This commit prepares for the next commit, as Emscripten needs to have a way to trigger a single iteration of the main loop. To keep the real changes more clear, this commit only unrolls the loop, and makes no changes to the logic itself.
865 lines
23 KiB
C++
865 lines
23 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */
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#ifdef WITH_SDL2
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#include <algorithm>
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#include "../safeguards.h"
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static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Window *_sdl_window;
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static SDL_Surface *_sdl_surface;
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static SDL_Surface *_sdl_realscreen;
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/** Whether the drawing is/may be done in a separate thread. */
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static bool _draw_threaded;
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/** Mutex to keep the access to the shared memory controlled. */
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static std::recursive_mutex *_draw_mutex = nullptr;
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/** Signal to draw the next frame. */
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static std::condition_variable_any *_draw_signal = nullptr;
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/** Should we keep continue drawing? */
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static volatile bool _draw_continue;
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static Palette _local_palette;
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static SDL_Palette *_sdl_palette;
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#define MAX_DIRTY_RECTS 100
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static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
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static int _num_dirty_rects;
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/* Size of window */
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static int _window_size_w;
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static int _window_size_h;
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void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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{
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if (_num_dirty_rects < MAX_DIRTY_RECTS) {
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_dirty_rects[_num_dirty_rects].x = left;
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_dirty_rects[_num_dirty_rects].y = top;
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_dirty_rects[_num_dirty_rects].w = width;
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_dirty_rects[_num_dirty_rects].h = height;
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}
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_num_dirty_rects++;
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}
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static void UpdatePalette(bool init = false)
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{
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SDL_Color pal[256];
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for (int i = 0; i != _local_palette.count_dirty; i++) {
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pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
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pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
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pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
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pal[i].a = 0;
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}
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SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
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if (_sdl_surface != _sdl_realscreen && init) {
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/* When using a shadow surface, also set our palette on the real screen. This lets SDL
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* allocate as many colors (or approximations) as
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* possible, instead of using only the default SDL
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* palette. This allows us to get more colors exactly
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* right and might allow using better approximations for
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* other colors.
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*
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* Note that colors allocations are tried in-order, so
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* this favors colors further up into the palette. Also
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* note that if two colors from the same animation
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* sequence are approximated using the same color, that
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* animation will stop working.
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*
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* Since changing the system palette causes the colours
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* to change right away, and allocations might
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* drastically change, we can't use this for animation,
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* since that could cause weird coloring between the
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* palette change and the blitting below, so we only set
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* the real palette during initialisation.
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*/
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SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette);
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}
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if (_sdl_surface != _sdl_realscreen && !init) {
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/* We're not using real hardware palette, but are letting SDL
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* approximate the palette during shadow -> screen copy. To
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* change the palette, we need to recopy the entire screen.
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*
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* Note that this operation can slow down the rendering
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* considerably, especially since changing the shadow
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* palette will need the next blit to re-detect the
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* best mapping of shadow palette colors to real palette
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* colors from scratch.
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*/
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SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
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SDL_UpdateWindowSurface(_sdl_window);
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}
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}
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static void InitPalette()
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{
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_local_palette = _cur_palette;
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_local_palette.first_dirty = 0;
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_local_palette.count_dirty = 256;
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UpdatePalette(true);
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}
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static void CheckPaletteAnim()
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{
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette();
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_local_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_cur_palette.count_dirty = 0;
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}
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}
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static void DrawSurfaceToScreen()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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int n = _num_dirty_rects;
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if (n == 0) return;
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_num_dirty_rects = 0;
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if (n > MAX_DIRTY_RECTS) {
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if (_sdl_surface != _sdl_realscreen) {
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SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
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}
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SDL_UpdateWindowSurface(_sdl_window);
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} else {
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if (_sdl_surface != _sdl_realscreen) {
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for (int i = 0; i < n; i++) {
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SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
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}
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}
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SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n);
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}
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}
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static void DrawSurfaceToScreenThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
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_draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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CheckPaletteAnim();
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/* Then just draw and wait till we stop */
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DrawSurfaceToScreen();
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_draw_signal->wait(lock);
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}
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}
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static void GetVideoModes()
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{
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int modes = SDL_GetNumDisplayModes(0);
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if (modes == 0) usererror("sdl: no modes available");
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_resolutions.clear();
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SDL_DisplayMode mode;
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for (int i = 0; i < modes; i++) {
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SDL_GetDisplayMode(0, i, &mode);
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uint w = mode.w;
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uint h = mode.h;
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if (w < 640 || h < 480) continue; // reject too small resolutions
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue;
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_resolutions.emplace_back(w, h);
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}
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if (_resolutions.empty()) usererror("No usable screen resolutions found!\n");
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SortResolutions();
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}
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static void GetAvailableVideoMode(uint *w, uint *h)
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{
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/* All modes available? */
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if (!_fullscreen || _resolutions.empty()) return;
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/* Is the wanted mode among the available modes? */
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
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/* Use the closest possible resolution */
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uint best = 0;
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uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
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for (uint i = 1; i != _resolutions.size(); ++i) {
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uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
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if (newdelta < delta) {
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best = i;
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delta = newdelta;
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}
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}
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*w = _resolutions[best].width;
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*h = _resolutions[best].height;
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}
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bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
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{
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SDL_Surface *newscreen;
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char caption[50];
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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GetAvailableVideoMode(&w, &h);
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DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
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if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
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/* Free any previously allocated shadow surface */
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if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
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seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
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if (_sdl_window == nullptr) {
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Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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if (_fullscreen) {
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flags |= SDL_WINDOW_FULLSCREEN;
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}
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_sdl_window = SDL_CreateWindow(
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caption,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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w, h,
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flags);
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if (_sdl_window == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on");
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return false;
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}
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char icon_path[MAX_PATH];
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if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != nullptr) {
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/* Give the application an icon */
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SDL_Surface *icon = SDL_LoadBMP(icon_path);
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if (icon != nullptr) {
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/* Get the colourkey, which will be magenta */
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uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
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SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
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SDL_SetWindowIcon(_sdl_window, icon);
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SDL_FreeSurface(icon);
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}
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}
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}
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if (resize) SDL_SetWindowSize(_sdl_window, w, h);
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newscreen = SDL_GetWindowSurface(_sdl_window);
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
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return false;
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}
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_sdl_realscreen = newscreen;
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if (bpp == 8) {
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newscreen = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
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if (newscreen == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
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return false;
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}
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}
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if (_sdl_palette == nullptr) {
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_sdl_palette = SDL_AllocPalette(256);
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}
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if (_sdl_palette == nullptr) {
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DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError());
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return false;
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}
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/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
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_num_dirty_rects = 0;
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_screen.width = newscreen->w;
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_screen.height = newscreen->h;
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_screen.pitch = newscreen->pitch / (bpp / 8);
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_screen.dst_ptr = newscreen->pixels;
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_sdl_surface = newscreen;
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/* When in full screen, we will always have the mouse cursor
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* within the window, even though SDL does not give us the
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* appropriate event to know this. */
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if (_fullscreen) _cursor.in_window = true;
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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blitter->PostResize();
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InitPalette();
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GameSizeChanged();
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return true;
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}
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bool VideoDriver_SDL::ClaimMousePointer()
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{
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SDL_ShowCursor(0);
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return true;
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}
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/**
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* This is called to indicate that an edit box has gained focus, text input mode should be enabled.
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*/
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void VideoDriver_SDL::EditBoxGainedFocus()
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{
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if (!this->edit_box_focused) {
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SDL_StartTextInput();
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this->edit_box_focused = true;
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}
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}
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/**
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* This is called to indicate that an edit box has lost focus, text input mode should be disabled.
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*/
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void VideoDriver_SDL::EditBoxLostFocus()
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{
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if (this->edit_box_focused) {
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SDL_StopTextInput();
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this->edit_box_focused = false;
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}
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}
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struct VkMapping {
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SDL_Keycode vk_from;
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byte vk_count;
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byte map_to;
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bool unprintable;
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};
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#define AS(x, z) {x, 0, z, false}
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#define AM(x, y, z, w) {x, (byte)(y - x), z, false}
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#define AS_UP(x, z) {x, 0, z, true}
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#define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}
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static const VkMapping _vk_mapping[] = {
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/* Pageup stuff + up/down */
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AS_UP(SDLK_PAGEUP, WKC_PAGEUP),
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AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
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AS_UP(SDLK_UP, WKC_UP),
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AS_UP(SDLK_DOWN, WKC_DOWN),
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AS_UP(SDLK_LEFT, WKC_LEFT),
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AS_UP(SDLK_RIGHT, WKC_RIGHT),
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AS_UP(SDLK_HOME, WKC_HOME),
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AS_UP(SDLK_END, WKC_END),
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AS_UP(SDLK_INSERT, WKC_INSERT),
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AS_UP(SDLK_DELETE, WKC_DELETE),
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/* Map letters & digits */
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AM(SDLK_a, SDLK_z, 'A', 'Z'),
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AM(SDLK_0, SDLK_9, '0', '9'),
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AS_UP(SDLK_ESCAPE, WKC_ESC),
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AS_UP(SDLK_PAUSE, WKC_PAUSE),
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AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),
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AS(SDLK_SPACE, WKC_SPACE),
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AS(SDLK_RETURN, WKC_RETURN),
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AS(SDLK_TAB, WKC_TAB),
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/* Function keys */
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AM_UP(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
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/* Numeric part. */
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AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
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AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
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AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
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AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
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AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
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AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
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AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
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/* Other non-letter keys */
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AS(SDLK_SLASH, WKC_SLASH),
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AS(SDLK_SEMICOLON, WKC_SEMICOLON),
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AS(SDLK_EQUALS, WKC_EQUALS),
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AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
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AS(SDLK_BACKSLASH, WKC_BACKSLASH),
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AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
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AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
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AS(SDLK_COMMA, WKC_COMMA),
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AS(SDLK_MINUS, WKC_MINUS),
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AS(SDLK_PERIOD, WKC_PERIOD)
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};
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static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character)
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{
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const VkMapping *map;
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uint key = 0;
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bool unprintable = false;
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for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
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if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
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key = sym->sym - map->vk_from + map->map_to;
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unprintable = map->unprintable;
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break;
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}
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}
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/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
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if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
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/* META are the command keys on mac */
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if (sym->mod & KMOD_GUI) key |= WKC_META;
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if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
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if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
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if (sym->mod & KMOD_ALT) key |= WKC_ALT;
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/* The mod keys have no character. Prevent '?' */
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if (sym->mod & KMOD_GUI ||
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sym->mod & KMOD_CTRL ||
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sym->mod & KMOD_ALT ||
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unprintable) {
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*character = WKC_NONE;
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} else {
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*character = sym->sym;
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}
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return key;
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}
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/**
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* Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
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* instead of an SDL_Keysym.
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*/
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static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
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{
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const VkMapping *map;
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uint key = 0;
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for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
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if ((uint)(kc - map->vk_from) <= map->vk_count) {
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key = kc - map->vk_from + map->map_to;
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break;
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}
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}
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/* check scancode for BACKQUOTE key, because we want the key left
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of "1", not anything else (on non-US keyboards) */
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SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
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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 (!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 = 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 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");
|
|
|
|
/* 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) 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);
|
|
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();
|
|
}
|
|
}
|
|
|
|
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<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 ");
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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 */
|