/*
* 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 .
*/
/** @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 "../window_func.h"
#include "sdl2_v.h"
#include
#include
#include
#ifdef __EMSCRIPTEN__
# include
# include
#endif
#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;
#ifdef __EMSCRIPTEN__
/** Whether we just had a window-enter event. */
static bool _cursor_new_in_window = false;
#endif
#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 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 | SDL_WINDOW_RESIZABLE;
if (_fullscreen) {
flags |= SDL_WINDOW_FULLSCREEN;
}
_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;
}
std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
if (!icon_path.empty()) {
/* Give the application an icon */
SDL_Surface *icon = SDL_LoadBMP(icon_path.c_str());
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_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
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);
#ifdef __EMSCRIPTEN__
SDL_SetRelativeMouseMode(SDL_TRUE);
#endif
return true;
}
/**
* This is called to indicate that an edit box has gained focus, text input mode should be enabled.
*/
void VideoDriver_SDL::EditBoxGainedFocus()
{
if (!this->edit_box_focused) {
SDL_StartTextInput();
this->edit_box_focused = true;
}
}
/**
* This is called to indicate that an edit box has lost focus, text input mode should be disabled.
*/
void VideoDriver_SDL::EditBoxLostFocus()
{
if (this->edit_box_focused) {
SDL_StopTextInput();
this->edit_box_focused = false;
}
}
struct VkMapping {
SDL_Keycode vk_from;
byte vk_count;
byte map_to;
bool unprintable;
};
#define AS(x, z) {x, 0, z, false}
#define AM(x, y, z, w) {x, (byte)(y - x), z, false}
#define AS_UP(x, z) {x, 0, z, true}
#define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}
static const VkMapping _vk_mapping[] = {
/* Pageup stuff + up/down */
AS_UP(SDLK_PAGEUP, WKC_PAGEUP),
AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
AS_UP(SDLK_UP, WKC_UP),
AS_UP(SDLK_DOWN, WKC_DOWN),
AS_UP(SDLK_LEFT, WKC_LEFT),
AS_UP(SDLK_RIGHT, WKC_RIGHT),
AS_UP(SDLK_HOME, WKC_HOME),
AS_UP(SDLK_END, WKC_END),
AS_UP(SDLK_INSERT, WKC_INSERT),
AS_UP(SDLK_DELETE, WKC_DELETE),
/* Map letters & digits */
AM(SDLK_a, SDLK_z, 'A', 'Z'),
AM(SDLK_0, SDLK_9, '0', '9'),
AS_UP(SDLK_ESCAPE, WKC_ESC),
AS_UP(SDLK_PAUSE, WKC_PAUSE),
AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),
AS(SDLK_SPACE, WKC_SPACE),
AS(SDLK_RETURN, WKC_RETURN),
AS(SDLK_TAB, WKC_TAB),
/* Function keys */
AM_UP(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;
bool unprintable = false;
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;
unprintable = map->unprintable;
break;
}
}
/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
/* 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_CTRL ||
sym->mod & KMOD_ALT ||
unprintable) {
*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:
#ifdef __EMSCRIPTEN__
if (_cursor_new_in_window) {
/* The cursor just moved into the window; this means we don't
* know the absolutely position yet to move relative from.
* Before this time, SDL didn't know it either, and this is
* why we postpone it till now. Update the absolute position
* for this once, and work relative after. */
_cursor.pos.x = ev.motion.x;
_cursor.pos.y = ev.motion.y;
_cursor.dirty = true;
_cursor_new_in_window = false;
SDL_SetRelativeMouseMode(SDL_TRUE);
} else {
_cursor.UpdateCursorPositionRelative(ev.motion.xrel, ev.motion.yrel);
}
#else
if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
}
#endif
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 (!this->edit_box_focused ||
keycode == WKC_DELETE ||
keycode == WKC_NUM_ENTER ||
keycode == WKC_LEFT ||
keycode == WKC_RIGHT ||
keycode == WKC_UP ||
keycode == WKC_DOWN ||
keycode == WKC_HOME ||
keycode == WKC_END ||
keycode & WKC_META ||
keycode & WKC_CTRL ||
keycode & WKC_ALT ||
(keycode >= WKC_F1 && keycode <= WKC_F12) ||
!IsValidChar(character, CS_ALPHANUMERAL)) {
HandleKeypress(keycode, character);
}
}
break;
case SDL_TEXTINPUT: {
if (!this->edit_box_focused) break;
SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
uint keycode = ConvertSdlKeycodeIntoMy(kc);
if (keycode == WKC_BACKQUOTE && FocusedWindowIsConsole()) {
WChar character;
Utf8Decode(&character, ev.text.text);
HandleKeypress(keycode, character);
} else {
HandleTextInput(ev.text.text);
}
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 = std::max(ev.window.data1, 64);
int h = std::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;
#ifdef __EMSCRIPTEN__
/* Disable relative mouse mode for the first mouse motion,
* so we can pick up the absolutely position again. */
_cursor_new_in_window = true;
SDL_SetRelativeMouseMode(SDL_FALSE);
#endif
} 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 StringList &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");
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
/* 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_GetCurrentVideoDriver();
DEBUG(driver, 1, "SDL2: using driver '%s'", dname);
MarkWholeScreenDirty();
_draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
SDL_StopTextInput();
this->edit_box_focused = false;
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::LoopOnce()
{
uint32 mod;
int numkeys;
const Uint8 *keys;
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
InteractiveRandom(); // randomness
while (PollEvent() == -1) {}
if (_exit_game) {
#ifdef __EMSCRIPTEN__
/* Emscripten is event-driven, and as such the main loop is inside
* the browser. So if _exit_game goes true, the main loop ends (the
* cancel call), but we still have to call the cleanup that is
* normally done at the end of the main loop for non-Emscripten.
* After that, Emscripten just halts, and the HTML shows a nice
* "bye, see you next time" message. */
emscripten_cancel_main_loop();
MainLoopCleanup();
#endif
return;
}
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);
draw_lock.lock();
} else {
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
CSleep(1);
#endif
}
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();
}
}
void VideoDriver_SDL::MainLoop()
{
cur_ticks = SDL_GetTicks();
last_cur_ticks = cur_ticks;
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
CheckPaletteAnim();
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(*_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 ");
#ifdef __EMSCRIPTEN__
/* Run the main loop event-driven, based on RequestAnimationFrame. */
emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
#else
while (!_exit_game) {
LoopOnce();
}
MainLoopCleanup();
#endif
}
void VideoDriver_SDL::MainLoopCleanup()
{
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;
}
#ifdef __EMSCRIPTEN__
emscripten_exit_pointerlock();
/* In effect, the game ends here. As emscripten_set_main_loop() caused
* the stack to be unwound, the code after MainLoop() in
* openttd_main() is never executed. */
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
EM_ASM(if (window["openttd_exit"]) openttd_exit());
#endif
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
std::unique_lock lock;
if (_draw_mutex != nullptr) lock = std::unique_lock(*_draw_mutex);
return CreateMainSurface(w, h, true);
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
std::unique_lock lock;
if (_draw_mutex != nullptr) lock = std::unique_lock(*_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 */