mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
ca9ec81fd1
This means that in the intro menu the 'Quit' button immediatelly quits and the 'Quit' in the menu of the normal game and scenario editor immediatelly quits when the 'autosave_on_exit' patch is turned on. This is the same way as the OS/window manager initiated quits, like alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
515 lines
12 KiB
C
515 lines
12 KiB
C
/* $Id$ */
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#include "../stdafx.h"
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#ifdef WITH_SDL
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#include "../openttd.h"
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#include "../debug.h"
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#include "../functions.h"
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#include "../gfx.h"
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#include "../macros.h"
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#include "../sdl.h"
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#include "../window.h"
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#include "../network.h"
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#include "../variables.h"
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#include "sdl_v.h"
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#include <SDL.h>
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static SDL_Surface *_sdl_screen;
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static bool _all_modes;
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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 void SdlVideoMakeDirty(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(uint start, uint count)
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{
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SDL_Color pal[256];
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uint i;
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for (i = 0; i != count; i++) {
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pal[i].r = _cur_palette[start + i].r;
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pal[i].g = _cur_palette[start + i].g;
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pal[i].b = _cur_palette[start + i].b;
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pal[i].unused = 0;
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}
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SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
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}
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static void InitPalette(void)
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{
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UpdatePalette(0, 256);
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}
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static void CheckPaletteAnim(void)
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{
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if (_pal_last_dirty != -1) {
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UpdatePalette(_pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
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_pal_last_dirty = -1;
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}
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}
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static void DrawSurfaceToScreen(void)
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{
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int n = _num_dirty_rects;
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if (n != 0) {
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_num_dirty_rects = 0;
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if (n > MAX_DIRTY_RECTS)
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SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
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else
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SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
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}
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}
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static const uint16 default_resolutions[][2] = {
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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(void)
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{
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int i;
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SDL_Rect **modes;
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modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE + (_fullscreen ? SDL_FULLSCREEN : 0));
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if (modes == NULL)
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error("sdl: no modes available");
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_all_modes = (modes == (void*)-1);
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if (_all_modes) {
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// all modes available, put some default ones here
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memcpy(_resolutions, default_resolutions, sizeof(default_resolutions));
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_num_resolutions = lengthof(default_resolutions);
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} else {
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int n = 0;
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for (i = 0; modes[i]; i++) {
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int w = modes[i]->w;
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int h = modes[i]->h;
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if (IS_INT_INSIDE(w, 640, MAX_SCREEN_WIDTH + 1) &&
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IS_INT_INSIDE(h, 480, MAX_SCREEN_HEIGHT + 1)) {
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int j;
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for (j = 0; j < n; j++) {
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if (_resolutions[j][0] == w && _resolutions[j][1] == h) break;
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}
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if (j == n) {
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_resolutions[j][0] = w;
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_resolutions[j][1] = h;
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if (++n == lengthof(_resolutions)) break;
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}
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}
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}
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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(int *w, int *h)
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{
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int i;
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int best;
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uint delta;
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// all modes available?
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if (_all_modes) return;
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// is the wanted mode among the available modes?
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for (i = 0; i != _num_resolutions; i++) {
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if (*w == _resolutions[i][0] && *h == _resolutions[i][1]) return;
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}
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// use the closest possible resolution
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best = 0;
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delta = abs((_resolutions[0][0] - *w) * (_resolutions[0][1] - *h));
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for (i = 1; i != _num_resolutions; ++i) {
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uint newdelta = abs((_resolutions[i][0] - *w) * (_resolutions[i][1] - *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][0];
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*h = _resolutions[best][1];
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}
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extern const char _openttd_revision[];
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#ifndef ICON_DIR
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#define ICON_DIR "media"
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#endif
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#ifdef WIN32
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/* Let's redefine the LoadBMP macro with because we are dynamically
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* loading SDL and need to 'SDL_CALL' all functions */
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#undef SDL_LoadBMP
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#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
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#endif
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static bool CreateMainSurface(int w, int h)
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{
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SDL_Surface *newscreen, *icon;
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char caption[50];
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GetAvailableVideoMode(&w, &h);
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DEBUG(driver, 1) ("sdl: using mode %dx%d", w, h);
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/* Give the application an icon */
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icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
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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_CALL SDL_MapRGB(icon->format, 255, 0, 255);
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SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
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SDL_CALL SDL_WM_SetIcon(icon, NULL);
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SDL_CALL SDL_FreeSurface(icon);
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}
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// DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK
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newscreen = SDL_CALL SDL_SetVideoMode(w, h, 8, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
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if (newscreen == NULL)
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return false;
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_screen.width = newscreen->w;
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_screen.height = newscreen->h;
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_screen.pitch = newscreen->pitch;
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_sdl_screen = newscreen;
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InitPalette();
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snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
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SDL_CALL SDL_WM_SetCaption(caption, caption);
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SDL_CALL SDL_ShowCursor(0);
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GameSizeChanged();
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return true;
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}
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typedef struct VkMapping {
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uint16 vk_from;
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byte vk_count;
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byte map_to;
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} VkMapping;
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#define AS(x, z) {x, 0, z}
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#define AM(x, y, z, w) {x, 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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// What is the virtual keycode for numeric enter??
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AM(SDLK_KP0, SDLK_KP9, WKC_NUM_0, WKC_NUM_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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};
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static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
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{
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const VkMapping *map;
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uint key = 0;
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for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
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if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
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key = sym->sym - map->vk_from + map->map_to;
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break;
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}
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}
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// check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards)
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#if defined(WIN32) || defined(__OS2__)
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if (sym->scancode == 41) key |= WKC_BACKQUOTE;
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#elif defined(__APPLE__)
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if (sym->scancode == 10) key |= WKC_BACKQUOTE;
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#elif defined(__MORPHOS__)
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if (sym->scancode == 0) key |= WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :)
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#elif defined(__BEOS__)
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if (sym->scancode == 17) key |= WKC_BACKQUOTE;
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#elif defined(__SVR4) && defined(__sun)
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if (sym->scancode == 60) key |= WKC_BACKQUOTE;
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if (sym->scancode == 49) key |= WKC_BACKSPACE;
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#elif defined(__sgi__)
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if (sym->scancode == 22) key |= WKC_BACKQUOTE;
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#else
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if (sym->scancode == 41) key |= WKC_BACKQUOTE; // Linux console
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if (sym->scancode == 49) key |= WKC_BACKQUOTE;
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#endif
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// META are the command keys on mac
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if (sym->mod & KMOD_META) key |= WKC_META;
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if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
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if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
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if (sym->mod & KMOD_ALT) key |= WKC_ALT;
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// these two lines really help porting hotkey combos. Uncomment to use -- Bjarni
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#if 0
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printf("scancode character pressed %d\n", sym->scancode);
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printf("unicode character pressed %d\n", sym->unicode);
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#endif
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return (key << 16) + sym->unicode;
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}
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static int PollEvent(void)
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{
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SDL_Event ev;
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if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
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switch (ev.type) {
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case SDL_MOUSEMOTION:
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if (_cursor.fix_at) {
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int dx = ev.motion.x - _cursor.pos.x;
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int dy = ev.motion.y - _cursor.pos.y;
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if (dx != 0 || dy != 0) {
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_cursor.delta.x += dx;
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_cursor.delta.y += dy;
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SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
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}
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} else {
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_cursor.delta.x = ev.motion.x - _cursor.pos.x;
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_cursor.delta.y = ev.motion.y - _cursor.pos.y;
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_cursor.pos.x = ev.motion.x;
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_cursor.pos.y = ev.motion.y;
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_cursor.dirty = true;
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
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ev.button.button = SDL_BUTTON_RIGHT;
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}
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switch (ev.button.button) {
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case SDL_BUTTON_LEFT:
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_left_button_down = true;
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break;
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case SDL_BUTTON_RIGHT:
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_right_button_down = true;
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_right_button_clicked = true;
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break;
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case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
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case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
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default: break;
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}
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break;
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case SDL_MOUSEBUTTONUP:
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if (_rightclick_emulate) {
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_right_button_down = false;
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_left_button_down = false;
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_left_button_clicked = false;
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} else if (ev.button.button == SDL_BUTTON_LEFT) {
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_left_button_down = false;
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_left_button_clicked = false;
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} else if (ev.button.button == SDL_BUTTON_RIGHT) {
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_right_button_down = false;
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}
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break;
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case SDL_ACTIVEEVENT:
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if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
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if (ev.active.gain) { // mouse entered the window, enable cursor
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_cursor.in_window = true;
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} else {
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UndrawMouseCursor(); // mouse left the window, undraw cursor
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_cursor.in_window = false;
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}
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break;
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case SDL_QUIT: HandleExitGameRequest(); break;
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case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
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if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
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(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
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ToggleFullScreen(!_fullscreen);
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} else {
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_pressed_key = ConvertSdlKeyIntoMy(&ev.key.keysym);
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}
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break;
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case SDL_VIDEORESIZE: {
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int w = clamp(ev.resize.w, 64, MAX_SCREEN_WIDTH);
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int h = clamp(ev.resize.h, 64, MAX_SCREEN_HEIGHT);
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ChangeResInGame(w, h);
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break;
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}
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}
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return -1;
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}
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static const char *SdlVideoStart(const char * const *parm)
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{
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char buf[30];
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const char *s = SdlOpen(SDL_INIT_VIDEO);
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if (s != NULL) return s;
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SDL_CALL SDL_VideoDriverName(buf, 30);
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DEBUG(driver, 1) ("sdl: using driver '%s'", buf);
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GetVideoModes();
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CreateMainSurface(_cur_resolution[0], _cur_resolution[1]);
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MarkWholeScreenDirty();
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SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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SDL_CALL SDL_EnableUNICODE(1);
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return NULL;
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}
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static void SdlVideoStop(void)
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{
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SdlClose(SDL_INIT_VIDEO);
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}
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static void SdlVideoMainLoop(void)
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{
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uint32 next_tick = SDL_CALL SDL_GetTicks() + 30;
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uint32 cur_ticks;
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uint32 pal_tick = 0;
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int i;
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uint32 mod;
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int numkeys;
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Uint8 *keys;
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for (;;) {
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InteractiveRandom(); // randomness
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while ((i = PollEvent()) == -1) {}
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if (_exit_game) return;
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mod = SDL_CALL SDL_GetModState();
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keys = SDL_CALL SDL_GetKeyState(&numkeys);
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#if defined(_DEBUG)
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if (_shift_pressed)
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#else
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if (keys[SDLK_TAB])
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = SDL_CALL SDL_GetTicks();
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if ((_fast_forward && !_pause) || cur_ticks > next_tick)
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next_tick = cur_ticks;
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if (cur_ticks == next_tick) {
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next_tick += 30;
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_ctrl_pressed = !!(mod & KMOD_CTRL);
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_shift_pressed = !!(mod & KMOD_SHIFT);
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#ifdef _DEBUG
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_dbg_screen_rect = !!(mod & KMOD_CAPS);
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#endif
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// determine which directional keys are down
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_dirkeys =
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(keys[SDLK_LEFT] ? 1 : 0) |
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(keys[SDLK_UP] ? 2 : 0) |
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(keys[SDLK_RIGHT] ? 4 : 0) |
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(keys[SDLK_DOWN] ? 8 : 0);
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GameLoop();
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_screen.dst_ptr = _sdl_screen->pixels;
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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DrawSurfaceToScreen();
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} else {
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SDL_CALL SDL_Delay(1);
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_screen.dst_ptr = _sdl_screen->pixels;
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DrawTextMessage();
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DrawMouseCursor();
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DrawSurfaceToScreen();
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}
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}
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}
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static bool SdlVideoChangeRes(int w, int h)
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{
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return CreateMainSurface(w, h);
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}
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static void SdlVideoFullScreen(bool full_screen)
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{
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_fullscreen = full_screen;
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GetVideoModes(); // get the list of available video modes
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if (!_video_driver->change_resolution(_cur_resolution[0], _cur_resolution[1])) {
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// switching resolution failed, put back full_screen to original status
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_fullscreen ^= true;
|
|
}
|
|
}
|
|
|
|
const HalVideoDriver _sdl_video_driver = {
|
|
SdlVideoStart,
|
|
SdlVideoStop,
|
|
SdlVideoMakeDirty,
|
|
SdlVideoMainLoop,
|
|
SdlVideoChangeRes,
|
|
SdlVideoFullScreen,
|
|
};
|
|
|
|
#endif
|