window position [%]\n" - << " -bezel.win.bottom <0-40> Set bottom bezel window position [%]\n" + << " -bezel.show <1|0> Show bezel around emulation window\n" + << " -bezel.windowed <1|0> Show bezel in windowed modes\n" + << " -bezel.win.auto <1|0> Automatically set bezel window position\n" + << " -bezel.win.left <0-40> Set left bezel window position [%]\n" + << " -bezel.win.right <0-40> Set right bezel window position [%]\n" + << " -bezel.win.top <0-40> Set top bezel window position [%]\n" + << " -bezel.win.bottom <0-40> Set bottom bezel window position [%]\n" + << " -bezel.win.rounded <1|0> Set if the bezel window has rounded borders\n" << endl #ifdef SOUND_SUPPORT << " -audio.enabled <1|0> Enable audio\n" diff --git a/src/gui/VideoAudioDialog.cxx b/src/gui/VideoAudioDialog.cxx index ad7ddc92e..c37c12378 100644 --- a/src/gui/VideoAudioDialog.cxx +++ b/src/gui/VideoAudioDialog.cxx @@ -519,6 +519,13 @@ void VideoAudioDialog::addBezelTab() myWinBottomSlider->setTickmarkIntervals(4); wid.push_back(myWinBottomSlider); + // Mark bezel windows as rounded (requires rendering each frame) + ypos += lineHeight + VGAP; + myBezelWinRounded = new CheckboxWidget(myTab, _font, xpos, ypos, + "Rounded borders"); + myBezelWinRounded->setToolTip("Enable if the bezel window has rounded borders"); + wid.push_back(myBezelWinRounded); + // Add items for tab 4 addToFocusList(wid, myTab, tabID); @@ -775,6 +782,7 @@ void VideoAudioDialog::loadConfig() myWinRightSlider->setValue(settings.getInt("bezel.win.right")); myWinTopSlider->setValue(settings.getInt("bezel.win.top")); myWinBottomSlider->setValue(settings.getInt("bezel.win.bottom")); + myBezelWinRounded->setState(settings.getBool("bezel.win.rounded")); handleBezelChange(); ///////////////////////////////////////////////////////////////////////////// @@ -910,6 +918,7 @@ void VideoAudioDialog::saveConfig() settings.setValue("bezel.win.right", myWinRightSlider->getValueLabel()); settings.setValue("bezel.win.top", myWinTopSlider->getValueLabel()); settings.setValue("bezel.win.bottom", myWinBottomSlider->getValueLabel()); + settings.setValue("bezel.win.rounded", myBezelWinRounded->getState()); // Note: The following has to happen after all video related setting have been saved if(instance().hasConsole()) @@ -1228,6 +1237,7 @@ void VideoAudioDialog::handleBezelChange() myWinRightSlider->setEnabled(enable && nonAuto); myWinTopSlider->setEnabled(enable && nonAuto); myWinBottomSlider->setEnabled(enable && nonAuto); + myBezelWinRounded->setEnabled(enable && nonAuto); } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/src/gui/VideoAudioDialog.hxx b/src/gui/VideoAudioDialog.hxx index fe165619b..85a588d8a 100644 --- a/src/gui/VideoAudioDialog.hxx +++ b/src/gui/VideoAudioDialog.hxx @@ -140,6 +140,7 @@ class VideoAudioDialog : public Dialog SliderWidget* myWinRightSlider{nullptr}; SliderWidget* myWinTopSlider{nullptr}; SliderWidget* myWinBottomSlider{nullptr}; + CheckboxWidget* myBezelWinRounded{nullptr}; // Audio CheckboxWidget* mySoundEnableCheckbox{nullptr}; diff --git a/test/bezels/Combat (1977) (Atari).png b/test/bezels/Combat (1977) (Atari).png deleted file mode 100644 index 3bb2d65ef..000000000 Binary files a/test/bezels/Combat (1977) (Atari).png and /dev/null differ diff --git a/test/bezels/Combat (USA).png b/test/bezels/Combat (USA).png new file mode 100644 index 000000000..ccb6151b4 Binary files /dev/null and b/test/bezels/Combat (USA).png differ diff --git a/test/bezels/River Raid (USA).png b/test/bezels/River Raid (USA).png new file mode 100644 index 000000000..3fd7c11f5 Binary files /dev/null and b/test/bezels/River Raid (USA).png differ diff --git a/test/bezels/readme.txt b/test/bezels/readme.txt new file mode 100644 index 000000000..eac012274 --- /dev/null +++ b/test/bezels/readme.txt @@ -0,0 +1,5 @@ +The bezels test some features of Stella's bezel code: + +- Combat uses a rounded bezel, this should be autodetected and the bezel rendered each frame +- River Raid uses a non-rounded bezel, this should be autodetected and the bezel rendered only when loading it +- default should be used a fallback for all games, it has wide borders and tests the correct window position and the scaling \ No newline at end of file