Fixed memory leak in DrawingContext
[supertux.git] / src / video / gl / gl_renderer.cpp
index c71de0a..82e9c1a 100644 (file)
@@ -27,6 +27,8 @@
 #include "video/drawing_request.hpp"
 #include "video/gl/gl_surface_data.hpp"
 #include "video/gl/gl_texture.hpp"
+#include "video/util.hpp"
+
 #define LIGHTMAP_DIV 5
 
 #ifdef GL_VERSION_ES_CM_1_0
@@ -35,8 +37,9 @@
 
 GLRenderer::GLRenderer() :
   window(),
-  desktop_size(-1, -1),
-  screen_size(-1, -1),
+  glcontext(),
+  viewport(),
+  desktop_size(0, 0),
   fullscreen_active(false),
   last_texture(static_cast<GLuint> (-1))
 {
@@ -67,14 +70,7 @@ GLRenderer::GLRenderer() :
   SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
   SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,  5);
 
-  if(g_config->use_fullscreen)
-  {
-    apply_video_mode(g_config->fullscreen_size, true);
-  }
-  else
-  {
-    apply_video_mode(g_config->window_size, false);
-  }
+  apply_video_mode();
 
   // setup opengl state and transform
   glDisable(GL_DEPTH_TEST);
@@ -87,12 +83,12 @@ GLRenderer::GLRenderer() :
 
   // Init the projection matrix, viewport and stuff
   apply_config();
-  
+
   if(texture_manager == 0)
     texture_manager = new TextureManager();
   else
     texture_manager->reload_textures();
-  
+
 #ifndef GL_VERSION_ES_CM_1_0
   GLenum err = glewInit();
   if (GLEW_OK != err)
@@ -115,7 +111,7 @@ GLRenderer::~GLRenderer()
 void
 GLRenderer::draw_surface(const DrawingRequest& request)
 {
-  const Surface* surface = (const Surface*) request.request_data;
+  const Surface* surface = static_cast<const SurfaceRequest*>(request.request_data)->surface;
   if(surface == NULL)
   {
     return;
@@ -189,7 +185,7 @@ GLRenderer::draw_surface_part(const DrawingRequest& request)
 void
 GLRenderer::draw_gradient(const DrawingRequest& request)
 {
-  const GradientRequest* gradientrequest 
+  const GradientRequest* gradientrequest
     = (GradientRequest*) request.request_data;
   const Color& top = gradientrequest->top;
   const Color& bottom = gradientrequest->bottom;
@@ -233,7 +229,7 @@ GLRenderer::draw_filled_rect(const DrawingRequest& request)
   glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
             fillrectrequest->color.blue, fillrectrequest->color.alpha);
   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-  
+
   if (fillrectrequest->radius != 0.0f)
   {
     // draw round rect
@@ -245,9 +241,9 @@ GLRenderer::draw_filled_rect(const DrawingRequest& request)
 
     // inner rectangle
     Rectf irect(request.pos.x    + radius,
-               request.pos.y    + radius,
-               request.pos.x + fillrectrequest->size.x - radius,
-               request.pos.y + fillrectrequest->size.y - radius);
+                request.pos.y    + radius,
+                request.pos.x + fillrectrequest->size.x - radius,
+                request.pos.y + fillrectrequest->size.y - radius);
 
     int n = 8;
     int p = 0;
@@ -311,7 +307,7 @@ GLRenderer::draw_inverse_ellipse(const DrawingRequest& request)
   glDisable(GL_TEXTURE_2D);
   glColor4f(ellipse->color.red,  ellipse->color.green,
             ellipse->color.blue, ellipse->color.alpha);
-    
+
   float x = request.pos.x;
   float y = request.pos.y;
   float w = ellipse->size.x/2.0f;
@@ -380,10 +376,10 @@ GLRenderer::draw_inverse_ellipse(const DrawingRequest& request)
   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
   glEnable(GL_TEXTURE_2D);
-  glColor4f(1, 1, 1, 1);    
+  glColor4f(1, 1, 1, 1);
 }
 
-void 
+void
 GLRenderer::do_take_screenshot()
 {
   // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
@@ -391,9 +387,9 @@ GLRenderer::do_take_screenshot()
   SDL_Surface *shot_surf;
   // create surface to hold screenshot
 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
-  shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
+  shot_surf = SDL_CreateRGBSurface(0, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
 #else
-  shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
+  shot_surf = SDL_CreateRGBSurface(0, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
 #endif
   if (!shot_surf) {
     log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
@@ -464,124 +460,56 @@ GLRenderer::resize(int w, int h)
 {
   g_config->window_size = Size(w, h);
 
-  PHYSICAL_SCREEN_WIDTH = w;
-  PHYSICAL_SCREEN_HEIGHT = h;
-
   apply_config();
 }
 
 void
 GLRenderer::apply_config()
-{    
-  if (false)
-  {
-    log_info << "Applying Config:" 
-             << "\n  Desktop: " << desktop_size.width << "x" << desktop_size.height
-             << "\n  Window:  " << g_config->window_size
-             << "\n  FullRes: " << g_config->fullscreen_size
-             << "\n  Aspect:  " << g_config->aspect_size
-             << "\n  Magnif:  " << g_config->magnification
-             << std::endl;
-  }
-
-  float target_aspect = static_cast<float>(desktop_size.width) / static_cast<float>(desktop_size.height);
-  if (g_config->aspect_size != Size(0, 0))
-  {
-    target_aspect = float(g_config->aspect_size.width) / float(g_config->aspect_size.height);
-  }
-
-  float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
-  if (desktop_size.width != -1 && desktop_size.height != -1)
-  {
-    desktop_aspect = float(desktop_size.width) / float(desktop_size.height);
-  }
-
-  Size screen_size;
-
-  // Get the screen width
-  if (g_config->use_fullscreen)
-  {
-    screen_size = g_config->fullscreen_size;
-    desktop_aspect = float(screen_size.width) / float(screen_size.height);
-  }
-  else
-  {
-    screen_size = g_config->window_size;
-  }
+{
+  apply_video_mode();
 
-  apply_video_mode(screen_size, g_config->use_fullscreen);
+  Size target_size = g_config->use_fullscreen ?
+    ((g_config->fullscreen_size == Size(0, 0)) ? desktop_size : g_config->fullscreen_size) :
+    g_config->window_size;
 
-  if (target_aspect > 1.0f)
+  float pixel_aspect_ratio = 1.0f;
+  if (g_config->aspect_size != Size(0, 0))
   {
-    SCREEN_WIDTH  = static_cast<int>(screen_size.width * (target_aspect / desktop_aspect));
-    SCREEN_HEIGHT = static_cast<int>(screen_size.height);
+    pixel_aspect_ratio = calculate_pixel_aspect_ratio(desktop_size,
+                                                      g_config->aspect_size);
   }
-  else
+  else if (g_config->use_fullscreen)
   {
-    SCREEN_WIDTH  = static_cast<int>(screen_size.width);
-    SCREEN_HEIGHT = static_cast<int>(screen_size.height  * (target_aspect / desktop_aspect));
+    pixel_aspect_ratio = calculate_pixel_aspect_ratio(desktop_size,
+                                                      target_size);
   }
 
   Size max_size(1280, 800);
   Size min_size(640, 480);
 
-  if (g_config->magnification == 0.0f) // Magic value that means 'minfill'
-  {
-    // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
-    // max_size.width/max_size.height resp. min_size.width/min_size.height
-    if (SCREEN_WIDTH > max_size.width || SCREEN_HEIGHT > max_size.height)
-    {
-      float scale1  = float(max_size.width)/SCREEN_WIDTH;
-      float scale2  = float(max_size.height)/SCREEN_HEIGHT;
-      float scale   = (scale1 < scale2) ? scale1 : scale2;
-      SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  * scale);
-      SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
-    } 
-    else if (SCREEN_WIDTH < min_size.width || SCREEN_HEIGHT < min_size.height)
-    {
-      float scale1  = float(min_size.width)/SCREEN_WIDTH;
-      float scale2  = float(min_size.height)/SCREEN_HEIGHT;
-      float scale   = (scale1 < scale2) ? scale1 : scale2;
-      SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  * scale);
-      SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT * scale);
-    }
-   
+  Vector scale;
+  Size logical_size;
+  calculate_viewport(min_size, max_size, target_size,
+                     pixel_aspect_ratio,
+                     g_config->magnification,
+                     scale,
+                     logical_size,
+                     viewport);
 
-    glViewport(0, 0, screen_size.width, screen_size.height);
-  }
-  else
-  {
-    SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  / g_config->magnification);
-    SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / g_config->magnification);
-
-    // This works by adding black borders around the screen to limit
-    // SCREEN_WIDTH/SCREEN_HEIGHT to max_size.width/max_size.height
-    Size new_size = screen_size;
-
-    if (SCREEN_WIDTH > max_size.width)
-    {
-      new_size.width = static_cast<int>((float) new_size.width * float(max_size.width)/SCREEN_WIDTH);
-      SCREEN_WIDTH = static_cast<int>(max_size.width);
-    }
-
-    if (SCREEN_HEIGHT > max_size.height)
-    {
-      new_size.height = static_cast<int>((float) new_size.height * float(max_size.height)/SCREEN_HEIGHT);
-      SCREEN_HEIGHT = static_cast<int>(max_size.height);
-    }
+  SCREEN_WIDTH = logical_size.width;
+  SCREEN_HEIGHT = logical_size.height;
 
+  if (viewport.x != 0 || viewport.y != 0)
+  {
     // Clear both buffers so that we get a clean black border without junk
     glClear(GL_COLOR_BUFFER_BIT);
     SDL_GL_SwapWindow(window);
     glClear(GL_COLOR_BUFFER_BIT);
     SDL_GL_SwapWindow(window);
-
-    glViewport(std::max(0, (screen_size.width  - new_size.width)  / 2),
-               std::max(0, (screen_size.height - new_size.height) / 2),
-               std::min(new_size.width,  screen_size.width),
-               std::min(new_size.height, screen_size.height));
   }
 
+  glViewport(viewport.x, viewport.y, viewport.w, viewport.h);
+
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
 
@@ -594,51 +522,82 @@ GLRenderer::apply_config()
 }
 
 void
-GLRenderer::apply_video_mode(const Size& size, bool fullscreen)
+GLRenderer::apply_video_mode()
 {
   if (window)
   {
-    SDL_SetWindowSize(window, size.width, size.height);
-
-    if (fullscreen)
+    if (!g_config->use_fullscreen)
     {
-      int fullscreen_flags = SDL_WINDOW_FULLSCREEN; // SDL_WINDOW_FULLSCREEN_DESKTOP or 0
-      SDL_SetWindowDisplayMode(window, NULL);
-
-      SDL_DisplayMode mode;
-      mode.format = SDL_PIXELFORMAT_RGB888;
-      mode.w = g_config->fullscreen_size.width;
-      mode.h = g_config->fullscreen_size.height;
-      mode.refresh_rate = g_config->fullscreen_refresh_rate;
-      mode.driverdata = 0;
-
-      if (SDL_SetWindowDisplayMode(window, &mode) != 0)
+      SDL_SetWindowFullscreen(window, 0);
+    }
+    else
+    {
+      if (g_config->fullscreen_size.width == 0 &&
+          g_config->fullscreen_size.height == 0)
       {
-        log_warning << "failed to set display mode: "
-                    << mode.w << "x" << mode.h << "@" << mode.refresh_rate << ": "
-                    << SDL_GetError() << std::endl;
+        if (SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP) != 0)
+        {
+          log_warning << "failed to switch to desktop fullscreen mode: "
+                      << SDL_GetError() << std::endl;
+        }
+        else
+        {
+          log_info << "switched to desktop fullscreen mode" << std::endl;
+        }
       }
       else
       {
-        SDL_SetWindowFullscreen(window, fullscreen_flags);
+        SDL_DisplayMode mode;
+        mode.format = SDL_PIXELFORMAT_RGB888;
+        mode.w = g_config->fullscreen_size.width;
+        mode.h = g_config->fullscreen_size.height;
+        mode.refresh_rate = g_config->fullscreen_refresh_rate;
+        mode.driverdata = 0;
+
+        if (SDL_SetWindowDisplayMode(window, &mode) != 0)
+        {
+          log_warning << "failed to set display mode: "
+                      << mode.w << "x" << mode.h << "@" << mode.refresh_rate << ": "
+                      << SDL_GetError() << std::endl;
+        }
+        else
+        {
+          if (SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN) != 0)
+          {
+            log_warning << "failed to switch to fullscreen mode: "
+                        << mode.w << "x" << mode.h << "@" << mode.refresh_rate << ": "
+                        << SDL_GetError() << std::endl;
+          }
+          else
+          {
+            log_info << "switched to fullscreen mode: "
+                     << mode.w << "x" << mode.h << "@" << mode.refresh_rate << std::endl;
+          }
+        }
       }
     }
-    else
-    {
-      SDL_SetWindowFullscreen(window, 0);
-    }
   }
   else
   {
-    int flags = SDL_WINDOW_OPENGL;
-
-    if (fullscreen)
+    int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
+    Size size;
+    if (g_config->use_fullscreen)
     {
-      flags |= SDL_WINDOW_FULLSCREEN;
+      if (g_config->fullscreen_size == Size(0, 0))
+      {
+        flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+        size = desktop_size;
+      }
+      else
+      {
+        flags |= SDL_WINDOW_FULLSCREEN;
+        size.width  = g_config->fullscreen_size.width;
+        size.height = g_config->fullscreen_size.height;
+      }
     }
     else
     {
-      flags |= SDL_WINDOW_RESIZABLE;
+      size = g_config->window_size;
     }
 
     window = SDL_CreateWindow("SuperTux",
@@ -654,24 +613,20 @@ GLRenderer::apply_video_mode(const Size& size, bool fullscreen)
     else
     {
       glcontext = SDL_GL_CreateContext(window);
-      screen_size = size;
-        
-      PHYSICAL_SCREEN_WIDTH = size.width;
-      PHYSICAL_SCREEN_HEIGHT = size.height;
 
       SCREEN_WIDTH = size.width;
       SCREEN_HEIGHT = size.height;
-        
-      fullscreen_active = fullscreen;
+
+      fullscreen_active = g_config->use_fullscreen;
     }
   }
 }
 
 Vector
-GLRenderer::to_logical(int physical_x, int physical_y, bool foobar)
+GLRenderer::to_logical(int physical_x, int physical_y)
 {
-  return Vector(physical_x * float(SCREEN_WIDTH) / PHYSICAL_SCREEN_WIDTH,
-                physical_y * float(SCREEN_HEIGHT) / PHYSICAL_SCREEN_HEIGHT);
+  return Vector(static_cast<float>(physical_x - viewport.x) * SCREEN_WIDTH / viewport.w,
+                static_cast<float>(physical_y - viewport.y) * SCREEN_HEIGHT / viewport.h);
 }
 
 void