mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
05bc2ed7cb
We assume a conforming C++11 compiler environment that has a valid <thread>-header. Failure to run a real thread is handled gracefully.
846 lines
24 KiB
C++
846 lines
24 KiB
C++
/* $Id$ */
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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 sdl_v.cpp Implementation of the SDL video driver. */
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#ifdef WITH_SDL
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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 "sdl_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 "../safeguards.h"
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static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Surface *_sdl_screen;
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static SDL_Surface *_sdl_realscreen;
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static bool _all_modes;
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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 = NULL;
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/** Signal to draw the next frame. */
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static std::condition_variable_any *_draw_signal = NULL;
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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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#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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static int _use_hwpalette;
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static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */
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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].unused = 0;
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}
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SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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if (_sdl_screen != _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 much 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_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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}
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if (_sdl_screen != _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_screen, NULL, _sdl_realscreen, NULL);
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SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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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_screen != _sdl_realscreen) {
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SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
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}
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SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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} else {
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if (_sdl_screen != _sdl_realscreen) {
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for (int i = 0; i < n; i++) {
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SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
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}
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}
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SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
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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 const Dimension _default_resolutions[] = {
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{ 640, 480},
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{ 800, 600},
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{1024, 768},
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{1152, 864},
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{1280, 800},
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{1280, 960},
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{1280, 1024},
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{1400, 1050},
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{1600, 1200},
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{1680, 1050},
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{1920, 1200}
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};
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static void GetVideoModes()
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{
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SDL_Rect **modes = SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
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if (modes == NULL) usererror("sdl: no modes available");
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_all_modes = (SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
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if (modes == (void*)-1) {
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int n = 0;
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for (uint i = 0; i < lengthof(_default_resolutions); i++) {
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if (SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
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_resolutions[n] = _default_resolutions[i];
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if (++n == lengthof(_resolutions)) break;
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}
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}
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_num_resolutions = n;
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} else {
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int n = 0;
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for (int i = 0; modes[i]; i++) {
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uint w = modes[i]->w;
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uint h = modes[i]->h;
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if (w < 640 || h < 480) continue; // reject too small resolutions
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int j;
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for (j = 0; j < n; j++) {
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if (_resolutions[j].width == w && _resolutions[j].height == h) break;
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}
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if (j == n) {
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_resolutions[j].width = w;
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_resolutions[j].height = h;
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if (++n == lengthof(_resolutions)) break;
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}
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}
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if (n == 0) usererror("No usable screen resolutions found!\n");
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_num_resolutions = n;
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SortResolutions(_num_resolutions);
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}
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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 (_all_modes || _num_resolutions == 0) return;
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/* Is the wanted mode among the available modes? */
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for (int i = 0; i != _num_resolutions; i++) {
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if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
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}
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/* Use the closest possible resolution */
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int best = 0;
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uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
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for (int i = 1; i != _num_resolutions; ++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)
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{
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SDL_Surface *newscreen, *icon;
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char caption[50];
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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bool want_hwpalette;
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GetAvailableVideoMode(&w, &h);
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DEBUG(driver, 1, "SDL: 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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char icon_path[MAX_PATH];
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if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) {
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/* Give the application an icon */
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icon = SDL_LoadBMP(icon_path);
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if (icon != NULL) {
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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_SRCCOLORKEY, rgbmap);
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SDL_WM_SetIcon(icon, NULL);
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SDL_FreeSurface(icon);
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}
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}
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if (_use_hwpalette == 2) {
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/* Default is to autodetect when to use SDL_HWPALETTE.
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* In this case, SDL_HWPALETTE is only used for 8bpp
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* blitters in fullscreen.
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*
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* When using an 8bpp blitter on a 8bpp system in
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* windowed mode with SDL_HWPALETTE, OpenTTD will claim
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* the system palette, making all other applications
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* get the wrong colours. In this case, we're better of
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* trying to approximate the colors we need using system
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* colors, using a shadow surface (see below).
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*
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* On a 32bpp system, SDL_HWPALETTE is ignored, so it
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* doesn't matter what we do.
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*
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* When using a 32bpp blitter on a 8bpp system, setting
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* SDL_HWPALETTE messes up rendering (at least on X11),
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* so we don't do that. In this case, SDL takes care of
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* color approximation using its own shadow surface
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* (which we can't force in 8bpp on 8bpp mode,
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* unfortunately).
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*/
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want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
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} else {
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/* User specified a value manually */
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want_hwpalette = _use_hwpalette;
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}
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if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palette");
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/* Free any previously allocated shadow surface */
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if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_FreeSurface(_sdl_screen);
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if (_sdl_realscreen != NULL) {
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if (_requested_hwpalette != want_hwpalette) {
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/* SDL (at least the X11 driver), reuses the
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* same window and palette settings when the bpp
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* (and a few flags) are the same. Since we need
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* to hwpalette value to change (in particular
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* when switching between fullscreen and
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* windowed), we restart the entire video
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* subsystem to force creating a new window.
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*/
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DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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ClaimMousePointer();
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SetupKeyboard();
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}
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}
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/* Remember if we wanted a hwpalette. We can't reliably query
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* SDL for the SDL_HWPALETTE flag, since it might get set even
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* though we didn't ask for it (when SDL creates a shadow
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* surface, for example). */
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_requested_hwpalette = want_hwpalette;
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/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
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newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
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return false;
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}
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_sdl_realscreen = newscreen;
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if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
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/* Using an 8bpp blitter, if we didn't get a hardware
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* palette (most likely because we didn't request one,
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* see above), we'll have to set up a shadow surface to
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* render on.
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*
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* Our palette will be applied to this shadow surface,
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* while the real screen surface will use the shared
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* system palette (which will partly contain our colors,
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* but most likely will not have enough free color cells
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* for all of our colors). SDL can use these two
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* palettes at blit time to approximate colors used in
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* the shadow surface using system colors automatically.
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*
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* Note that when using an 8bpp blitter on a 32bpp
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* system, SDL will create an internal shadow surface.
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* This shadow surface will have SDL_HWPALLETE set, so
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* we won't create a second shadow surface in this case.
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*/
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DEBUG(driver, 1, "SDL: using shadow surface");
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newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
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return false;
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}
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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_screen = 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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seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
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SDL_WM_SetCaption(caption, caption);
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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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#if SDL_VERSION_ATLEAST(1, 3, 0)
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SDL_Keycode vk_from;
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#else
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uint16 vk_from;
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#endif
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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_KP0, SDLK_KP9, '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),
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/* Other non-letter keys */
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AS(SDLK_SLASH, WKC_SLASH),
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AS(SDLK_SEMICOLON, WKC_SEMICOLON),
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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_META) 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;
|
|
|
|
*character = sym->unicode;
|
|
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_WarpMouse(_cursor.pos.x, _cursor.pos.y);
|
|
}
|
|
HandleMouseEvents();
|
|
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;
|
|
|
|
case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
|
|
case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; 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_ACTIVEEVENT:
|
|
if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
|
|
|
|
if (ev.active.gain) { // mouse entered the window, enable cursor
|
|
_cursor.in_window = true;
|
|
} else {
|
|
UndrawMouseCursor(); // mouse left the window, undraw cursor
|
|
_cursor.in_window = false;
|
|
}
|
|
break;
|
|
|
|
case SDL_QUIT:
|
|
HandleExitGameRequest();
|
|
break;
|
|
|
|
case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
|
|
if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
|
|
(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
|
|
ToggleFullScreen(!_fullscreen);
|
|
} else {
|
|
WChar character;
|
|
uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
|
|
HandleKeypress(keycode, character);
|
|
}
|
|
break;
|
|
|
|
case SDL_VIDEORESIZE: {
|
|
int w = max(ev.resize.w, 64);
|
|
int h = max(ev.resize.h, 64);
|
|
CreateMainSurface(w, h);
|
|
break;
|
|
}
|
|
case SDL_VIDEOEXPOSE: {
|
|
/* Force a redraw of the entire screen. Note
|
|
* that SDL 1.2 seems to do this automatically
|
|
* in most cases, but 1.3 / 2.0 does not. */
|
|
_num_dirty_rects = MAX_DIRTY_RECTS + 1;
|
|
break;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
const char *VideoDriver_SDL::Start(const char * const *parm)
|
|
{
|
|
char buf[30];
|
|
_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
|
|
|
|
/* 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_EVERYTHING) == 0) {
|
|
ret_code = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
|
|
} else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
|
|
ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
if (ret_code == -1) return SDL_GetError();
|
|
|
|
GetVideoModes();
|
|
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
|
|
return SDL_GetError();
|
|
}
|
|
|
|
SDL_VideoDriverName(buf, sizeof buf);
|
|
DEBUG(driver, 1, "SDL: using driver '%s'", buf);
|
|
|
|
MarkWholeScreenDirty();
|
|
SetupKeyboard();
|
|
|
|
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void VideoDriver_SDL::SetupKeyboard()
|
|
{
|
|
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
|
|
SDL_EnableUNICODE(1);
|
|
}
|
|
|
|
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;
|
|
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 == NULL) {
|
|
_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 = NULL;
|
|
_draw_signal = NULL;
|
|
} else {
|
|
/* Wait till the draw mutex has started itself. */
|
|
_draw_signal->wait(*_draw_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEBUG(driver, 1, "SDL: 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();
|
|
#if SDL_VERSION_ATLEAST(1, 3, 0)
|
|
keys = SDL_GetKeyboardState(&numkeys);
|
|
#else
|
|
keys = SDL_GetKeyState(&numkeys);
|
|
#endif
|
|
#if defined(_DEBUG)
|
|
if (_shift_pressed)
|
|
#else
|
|
/* Speedup when pressing tab, except when using ALT+TAB
|
|
* to switch to another application */
|
|
#if SDL_VERSION_ATLEAST(1, 3, 0)
|
|
if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
|
|
#else
|
|
if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
|
|
#endif /* SDL_VERSION_ATLEAST(1, 3, 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 (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 =
|
|
#if SDL_VERSION_ATLEAST(1, 3, 0)
|
|
(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
|
|
(keys[SDL_SCANCODE_UP] ? 2 : 0) |
|
|
(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
|
|
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
|
#else
|
|
(keys[SDLK_LEFT] ? 1 : 0) |
|
|
(keys[SDLK_UP] ? 2 : 0) |
|
|
(keys[SDLK_RIGHT] ? 4 : 0) |
|
|
(keys[SDLK_DOWN] ? 8 : 0);
|
|
#endif
|
|
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 != NULL) draw_lock.unlock();
|
|
|
|
GameLoop();
|
|
|
|
if (_draw_mutex != NULL) draw_lock.lock();
|
|
|
|
UpdateWindows();
|
|
_local_palette = _cur_palette;
|
|
} else {
|
|
/* Release the thread while sleeping */
|
|
if (_draw_mutex != NULL) draw_lock.unlock();
|
|
CSleep(1);
|
|
if (_draw_mutex != NULL) draw_lock.lock();
|
|
|
|
NetworkDrawChatMessage();
|
|
DrawMouseCursor();
|
|
}
|
|
|
|
/* End of the critical part. */
|
|
if (_draw_mutex != NULL && !HasModalProgress()) {
|
|
_draw_signal->notify_one();
|
|
} else {
|
|
/* Oh, we didn't have threads, then just draw unthreaded */
|
|
CheckPaletteAnim();
|
|
DrawSurfaceToScreen();
|
|
}
|
|
}
|
|
|
|
if (_draw_mutex != NULL) {
|
|
_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 = NULL;
|
|
_draw_signal = NULL;
|
|
}
|
|
}
|
|
|
|
bool VideoDriver_SDL::ChangeResolution(int w, int h)
|
|
{
|
|
std::unique_lock<std::recursive_mutex> lock;
|
|
if (_draw_mutex != NULL) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
|
|
|
return CreateMainSurface(w, h);
|
|
}
|
|
|
|
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
|
|
{
|
|
std::unique_lock<std::recursive_mutex> lock;
|
|
if (_draw_mutex != NULL) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
|
|
|
_fullscreen = fullscreen;
|
|
GetVideoModes(); // get the list of available video modes
|
|
bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
|
|
|
|
if (!ret) {
|
|
/* switching resolution failed, put back full_screen to original status */
|
|
_fullscreen ^= true;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool VideoDriver_SDL::AfterBlitterChange()
|
|
{
|
|
return CreateMainSurface(_screen.width, _screen.height);
|
|
}
|
|
|
|
void VideoDriver_SDL::AcquireBlitterLock()
|
|
{
|
|
if (_draw_mutex != NULL) _draw_mutex->lock();
|
|
}
|
|
|
|
void VideoDriver_SDL::ReleaseBlitterLock()
|
|
{
|
|
if (_draw_mutex != NULL) _draw_mutex->unlock();
|
|
}
|
|
|
|
#endif /* WITH_SDL */
|