/* $Id$ */
/*
* 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 "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread/thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "sdl_v.h"
#include
#include
#include
#include "../safeguards.h"
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_screen;
static SDL_Surface *_sdl_realscreen;
static bool _all_modes;
/** 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 std::recursive_mutex *_draw_mutex = NULL;
/** Signal to draw the next frame. */
static std::condition_variable_any *_draw_signal = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
static Palette _local_palette;
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
static int _num_dirty_rects;
static int _use_hwpalette;
static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */
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].unused = 0;
}
SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
if (_sdl_screen != _sdl_realscreen && init) {
/* When using a shadow surface, also set our palette on the real screen. This lets SDL
* allocate as much 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_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
}
if (_sdl_screen != _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_screen, NULL, _sdl_realscreen, NULL);
SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
}
}
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_screen != _sdl_realscreen) {
SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
}
SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
} else {
if (_sdl_screen != _sdl_realscreen) {
for (int i = 0; i < n; i++) {
SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
}
}
SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
}
}
static void DrawSurfaceToScreenThread(void *)
{
/* 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);
}
_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_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
if (modes == NULL) usererror("sdl: no modes available");
_all_modes = (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_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;
if (w < 640 || h < 480) continue; // reject too small resolutions
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;
}
}
if (n == 0) usererror("No usable screen resolutions found!\n");
_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;
}
bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
{
SDL_Surface *newscreen, *icon;
char caption[50];
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
bool want_hwpalette;
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");
char icon_path[MAX_PATH];
if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) {
/* Give the application an icon */
icon = SDL_LoadBMP(icon_path);
if (icon != NULL) {
/* Get the colourkey, which will be magenta */
uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
SDL_WM_SetIcon(icon, NULL);
SDL_FreeSurface(icon);
}
}
if (_use_hwpalette == 2) {
/* Default is to autodetect when to use SDL_HWPALETTE.
* In this case, SDL_HWPALETTE is only used for 8bpp
* blitters in fullscreen.
*
* When using an 8bpp blitter on a 8bpp system in
* windowed mode with SDL_HWPALETTE, OpenTTD will claim
* the system palette, making all other applications
* get the wrong colours. In this case, we're better of
* trying to approximate the colors we need using system
* colors, using a shadow surface (see below).
*
* On a 32bpp system, SDL_HWPALETTE is ignored, so it
* doesn't matter what we do.
*
* When using a 32bpp blitter on a 8bpp system, setting
* SDL_HWPALETTE messes up rendering (at least on X11),
* so we don't do that. In this case, SDL takes care of
* color approximation using its own shadow surface
* (which we can't force in 8bpp on 8bpp mode,
* unfortunately).
*/
want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
} else {
/* User specified a value manually */
want_hwpalette = _use_hwpalette;
}
if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palette");
/* Free any previously allocated shadow surface */
if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_FreeSurface(_sdl_screen);
if (_sdl_realscreen != NULL) {
if (_requested_hwpalette != want_hwpalette) {
/* SDL (at least the X11 driver), reuses the
* same window and palette settings when the bpp
* (and a few flags) are the same. Since we need
* to hwpalette value to change (in particular
* when switching between fullscreen and
* windowed), we restart the entire video
* subsystem to force creating a new window.
*/
DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
ClaimMousePointer();
SetupKeyboard();
}
}
/* Remember if we wanted a hwpalette. We can't reliably query
* SDL for the SDL_HWPALETTE flag, since it might get set even
* though we didn't ask for it (when SDL creates a shadow
* surface, for example). */
_requested_hwpalette = want_hwpalette;
/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
if (newscreen == NULL) {
DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
return false;
}
_sdl_realscreen = newscreen;
if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
/* Using an 8bpp blitter, if we didn't get a hardware
* palette (most likely because we didn't request one,
* see above), we'll have to set up a shadow surface to
* render on.
*
* Our palette will be applied to this shadow surface,
* while the real screen surface will use the shared
* system palette (which will partly contain our colors,
* but most likely will not have enough free color cells
* for all of our colors). SDL can use these two
* palettes at blit time to approximate colors used in
* the shadow surface using system colors automatically.
*
* Note that when using an 8bpp blitter on a 32bpp
* system, SDL will create an internal shadow surface.
* This shadow surface will have SDL_HWPALLETE set, so
* we won't create a second shadow surface in this case.
*/
DEBUG(driver, 1, "SDL: using shadow surface");
newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
if (newscreen == NULL) {
DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface 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;
/* 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();
seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
SDL_WM_SetCaption(caption, caption);
GameSizeChanged();
return true;
}
bool VideoDriver_SDL::ClaimMousePointer()
{
SDL_ShowCursor(0);
return true;
}
struct VkMapping {
#if SDL_VERSION_ATLEAST(1, 3, 0)
SDL_Keycode vk_from;
#else
uint16 vk_from;
#endif
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_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 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_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;
*character = sym->unicode;
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_WarpMouse(_cursor.pos.x, _cursor.pos.y);
}
HandleMouseEvents();
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;
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 {
WChar character;
uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
HandleKeypress(keycode, character);
}
break;
case SDL_VIDEORESIZE: {
int w = max(ev.resize.w, 64);
int h = max(ev.resize.h, 64);
CreateMainSurface(w, h);
break;
}
case SDL_VIDEOEXPOSE: {
/* Force a redraw of the entire screen. Note
* that SDL 1.2 seems to do this automatically
* in most cases, but 1.3 / 2.0 does not. */
_num_dirty_rects = MAX_DIRTY_RECTS + 1;
break;
}
}
return -1;
}
const char *VideoDriver_SDL::Start(const char * const *parm)
{
char buf[30];
_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
/* 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_EVERYTHING) == 0) {
ret_code = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
} else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
}
if (ret_code == -1) return SDL_GetError();
GetVideoModes();
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
return SDL_GetError();
}
SDL_VideoDriverName(buf, sizeof buf);
DEBUG(driver, 1, "SDL: using driver '%s'", buf);
MarkWholeScreenDirty();
SetupKeyboard();
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
return NULL;
}
void VideoDriver_SDL::SetupKeyboard()
{
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_EnableUNICODE(1);
}
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;
Uint8 *keys;
CheckPaletteAnim();
std::unique_lock 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 == NULL) {
_draw_threaded = false;
} else {
draw_lock = std::unique_lock(*_draw_mutex);
_draw_signal = new std::condition_variable_any();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
/* 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 = NULL;
_draw_signal = NULL;
} else {
/* Wait till the draw mutex has started itself. */
_draw_signal->wait(*_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_GetModState();
#if SDL_VERSION_ATLEAST(1, 3, 0)
keys = SDL_GetKeyboardState(&numkeys);
#else
keys = SDL_GetKeyState(&numkeys);
#endif
#if defined(_DEBUG)
if (_shift_pressed)
#else
/* Speedup when pressing tab, except when using ALT+TAB
* to switch to another application */
#if SDL_VERSION_ATLEAST(1, 3, 0)
if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
#else
if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
#endif /* SDL_VERSION_ATLEAST(1, 3, 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 (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 =
#if SDL_VERSION_ATLEAST(1, 3, 0)
(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
(keys[SDL_SCANCODE_UP] ? 2 : 0) |
(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
#else
(keys[SDLK_LEFT] ? 1 : 0) |
(keys[SDLK_UP] ? 2 : 0) |
(keys[SDLK_RIGHT] ? 4 : 0) |
(keys[SDLK_DOWN] ? 8 : 0);
#endif
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 != NULL) draw_lock.unlock();
GameLoop();
if (_draw_mutex != NULL) draw_lock.lock();
UpdateWindows();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_mutex != NULL) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != NULL) draw_lock.lock();
NetworkDrawChatMessage();
DrawMouseCursor();
}
/* End of the critical part. */
if (_draw_mutex != NULL && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}
if (_draw_mutex != NULL) {
_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;
delete _draw_thread;
_draw_mutex = NULL;
_draw_signal = NULL;
_draw_thread = NULL;
}
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
std::unique_lock lock;
if (_draw_mutex != NULL) lock = std::unique_lock(*_draw_mutex);
return CreateMainSurface(w, h);
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
std::unique_lock lock;
if (_draw_mutex != NULL) lock = std::unique_lock(*_draw_mutex);
_fullscreen = fullscreen;
GetVideoModes(); // get the list of available video modes
bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
if (!ret) {
/* switching resolution failed, put back full_screen to original status */
_fullscreen ^= true;
}
return ret;
}
bool VideoDriver_SDL::AfterBlitterChange()
{
return CreateMainSurface(_screen.width, _screen.height);
}
void VideoDriver_SDL::AcquireBlitterLock()
{
if (_draw_mutex != NULL) _draw_mutex->lock();
}
void VideoDriver_SDL::ReleaseBlitterLock()
{
if (_draw_mutex != NULL) _draw_mutex->unlock();
}
#endif /* WITH_SDL */