Files
openttd-android/src/video/sdl_v.cpp
Patric Stout f58db44ff2 Remove: BeOS support (deprecated by Haiku)
In 10 years there is no commit to change how BeOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).

With the arrival of SDL2 (and removal of SDL), BeOS is no longer
support. SDL2 suggests to use Haiku instead of BeOS.
2019-03-05 22:03:00 +01:00

837 lines
24 KiB
C++

/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 <SDL.h>
#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 ThreadMutex *_draw_mutex = 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 */
_draw_mutex->BeginCritical();
_draw_mutex->SendSignal();
/* Now wait for the first thing to draw! */
_draw_mutex->WaitForSignal();
while (_draw_continue) {
CheckPaletteAnim();
/* 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_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;
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;
}
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();
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, "ottd:draw-sdl");
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
_draw_mutex->EndCritical();
delete _draw_mutex;
_draw_mutex = NULL;
} else {
/* Wait till the draw mutex has started itself. */
_draw_mutex->WaitForSignal();
}
}
}
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_mutex->EndCritical();
GameLoop();
if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
UpdateWindows();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_mutex != NULL) _draw_mutex->EndCritical();
CSleep(1);
if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
NetworkDrawChatMessage();
DrawMouseCursor();
}
/* End of the critical part. */
if (_draw_mutex != NULL && !HasModalProgress()) {
_draw_mutex->SendSignal();
} 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_mutex->SendSignal();
_draw_mutex->EndCritical();
_draw_thread->Join();
delete _draw_mutex;
delete _draw_thread;
_draw_mutex = NULL;
_draw_thread = NULL;
}
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
bool ret = CreateMainSurface(w, h);
if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
return ret;
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
_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;
}
if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
return ret;
}
bool VideoDriver_SDL::AfterBlitterChange()
{
return CreateMainSurface(_screen.width, _screen.height);
}
void VideoDriver_SDL::AcquireBlitterLock()
{
if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
}
void VideoDriver_SDL::ReleaseBlitterLock()
{
if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
}
#endif /* WITH_SDL */