mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
514 lines
12 KiB
C
514 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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#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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extern const char _openttd_revision[];
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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 == 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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DEBUG(driver, 0) ("scancode character pressed %u", sym->scancode);
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DEBUG(driver, 0) ("unicode character pressed %u", 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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HandleMouseEvents();
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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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HandleMouseEvents();
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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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HandleMouseEvents();
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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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HandleKeypress(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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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 (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 (_num_resolutions == 0 || !_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;
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}
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}
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const HalVideoDriver _sdl_video_driver = {
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SdlVideoStart,
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SdlVideoStop,
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SdlVideoMakeDirty,
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SdlVideoMainLoop,
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SdlVideoChangeRes,
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SdlVideoFullScreen,
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};
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#endif
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