OpenTTD
sdl_v.cpp
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1 /* $Id: sdl_v.cpp 27775 2017-03-11 13:05:54Z 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 
408  seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
409  SDL_CALL SDL_WM_SetCaption(caption, caption);
410 
411  GameSizeChanged();
412 
413  return true;
414 }
415 
416 bool VideoDriver_SDL::ClaimMousePointer()
417 {
418  SDL_CALL SDL_ShowCursor(0);
419  return true;
420 }
421 
422 struct VkMapping {
423 #if SDL_VERSION_ATLEAST(1, 3, 0)
424  SDL_Keycode vk_from;
425 #else
426  uint16 vk_from;
427 #endif
428  byte vk_count;
429  byte map_to;
430 };
431 
432 #define AS(x, z) {x, 0, z}
433 #define AM(x, y, z, w) {x, (byte)(y - x), z}
434 
435 static const VkMapping _vk_mapping[] = {
436  /* Pageup stuff + up/down */
437  AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
438  AS(SDLK_UP, WKC_UP),
439  AS(SDLK_DOWN, WKC_DOWN),
440  AS(SDLK_LEFT, WKC_LEFT),
441  AS(SDLK_RIGHT, WKC_RIGHT),
442 
443  AS(SDLK_HOME, WKC_HOME),
444  AS(SDLK_END, WKC_END),
445 
446  AS(SDLK_INSERT, WKC_INSERT),
447  AS(SDLK_DELETE, WKC_DELETE),
448 
449  /* Map letters & digits */
450  AM(SDLK_a, SDLK_z, 'A', 'Z'),
451  AM(SDLK_0, SDLK_9, '0', '9'),
452 
453  AS(SDLK_ESCAPE, WKC_ESC),
454  AS(SDLK_PAUSE, WKC_PAUSE),
455  AS(SDLK_BACKSPACE, WKC_BACKSPACE),
456 
457  AS(SDLK_SPACE, WKC_SPACE),
458  AS(SDLK_RETURN, WKC_RETURN),
459  AS(SDLK_TAB, WKC_TAB),
460 
461  /* Function keys */
462  AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
463 
464  /* Numeric part. */
465  AM(SDLK_KP0, SDLK_KP9, '0', '9'),
466  AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
467  AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
468  AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
469  AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
470  AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
471  AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
472 
473  /* Other non-letter keys */
474  AS(SDLK_SLASH, WKC_SLASH),
475  AS(SDLK_SEMICOLON, WKC_SEMICOLON),
476  AS(SDLK_EQUALS, WKC_EQUALS),
477  AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
478  AS(SDLK_BACKSLASH, WKC_BACKSLASH),
479  AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
480 
481  AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
482  AS(SDLK_COMMA, WKC_COMMA),
483  AS(SDLK_MINUS, WKC_MINUS),
484  AS(SDLK_PERIOD, WKC_PERIOD)
485 };
486 
487 static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
488 {
489  const VkMapping *map;
490  uint key = 0;
491 
492  for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
493  if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
494  key = sym->sym - map->vk_from + map->map_to;
495  break;
496  }
497  }
498 
499  /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
500 #if defined(WIN32) || defined(__OS2__)
501  if (sym->scancode == 41) key = WKC_BACKQUOTE;
502 #elif defined(__APPLE__)
503  if (sym->scancode == 10) key = WKC_BACKQUOTE;
504 #elif defined(__MORPHOS__)
505  if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :)
506 #elif defined(__BEOS__)
507  if (sym->scancode == 17) key = WKC_BACKQUOTE;
508 #elif defined(__SVR4) && defined(__sun)
509  if (sym->scancode == 60) key = WKC_BACKQUOTE;
510  if (sym->scancode == 49) key = WKC_BACKSPACE;
511 #elif defined(__sgi__)
512  if (sym->scancode == 22) key = WKC_BACKQUOTE;
513 #else
514  if (sym->scancode == 49) key = WKC_BACKQUOTE;
515 #endif
516 
517  /* META are the command keys on mac */
518  if (sym->mod & KMOD_META) key |= WKC_META;
519  if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
520  if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
521  if (sym->mod & KMOD_ALT) key |= WKC_ALT;
522 
523  *character = sym->unicode;
524  return key;
525 }
526 
527 int VideoDriver_SDL::PollEvent()
528 {
529  SDL_Event ev;
530 
531  if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
532 
533  switch (ev.type) {
534  case SDL_MOUSEMOTION:
535  if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
536  SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
537  }
539  break;
540 
541  case SDL_MOUSEBUTTONDOWN:
542  if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
543  ev.button.button = SDL_BUTTON_RIGHT;
544  }
545 
546  switch (ev.button.button) {
547  case SDL_BUTTON_LEFT:
548  _left_button_down = true;
549  break;
550 
551  case SDL_BUTTON_RIGHT:
552  _right_button_down = true;
553  _right_button_clicked = true;
554  break;
555 
556  case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
557  case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
558 
559  default: break;
560  }
562  break;
563 
564  case SDL_MOUSEBUTTONUP:
565  if (_rightclick_emulate) {
566  _right_button_down = false;
567  _left_button_down = false;
568  _left_button_clicked = false;
569  } else if (ev.button.button == SDL_BUTTON_LEFT) {
570  _left_button_down = false;
571  _left_button_clicked = false;
572  } else if (ev.button.button == SDL_BUTTON_RIGHT) {
573  _right_button_down = false;
574  }
576  break;
577 
578  case SDL_ACTIVEEVENT:
579  if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
580 
581  if (ev.active.gain) { // mouse entered the window, enable cursor
582  _cursor.in_window = true;
583  } else {
584  UndrawMouseCursor(); // mouse left the window, undraw cursor
585  _cursor.in_window = false;
586  }
587  break;
588 
589  case SDL_QUIT:
590  HandleExitGameRequest();
591  break;
592 
593  case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
594  if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
595  (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
596  ToggleFullScreen(!_fullscreen);
597  } else {
598  WChar character;
599  uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
600  HandleKeypress(keycode, character);
601  }
602  break;
603 
604  case SDL_VIDEORESIZE: {
605  int w = max(ev.resize.w, 64);
606  int h = max(ev.resize.h, 64);
607  CreateMainSurface(w, h);
608  break;
609  }
610  case SDL_VIDEOEXPOSE: {
611  /* Force a redraw of the entire screen. Note
612  * that SDL 1.2 seems to do this automatically
613  * in most cases, but 1.3 / 2.0 does not. */
614  _num_dirty_rects = MAX_DIRTY_RECTS + 1;
615  break;
616  }
617  }
618  return -1;
619 }
620 
621 const char *VideoDriver_SDL::Start(const char * const *parm)
622 {
623  char buf[30];
624  _use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
625 
626  const char *s = SdlOpen(SDL_INIT_VIDEO);
627  if (s != NULL) return s;
628 
629  GetVideoModes();
630  if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
631  return SDL_CALL SDL_GetError();
632  }
633 
634  SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
635  DEBUG(driver, 1, "SDL: using driver '%s'", buf);
636 
638  SetupKeyboard();
639 
640  _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
641 
642  return NULL;
643 }
644 
645 void VideoDriver_SDL::SetupKeyboard()
646 {
647  SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
648  SDL_CALL SDL_EnableUNICODE(1);
649 }
650 
652 {
653  SdlClose(SDL_INIT_VIDEO);
654 }
655 
657 {
658  uint32 cur_ticks = SDL_CALL SDL_GetTicks();
659  uint32 last_cur_ticks = cur_ticks;
660  uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
661  uint32 mod;
662  int numkeys;
663  Uint8 *keys;
664 
665  CheckPaletteAnim();
666 
667  if (_draw_threaded) {
668  /* Initialise the mutex first, because that's the thing we *need*
669  * directly in the newly created thread. */
670  _draw_mutex = ThreadMutex::New();
671  if (_draw_mutex == NULL) {
672  _draw_threaded = false;
673  } else {
674  _draw_mutex->BeginCritical();
675  _draw_continue = true;
676 
677  _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
678 
679  /* Free the mutex if we won't be able to use it. */
680  if (!_draw_threaded) {
681  _draw_mutex->EndCritical();
682  delete _draw_mutex;
683  _draw_mutex = NULL;
684  } else {
685  /* Wait till the draw mutex has started itself. */
686  _draw_mutex->WaitForSignal();
687  }
688  }
689  }
690 
691  DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
692 
693  for (;;) {
694  uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
695  InteractiveRandom(); // randomness
696 
697  while (PollEvent() == -1) {}
698  if (_exit_game) break;
699 
700  mod = SDL_CALL SDL_GetModState();
701 #if SDL_VERSION_ATLEAST(1, 3, 0)
702  keys = SDL_CALL SDL_GetKeyboardState(&numkeys);
703 #else
704  keys = SDL_CALL SDL_GetKeyState(&numkeys);
705 #endif
706 #if defined(_DEBUG)
707  if (_shift_pressed)
708 #else
709  /* Speedup when pressing tab, except when using ALT+TAB
710  * to switch to another application */
711 #if SDL_VERSION_ATLEAST(1, 3, 0)
712  if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
713 #else
714  if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
715 #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */
716 #endif /* defined(_DEBUG) */
717  {
718  if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
719  } else if (_fast_forward & 2) {
720  _fast_forward = 0;
721  }
722 
723  cur_ticks = SDL_CALL SDL_GetTicks();
724  if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
725  _realtime_tick += cur_ticks - last_cur_ticks;
726  last_cur_ticks = cur_ticks;
727  next_tick = cur_ticks + MILLISECONDS_PER_TICK;
728 
729  bool old_ctrl_pressed = _ctrl_pressed;
730 
731  _ctrl_pressed = !!(mod & KMOD_CTRL);
732  _shift_pressed = !!(mod & KMOD_SHIFT);
733 
734  /* determine which directional keys are down */
735  _dirkeys =
736 #if SDL_VERSION_ATLEAST(1, 3, 0)
737  (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
738  (keys[SDL_SCANCODE_UP] ? 2 : 0) |
739  (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
740  (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
741 #else
742  (keys[SDLK_LEFT] ? 1 : 0) |
743  (keys[SDLK_UP] ? 2 : 0) |
744  (keys[SDLK_RIGHT] ? 4 : 0) |
745  (keys[SDLK_DOWN] ? 8 : 0);
746 #endif
747  if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
748 
749  /* The gameloop is the part that can run asynchronously. The rest
750  * except sleeping can't. */
751  if (_draw_mutex != NULL) _draw_mutex->EndCritical();
752 
753  GameLoop();
754 
755  if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
756 
757  UpdateWindows();
758  _local_palette = _cur_palette;
759  } else {
760  /* Release the thread while sleeping */
761  if (_draw_mutex != NULL) _draw_mutex->EndCritical();
762  CSleep(1);
763  if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
764 
766  DrawMouseCursor();
767  }
768 
769  /* End of the critical part. */
770  if (_draw_mutex != NULL && !HasModalProgress()) {
771  _draw_mutex->SendSignal();
772  } else {
773  /* Oh, we didn't have threads, then just draw unthreaded */
774  CheckPaletteAnim();
775  DrawSurfaceToScreen();
776  }
777  }
778 
779  if (_draw_mutex != NULL) {
780  _draw_continue = false;
781  /* Sending signal if there is no thread blocked
782  * is very valid and results in noop */
783  _draw_mutex->SendSignal();
784  _draw_mutex->EndCritical();
785  _draw_thread->Join();
786 
787  delete _draw_mutex;
788  delete _draw_thread;
789 
790  _draw_mutex = NULL;
791  _draw_thread = NULL;
792  }
793 }
794 
796 {
797  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
798  bool ret = CreateMainSurface(w, h);
799  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
800  return ret;
801 }
802 
804 {
805  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
806  _fullscreen = fullscreen;
807  GetVideoModes(); // get the list of available video modes
808  bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
809 
810  if (!ret) {
811  /* switching resolution failed, put back full_screen to original status */
812  _fullscreen ^= true;
813  }
814 
815  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
816  return ret;
817 }
818 
820 {
821  return CreateMainSurface(_screen.width, _screen.height);
822 }
823 
825 {
826  if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
827 }
828 
830 {
831  if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
832 }
833 
834 #endif /* WITH_SDL */
const char * GetDriverParam(const char *const *parm, const char *name)
Get a string parameter the list of parameters.
Definition: driver.cpp:40
bool _networking
are we in networking mode?
Definition: network.cpp:56
uint32 _realtime_tick
The real time in the game.
Definition: debug.cpp:48
Point pos
logical mouse position
Definition: gfx_type.h:119
Information about the currently used palette.
Definition: gfx_type.h:309
, Comma
Definition: gfx_type.h:104
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:398
bool _right_button_down
Is right mouse button pressed?
Definition: gfx.cpp:41
Colour palette[256]
Current palette. Entry 0 has to be always fully transparent!
Definition: gfx_type.h:310
const char * Start(const char *const *param)
Start this driver.
Definition: sdl_v.cpp:621
void MainLoop()
Perform the actual drawing.
Definition: sdl_v.cpp:656
bool ChangeResolution(int w, int h)
Change the resolution of the window.
Definition: sdl_v.cpp:795
Cross-platform Mutex.
Definition: thread.h:56
= Equals
Definition: gfx_type.h:99
Base of the SDL video driver.
Dimension _cur_resolution
The current resolution.
Definition: driver.cpp:24
static volatile bool _draw_continue
Should we keep continue drawing?
Definition: sdl_v.cpp:44
int _num_resolutions
The number of resolutions.
Definition: driver.cpp:22
#define lastof(x)
Get the last element of an fixed size array.
Definition: depend.cpp:50
No palette animation.
Definition: base.hpp:52
How all blitters should look like.
Definition: base.hpp:30
Subdirectory for all base data (base sets, intro game)
Definition: fileio_type.h:118
static T max(const T a, const T b)
Returns the maximum of two values.
Definition: math_func.hpp:26
virtual void EndCritical(bool allow_recursive=false)=0
End of the critical section.
virtual void PostResize()
Post resize event.
Definition: base.hpp:203
Palette animation should be done by video backend (8bpp only!)
Definition: base.hpp:53
virtual void SendSignal()=0
Send a signal and wake the &#39;thread&#39; that was waiting for it.
bool _left_button_clicked
Is left mouse button clicked?
Definition: gfx.cpp:40
bool _ctrl_pressed
Is Ctrl pressed?
Definition: gfx.cpp:36
const char * SdlOpen(uint32 x)
Open the SDL library.
Definition: sdl.cpp:88
&#39; Single quote
Definition: gfx_type.h:103
bool _right_button_clicked
Is right mouse button clicked?
Definition: gfx.cpp:42
The blitter takes care of the palette animation.
Definition: base.hpp:54
char * FioFindFullPath(char *buf, const char *last, Subdirectory subdir, const char *filename)
Find a path to the filename in one of the search directories.
Definition: fileio.cpp:364
virtual void PaletteAnimate(const Palette &palette)=0
Called when the 8bpp palette is changed; you should redraw all pixels on the screen that are equal to...
bool _left_button_down
Is left mouse button pressed?
Definition: gfx.cpp:39
[ Left square bracket
Definition: gfx_type.h:100
] Right square bracket
Definition: gfx_type.h:102
bool ToggleFullscreen(bool fullscreen)
Change the full screen setting.
Definition: sdl_v.cpp:803
\ Backslash
Definition: gfx_type.h:101
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:90
int wheel
mouse wheel movement
Definition: gfx_type.h:121
bool UpdateCursorPosition(int x, int y, bool queued_warp)
Update cursor position on mouse movement.
Definition: gfx.cpp:1646
/ Forward slash
Definition: gfx_type.h:97
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition: gfx_type.h:306
static ThreadMutex * New()
Create a new mutex.
Definition: thread_none.cpp:32
void HandleKeypress(uint keycode, WChar key)
Handle keyboard input.
Definition: window.cpp:2625
byte _dirkeys
1 = left, 2 = up, 4 = right, 8 = down
Definition: gfx.cpp:32
static ThreadObject * _draw_thread
Thread used to &#39;draw&#39; to the screen, i.e.
Definition: sdl_v.cpp:40
void HandleMouseEvents()
Handle a mouse event from the video driver.
Definition: window.cpp:2922
#define lengthof(x)
Return the length of an fixed size array.
Definition: depend.cpp:42
PauseModeByte _pause_mode
The current pause mode.
Definition: gfx.cpp:48
static Blitter * GetCurrentBlitter()
Get the current active blitter (always set by calling SelectBlitter).
Definition: factory.hpp:147
int first_dirty
The first dirty element.
Definition: gfx_type.h:311
; Semicolon
Definition: gfx_type.h:98
Palette _cur_palette
Current palette.
Definition: gfx.cpp:49
bool _shift_pressed
Is Shift pressed?
Definition: gfx.cpp:37
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:39
static ThreadMutex * _draw_mutex
Mutex to keep the access to the shared memory controlled.
Definition: sdl_v.cpp:42
Dimension _resolutions[32]
List of resolutions.
Definition: driver.cpp:23
virtual Blitter::PaletteAnimation UsePaletteAnimation()=0
Check if the blitter uses palette animation at all.
static bool _draw_threaded
Whether the drawing is/may be done in a separate thread.
Definition: sdl_v.cpp:38
void HandleCtrlChanged()
State of CONTROL key has changed.
Definition: window.cpp:2682
virtual void Join()=0
Join this thread.
void Stop()
Stop this driver.
Definition: sdl_v.cpp:651
void ReleaseBlitterLock()
Release any lock(s) required to be held when changing blitters.
Definition: sdl_v.cpp:829
void NetworkDrawChatMessage()
Draw the chat message-box.
static Palette _local_palette
Local copy of the palette for use in the drawing thread.
Definition: win32_v.cpp:75
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:427
bool in_window
mouse inside this window, determines drawing logic
Definition: gfx_type.h:143
bool AfterBlitterChange()
Callback invoked after the blitter was changed.
Definition: sdl_v.cpp:819
virtual void WaitForSignal()=0
Wait for a signal to be send.
void AcquireBlitterLock()
Acquire any lock(s) required to be held when changing blitters.
Definition: sdl_v.cpp:824
void SdlClose(uint32 x)
Close the SDL library.
Definition: sdl.cpp:109
virtual uint8 GetScreenDepth()=0
Get the screen depth this blitter works for.
#define AS(ap_name, size_x, size_y, min_year, max_year, catchment, noise, maint_cost, ttdpatch_type, class_id, name, preview)
AirportSpec definition for airports with at least one depot.
int GetDriverParamInt(const char *const *parm, const char *name, int def)
Get an integer parameter the list of parameters.
Definition: driver.cpp:76
bool _rightclick_emulate
Whether right clicking is emulated.
Definition: driver.cpp:25
void GameSizeChanged()
Size of the application screen changed.
Definition: main_gui.cpp:591
. Period
Definition: gfx_type.h:105
virtual void BeginCritical(bool allow_recursive=false)=0
Begin the critical section.
void MakeDirty(int left, int top, int width, int height)
Mark a particular area dirty.
Definition: sdl_v.cpp:53
virtual bool Exit()=0
Exit this thread.
Factory for the SDL video driver.
Definition: sdl_v.h:48
int count_dirty
The number of dirty elements.
Definition: gfx_type.h:312
static T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition: math_func.hpp:232
uint32 WChar
Type for wide characters, i.e.
Definition: string_type.h:35
A Thread Object which works on all our supported OSes.
Definition: thread.h:24
static bool New(OTTDThreadFunc proc, void *param, ThreadObject **thread=NULL, const char *name=NULL)
Create a thread; proc will be called as first function inside the thread, with optional params...
Dimensions (a width and height) of a rectangle in 2D.
Full 8bpp support by OS and hardware.
Definition: gfx_type.h:319
static bool HasModalProgress()
Check if we are currently in a modal progress state.
Definition: progress.h:23
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1461
void UpdateWindows()
Update the continuously changing contents of the windows, such as the viewports.
Definition: window.cpp:3067