/* $Id$ */ /* * 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 . */ /** @file sdl2_v.cpp Implementation of the SDL2 video driver. */ #ifdef WITH_SDL2 #include "../stdafx.h" #include "../openttd.h" #include "../gfx_func.h" #include "../rev.h" #include "../blitter/factory.hpp" #include "../network/network.h" #include "../thread.h" #include "../progress.h" #include "../core/random_func.hpp" #include "../core/math_func.hpp" #include "../fileio_func.h" #include "../framerate_type.h" #include "sdl2_v.h" #include #include #include #include #if defined(__MINGW32__) #include "../3rdparty/mingw-std-threads/mingw.mutex.h" #include "../3rdparty/mingw-std-threads/mingw.condition_variable.h" #endif #include "../safeguards.h" static FVideoDriver_SDL iFVideoDriver_SDL; static SDL_Window *_sdl_window; static SDL_Surface *_sdl_surface; static SDL_Surface *_sdl_realscreen; /** Whether the drawing is/may be done in a separate thread. */ static bool _draw_threaded; /** Mutex to keep the access to the shared memory controlled. */ static std::recursive_mutex *_draw_mutex = nullptr; /** Signal to draw the next frame. */ static std::condition_variable_any *_draw_signal = nullptr; /** Should we keep continue drawing? */ static volatile bool _draw_continue; static Palette _local_palette; static SDL_Palette *_sdl_palette; #define MAX_DIRTY_RECTS 100 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS]; static int _num_dirty_rects; /* Size of window */ static int _window_size_w; static int _window_size_h; void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height) { if (_num_dirty_rects < MAX_DIRTY_RECTS) { _dirty_rects[_num_dirty_rects].x = left; _dirty_rects[_num_dirty_rects].y = top; _dirty_rects[_num_dirty_rects].w = width; _dirty_rects[_num_dirty_rects].h = height; } _num_dirty_rects++; } static void UpdatePalette(bool init = false) { SDL_Color pal[256]; for (int i = 0; i != _local_palette.count_dirty; i++) { pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r; pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g; pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b; pal[i].a = 0; } SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty); SDL_SetSurfacePalette(_sdl_surface, _sdl_palette); if (_sdl_surface != _sdl_realscreen && init) { /* When using a shadow surface, also set our palette on the real screen. This lets SDL * allocate as many colors (or approximations) as * possible, instead of using only the default SDL * palette. This allows us to get more colors exactly * right and might allow using better approximations for * other colors. * * Note that colors allocations are tried in-order, so * this favors colors further up into the palette. Also * note that if two colors from the same animation * sequence are approximated using the same color, that * animation will stop working. * * Since changing the system palette causes the colours * to change right away, and allocations might * drastically change, we can't use this for animation, * since that could cause weird coloring between the * palette change and the blitting below, so we only set * the real palette during initialisation. */ SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette); } if (_sdl_surface != _sdl_realscreen && !init) { /* We're not using real hardware palette, but are letting SDL * approximate the palette during shadow -> screen copy. To * change the palette, we need to recopy the entire screen. * * Note that this operation can slow down the rendering * considerably, especially since changing the shadow * palette will need the next blit to re-detect the * best mapping of shadow palette colors to real palette * colors from scratch. */ SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); SDL_UpdateWindowSurface(_sdl_window); } } static void InitPalette() { _local_palette = _cur_palette; _local_palette.first_dirty = 0; _local_palette.count_dirty = 256; UpdatePalette(true); } static void CheckPaletteAnim() { if (_cur_palette.count_dirty != 0) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); switch (blitter->UsePaletteAnimation()) { case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND: UpdatePalette(); break; case Blitter::PALETTE_ANIMATION_BLITTER: blitter->PaletteAnimate(_local_palette); break; case Blitter::PALETTE_ANIMATION_NONE: break; default: NOT_REACHED(); } _cur_palette.count_dirty = 0; } } static void DrawSurfaceToScreen() { PerformanceMeasurer framerate(PFE_VIDEO); int n = _num_dirty_rects; if (n == 0) return; _num_dirty_rects = 0; if (n > MAX_DIRTY_RECTS) { if (_sdl_surface != _sdl_realscreen) { SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); } SDL_UpdateWindowSurface(_sdl_window); } else { if (_sdl_surface != _sdl_realscreen) { for (int i = 0; i < n; i++) { SDL_BlitSurface( _sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]); } } SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n); } } static void DrawSurfaceToScreenThread() { /* First tell the main thread we're started */ std::unique_lock lock(*_draw_mutex); _draw_signal->notify_one(); /* Now wait for the first thing to draw! */ _draw_signal->wait(*_draw_mutex); while (_draw_continue) { CheckPaletteAnim(); /* Then just draw and wait till we stop */ DrawSurfaceToScreen(); _draw_signal->wait(lock); } } static void GetVideoModes() { int modes = SDL_GetNumDisplayModes(0); if (modes == 0) usererror("sdl: no modes available"); _resolutions.clear(); SDL_DisplayMode mode; for (int i = 0; i < modes; i++) { SDL_GetDisplayMode(0, i, &mode); uint w = mode.w; uint h = mode.h; if (w < 640 || h < 480) continue; // reject too small resolutions if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue; _resolutions.emplace_back(w, h); } if (_resolutions.empty()) usererror("No usable screen resolutions found!\n"); SortResolutions(); } static void GetAvailableVideoMode(uint *w, uint *h) { /* All modes available? */ if (!_fullscreen || _resolutions.empty()) return; /* Is the wanted mode among the available modes? */ if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return; /* Use the closest possible resolution */ uint best = 0; uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h); for (uint i = 1; i != _resolutions.size(); ++i) { uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h); if (newdelta < delta) { best = i; delta = newdelta; } } *w = _resolutions[best].width; *h = _resolutions[best].height; } bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize) { SDL_Surface *newscreen; char caption[50]; int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); GetAvailableVideoMode(&w, &h); DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp); if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals"); /* Free any previously allocated shadow surface */ if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface); seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision); if (_sdl_window == nullptr) { Uint32 flags = SDL_WINDOW_SHOWN; if (_fullscreen) { flags |= SDL_WINDOW_FULLSCREEN; } else { flags |= SDL_WINDOW_RESIZABLE; } _sdl_window = SDL_CreateWindow( caption, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, flags); if (_sdl_window == nullptr) { DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on"); return false; } char icon_path[MAX_PATH]; if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != nullptr) { /* Give the application an icon */ SDL_Surface *icon = SDL_LoadBMP(icon_path); if (icon != nullptr) { /* Get the colourkey, which will be magenta */ uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255); SDL_SetColorKey(icon, SDL_TRUE, rgbmap); SDL_SetWindowIcon(_sdl_window, icon); SDL_FreeSurface(icon); } } } if (resize) SDL_SetWindowSize(_sdl_window, w, h); newscreen = SDL_GetWindowSurface(_sdl_window); if (newscreen == NULL) { DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError()); return false; } _sdl_realscreen = newscreen; if (bpp == 8) { newscreen = SDL_CreateRGBSurfaceWithFormat(0, w, h, 8, SDL_PIXELFORMAT_INDEX8); if (newscreen == nullptr) { DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError()); return false; } } if (_sdl_palette == nullptr) { _sdl_palette = SDL_AllocPalette(256); } if (_sdl_palette == nullptr) { DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError()); return false; } /* Delay drawing for this cycle; the next cycle will redraw the whole screen */ _num_dirty_rects = 0; _screen.width = newscreen->w; _screen.height = newscreen->h; _screen.pitch = newscreen->pitch / (bpp / 8); _screen.dst_ptr = newscreen->pixels; _sdl_surface = newscreen; /* When in full screen, we will always have the mouse cursor * within the window, even though SDL does not give us the * appropriate event to know this. */ if (_fullscreen) _cursor.in_window = true; Blitter *blitter = BlitterFactory::GetCurrentBlitter(); blitter->PostResize(); InitPalette(); GameSizeChanged(); return true; } bool VideoDriver_SDL::ClaimMousePointer() { SDL_ShowCursor(0); return true; } struct VkMapping { SDL_Keycode vk_from; byte vk_count; byte map_to; }; #define AS(x, z) {x, 0, z} #define AM(x, y, z, w) {x, (byte)(y - x), z} static const VkMapping _vk_mapping[] = { /* Pageup stuff + up/down */ AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN), AS(SDLK_UP, WKC_UP), AS(SDLK_DOWN, WKC_DOWN), AS(SDLK_LEFT, WKC_LEFT), AS(SDLK_RIGHT, WKC_RIGHT), AS(SDLK_HOME, WKC_HOME), AS(SDLK_END, WKC_END), AS(SDLK_INSERT, WKC_INSERT), AS(SDLK_DELETE, WKC_DELETE), /* Map letters & digits */ AM(SDLK_a, SDLK_z, 'A', 'Z'), AM(SDLK_0, SDLK_9, '0', '9'), AS(SDLK_ESCAPE, WKC_ESC), AS(SDLK_PAUSE, WKC_PAUSE), AS(SDLK_BACKSPACE, WKC_BACKSPACE), AS(SDLK_SPACE, WKC_SPACE), AS(SDLK_RETURN, WKC_RETURN), AS(SDLK_TAB, WKC_TAB), /* Function keys */ AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12), /* Numeric part. */ AM(SDLK_KP_0, SDLK_KP_9, '0', '9'), AS(SDLK_KP_DIVIDE, WKC_NUM_DIV), AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL), AS(SDLK_KP_MINUS, WKC_NUM_MINUS), AS(SDLK_KP_PLUS, WKC_NUM_PLUS), AS(SDLK_KP_ENTER, WKC_NUM_ENTER), 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 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(*_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; bool old_shift_pressed = _shift_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL) != _invert_ctrl; _shift_pressed = !!(mod & KMOD_SHIFT) != _invert_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(); if (old_shift_pressed != _shift_pressed) HandleShiftChanged(); /* 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 lock; if (_draw_mutex != nullptr) lock = std::unique_lock(*_draw_mutex); return CreateMainSurface(w, h, true); } bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) { std::unique_lock lock; if (_draw_mutex != nullptr) lock = std::unique_lock(*_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 */