/* $Id$ */
/*
* 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 .
*/
/** @file sdl_v.cpp Implementation of the SDL video driver. */
#ifdef WITH_SDL
#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../sdl.h"
#include "../variables.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../functions.h"
#include "../thread/thread.h"
#include "../genworld.h"
#include "sdl_v.h"
#include
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_screen;
static bool _all_modes;
/** Flag used to determine if _cursor.fix_at has changed. */
static bool _last_fix_at;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
#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];
for (uint 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) return;
_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 void DrawSurfaceToScreenThread(void *)
{
/* First wait till we 'may' start */
_draw_mutex->BeginCritical();
_draw_mutex->WaitForSignal();
while (_draw_continue) {
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
_draw_mutex->WaitForSignal();
}
_draw_mutex->EndCritical();
_draw_thread->Exit();
}
static const Dimension _default_resolutions[] = {
{ 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()
{
SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
if (modes == NULL) usererror("sdl: no modes available");
_all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
if (modes == (void*)-1) {
int n = 0;
for (uint i = 0; i < lengthof(_default_resolutions); i++) {
if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
_resolutions[n] = _default_resolutions[i];
if (++n == lengthof(_resolutions)) break;
}
}
_num_resolutions = n;
} else {
int n = 0;
for (int i = 0; modes[i]; i++) {
uint w = modes[i]->w;
uint h = modes[i]->h;
int j;
for (j = 0; j < n; j++) {
if (_resolutions[j].width == w && _resolutions[j].height == h) break;
}
if (j == n) {
_resolutions[j].width = w;
_resolutions[j].height = h;
if (++n == lengthof(_resolutions)) break;
}
}
_num_resolutions = n;
SortResolutions(_num_resolutions);
}
}
static void GetAvailableVideoMode(uint *w, uint *h)
{
/* All modes available? */
if (_all_modes || _num_resolutions == 0) return;
/* Is the wanted mode among the available modes? */
for (int i = 0; i != _num_resolutions; i++) {
if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
}
/* Use the closest possible resolution */
int best = 0;
uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
for (int i = 1; i != _num_resolutions; ++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;
}
#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(uint w, uint h)
{
SDL_Surface *newscreen, *icon;
char caption[50];
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
GetAvailableVideoMode(&w, &h);
DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
if (bpp == 0) usererror("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) {
DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
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_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, '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 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;
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;
int dy;
if (_last_fix_at) {
dx = ev.motion.x - _screen.width / 2;
dy = ev.motion.y - _screen.height / 2;
} else {
/* Mouse hasn't been warped yet, so our movement is
* relative to the old position. */
dx = ev.motion.x - _cursor.pos.x;
dy = ev.motion.y - _cursor.pos.y;
_last_fix_at = true;
}
if (dx != 0 || dy != 0) {
_cursor.delta.x = dx;
_cursor.delta.y = dy;
SDL_CALL SDL_WarpMouse(_screen.width / 2, _screen.height / 2);
}
} 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();
if (_cursor.fix_at != _last_fix_at) {
/* Mouse fixing changed during a mouse button up event, so it
* must have been released. */
_last_fix_at = false;
SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
}
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 = max(ev.resize.w, 64);
int h = max(ev.resize.h, 64);
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;
GetVideoModes();
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
return SDL_CALL SDL_GetError();
}
SDL_CALL SDL_VideoDriverName(buf, 30);
DEBUG(driver, 1, "SDL: using driver '%s'", buf);
MarkWholeScreenDirty();
SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_CALL SDL_EnableUNICODE(1);
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
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;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
_draw_mutex = ThreadMutex::New();
if (_draw_mutex == NULL) {
_draw_threaded = false;
} else {
_draw_mutex->BeginCritical();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
_draw_mutex->EndCritical();
delete _draw_mutex;
}
}
}
DEBUG(driver, 1, "SDL: 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_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_mode) || 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();
/* The gameloop is the part that can run asynchroniously. The rest
* except sleeping can't. */
if (_draw_threaded) _draw_mutex->EndCritical();
GameLoop();
if (_draw_threaded) _draw_mutex->BeginCritical();
UpdateWindows();
if (++pal_tick > 4) {
CheckPaletteAnim();
pal_tick = 1;
}
} else {
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
CSleep(1);
if (_draw_threaded) _draw_mutex->BeginCritical();
NetworkDrawChatMessage();
DrawMouseCursor();
}
/* End of the critical part. */
if (_draw_threaded && !IsGeneratingWorld()) {
_draw_mutex->SendSignal();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
DrawSurfaceToScreen();
}
}
if (_draw_threaded) {
_draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_mutex->SendSignal();
_draw_mutex->EndCritical();
_draw_thread->Join();
delete _draw_mutex;
delete _draw_thread;
}
}
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.width, _cur_resolution.height)) {
/* switching resolution failed, put back full_screen to original status */
_fullscreen ^= true;
return false;
}
return true;
}
#endif /* WITH_SDL */