parent
b18a58d5e1
commit
2d27e8e685
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD 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, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sdl2_s.cpp Playing sound via SDL2. */
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#ifdef WITH_SDL2
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#include "../stdafx.h"
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#include "../mixer.h"
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#include "sdl_s.h"
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#include <SDL.h>
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#include "../safeguards.h"
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/** Factory for the SDL sound driver. */
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static FSoundDriver_SDL iFSoundDriver_SDL;
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/**
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* Callback that fills the sound buffer.
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* @param userdata Ignored.
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* @param stream The stream to put data into.
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* @param len The length of the stream in bytes.
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*/
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static void CDECL fill_sound_buffer(void *userdata, Uint8 *stream, int len)
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{
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MxMixSamples(stream, len / 4);
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}
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const char *SoundDriver_SDL::Start(const char * const *parm)
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{
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SDL_AudioSpec spec;
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SDL_AudioSpec spec_actual;
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/* Only initialise SDL if the video driver hasn't done it already */
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int ret_code = 0;
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if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
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ret_code = SDL_Init(SDL_INIT_AUDIO);
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} else if (SDL_WasInit(SDL_INIT_AUDIO) == 0) {
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ret_code = SDL_InitSubSystem(SDL_INIT_AUDIO);
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}
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if (ret_code == -1) return SDL_GetError();
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spec.freq = GetDriverParamInt(parm, "hz", 44100);
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spec.format = AUDIO_S16SYS;
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spec.channels = 2;
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spec.samples = GetDriverParamInt(parm, "samples", 1024);
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spec.callback = fill_sound_buffer;
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SDL_AudioDeviceID dev = SDL_OpenAudioDevice(nullptr, 0, &spec, &spec_actual, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
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MxInitialize(spec_actual.freq);
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SDL_PauseAudioDevice(dev, 0);
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return nullptr;
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}
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void SoundDriver_SDL::Stop()
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{
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
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SDL_Quit(); // If there's nothing left, quit SDL
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}
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}
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#endif /* WITH_SDL2 */
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD 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, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */
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#ifdef WITH_SDL2
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "sdl2_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#include <algorithm>
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#include "../safeguards.h"
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static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Window *_sdl_window;
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static SDL_Surface *_sdl_surface;
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static SDL_Surface *_sdl_realscreen;
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/** Whether the drawing is/may be done in a separate thread. */
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static bool _draw_threaded;
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/** Mutex to keep the access to the shared memory controlled. */
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static std::recursive_mutex *_draw_mutex = nullptr;
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/** Signal to draw the next frame. */
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static std::condition_variable_any *_draw_signal = nullptr;
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/** Should we keep continue drawing? */
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static volatile bool _draw_continue;
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static Palette _local_palette;
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static SDL_Palette *_sdl_palette;
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#define MAX_DIRTY_RECTS 100
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static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
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static int _num_dirty_rects;
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/* Size of window */
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static int _window_size_w;
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static int _window_size_h;
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void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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{
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if (_num_dirty_rects < MAX_DIRTY_RECTS) {
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_dirty_rects[_num_dirty_rects].x = left;
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_dirty_rects[_num_dirty_rects].y = top;
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_dirty_rects[_num_dirty_rects].w = width;
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_dirty_rects[_num_dirty_rects].h = height;
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}
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_num_dirty_rects++;
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}
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static void UpdatePalette(bool init = false)
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{
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SDL_Color pal[256];
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for (int i = 0; i != _local_palette.count_dirty; i++) {
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pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
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pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
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pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
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pal[i].a = 0;
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}
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SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
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if (_sdl_surface != _sdl_realscreen && init) {
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/* When using a shadow surface, also set our palette on the real screen. This lets SDL
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* allocate as many colors (or approximations) as
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* possible, instead of using only the default SDL
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* palette. This allows us to get more colors exactly
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* right and might allow using better approximations for
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* other colors.
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*
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* Note that colors allocations are tried in-order, so
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* this favors colors further up into the palette. Also
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* note that if two colors from the same animation
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* sequence are approximated using the same color, that
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* animation will stop working.
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*
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* Since changing the system palette causes the colours
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* to change right away, and allocations might
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* drastically change, we can't use this for animation,
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* since that could cause weird coloring between the
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* palette change and the blitting below, so we only set
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* the real palette during initialisation.
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*/
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SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette);
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}
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if (_sdl_surface != _sdl_realscreen && !init) {
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/* We're not using real hardware palette, but are letting SDL
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* approximate the palette during shadow -> screen copy. To
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* change the palette, we need to recopy the entire screen.
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*
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* Note that this operation can slow down the rendering
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* considerably, especially since changing the shadow
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* palette will need the next blit to re-detect the
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* best mapping of shadow palette colors to real palette
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* colors from scratch.
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*/
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SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
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SDL_UpdateWindowSurface(_sdl_window);
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}
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}
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static void InitPalette()
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{
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_local_palette = _cur_palette;
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_local_palette.first_dirty = 0;
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_local_palette.count_dirty = 256;
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UpdatePalette(true);
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}
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static void CheckPaletteAnim()
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{
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette();
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_local_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_cur_palette.count_dirty = 0;
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}
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}
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static void DrawSurfaceToScreen()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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int n = _num_dirty_rects;
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if (n == 0) return;
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_num_dirty_rects = 0;
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if (n > MAX_DIRTY_RECTS) {
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if (_sdl_surface != _sdl_realscreen) {
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SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
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}
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SDL_UpdateWindowSurface(_sdl_window);
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} else {
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if (_sdl_surface != _sdl_realscreen) {
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for (int i = 0; i < n; i++) {
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SDL_BlitSurface(
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_sdl_surface, &_dirty_rects[i],
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_sdl_realscreen, &_dirty_rects[i]);
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}
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}
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SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n);
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}
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}
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static void DrawSurfaceToScreenThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
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_draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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CheckPaletteAnim();
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/* Then just draw and wait till we stop */
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DrawSurfaceToScreen();
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_draw_signal->wait(lock);
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}
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}
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static void GetVideoModes()
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{
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int modes = SDL_GetNumDisplayModes(0);
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if (modes == 0) usererror("sdl: no modes available");
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_resolutions.clear();
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SDL_DisplayMode mode;
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for (int i = 0; i < modes; i++) {
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SDL_GetDisplayMode(0, i, &mode);
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uint w = mode.w;
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uint h = mode.h;
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if (w < 640 || h < 480) continue; // reject too small resolutions
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue;
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_resolutions.emplace_back(w, h);
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}
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if (_resolutions.empty()) usererror("No usable screen resolutions found!\n");
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SortResolutions();
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}
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static void GetAvailableVideoMode(uint *w, uint *h)
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{
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/* All modes available? */
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if (!_fullscreen || _resolutions.empty()) return;
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/* Is the wanted mode among the available modes? */
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
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/* Use the closest possible resolution */
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uint best = 0;
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uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
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for (uint i = 1; i != _resolutions.size(); ++i) {
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uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
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if (newdelta < delta) {
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best = i;
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delta = newdelta;
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}
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}
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*w = _resolutions[best].width;
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*h = _resolutions[best].height;
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}
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bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
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{
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SDL_Surface *newscreen;
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char caption[50];
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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GetAvailableVideoMode(&w, &h);
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DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
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if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
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/* Free any previously allocated shadow surface */
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if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
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seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
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if (_sdl_window == nullptr) {
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Uint32 flags = SDL_WINDOW_SHOWN;
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if (_fullscreen) {
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flags |= SDL_WINDOW_FULLSCREEN;
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} else {
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flags |= SDL_WINDOW_RESIZABLE;
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}
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_sdl_window = SDL_CreateWindow(
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caption,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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w, h,
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flags);
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if (_sdl_window == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on");
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return false;
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}
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char icon_path[MAX_PATH];
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if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != nullptr) {
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/* Give the application an icon */
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SDL_Surface *icon = SDL_LoadBMP(icon_path);
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if (icon != nullptr) {
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/* Get the colourkey, which will be magenta */
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uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
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SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
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SDL_SetWindowIcon(_sdl_window, icon);
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SDL_FreeSurface(icon);
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}
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}
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}
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if (resize) SDL_SetWindowSize(_sdl_window, w, h);
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newscreen = SDL_GetWindowSurface(_sdl_window);
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
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return false;
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}
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_sdl_realscreen = newscreen;
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if (bpp == 8) {
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newscreen = SDL_CreateRGBSurfaceWithFormat(0, w, h, 8, SDL_PIXELFORMAT_INDEX8);
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if (newscreen == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
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return false;
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}
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}
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if (_sdl_palette == nullptr) {
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_sdl_palette = SDL_AllocPalette(256);
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}
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if (_sdl_palette == nullptr) {
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DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError());
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return false;
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}
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/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
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_num_dirty_rects = 0;
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_screen.width = newscreen->w;
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_screen.height = newscreen->h;
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_screen.pitch = newscreen->pitch / (bpp / 8);
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_screen.dst_ptr = newscreen->pixels;
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_sdl_surface = newscreen;
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/* When in full screen, we will always have the mouse cursor
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* within the window, even though SDL does not give us the
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* appropriate event to know this. */
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if (_fullscreen) _cursor.in_window = true;
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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blitter->PostResize();
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InitPalette();
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GameSizeChanged();
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return true;
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}
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bool VideoDriver_SDL::ClaimMousePointer()
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{
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SDL_ShowCursor(0);
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return true;
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}
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struct VkMapping {
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SDL_Keycode vk_from;
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byte vk_count;
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byte map_to;
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};
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#define AS(x, z) {x, 0, z}
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#define AM(x, y, z, w) {x, (byte)(y - x), z}
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static const VkMapping _vk_mapping[] = {
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/* Pageup stuff + up/down */
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AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
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AS(SDLK_UP, WKC_UP),
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AS(SDLK_DOWN, WKC_DOWN),
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AS(SDLK_LEFT, WKC_LEFT),
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AS(SDLK_RIGHT, WKC_RIGHT),
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AS(SDLK_HOME, WKC_HOME),
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AS(SDLK_END, WKC_END),
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AS(SDLK_INSERT, WKC_INSERT),
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AS(SDLK_DELETE, WKC_DELETE),
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/* Map letters & digits */
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AM(SDLK_a, SDLK_z, 'A', 'Z'),
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AM(SDLK_0, SDLK_9, '0', '9'),
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AS(SDLK_ESCAPE, WKC_ESC),
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AS(SDLK_PAUSE, WKC_PAUSE),
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AS(SDLK_BACKSPACE, WKC_BACKSPACE),
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AS(SDLK_SPACE, WKC_SPACE),
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AS(SDLK_RETURN, WKC_RETURN),
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AS(SDLK_TAB, WKC_TAB),
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/* Function keys */
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AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
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/* Numeric part. */
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AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
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AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
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AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
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AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
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AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
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AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
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||||
AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
|
||||
|
||||
/* Other non-letter keys */
|
||||
AS(SDLK_SLASH, WKC_SLASH),
|
||||
AS(SDLK_SEMICOLON, WKC_SEMICOLON),
|
||||
AS(SDLK_EQUALS, WKC_EQUALS),
|
||||
AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
|
||||
AS(SDLK_BACKSLASH, WKC_BACKSLASH),
|
||||
AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
|
||||
|
||||
AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
|
||||
AS(SDLK_COMMA, WKC_COMMA),
|
||||
AS(SDLK_MINUS, WKC_MINUS),
|
||||
AS(SDLK_PERIOD, WKC_PERIOD)
|
||||
};
|
||||
|
||||
static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character)
|
||||
{
|
||||
const VkMapping *map;
|
||||
uint key = 0;
|
||||
|
||||
for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
|
||||
if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
|
||||
key = sym->sym - map->vk_from + map->map_to;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
|
||||
#if defined(_WIN32) || defined(__OS2__)
|
||||
if (sym->scancode == 41) key = WKC_BACKQUOTE;
|
||||
#elif defined(__APPLE__)
|
||||
if (sym->scancode == 10) key = WKC_BACKQUOTE;
|
||||
#elif defined(__SVR4) && defined(__sun)
|
||||
if (sym->scancode == 60) key = WKC_BACKQUOTE;
|
||||
if (sym->scancode == 49) key = WKC_BACKSPACE;
|
||||
#elif defined(__sgi__)
|
||||
if (sym->scancode == 22) key = WKC_BACKQUOTE;
|
||||
#else
|
||||
if (sym->scancode == 49) key = WKC_BACKQUOTE;
|
||||
#endif
|
||||
|
||||
/* META are the command keys on mac */
|
||||
if (sym->mod & KMOD_GUI) key |= WKC_META;
|
||||
if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
|
||||
if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
|
||||
if (sym->mod & KMOD_ALT) key |= WKC_ALT;
|
||||
|
||||
/* The mod keys have no character. Prevent '?' */
|
||||
if (sym->mod & KMOD_GUI ||
|
||||
sym->mod & KMOD_SHIFT ||
|
||||
sym->mod & KMOD_CTRL ||
|
||||
sym->mod & KMOD_ALT) {
|
||||
*character = WKC_NONE;
|
||||
} else {
|
||||
*character = sym->sym;
|
||||
}
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
/**
|
||||
* Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
|
||||
* instead of an SDL_Keysym.
|
||||
*/
|
||||
static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
|
||||
{
|
||||
const VkMapping *map;
|
||||
uint key = 0;
|
||||
|
||||
for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
|
||||
if ((uint)(kc - map->vk_from) <= map->vk_count) {
|
||||
key = kc - map->vk_from + map->map_to;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* check scancode for BACKQUOTE key, because we want the key left
|
||||
of "1", not anything else (on non-US keyboards) */
|
||||
SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
|
||||
if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
int VideoDriver_SDL::PollEvent()
|
||||
{
|
||||
SDL_Event ev;
|
||||
|
||||
if (!SDL_PollEvent(&ev)) return -2;
|
||||
|
||||
switch (ev.type) {
|
||||
case SDL_MOUSEMOTION:
|
||||
if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
|
||||
SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
|
||||
}
|
||||
HandleMouseEvents();
|
||||
break;
|
||||
|
||||
case SDL_MOUSEWHEEL:
|
||||
if (ev.wheel.y > 0) {
|
||||
_cursor.wheel--;
|
||||
} else if (ev.wheel.y < 0) {
|
||||
_cursor.wheel++;
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
|
||||
ev.button.button = SDL_BUTTON_RIGHT;
|
||||
}
|
||||
|
||||
switch (ev.button.button) {
|
||||
case SDL_BUTTON_LEFT:
|
||||
_left_button_down = true;
|
||||
break;
|
||||
|
||||
case SDL_BUTTON_RIGHT:
|
||||
_right_button_down = true;
|
||||
_right_button_clicked = true;
|
||||
break;
|
||||
|
||||
default: break;
|
||||
}
|
||||
HandleMouseEvents();
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (_rightclick_emulate) {
|
||||
_right_button_down = false;
|
||||
_left_button_down = false;
|
||||
_left_button_clicked = false;
|
||||
} else if (ev.button.button == SDL_BUTTON_LEFT) {
|
||||
_left_button_down = false;
|
||||
_left_button_clicked = false;
|
||||
} else if (ev.button.button == SDL_BUTTON_RIGHT) {
|
||||
_right_button_down = false;
|
||||
}
|
||||
HandleMouseEvents();
|
||||
break;
|
||||
|
||||
case SDL_QUIT:
|
||||
HandleExitGameRequest();
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
|
||||
if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) &&
|
||||
(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
|
||||
if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen);
|
||||
} else {
|
||||
WChar character;
|
||||
|
||||
uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
|
||||
// Only handle non-text keys here. Text is handled in
|
||||
// SDL_TEXTINPUT below.
|
||||
if (keycode == WKC_DELETE ||
|
||||
keycode == WKC_NUM_ENTER ||
|
||||
keycode == WKC_LEFT ||
|
||||
keycode == WKC_RIGHT ||
|
||||
keycode & WKC_META ||
|
||||
keycode & WKC_SHIFT ||
|
||||
keycode & WKC_CTRL ||
|
||||
keycode & WKC_ALT ||
|
||||
(keycode >= WKC_F1 && keycode <= WKC_F12) ||
|
||||
!IsValidChar(character, CS_ALPHANUMERAL)) {
|
||||
HandleKeypress(keycode, character);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_TEXTINPUT: {
|
||||
WChar character;
|
||||
SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
|
||||
uint keycode = ConvertSdlKeycodeIntoMy(kc);
|
||||
|
||||
Utf8Decode(&character, ev.text.text);
|
||||
HandleKeypress(keycode, character);
|
||||
break;
|
||||
}
|
||||
case SDL_WINDOWEVENT: {
|
||||
if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) {
|
||||
// Force a redraw of the entire screen.
|
||||
_num_dirty_rects = MAX_DIRTY_RECTS + 1;
|
||||
} else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
||||
int w = max(ev.window.data1, 64);
|
||||
int h = max(ev.window.data2, 64);
|
||||
CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2);
|
||||
} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
|
||||
// mouse entered the window, enable cursor
|
||||
_cursor.in_window = true;
|
||||
} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
|
||||
// mouse left the window, undraw cursor
|
||||
UndrawMouseCursor();
|
||||
_cursor.in_window = false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
const char *VideoDriver_SDL::Start(const char * const *parm)
|
||||
{
|
||||
/* Explicitly disable hardware acceleration. Enabling this causes
|
||||
* UpdateWindowSurface() to update the window's texture instead of
|
||||
* its surface. */
|
||||
SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION , "0");
|
||||
|
||||
/* Just on the offchance the audio subsystem started before the video system,
|
||||
* check whether any part of SDL has been initialised before getting here.
|
||||
* Slightly duplicated with sound/sdl_s.cpp */
|
||||
int ret_code = 0;
|
||||
if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
|
||||
ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
|
||||
}
|
||||
if (ret_code < 0) return SDL_GetError();
|
||||
|
||||
GetVideoModes();
|
||||
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) {
|
||||
return SDL_GetError();
|
||||
}
|
||||
|
||||
const char *dname = SDL_GetVideoDriver(0);
|
||||
DEBUG(driver, 1, "SDL2: using driver '%s'", dname);
|
||||
|
||||
MarkWholeScreenDirty();
|
||||
|
||||
_draw_threaded = GetDriverParam(parm, "no_threads") == nullptr && GetDriverParam(parm, "no_thread") == nullptr;
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::Stop()
|
||||
{
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
||||
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
|
||||
SDL_Quit(); // If there's nothing left, quit SDL
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::MainLoop()
|
||||
{
|
||||
uint32 cur_ticks = SDL_GetTicks();
|
||||
uint32 last_cur_ticks = cur_ticks;
|
||||
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
|
||||
uint32 mod;
|
||||
int numkeys;
|
||||
const Uint8 *keys;
|
||||
|
||||
CheckPaletteAnim();
|
||||
|
||||
std::thread draw_thread;
|
||||
std::unique_lock<std::recursive_mutex> draw_lock;
|
||||
if (_draw_threaded) {
|
||||
/* Initialise the mutex first, because that's the thing we *need*
|
||||
* directly in the newly created thread. */
|
||||
_draw_mutex = new std::recursive_mutex();
|
||||
if (_draw_mutex == nullptr) {
|
||||
_draw_threaded = false;
|
||||
} else {
|
||||
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
||||
_draw_signal = new std::condition_variable_any();
|
||||
_draw_continue = true;
|
||||
|
||||
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
|
||||
|
||||
/* Free the mutex if we won't be able to use it. */
|
||||
if (!_draw_threaded) {
|
||||
draw_lock.unlock();
|
||||
draw_lock.release();
|
||||
delete _draw_mutex;
|
||||
delete _draw_signal;
|
||||
_draw_mutex = nullptr;
|
||||
_draw_signal = nullptr;
|
||||
} else {
|
||||
/* Wait till the draw mutex has started itself. */
|
||||
_draw_signal->wait(*_draw_mutex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
|
||||
|
||||
for (;;) {
|
||||
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
|
||||
InteractiveRandom(); // randomness
|
||||
|
||||
while (PollEvent() == -1) {}
|
||||
if (_exit_game) break;
|
||||
|
||||
mod = SDL_GetModState();
|
||||
keys = SDL_GetKeyboardState(&numkeys);
|
||||
|
||||
#if defined(_DEBUG)
|
||||
if (_shift_pressed)
|
||||
#else
|
||||
/* Speedup when pressing tab, except when using ALT+TAB
|
||||
* to switch to another application */
|
||||
if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
|
||||
#endif /* defined(_DEBUG) */
|
||||
{
|
||||
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
|
||||
} else if (_fast_forward & 2) {
|
||||
_fast_forward = 0;
|
||||
}
|
||||
|
||||
cur_ticks = SDL_GetTicks();
|
||||
if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
|
||||
_realtime_tick += cur_ticks - last_cur_ticks;
|
||||
last_cur_ticks = cur_ticks;
|
||||
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
|
||||
|
||||
bool old_ctrl_pressed = _ctrl_pressed;
|
||||
|
||||
_ctrl_pressed = !!(mod & KMOD_CTRL);
|
||||
_shift_pressed = !!(mod & KMOD_SHIFT);
|
||||
|
||||
/* determine which directional keys are down */
|
||||
_dirkeys =
|
||||
(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
|
||||
(keys[SDL_SCANCODE_UP] ? 2 : 0) |
|
||||
(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
|
||||
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||
|
||||
/* The gameloop is the part that can run asynchronously. The rest
|
||||
* except sleeping can't. */
|
||||
if (_draw_mutex != nullptr) draw_lock.unlock();
|
||||
|
||||
GameLoop();
|
||||
|
||||
if (_draw_mutex != nullptr) draw_lock.lock();
|
||||
|
||||
UpdateWindows();
|
||||
_local_palette = _cur_palette;
|
||||
} else {
|
||||
/* Release the thread while sleeping */
|
||||
if (_draw_mutex != nullptr) draw_lock.unlock();
|
||||
CSleep(1);
|
||||
if (_draw_mutex != nullptr) draw_lock.lock();
|
||||
|
||||
NetworkDrawChatMessage();
|
||||
DrawMouseCursor();
|
||||
}
|
||||
|
||||
/* End of the critical part. */
|
||||
if (_draw_mutex != nullptr && !HasModalProgress()) {
|
||||
_draw_signal->notify_one();
|
||||
} else {
|
||||
/* Oh, we didn't have threads, then just draw unthreaded */
|
||||
CheckPaletteAnim();
|
||||
DrawSurfaceToScreen();
|
||||
}
|
||||
}
|
||||
|
||||
if (_draw_mutex != nullptr) {
|
||||
_draw_continue = false;
|
||||
/* Sending signal if there is no thread blocked
|
||||
* is very valid and results in noop */
|
||||
_draw_signal->notify_one();
|
||||
if (draw_lock.owns_lock()) draw_lock.unlock();
|
||||
draw_lock.release();
|
||||
draw_thread.join();
|
||||
|
||||
delete _draw_mutex;
|
||||
delete _draw_signal;
|
||||
|
||||
_draw_mutex = nullptr;
|
||||
_draw_signal = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::ChangeResolution(int w, int h)
|
||||
{
|
||||
std::unique_lock<std::recursive_mutex> lock;
|
||||
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
||||
|
||||
return CreateMainSurface(w, h, true);
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
|
||||
{
|
||||
std::unique_lock<std::recursive_mutex> lock;
|
||||
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
||||
|
||||
/* Remember current window size */
|
||||
if (fullscreen) {
|
||||
SDL_GetWindowSize(_sdl_window, &_window_size_w, &_window_size_h);
|
||||
|
||||
/* Find fullscreen window size */
|
||||
SDL_DisplayMode dm;
|
||||
if (SDL_GetCurrentDisplayMode(0, &dm) < 0) {
|
||||
DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
|
||||
} else {
|
||||
SDL_SetWindowSize(_sdl_window, dm.w, dm.h);
|
||||
}
|
||||
}
|
||||
|
||||
DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
|
||||
int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
|
||||
if (ret == 0) {
|
||||
/* Switching resolution succeeded, set fullscreen value of window. */
|
||||
_fullscreen = fullscreen;
|
||||
if (!fullscreen) SDL_SetWindowSize(_sdl_window, _window_size_w, _window_size_h);
|
||||
} else {
|
||||
DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
return ret == 0;
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::AfterBlitterChange()
|
||||
{
|
||||
int w, h;
|
||||
SDL_GetWindowSize(_sdl_window, &w, &h);
|
||||
return CreateMainSurface(w, h, false);
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::AcquireBlitterLock()
|
||||
{
|
||||
if (_draw_mutex != nullptr) _draw_mutex->lock();
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::ReleaseBlitterLock()
|
||||
{
|
||||
if (_draw_mutex != nullptr) _draw_mutex->unlock();
|
||||
}
|
||||
|
||||
#endif /* WITH_SDL2 */
|
@ -0,0 +1,53 @@
|
||||
/* $Id$ */
|
||||
|
||||
/*
|
||||
* This file is part of OpenTTD.
|
||||
* OpenTTD 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, version 2.
|
||||
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/** @file sdl2_v.h Base of the SDL2 video driver. */
|
||||
|
||||
#ifndef VIDEO_SDL_H
|
||||
#define VIDEO_SDL_H
|
||||
|
||||
#include "video_driver.hpp"
|
||||
|
||||
/** The SDL video driver. */
|
||||
class VideoDriver_SDL : public VideoDriver {
|
||||
public:
|
||||
const char *Start(const char * const *param) override;
|
||||
|
||||
void Stop() override;
|
||||
|
||||
void MakeDirty(int left, int top, int width, int height) override;
|
||||
|
||||
void MainLoop() override;
|
||||
|
||||
bool ChangeResolution(int w, int h) override;
|
||||
|
||||
bool ToggleFullscreen(bool fullscreen) override;
|
||||
|
||||
bool AfterBlitterChange() override;
|
||||
|
||||
void AcquireBlitterLock() override;
|
||||
|
||||
void ReleaseBlitterLock() override;
|
||||
|
||||
bool ClaimMousePointer() override;
|
||||
|
||||
const char *GetName() const override { return "sdl"; }
|
||||
private:
|
||||
int PollEvent();
|
||||
bool CreateMainSurface(uint w, uint h, bool resize);
|
||||
};
|
||||
|
||||
/** Factory for the SDL video driver. */
|
||||
class FVideoDriver_SDL : public DriverFactoryBase {
|
||||
public:
|
||||
FVideoDriver_SDL() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
|
||||
Driver *CreateInstance() const override { return new VideoDriver_SDL(); }
|
||||
};
|
||||
|
||||
#endif /* VIDEO_SDL_H */
|
Loading…
Reference in New Issue