OpenTTD
sdl_v.cpp
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1 /* $Id: sdl_v.cpp 27167 2015-02-22 23:06:45Z frosch $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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/>.
8  */
9 
12 #ifdef WITH_SDL
13 
14 #include "../stdafx.h"
15 #include "../openttd.h"
16 #include "../gfx_func.h"
17 #include "../sdl.h"
18 #include "../rev.h"
19 #include "../blitter/factory.hpp"
20 #include "../network/network.h"
21 #include "../thread/thread.h"
22 #include "../progress.h"
23 #include "../core/random_func.hpp"
24 #include "../core/math_func.hpp"
25 #include "../fileio_func.h"
26 #include "sdl_v.h"
27 #include <SDL.h>
28 
29 #include "../safeguards.h"
30 
31 static FVideoDriver_SDL iFVideoDriver_SDL;
32 
33 static SDL_Surface *_sdl_screen;
34 static SDL_Surface *_sdl_realscreen;
35 static bool _all_modes;
36 
38 static bool _draw_threaded;
40 static ThreadObject *_draw_thread = NULL;
42 static ThreadMutex *_draw_mutex = NULL;
44 static volatile bool _draw_continue;
45 static Palette _local_palette;
46 
47 #define MAX_DIRTY_RECTS 100
48 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
49 static int _num_dirty_rects;
50 static int _use_hwpalette;
51 static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */
52 
53 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
54 {
55  if (_num_dirty_rects < MAX_DIRTY_RECTS) {
56  _dirty_rects[_num_dirty_rects].x = left;
57  _dirty_rects[_num_dirty_rects].y = top;
58  _dirty_rects[_num_dirty_rects].w = width;
59  _dirty_rects[_num_dirty_rects].h = height;
60  }
61  _num_dirty_rects++;
62 }
63 
64 static void UpdatePalette(bool init = false)
65 {
66  SDL_Color pal[256];
67 
68  for (int i = 0; i != _local_palette.count_dirty; i++) {
69  pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
70  pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
71  pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
72  pal[i].unused = 0;
73  }
74 
75  SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
76 
77  if (_sdl_screen != _sdl_realscreen && init) {
78  /* When using a shadow surface, also set our palette on the real screen. This lets SDL
79  * allocate as much colors (or approximations) as
80  * possible, instead of using only the default SDL
81  * palette. This allows us to get more colors exactly
82  * right and might allow using better approximations for
83  * other colors.
84  *
85  * Note that colors allocations are tried in-order, so
86  * this favors colors further up into the palette. Also
87  * note that if two colors from the same animation
88  * sequence are approximated using the same color, that
89  * animation will stop working.
90  *
91  * Since changing the system palette causes the colours
92  * to change right away, and allocations might
93  * drastically change, we can't use this for animation,
94  * since that could cause weird coloring between the
95  * palette change and the blitting below, so we only set
96  * the real palette during initialisation.
97  */
98  SDL_CALL SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
99  }
100 
101  if (_sdl_screen != _sdl_realscreen && !init) {
102  /* We're not using real hardware palette, but are letting SDL
103  * approximate the palette during shadow -> screen copy. To
104  * change the palette, we need to recopy the entire screen.
105  *
106  * Note that this operation can slow down the rendering
107  * considerably, especially since changing the shadow
108  * palette will need the next blit to re-detect the
109  * best mapping of shadow palette colors to real palette
110  * colors from scratch.
111  */
112  SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
113  SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
114  }
115 }
116 
117 static void InitPalette()
118 {
119  _local_palette = _cur_palette;
120  _local_palette.first_dirty = 0;
121  _local_palette.count_dirty = 256;
122  UpdatePalette(true);
123 }
124 
125 static void CheckPaletteAnim()
126 {
127  if (_cur_palette.count_dirty != 0) {
129 
130  switch (blitter->UsePaletteAnimation()) {
132  UpdatePalette();
133  break;
134 
136  blitter->PaletteAnimate(_local_palette);
137  break;
138 
140  break;
141 
142  default:
143  NOT_REACHED();
144  }
146  }
147 }
148 
149 static void DrawSurfaceToScreen()
150 {
151  int n = _num_dirty_rects;
152  if (n == 0) return;
153 
154  _num_dirty_rects = 0;
155  if (n > MAX_DIRTY_RECTS) {
156  if (_sdl_screen != _sdl_realscreen) {
157  SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
158  }
159  SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
160  } else {
161  if (_sdl_screen != _sdl_realscreen) {
162  for (int i = 0; i < n; i++) {
163  SDL_CALL SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
164  }
165  }
166  SDL_CALL SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
167  }
168 }
169 
170 static void DrawSurfaceToScreenThread(void *)
171 {
172  /* First tell the main thread we're started */
173  _draw_mutex->BeginCritical();
174  _draw_mutex->SendSignal();
175 
176  /* Now wait for the first thing to draw! */
177  _draw_mutex->WaitForSignal();
178 
179  while (_draw_continue) {
180  CheckPaletteAnim();
181  /* Then just draw and wait till we stop */
182  DrawSurfaceToScreen();
183  _draw_mutex->WaitForSignal();
184  }
185 
186  _draw_mutex->EndCritical();
187  _draw_thread->Exit();
188 }
189 
190 static const Dimension _default_resolutions[] = {
191  { 640, 480},
192  { 800, 600},
193  {1024, 768},
194  {1152, 864},
195  {1280, 800},
196  {1280, 960},
197  {1280, 1024},
198  {1400, 1050},
199  {1600, 1200},
200  {1680, 1050},
201  {1920, 1200}
202 };
203 
204 static void GetVideoModes()
205 {
206  SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
207  if (modes == NULL) usererror("sdl: no modes available");
208 
209  _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
210  if (modes == (void*)-1) {
211  int n = 0;
212  for (uint i = 0; i < lengthof(_default_resolutions); i++) {
213  if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
214  _resolutions[n] = _default_resolutions[i];
215  if (++n == lengthof(_resolutions)) break;
216  }
217  }
218  _num_resolutions = n;
219  } else {
220  int n = 0;
221  for (int i = 0; modes[i]; i++) {
222  uint w = modes[i]->w;
223  uint h = modes[i]->h;
224  int j;
225  for (j = 0; j < n; j++) {
226  if (_resolutions[j].width == w && _resolutions[j].height == h) break;
227  }
228 
229  if (j == n) {
230  _resolutions[j].width = w;
231  _resolutions[j].height = h;
232  if (++n == lengthof(_resolutions)) break;
233  }
234  }
235  _num_resolutions = n;
236  SortResolutions(_num_resolutions);
237  }
238 }
239 
240 static void GetAvailableVideoMode(uint *w, uint *h)
241 {
242  /* All modes available? */
243  if (_all_modes || _num_resolutions == 0) return;
244 
245  /* Is the wanted mode among the available modes? */
246  for (int i = 0; i != _num_resolutions; i++) {
247  if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
248  }
249 
250  /* Use the closest possible resolution */
251  int best = 0;
252  uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
253  for (int i = 1; i != _num_resolutions; ++i) {
254  uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
255  if (newdelta < delta) {
256  best = i;
257  delta = newdelta;
258  }
259  }
260  *w = _resolutions[best].width;
261  *h = _resolutions[best].height;
262 }
263 
264 #ifdef WIN32
265 /* Let's redefine the LoadBMP macro with because we are dynamically
266  * loading SDL and need to 'SDL_CALL' all functions */
267 #undef SDL_LoadBMP
268 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
269 #endif
270 
271 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
272 {
273  SDL_Surface *newscreen, *icon;
274  char caption[50];
276  bool want_hwpalette;
277 
278  GetAvailableVideoMode(&w, &h);
279 
280  DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
281 
282  if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
283 
284  char icon_path[MAX_PATH];
285  if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) {
286  /* Give the application an icon */
287  icon = SDL_CALL SDL_LoadBMP(icon_path);
288  if (icon != NULL) {
289  /* Get the colourkey, which will be magenta */
290  uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
291 
292  SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
293  SDL_CALL SDL_WM_SetIcon(icon, NULL);
294  SDL_CALL SDL_FreeSurface(icon);
295  }
296  }
297 
298  if (_use_hwpalette == 2) {
299  /* Default is to autodetect when to use SDL_HWPALETTE.
300  * In this case, SDL_HWPALETTE is only used for 8bpp
301  * blitters in fullscreen.
302  *
303  * When using an 8bpp blitter on a 8bpp system in
304  * windowed mode with SDL_HWPALETTE, OpenTTD will claim
305  * the system palette, making all other applications
306  * get the wrong colours. In this case, we're better of
307  * trying to approximate the colors we need using system
308  * colors, using a shadow surface (see below).
309  *
310  * On a 32bpp system, SDL_HWPALETTE is ignored, so it
311  * doesn't matter what we do.
312  *
313  * When using a 32bpp blitter on a 8bpp system, setting
314  * SDL_HWPALETTE messes up rendering (at least on X11),
315  * so we don't do that. In this case, SDL takes care of
316  * color approximation using its own shadow surface
317  * (which we can't force in 8bpp on 8bpp mode,
318  * unfortunately).
319  */
320  want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
321  } else {
322  /* User specified a value manually */
323  want_hwpalette = _use_hwpalette;
324  }
325 
326  if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palete");
327 
328  /* Free any previously allocated shadow surface */
329  if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);
330 
331  if (_sdl_realscreen != NULL) {
332  if (_requested_hwpalette != want_hwpalette) {
333  /* SDL (at least the X11 driver), reuses the
334  * same window and palette settings when the bpp
335  * (and a few flags) are the same. Since we need
336  * to hwpalette value to change (in particular
337  * when switching between fullscreen and
338  * windowed), we restart the entire video
339  * subsystem to force creating a new window.
340  */
341  DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
342  SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
343  SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
344  ClaimMousePointer();
345  SetupKeyboard();
346  }
347  }
348  /* Remember if we wanted a hwpalette. We can't reliably query
349  * SDL for the SDL_HWPALETTE flag, since it might get set even
350  * though we didn't ask for it (when SDL creates a shadow
351  * surface, for example). */
352  _requested_hwpalette = want_hwpalette;
353 
354  /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
355  newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
356  if (newscreen == NULL) {
357  DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
358  return false;
359  }
360  _sdl_realscreen = newscreen;
361 
362  if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
363  /* Using an 8bpp blitter, if we didn't get a hardware
364  * palette (most likely because we didn't request one,
365  * see above), we'll have to set up a shadow surface to
366  * render on.
367  *
368  * Our palette will be applied to this shadow surface,
369  * while the real screen surface will use the shared
370  * system palette (which will partly contain our colors,
371  * but most likely will not have enough free color cells
372  * for all of our colors). SDL can use these two
373  * palettes at blit time to approximate colors used in
374  * the shadow surface using system colors automatically.
375  *
376  * Note that when using an 8bpp blitter on a 32bpp
377  * system, SDL will create an internal shadow surface.
378  * This shadow surface will have SDL_HWPALLETE set, so
379  * we won't create a second shadow surface in this case.
380  */
381  DEBUG(driver, 1, "SDL: using shadow surface");
382  newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
383  if (newscreen == NULL) {
384  DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
385  return false;
386  }
387  }
388 
389  /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
390  _num_dirty_rects = 0;
391 
392  _screen.width = newscreen->w;
393  _screen.height = newscreen->h;
394  _screen.pitch = newscreen->pitch / (bpp / 8);
395  _screen.dst_ptr = newscreen->pixels;
396  _sdl_screen = newscreen;
397 
398  /* When in full screen, we will always have the mouse cursor
399  * within the window, even though SDL does not give us the
400  * appropriate event to know this. */
401  if (_fullscreen) _cursor.in_window = true;
402 
404  blitter->PostResize();
405 
406  InitPalette();
407  switch (blitter->UsePaletteAnimation()) {
410  UpdatePalette();
411  break;
412 
414  if (VideoDriver::GetInstance() != NULL) blitter->PaletteAnimate(_local_palette);
415  break;
416 
417  default:
418  NOT_REACHED();
419  }
420 
421  seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
422  SDL_CALL SDL_WM_SetCaption(caption, caption);
423 
424  GameSizeChanged();
425 
426  return true;
427 }
428 
429 bool VideoDriver_SDL::ClaimMousePointer()
430 {
431  SDL_CALL SDL_ShowCursor(0);
432  return true;
433 }
434 
435 struct VkMapping {
436 #if SDL_VERSION_ATLEAST(1, 3, 0)
437  SDL_Keycode vk_from;
438 #else
439  uint16 vk_from;
440 #endif
441  byte vk_count;
442  byte map_to;
443 };
444 
445 #define AS(x, z) {x, 0, z}
446 #define AM(x, y, z, w) {x, (byte)(y - x), z}
447 
448 static const VkMapping _vk_mapping[] = {
449  /* Pageup stuff + up/down */
450  AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
451  AS(SDLK_UP, WKC_UP),
452  AS(SDLK_DOWN, WKC_DOWN),
453  AS(SDLK_LEFT, WKC_LEFT),
454  AS(SDLK_RIGHT, WKC_RIGHT),
455 
456  AS(SDLK_HOME, WKC_HOME),
457  AS(SDLK_END, WKC_END),
458 
459  AS(SDLK_INSERT, WKC_INSERT),
460  AS(SDLK_DELETE, WKC_DELETE),
461 
462  /* Map letters & digits */
463  AM(SDLK_a, SDLK_z, 'A', 'Z'),
464  AM(SDLK_0, SDLK_9, '0', '9'),
465 
466  AS(SDLK_ESCAPE, WKC_ESC),
467  AS(SDLK_PAUSE, WKC_PAUSE),
468  AS(SDLK_BACKSPACE, WKC_BACKSPACE),
469 
470  AS(SDLK_SPACE, WKC_SPACE),
471  AS(SDLK_RETURN, WKC_RETURN),
472  AS(SDLK_TAB, WKC_TAB),
473 
474  /* Function keys */
475  AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
476 
477  /* Numeric part. */
478  AM(SDLK_KP0, SDLK_KP9, '0', '9'),
479  AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
480  AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
481  AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
482  AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
483  AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
484  AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
485 
486  /* Other non-letter keys */
487  AS(SDLK_SLASH, WKC_SLASH),
488  AS(SDLK_SEMICOLON, WKC_SEMICOLON),
489  AS(SDLK_EQUALS, WKC_EQUALS),
490  AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
491  AS(SDLK_BACKSLASH, WKC_BACKSLASH),
492  AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
493 
494  AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
495  AS(SDLK_COMMA, WKC_COMMA),
496  AS(SDLK_MINUS, WKC_MINUS),
497  AS(SDLK_PERIOD, WKC_PERIOD)
498 };
499 
500 static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
501 {
502  const VkMapping *map;
503  uint key = 0;
504 
505  for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
506  if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
507  key = sym->sym - map->vk_from + map->map_to;
508  break;
509  }
510  }
511 
512  /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
513 #if defined(WIN32) || defined(__OS2__)
514  if (sym->scancode == 41) key = WKC_BACKQUOTE;
515 #elif defined(__APPLE__)
516  if (sym->scancode == 10) key = WKC_BACKQUOTE;
517 #elif defined(__MORPHOS__)
518  if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :)
519 #elif defined(__BEOS__)
520  if (sym->scancode == 17) key = WKC_BACKQUOTE;
521 #elif defined(__SVR4) && defined(__sun)
522  if (sym->scancode == 60) key = WKC_BACKQUOTE;
523  if (sym->scancode == 49) key = WKC_BACKSPACE;
524 #elif defined(__sgi__)
525  if (sym->scancode == 22) key = WKC_BACKQUOTE;
526 #else
527  if (sym->scancode == 49) key = WKC_BACKQUOTE;
528 #endif
529 
530  /* META are the command keys on mac */
531  if (sym->mod & KMOD_META) key |= WKC_META;
532  if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
533  if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
534  if (sym->mod & KMOD_ALT) key |= WKC_ALT;
535 
536  *character = sym->unicode;
537  return key;
538 }
539 
540 int VideoDriver_SDL::PollEvent()
541 {
542  SDL_Event ev;
543 
544  if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
545 
546  switch (ev.type) {
547  case SDL_MOUSEMOTION:
548  if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
549  SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
550  }
552  break;
553 
554  case SDL_MOUSEBUTTONDOWN:
555  if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
556  ev.button.button = SDL_BUTTON_RIGHT;
557  }
558 
559  switch (ev.button.button) {
560  case SDL_BUTTON_LEFT:
561  _left_button_down = true;
562  break;
563 
564  case SDL_BUTTON_RIGHT:
565  _right_button_down = true;
566  _right_button_clicked = true;
567  break;
568 
569  case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
570  case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
571 
572  default: break;
573  }
575  break;
576 
577  case SDL_MOUSEBUTTONUP:
578  if (_rightclick_emulate) {
579  _right_button_down = false;
580  _left_button_down = false;
581  _left_button_clicked = false;
582  } else if (ev.button.button == SDL_BUTTON_LEFT) {
583  _left_button_down = false;
584  _left_button_clicked = false;
585  } else if (ev.button.button == SDL_BUTTON_RIGHT) {
586  _right_button_down = false;
587  }
589  break;
590 
591  case SDL_ACTIVEEVENT:
592  if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
593 
594  if (ev.active.gain) { // mouse entered the window, enable cursor
595  _cursor.in_window = true;
596  } else {
597  UndrawMouseCursor(); // mouse left the window, undraw cursor
598  _cursor.in_window = false;
599  }
600  break;
601 
602  case SDL_QUIT:
603  HandleExitGameRequest();
604  break;
605 
606  case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
607  if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
608  (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
609  ToggleFullScreen(!_fullscreen);
610  } else {
611  WChar character;
612  uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
613  HandleKeypress(keycode, character);
614  }
615  break;
616 
617  case SDL_VIDEORESIZE: {
618  int w = max(ev.resize.w, 64);
619  int h = max(ev.resize.h, 64);
620  CreateMainSurface(w, h);
621  break;
622  }
623  case SDL_VIDEOEXPOSE: {
624  /* Force a redraw of the entire screen. Note
625  * that SDL 1.2 seems to do this automatically
626  * in most cases, but 1.3 / 2.0 does not. */
627  _num_dirty_rects = MAX_DIRTY_RECTS + 1;
628  break;
629  }
630  }
631  return -1;
632 }
633 
634 const char *VideoDriver_SDL::Start(const char * const *parm)
635 {
636  char buf[30];
637  _use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
638 
639  const char *s = SdlOpen(SDL_INIT_VIDEO);
640  if (s != NULL) return s;
641 
642  GetVideoModes();
643  if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
644  return SDL_CALL SDL_GetError();
645  }
646 
647  SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
648  DEBUG(driver, 1, "SDL: using driver '%s'", buf);
649 
651  SetupKeyboard();
652 
653  _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
654 
655  return NULL;
656 }
657 
658 void VideoDriver_SDL::SetupKeyboard()
659 {
660  SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
661  SDL_CALL SDL_EnableUNICODE(1);
662 }
663 
665 {
666  SdlClose(SDL_INIT_VIDEO);
667 }
668 
670 {
671  uint32 cur_ticks = SDL_CALL SDL_GetTicks();
672  uint32 last_cur_ticks = cur_ticks;
673  uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
674  uint32 mod;
675  int numkeys;
676  Uint8 *keys;
677 
678  CheckPaletteAnim();
679 
680  if (_draw_threaded) {
681  /* Initialise the mutex first, because that's the thing we *need*
682  * directly in the newly created thread. */
683  _draw_mutex = ThreadMutex::New();
684  if (_draw_mutex == NULL) {
685  _draw_threaded = false;
686  } else {
687  _draw_mutex->BeginCritical();
688  _draw_continue = true;
689 
690  _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
691 
692  /* Free the mutex if we won't be able to use it. */
693  if (!_draw_threaded) {
694  _draw_mutex->EndCritical();
695  delete _draw_mutex;
696  _draw_mutex = NULL;
697  } else {
698  /* Wait till the draw mutex has started itself. */
699  _draw_mutex->WaitForSignal();
700  }
701  }
702  }
703 
704  DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
705 
706  for (;;) {
707  uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
708  InteractiveRandom(); // randomness
709 
710  while (PollEvent() == -1) {}
711  if (_exit_game) break;
712 
713  mod = SDL_CALL SDL_GetModState();
714 #if SDL_VERSION_ATLEAST(1, 3, 0)
715  keys = SDL_CALL SDL_GetKeyboardState(&numkeys);
716 #else
717  keys = SDL_CALL SDL_GetKeyState(&numkeys);
718 #endif
719 #if defined(_DEBUG)
720  if (_shift_pressed)
721 #else
722  /* Speedup when pressing tab, except when using ALT+TAB
723  * to switch to another application */
724 #if SDL_VERSION_ATLEAST(1, 3, 0)
725  if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
726 #else
727  if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
728 #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */
729 #endif /* defined(_DEBUG) */
730  {
731  if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
732  } else if (_fast_forward & 2) {
733  _fast_forward = 0;
734  }
735 
736  cur_ticks = SDL_CALL SDL_GetTicks();
737  if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
738  _realtime_tick += cur_ticks - last_cur_ticks;
739  last_cur_ticks = cur_ticks;
740  next_tick = cur_ticks + MILLISECONDS_PER_TICK;
741 
742  bool old_ctrl_pressed = _ctrl_pressed;
743 
744  _ctrl_pressed = !!(mod & KMOD_CTRL);
745  _shift_pressed = !!(mod & KMOD_SHIFT);
746 
747  /* determine which directional keys are down */
748  _dirkeys =
749 #if SDL_VERSION_ATLEAST(1, 3, 0)
750  (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
751  (keys[SDL_SCANCODE_UP] ? 2 : 0) |
752  (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
753  (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
754 #else
755  (keys[SDLK_LEFT] ? 1 : 0) |
756  (keys[SDLK_UP] ? 2 : 0) |
757  (keys[SDLK_RIGHT] ? 4 : 0) |
758  (keys[SDLK_DOWN] ? 8 : 0);
759 #endif
760  if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
761 
762  /* The gameloop is the part that can run asynchronously. The rest
763  * except sleeping can't. */
764  if (_draw_mutex != NULL) _draw_mutex->EndCritical();
765 
766  GameLoop();
767 
768  if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
769 
770  UpdateWindows();
771  _local_palette = _cur_palette;
772  } else {
773  /* Release the thread while sleeping */
774  if (_draw_mutex != NULL) _draw_mutex->EndCritical();
775  CSleep(1);
776  if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
777 
779  DrawMouseCursor();
780  }
781 
782  /* End of the critical part. */
783  if (_draw_mutex != NULL && !HasModalProgress()) {
784  _draw_mutex->SendSignal();
785  } else {
786  /* Oh, we didn't have threads, then just draw unthreaded */
787  CheckPaletteAnim();
788  DrawSurfaceToScreen();
789  }
790  }
791 
792  if (_draw_mutex != NULL) {
793  _draw_continue = false;
794  /* Sending signal if there is no thread blocked
795  * is very valid and results in noop */
796  _draw_mutex->SendSignal();
797  _draw_mutex->EndCritical();
798  _draw_thread->Join();
799 
800  delete _draw_mutex;
801  delete _draw_thread;
802 
803  _draw_mutex = NULL;
804  _draw_thread = NULL;
805  }
806 }
807 
809 {
810  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
811  bool ret = CreateMainSurface(w, h);
812  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
813  return ret;
814 }
815 
817 {
818  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
819  _fullscreen = fullscreen;
820  GetVideoModes(); // get the list of available video modes
821  bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
822 
823  if (!ret) {
824  /* switching resolution failed, put back full_screen to original status */
825  _fullscreen ^= true;
826  }
827 
828  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
829  return ret;
830 }
831 
833 {
834  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
835  bool ret = CreateMainSurface(_screen.width, _screen.height);
836  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
837  return ret;
838 }
839 
840 #endif /* WITH_SDL */