diff options
author | nikolas <nikolas@gnu.org> | 2019-09-19 11:18:50 -0400 |
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committer | Niels Martin Hansen <nielsm@indvikleren.dk> | 2019-09-19 17:18:50 +0200 |
commit | 2d27e8e6856cc7488842b01a271f57ae4bd07230 (patch) | |
tree | 036adc93e7a0ad9719e81a463bc6c8eade22ea8a /src/video | |
parent | b18a58d5e1ac0fe2382e14badf80394b7e5a07b3 (diff) | |
download | openttd-2d27e8e6856cc7488842b01a271f57ae4bd07230.tar.xz |
Add #6173: New SDL 2 based video and sound drivers (#7086)
Diffstat (limited to 'src/video')
-rw-r--r-- | src/video/sdl2_v.cpp | 830 | ||||
-rw-r--r-- | src/video/sdl2_v.h | 53 |
2 files changed, 883 insertions, 0 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp new file mode 100644 index 000000000..0bee44949 --- /dev/null +++ b/src/video/sdl2_v.cpp @@ -0,0 +1,830 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * 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. + * 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. + * 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/>. + */ + +/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */ + +#ifdef WITH_SDL2 + +#include "../stdafx.h" +#include "../openttd.h" +#include "../gfx_func.h" +#include "../rev.h" +#include "../blitter/factory.hpp" +#include "../network/network.h" +#include "../thread.h" +#include "../progress.h" +#include "../core/random_func.hpp" +#include "../core/math_func.hpp" +#include "../fileio_func.h" +#include "../framerate_type.h" +#include "sdl2_v.h" +#include <SDL.h> +#include <mutex> +#include <condition_variable> +#include <algorithm> + +#include "../safeguards.h" + +static FVideoDriver_SDL iFVideoDriver_SDL; + +static SDL_Window *_sdl_window; +static SDL_Surface *_sdl_surface; +static SDL_Surface *_sdl_realscreen; + +/** Whether the drawing is/may be done in a separate thread. */ +static bool _draw_threaded; +/** Mutex to keep the access to the shared memory controlled. */ +static std::recursive_mutex *_draw_mutex = nullptr; +/** Signal to draw the next frame. */ +static std::condition_variable_any *_draw_signal = nullptr; +/** Should we keep continue drawing? */ +static volatile bool _draw_continue; +static Palette _local_palette; +static SDL_Palette *_sdl_palette; + +#define MAX_DIRTY_RECTS 100 +static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS]; +static int _num_dirty_rects; + +/* Size of window */ +static int _window_size_w; +static int _window_size_h; + +void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height) +{ + if (_num_dirty_rects < MAX_DIRTY_RECTS) { + _dirty_rects[_num_dirty_rects].x = left; + _dirty_rects[_num_dirty_rects].y = top; + _dirty_rects[_num_dirty_rects].w = width; + _dirty_rects[_num_dirty_rects].h = height; + } + _num_dirty_rects++; +} + +static void UpdatePalette(bool init = false) +{ + SDL_Color pal[256]; + + for (int i = 0; i != _local_palette.count_dirty; i++) { + pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r; + pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g; + pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b; + pal[i].a = 0; + } + + SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty); + SDL_SetSurfacePalette(_sdl_surface, _sdl_palette); + + if (_sdl_surface != _sdl_realscreen && init) { + /* When using a shadow surface, also set our palette on the real screen. This lets SDL + * allocate as many colors (or approximations) as + * possible, instead of using only the default SDL + * palette. This allows us to get more colors exactly + * right and might allow using better approximations for + * other colors. + * + * Note that colors allocations are tried in-order, so + * this favors colors further up into the palette. Also + * note that if two colors from the same animation + * sequence are approximated using the same color, that + * animation will stop working. + * + * Since changing the system palette causes the colours + * to change right away, and allocations might + * drastically change, we can't use this for animation, + * since that could cause weird coloring between the + * palette change and the blitting below, so we only set + * the real palette during initialisation. + */ + SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette); + } + + if (_sdl_surface != _sdl_realscreen && !init) { + /* We're not using real hardware palette, but are letting SDL + * approximate the palette during shadow -> screen copy. To + * change the palette, we need to recopy the entire screen. + * + * Note that this operation can slow down the rendering + * considerably, especially since changing the shadow + * palette will need the next blit to re-detect the + * best mapping of shadow palette colors to real palette + * colors from scratch. + */ + SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); + SDL_UpdateWindowSurface(_sdl_window); + } +} + +static void InitPalette() +{ + _local_palette = _cur_palette; + _local_palette.first_dirty = 0; + _local_palette.count_dirty = 256; + UpdatePalette(true); +} + +static void CheckPaletteAnim() +{ + if (_cur_palette.count_dirty != 0) { + Blitter *blitter = BlitterFactory::GetCurrentBlitter(); + + switch (blitter->UsePaletteAnimation()) { + case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND: + UpdatePalette(); + break; + + case Blitter::PALETTE_ANIMATION_BLITTER: + blitter->PaletteAnimate(_local_palette); + break; + + case Blitter::PALETTE_ANIMATION_NONE: + break; + + default: + NOT_REACHED(); + } + _cur_palette.count_dirty = 0; + } +} + +static void DrawSurfaceToScreen() +{ + PerformanceMeasurer framerate(PFE_VIDEO); + + int n = _num_dirty_rects; + if (n == 0) return; + + _num_dirty_rects = 0; + + if (n > MAX_DIRTY_RECTS) { + if (_sdl_surface != _sdl_realscreen) { + SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); + } + + SDL_UpdateWindowSurface(_sdl_window); + } else { + if (_sdl_surface != _sdl_realscreen) { + for (int i = 0; i < n; i++) { + SDL_BlitSurface( + _sdl_surface, &_dirty_rects[i], + _sdl_realscreen, &_dirty_rects[i]); + } + } + + SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n); + } +} + +static void DrawSurfaceToScreenThread() +{ + /* First tell the main thread we're started */ + std::unique_lock<std::recursive_mutex> lock(*_draw_mutex); + _draw_signal->notify_one(); + + /* Now wait for the first thing to draw! */ + _draw_signal->wait(*_draw_mutex); + + while (_draw_continue) { + CheckPaletteAnim(); + /* Then just draw and wait till we stop */ + DrawSurfaceToScreen(); + _draw_signal->wait(lock); + } +} + +static void GetVideoModes() +{ + int modes = SDL_GetNumDisplayModes(0); + if (modes == 0) usererror("sdl: no modes available"); + + _resolutions.clear(); + + SDL_DisplayMode mode; + for (int i = 0; i < modes; i++) { + SDL_GetDisplayMode(0, i, &mode); + + uint w = mode.w; + uint h = mode.h; + + if (w < 640 || h < 480) continue; // reject too small resolutions + + if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue; + _resolutions.emplace_back(w, h); + } + if (_resolutions.empty()) usererror("No usable screen resolutions found!\n"); + SortResolutions(); +} + +static void GetAvailableVideoMode(uint *w, uint *h) +{ + /* All modes available? */ + if (!_fullscreen || _resolutions.empty()) return; + + /* Is the wanted mode among the available modes? */ + if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return; + + /* Use the closest possible resolution */ + uint best = 0; + uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h); + for (uint i = 1; i != _resolutions.size(); ++i) { + uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h); + if (newdelta < delta) { + best = i; + delta = newdelta; + } + } + *w = _resolutions[best].width; + *h = _resolutions[best].height; +} + +bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize) +{ + SDL_Surface *newscreen; + char caption[50]; + int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); + + GetAvailableVideoMode(&w, &h); + + DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp); + + if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals"); + + /* Free any previously allocated shadow surface */ + if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface); + + seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision); + + if (_sdl_window == nullptr) { + Uint32 flags = SDL_WINDOW_SHOWN; + + if (_fullscreen) { + flags |= SDL_WINDOW_FULLSCREEN; + } else { + flags |= SDL_WINDOW_RESIZABLE; + } + + _sdl_window = SDL_CreateWindow( + caption, + SDL_WINDOWPOS_UNDEFINED, + SDL_WINDOWPOS_UNDEFINED, + w, h, + flags); + + if (_sdl_window == nullptr) { + DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on"); + return false; + } + + char icon_path[MAX_PATH]; + if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != nullptr) { + /* Give the application an icon */ + SDL_Surface *icon = SDL_LoadBMP(icon_path); + if (icon != nullptr) { + /* Get the colourkey, which will be magenta */ + uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255); + + SDL_SetColorKey(icon, SDL_TRUE, rgbmap); + SDL_SetWindowIcon(_sdl_window, icon); + SDL_FreeSurface(icon); + } + } + } + + if (resize) SDL_SetWindowSize(_sdl_window, w, h); + + newscreen = SDL_GetWindowSurface(_sdl_window); + if (newscreen == NULL) { + DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError()); + return false; + } + + _sdl_realscreen = newscreen; + + if (bpp == 8) { + newscreen = SDL_CreateRGBSurfaceWithFormat(0, w, h, 8, SDL_PIXELFORMAT_INDEX8); + + if (newscreen == nullptr) { + DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError()); + return false; + } + } + + if (_sdl_palette == nullptr) { + _sdl_palette = SDL_AllocPalette(256); + } + + if (_sdl_palette == nullptr) { + DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError()); + return false; + } + + /* Delay drawing for this cycle; the next cycle will redraw the whole screen */ + _num_dirty_rects = 0; + + _screen.width = newscreen->w; + _screen.height = newscreen->h; + _screen.pitch = newscreen->pitch / (bpp / 8); + _screen.dst_ptr = newscreen->pixels; + _sdl_surface = newscreen; + + /* When in full screen, we will always have the mouse cursor + * within the window, even though SDL does not give us the + * appropriate event to know this. */ + if (_fullscreen) _cursor.in_window = true; + + Blitter *blitter = BlitterFactory::GetCurrentBlitter(); + blitter->PostResize(); + + InitPalette(); + + GameSizeChanged(); + + return true; +} + +bool VideoDriver_SDL::ClaimMousePointer() +{ + SDL_ShowCursor(0); + return true; +} + +struct VkMapping { + SDL_Keycode vk_from; + byte vk_count; + byte map_to; +}; + +#define AS(x, z) {x, 0, z} +#define AM(x, y, z, w) {x, (byte)(y - x), z} + +static const VkMapping _vk_mapping[] = { + /* Pageup stuff + up/down */ + AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN), + AS(SDLK_UP, WKC_UP), + AS(SDLK_DOWN, WKC_DOWN), + AS(SDLK_LEFT, WKC_LEFT), + AS(SDLK_RIGHT, WKC_RIGHT), + + AS(SDLK_HOME, WKC_HOME), + AS(SDLK_END, WKC_END), + + AS(SDLK_INSERT, WKC_INSERT), + AS(SDLK_DELETE, WKC_DELETE), + + /* Map letters & digits */ + AM(SDLK_a, SDLK_z, 'A', 'Z'), + AM(SDLK_0, SDLK_9, '0', '9'), + + AS(SDLK_ESCAPE, WKC_ESC), + AS(SDLK_PAUSE, WKC_PAUSE), + AS(SDLK_BACKSPACE, WKC_BACKSPACE), + + AS(SDLK_SPACE, WKC_SPACE), + AS(SDLK_RETURN, WKC_RETURN), + AS(SDLK_TAB, WKC_TAB), + + /* Function keys */ + AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12), + + /* Numeric part. */ + AM(SDLK_KP_0, SDLK_KP_9, '0', '9'), + AS(SDLK_KP_DIVIDE, WKC_NUM_DIV), + AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL), + AS(SDLK_KP_MINUS, WKC_NUM_MINUS), + AS(SDLK_KP_PLUS, WKC_NUM_PLUS), + AS(SDLK_KP_ENTER, WKC_NUM_ENTER), + AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL), + + /* Other non-letter keys */ + AS(SDLK_SLASH, WKC_SLASH), + AS(SDLK_SEMICOLON, WKC_SEMICOLON), + AS(SDLK_EQUALS, WKC_EQUALS), + AS(SDLK_LEFTBRACKET, WKC_L_BRACKET), + AS(SDLK_BACKSLASH, WKC_BACKSLASH), + AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET), + + AS(SDLK_QUOTE, WKC_SINGLEQUOTE), + AS(SDLK_COMMA, WKC_COMMA), + AS(SDLK_MINUS, WKC_MINUS), + AS(SDLK_PERIOD, WKC_PERIOD) +}; + +static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character) +{ + const VkMapping *map; + uint key = 0; + + for (map = _vk_mapping; map != endof(_vk_mapping); ++map) { + if ((uint)(sym->sym - map->vk_from) <= map->vk_count) { + key = sym->sym - map->vk_from + map->map_to; + break; + } + } + + /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */ +#if defined(_WIN32) || defined(__OS2__) + if (sym->scancode == 41) key = WKC_BACKQUOTE; +#elif defined(__APPLE__) + if (sym->scancode == 10) key = WKC_BACKQUOTE; +#elif defined(__SVR4) && defined(__sun) + if (sym->scancode == 60) key = WKC_BACKQUOTE; + if (sym->scancode == 49) key = WKC_BACKSPACE; +#elif defined(__sgi__) + if (sym->scancode == 22) key = WKC_BACKQUOTE; +#else + if (sym->scancode == 49) key = WKC_BACKQUOTE; +#endif + + /* META are the command keys on mac */ + if (sym->mod & KMOD_GUI) key |= WKC_META; + if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT; + if (sym->mod & KMOD_CTRL) key |= WKC_CTRL; + if (sym->mod & KMOD_ALT) key |= WKC_ALT; + + /* The mod keys have no character. Prevent '?' */ + if (sym->mod & KMOD_GUI || + sym->mod & KMOD_SHIFT || + sym->mod & KMOD_CTRL || + sym->mod & KMOD_ALT) { + *character = WKC_NONE; + } else { + *character = sym->sym; + } + + return key; +} + +/** + * Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input + * instead of an SDL_Keysym. + */ +static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc) +{ + const VkMapping *map; + uint key = 0; + + for (map = _vk_mapping; map != endof(_vk_mapping); ++map) { + if ((uint)(kc - map->vk_from) <= map->vk_count) { + key = kc - map->vk_from + map->map_to; + break; + } + } + + /* check scancode for BACKQUOTE key, because we want the key left + of "1", not anything else (on non-US keyboards) */ + SDL_Scancode sc = SDL_GetScancodeFromKey(kc); + if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE; + + return key; +} + +int VideoDriver_SDL::PollEvent() +{ + SDL_Event ev; + + if (!SDL_PollEvent(&ev)) return -2; + + switch (ev.type) { + case SDL_MOUSEMOTION: + if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) { + SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y); + } + HandleMouseEvents(); + break; + + case SDL_MOUSEWHEEL: + if (ev.wheel.y > 0) { + _cursor.wheel--; + } else if (ev.wheel.y < 0) { + _cursor.wheel++; + } + break; + + case SDL_MOUSEBUTTONDOWN: + if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) { + ev.button.button = SDL_BUTTON_RIGHT; + } + + switch (ev.button.button) { + case SDL_BUTTON_LEFT: + _left_button_down = true; + break; + + case SDL_BUTTON_RIGHT: + _right_button_down = true; + _right_button_clicked = true; + break; + + default: break; + } + HandleMouseEvents(); + break; + + case SDL_MOUSEBUTTONUP: + if (_rightclick_emulate) { + _right_button_down = false; + _left_button_down = false; + _left_button_clicked = false; + } else if (ev.button.button == SDL_BUTTON_LEFT) { + _left_button_down = false; + _left_button_clicked = false; + } else if (ev.button.button == SDL_BUTTON_RIGHT) { + _right_button_down = false; + } + HandleMouseEvents(); + break; + + case SDL_QUIT: + HandleExitGameRequest(); + break; + + case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F + if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) && + (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) { + if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen); + } else { + WChar character; + + uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character); + // Only handle non-text keys here. Text is handled in + // SDL_TEXTINPUT below. + if (keycode == WKC_DELETE || + keycode == WKC_NUM_ENTER || + keycode == WKC_LEFT || + keycode == WKC_RIGHT || + keycode & WKC_META || + keycode & WKC_SHIFT || + keycode & WKC_CTRL || + keycode & WKC_ALT || + (keycode >= WKC_F1 && keycode <= WKC_F12) || + !IsValidChar(character, CS_ALPHANUMERAL)) { + HandleKeypress(keycode, character); + } + } + break; + + case SDL_TEXTINPUT: { + WChar character; + SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text); + uint keycode = ConvertSdlKeycodeIntoMy(kc); + + Utf8Decode(&character, ev.text.text); + HandleKeypress(keycode, character); + break; + } + case SDL_WINDOWEVENT: { + if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) { + // Force a redraw of the entire screen. + _num_dirty_rects = MAX_DIRTY_RECTS + 1; + } else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { + int w = max(ev.window.data1, 64); + int h = max(ev.window.data2, 64); + CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2); + } else if (ev.window.event == SDL_WINDOWEVENT_ENTER) { + // mouse entered the window, enable cursor + _cursor.in_window = true; + } else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) { + // mouse left the window, undraw cursor + UndrawMouseCursor(); + _cursor.in_window = false; + } + break; + } + } + return -1; +} + +const char *VideoDriver_SDL::Start(const char * const *parm) +{ + /* Explicitly disable hardware acceleration. Enabling this causes + * UpdateWindowSurface() to update the window's texture instead of + * its surface. */ + SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION , "0"); + + /* Just on the offchance the audio subsystem started before the video system, + * check whether any part of SDL has been initialised before getting here. + * Slightly duplicated with sound/sdl_s.cpp */ + int ret_code = 0; + if (SDL_WasInit(SDL_INIT_VIDEO) == 0) { + ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO); + } + if (ret_code < 0) return SDL_GetError(); + + GetVideoModes(); + if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) { + return SDL_GetError(); + } + + const char *dname = SDL_GetVideoDriver(0); + DEBUG(driver, 1, "SDL2: using driver '%s'", dname); + + MarkWholeScreenDirty(); + + _draw_threaded = GetDriverParam(parm, "no_threads") == nullptr && GetDriverParam(parm, "no_thread") == nullptr; + + return nullptr; +} + +void VideoDriver_SDL::Stop() +{ + SDL_QuitSubSystem(SDL_INIT_VIDEO); + if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) { + SDL_Quit(); // If there's nothing left, quit SDL + } +} + +void VideoDriver_SDL::MainLoop() +{ + uint32 cur_ticks = SDL_GetTicks(); + uint32 last_cur_ticks = cur_ticks; + uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; + uint32 mod; + int numkeys; + const Uint8 *keys; + + CheckPaletteAnim(); + + std::thread draw_thread; + std::unique_lock<std::recursive_mutex> draw_lock; + if (_draw_threaded) { + /* Initialise the mutex first, because that's the thing we *need* + * directly in the newly created thread. */ + _draw_mutex = new std::recursive_mutex(); + if (_draw_mutex == nullptr) { + _draw_threaded = false; + } else { + draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex); + _draw_signal = new std::condition_variable_any(); + _draw_continue = true; + + _draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread); + + /* Free the mutex if we won't be able to use it. */ + if (!_draw_threaded) { + draw_lock.unlock(); + draw_lock.release(); + delete _draw_mutex; + delete _draw_signal; + _draw_mutex = nullptr; + _draw_signal = nullptr; + } else { + /* Wait till the draw mutex has started itself. */ + _draw_signal->wait(*_draw_mutex); + } + } + } + + DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no "); + + for (;;) { + uint32 prev_cur_ticks = cur_ticks; // to check for wrapping + InteractiveRandom(); // randomness + + while (PollEvent() == -1) {} + if (_exit_game) break; + + mod = SDL_GetModState(); + keys = SDL_GetKeyboardState(&numkeys); + +#if defined(_DEBUG) + if (_shift_pressed) +#else + /* Speedup when pressing tab, except when using ALT+TAB + * to switch to another application */ + if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0) +#endif /* defined(_DEBUG) */ + { + if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; + } else if (_fast_forward & 2) { + _fast_forward = 0; + } + + cur_ticks = SDL_GetTicks(); + if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) { + _realtime_tick += cur_ticks - last_cur_ticks; + last_cur_ticks = cur_ticks; + next_tick = cur_ticks + MILLISECONDS_PER_TICK; + + bool old_ctrl_pressed = _ctrl_pressed; + + _ctrl_pressed = !!(mod & KMOD_CTRL); + _shift_pressed = !!(mod & KMOD_SHIFT); + + /* determine which directional keys are down */ + _dirkeys = + (keys[SDL_SCANCODE_LEFT] ? 1 : 0) | + (keys[SDL_SCANCODE_UP] ? 2 : 0) | + (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) | + (keys[SDL_SCANCODE_DOWN] ? 8 : 0); + if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); + + /* The gameloop is the part that can run asynchronously. The rest + * except sleeping can't. */ + if (_draw_mutex != nullptr) draw_lock.unlock(); + + GameLoop(); + + if (_draw_mutex != nullptr) draw_lock.lock(); + + UpdateWindows(); + _local_palette = _cur_palette; + } else { + /* Release the thread while sleeping */ + if (_draw_mutex != nullptr) draw_lock.unlock(); + CSleep(1); + if (_draw_mutex != nullptr) draw_lock.lock(); + + NetworkDrawChatMessage(); + DrawMouseCursor(); + } + + /* End of the critical part. */ + if (_draw_mutex != nullptr && !HasModalProgress()) { + _draw_signal->notify_one(); + } else { + /* Oh, we didn't have threads, then just draw unthreaded */ + CheckPaletteAnim(); + DrawSurfaceToScreen(); + } + } + + if (_draw_mutex != nullptr) { + _draw_continue = false; + /* Sending signal if there is no thread blocked + * is very valid and results in noop */ + _draw_signal->notify_one(); + if (draw_lock.owns_lock()) draw_lock.unlock(); + draw_lock.release(); + draw_thread.join(); + + delete _draw_mutex; + delete _draw_signal; + + _draw_mutex = nullptr; + _draw_signal = nullptr; + } +} + +bool VideoDriver_SDL::ChangeResolution(int w, int h) +{ + std::unique_lock<std::recursive_mutex> lock; + if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex); + + return CreateMainSurface(w, h, true); +} + +bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) +{ + std::unique_lock<std::recursive_mutex> lock; + if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex); + + /* Remember current window size */ + if (fullscreen) { + SDL_GetWindowSize(_sdl_window, &_window_size_w, &_window_size_h); + + /* Find fullscreen window size */ + SDL_DisplayMode dm; + if (SDL_GetCurrentDisplayMode(0, &dm) < 0) { + DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError()); + } else { + SDL_SetWindowSize(_sdl_window, dm.w, dm.h); + } + } + + DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed"); + int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0); + if (ret == 0) { + /* Switching resolution succeeded, set fullscreen value of window. */ + _fullscreen = fullscreen; + if (!fullscreen) SDL_SetWindowSize(_sdl_window, _window_size_w, _window_size_h); + } else { + DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError()); + } + + return ret == 0; +} + +bool VideoDriver_SDL::AfterBlitterChange() +{ + int w, h; + SDL_GetWindowSize(_sdl_window, &w, &h); + return CreateMainSurface(w, h, false); +} + +void VideoDriver_SDL::AcquireBlitterLock() +{ + if (_draw_mutex != nullptr) _draw_mutex->lock(); +} + +void VideoDriver_SDL::ReleaseBlitterLock() +{ + if (_draw_mutex != nullptr) _draw_mutex->unlock(); +} + +#endif /* WITH_SDL2 */ diff --git a/src/video/sdl2_v.h b/src/video/sdl2_v.h new file mode 100644 index 000000000..ba7e322ed --- /dev/null +++ b/src/video/sdl2_v.h @@ -0,0 +1,53 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * 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. + * 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. + * 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/>. + */ + +/** @file sdl2_v.h Base of the SDL2 video driver. */ + +#ifndef VIDEO_SDL_H +#define VIDEO_SDL_H + +#include "video_driver.hpp" + +/** The SDL video driver. */ +class VideoDriver_SDL : public VideoDriver { +public: + const char *Start(const char * const *param) override; + + void Stop() override; + + void MakeDirty(int left, int top, int width, int height) override; + + void MainLoop() override; + + bool ChangeResolution(int w, int h) override; + + bool ToggleFullscreen(bool fullscreen) override; + + bool AfterBlitterChange() override; + + void AcquireBlitterLock() override; + + void ReleaseBlitterLock() override; + + bool ClaimMousePointer() override; + + const char *GetName() const override { return "sdl"; } +private: + int PollEvent(); + bool CreateMainSurface(uint w, uint h, bool resize); +}; + +/** Factory for the SDL video driver. */ +class FVideoDriver_SDL : public DriverFactoryBase { +public: + FVideoDriver_SDL() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {} + Driver *CreateInstance() const override { return new VideoDriver_SDL(); } +}; + +#endif /* VIDEO_SDL_H */ |