/* $Id$ */ #include "../stdafx.h" #ifdef WITH_SDL #include "../openttd.h" #include "../debug.h" #include "../gfx_func.h" #include "../sdl.h" #include "../variables.h" #include "../blitter/factory.hpp" #include "../network/network.h" #include "../core/math_func.hpp" #include "../core/random_func.hpp" #include "sdl_v.h" #include <SDL.h> static FVideoDriver_SDL iFVideoDriver_SDL; static SDL_Surface *_sdl_screen; static bool _all_modes; #define MAX_DIRTY_RECTS 100 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS]; static int _num_dirty_rects; 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(uint start, uint count) { SDL_Color pal[256]; uint i; for (i = 0; i != count; i++) { pal[i].r = _cur_palette[start + i].r; pal[i].g = _cur_palette[start + i].g; pal[i].b = _cur_palette[start + i].b; pal[i].unused = 0; } SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count); } static void InitPalette() { UpdatePalette(0, 256); } static void CheckPaletteAnim() { if (_pal_count_dirty != 0) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); switch (blitter->UsePaletteAnimation()) { case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND: UpdatePalette(_pal_first_dirty, _pal_count_dirty); break; case Blitter::PALETTE_ANIMATION_BLITTER: blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty); break; case Blitter::PALETTE_ANIMATION_NONE: break; default: NOT_REACHED(); } _pal_count_dirty = 0; } } static void DrawSurfaceToScreen() { int n = _num_dirty_rects; if (n != 0) { _num_dirty_rects = 0; if (n > MAX_DIRTY_RECTS) SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0); else SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects); } } static const uint16 default_resolutions[][2] = { { 640, 480}, { 800, 600}, {1024, 768}, {1152, 864}, {1280, 800}, {1280, 960}, {1280, 1024}, {1400, 1050}, {1600, 1200}, {1680, 1050}, {1920, 1200} }; static void GetVideoModes() { int i; SDL_Rect **modes; modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE + (_fullscreen ? SDL_FULLSCREEN : 0)); if (modes == NULL) error("sdl: no modes available"); _all_modes = (modes == (void*)-1); if (_all_modes) { // all modes available, put some default ones here memcpy(_resolutions, default_resolutions, sizeof(default_resolutions)); _num_resolutions = lengthof(default_resolutions); } else { int n = 0; for (i = 0; modes[i]; i++) { int w = modes[i]->w; int h = modes[i]->h; if (IsInsideMM(w, 640, MAX_SCREEN_WIDTH + 1) && IsInsideMM(h, 480, MAX_SCREEN_HEIGHT + 1)) { int j; for (j = 0; j < n; j++) { if (_resolutions[j][0] == w && _resolutions[j][1] == h) break; } if (j == n) { _resolutions[j][0] = w; _resolutions[j][1] = h; if (++n == lengthof(_resolutions)) break; } } } _num_resolutions = n; SortResolutions(_num_resolutions); } } static void GetAvailableVideoMode(int *w, int *h) { int i; int best; uint delta; // all modes available? if (_all_modes) return; // is the wanted mode among the available modes? for (i = 0; i != _num_resolutions; i++) { if (*w == _resolutions[i][0] && *h == _resolutions[i][1]) return; } // use the closest possible resolution best = 0; delta = abs((_resolutions[0][0] - *w) * (_resolutions[0][1] - *h)); for (i = 1; i != _num_resolutions; ++i) { uint newdelta = abs((_resolutions[i][0] - *w) * (_resolutions[i][1] - *h)); if (newdelta < delta) { best = i; delta = newdelta; } } *w = _resolutions[best][0]; *h = _resolutions[best][1]; } #ifndef ICON_DIR #define ICON_DIR "media" #endif #ifdef WIN32 /* Let's redefine the LoadBMP macro with because we are dynamically * loading SDL and need to 'SDL_CALL' all functions */ #undef SDL_LoadBMP #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1) #endif static bool CreateMainSurface(int w, int h) { extern const char _openttd_revision[]; SDL_Surface *newscreen, *icon; char caption[50]; int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth(); GetAvailableVideoMode(&w, &h); DEBUG(driver, 1, "SDL: using mode %dx%dx%d", w, h, bpp); if (bpp == 0) error("Can't use a blitter that blits 0 bpp for normal visuals"); /* Give the application an icon */ icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp"); if (icon != NULL) { /* Get the colourkey, which will be magenta */ uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255); SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap); SDL_CALL SDL_WM_SetIcon(icon, NULL); SDL_CALL SDL_FreeSurface(icon); } // DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE)); if (newscreen == NULL) return false; _screen.width = newscreen->w; _screen.height = newscreen->h; _screen.pitch = newscreen->pitch / (bpp / 8); _sdl_screen = newscreen; InitPalette(); snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision); SDL_CALL SDL_WM_SetCaption(caption, caption); SDL_CALL SDL_ShowCursor(0); GameSizeChanged(); return true; } struct VkMapping { uint16 vk_from; byte vk_count; byte map_to; }; #define AS(x, z) {x, 0, z} #define AM(x, y, z, w) {x, 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_KP0, SDLK_KP9, WKC_NUM_0, WKC_NUM_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 uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym) { 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(__MORPHOS__) if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :) #elif defined(__BEOS__) if (sym->scancode == 17) 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_META) 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; // these two lines really help porting hotkey combos. Uncomment to use -- Bjarni #if 0 DEBUG(driver, 0, "Scancode character pressed %u", sym->scancode); DEBUG(driver, 0, "Unicode character pressed %u", sym->unicode); #endif return (key << 16) + sym->unicode; } static int PollEvent() { SDL_Event ev; if (!SDL_CALL SDL_PollEvent(&ev)) return -2; switch (ev.type) { case SDL_MOUSEMOTION: if (_cursor.fix_at) { int dx = ev.motion.x - _cursor.pos.x; int dy = ev.motion.y - _cursor.pos.y; if (dx != 0 || dy != 0) { _cursor.delta.x += dx; _cursor.delta.y += dy; SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y); } } else { _cursor.delta.x = ev.motion.x - _cursor.pos.x; _cursor.delta.y = ev.motion.y - _cursor.pos.y; _cursor.pos.x = ev.motion.x; _cursor.pos.y = ev.motion.y; _cursor.dirty = true; } HandleMouseEvents(); break; case SDL_MOUSEBUTTONDOWN: if (_rightclick_emulate && SDL_CALL 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; case SDL_BUTTON_WHEELUP: _cursor.wheel--; break; case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; 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_ACTIVEEVENT: if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break; if (ev.active.gain) { // mouse entered the window, enable cursor _cursor.in_window = true; } else { UndrawMouseCursor(); // mouse left the window, undraw cursor _cursor.in_window = false; } break; case SDL_QUIT: HandleExitGameRequest(); break; case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */ if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) && (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) { ToggleFullScreen(!_fullscreen); } else { HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym)); } break; case SDL_VIDEORESIZE: { int w = Clamp(ev.resize.w, 64, MAX_SCREEN_WIDTH); int h = Clamp(ev.resize.h, 64, MAX_SCREEN_HEIGHT); ChangeResInGame(w, h); break; } } return -1; } const char *VideoDriver_SDL::Start(const char * const *parm) { char buf[30]; const char *s = SdlOpen(SDL_INIT_VIDEO); if (s != NULL) return s; SDL_CALL SDL_VideoDriverName(buf, 30); DEBUG(driver, 1, "SDL: using driver '%s'", buf); GetVideoModes(); CreateMainSurface(_cur_resolution[0], _cur_resolution[1]); MarkWholeScreenDirty(); SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_CALL SDL_EnableUNICODE(1); return NULL; } void VideoDriver_SDL::Stop() { SdlClose(SDL_INIT_VIDEO); } void VideoDriver_SDL::MainLoop() { uint32 cur_ticks = SDL_CALL SDL_GetTicks(); uint32 last_cur_ticks = cur_ticks; uint32 next_tick = cur_ticks + 30; uint32 pal_tick = 0; uint32 mod; int numkeys; Uint8 *keys; for (;;) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness while (PollEvent() == -1) {} if (_exit_game) return; mod = SDL_CALL SDL_GetModState(); keys = SDL_CALL SDL_GetKeyState(&numkeys); #if defined(_DEBUG) if (_shift_pressed) #else /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application */ if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0) #endif { if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; } else if (_fast_forward & 2) { _fast_forward = 0; } cur_ticks = SDL_CALL SDL_GetTicks(); if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) { _realtime_tick += cur_ticks - last_cur_ticks; last_cur_ticks = cur_ticks; next_tick = cur_ticks + 30; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL); _shift_pressed = !!(mod & KMOD_SHIFT); // determine which directional keys are down _dirkeys = (keys[SDLK_LEFT] ? 1 : 0) | (keys[SDLK_UP] ? 2 : 0) | (keys[SDLK_RIGHT] ? 4 : 0) | (keys[SDLK_DOWN] ? 8 : 0); if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); GameLoop(); _screen.dst_ptr = _sdl_screen->pixels; UpdateWindows(); if (++pal_tick > 4) { CheckPaletteAnim(); pal_tick = 1; } DrawSurfaceToScreen(); } else { SDL_CALL SDL_Delay(1); _screen.dst_ptr = _sdl_screen->pixels; DrawChatMessage(); DrawMouseCursor(); DrawSurfaceToScreen(); } } } bool VideoDriver_SDL::ChangeResolution(int w, int h) { return CreateMainSurface(w, h); } bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) { _fullscreen = fullscreen; GetVideoModes(); // get the list of available video modes if (_num_resolutions == 0 || !this->ChangeResolution(_cur_resolution[0], _cur_resolution[1])) { // switching resolution failed, put back full_screen to original status _fullscreen ^= true; return false; } return true; } #endif /* WITH_SDL */