Update to 1.10.0-beta1
This commit is contained in:
+75
-82
@@ -17,7 +17,7 @@
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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/thread.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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@@ -25,6 +25,9 @@
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#include "../framerate_type.h"
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#include "sdl_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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@@ -36,10 +39,10 @@ static bool _all_modes;
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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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/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
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static ThreadObject *_draw_thread = NULL;
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/** Mutex to keep the access to the shared memory controlled. */
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static ThreadMutex *_draw_mutex = NULL;
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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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@@ -109,7 +112,7 @@ static void UpdatePalette(bool init = false)
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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_screen, NULL, _sdl_realscreen, NULL);
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SDL_BlitSurface(_sdl_screen, nullptr, _sdl_realscreen, nullptr);
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SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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}
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}
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@@ -156,7 +159,7 @@ static void DrawSurfaceToScreen()
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_num_dirty_rects = 0;
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if (n > MAX_DIRTY_RECTS) {
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if (_sdl_screen != _sdl_realscreen) {
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SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
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SDL_BlitSurface(_sdl_screen, nullptr, _sdl_realscreen, nullptr);
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}
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SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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} else {
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@@ -169,24 +172,21 @@ static void DrawSurfaceToScreen()
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}
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}
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static void DrawSurfaceToScreenThread(void *)
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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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_draw_mutex->BeginCritical();
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_draw_mutex->SendSignal();
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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_mutex->WaitForSignal();
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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_mutex->WaitForSignal();
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_draw_signal->wait(lock);
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}
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_draw_mutex->EndCritical();
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_draw_thread->Exit();
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}
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static const Dimension _default_resolutions[] = {
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@@ -205,54 +205,43 @@ static const Dimension _default_resolutions[] = {
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static void GetVideoModes()
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{
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SDL_Rect **modes = SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
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if (modes == NULL) usererror("sdl: no modes available");
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SDL_Rect **modes = SDL_ListModes(nullptr, SDL_SWSURFACE | SDL_FULLSCREEN);
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if (modes == nullptr) usererror("sdl: no modes available");
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_all_modes = (SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
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_resolutions.clear();
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_all_modes = (SDL_ListModes(nullptr, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
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if (modes == (void*)-1) {
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int n = 0;
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for (uint i = 0; i < lengthof(_default_resolutions); i++) {
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if (SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
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_resolutions[n] = _default_resolutions[i];
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if (++n == lengthof(_resolutions)) break;
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_resolutions.push_back(_default_resolutions[i]);
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}
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}
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_num_resolutions = n;
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} else {
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int n = 0;
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for (int i = 0; modes[i]; i++) {
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uint w = modes[i]->w;
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uint h = modes[i]->h;
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int j;
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for (j = 0; j < n; j++) {
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if (_resolutions[j].width == w && _resolutions[j].height == h) break;
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}
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if (j == n) {
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_resolutions[j].width = w;
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_resolutions[j].height = h;
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if (++n == lengthof(_resolutions)) break;
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}
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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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_num_resolutions = n;
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SortResolutions(_num_resolutions);
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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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}
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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 (_all_modes || _num_resolutions == 0) return;
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if (_all_modes || _resolutions.empty()) return;
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/* Is the wanted mode among the available modes? */
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for (int i = 0; i != _num_resolutions; i++) {
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if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
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}
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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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int best = 0;
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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 (int i = 1; i != _num_resolutions; ++i) {
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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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@@ -277,15 +266,15 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
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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") != NULL) {
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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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icon = SDL_LoadBMP(icon_path);
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if (icon != NULL) {
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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_SRCCOLORKEY, rgbmap);
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SDL_WM_SetIcon(icon, NULL);
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SDL_WM_SetIcon(icon, nullptr);
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SDL_FreeSurface(icon);
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}
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}
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@@ -321,9 +310,9 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palette");
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/* Free any previously allocated shadow surface */
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if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_FreeSurface(_sdl_screen);
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if (_sdl_screen != nullptr && _sdl_screen != _sdl_realscreen) SDL_FreeSurface(_sdl_screen);
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if (_sdl_realscreen != NULL) {
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if (_sdl_realscreen != nullptr) {
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if (_requested_hwpalette != want_hwpalette) {
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/* SDL (at least the X11 driver), reuses the
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* same window and palette settings when the bpp
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@@ -348,7 +337,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
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newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
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if (newscreen == NULL) {
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if (newscreen == nullptr) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
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return false;
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}
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@@ -375,7 +364,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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*/
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DEBUG(driver, 1, "SDL: using shadow surface");
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newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
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if (newscreen == NULL) {
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if (newscreen == nullptr) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
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return false;
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}
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@@ -496,10 +485,6 @@ static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
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if (sym->scancode == 41) key = WKC_BACKQUOTE;
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#elif defined(__APPLE__)
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if (sym->scancode == 10) key = WKC_BACKQUOTE;
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#elif defined(__MORPHOS__)
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if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :)
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#elif defined(__BEOS__)
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if (sym->scancode == 17) key = WKC_BACKQUOTE;
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#elif defined(__SVR4) && defined(__sun)
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if (sym->scancode == 60) key = WKC_BACKQUOTE;
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if (sym->scancode == 49) key = WKC_BACKSPACE;
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@@ -640,9 +625,9 @@ const char *VideoDriver_SDL::Start(const char * const *parm)
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MarkWholeScreenDirty();
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SetupKeyboard();
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_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
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_draw_threaded = GetDriverParam(parm, "no_threads") == nullptr && GetDriverParam(parm, "no_thread") == nullptr;
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return NULL;
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return nullptr;
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}
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void VideoDriver_SDL::SetupKeyboard()
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@@ -670,26 +655,32 @@ void VideoDriver_SDL::MainLoop()
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CheckPaletteAnim();
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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_draw_mutex = ThreadMutex::New();
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if (_draw_mutex == NULL) {
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_draw_mutex = new std::recursive_mutex();
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if (_draw_mutex == nullptr) {
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_draw_threaded = false;
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} else {
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_draw_mutex->BeginCritical();
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draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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_draw_signal = new std::condition_variable_any();
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_draw_continue = true;
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_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
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_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) {
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_draw_mutex->EndCritical();
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draw_lock.unlock();
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draw_lock.release();
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delete _draw_mutex;
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_draw_mutex = NULL;
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delete _draw_signal;
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_draw_mutex = nullptr;
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_draw_signal = nullptr;
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} else {
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/* Wait till the draw mutex has started itself. */
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_draw_mutex->WaitForSignal();
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_draw_signal->wait(*_draw_mutex);
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}
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}
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}
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@@ -754,27 +745,27 @@ void VideoDriver_SDL::MainLoop()
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != NULL) _draw_mutex->EndCritical();
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
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if (_draw_mutex != nullptr) draw_lock.lock();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != NULL) _draw_mutex->EndCritical();
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if (_draw_mutex != nullptr) draw_lock.unlock();
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CSleep(1);
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if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
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if (_draw_mutex != nullptr) draw_lock.lock();
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != NULL && !HasModalProgress()) {
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_draw_mutex->SendSignal();
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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@@ -782,43 +773,45 @@ void VideoDriver_SDL::MainLoop()
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}
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}
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if (_draw_mutex != NULL) {
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if (_draw_mutex != nullptr) {
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_draw_continue = false;
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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_draw_mutex->SendSignal();
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_draw_mutex->EndCritical();
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_draw_thread->Join();
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_draw_signal->notify_one();
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if (draw_lock.owns_lock()) draw_lock.unlock();
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draw_lock.release();
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draw_thread.join();
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delete _draw_mutex;
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delete _draw_thread;
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delete _draw_signal;
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_draw_mutex = NULL;
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_draw_thread = NULL;
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_draw_mutex = nullptr;
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_draw_signal = nullptr;
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}
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}
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bool VideoDriver_SDL::ChangeResolution(int w, int h)
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{
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if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
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bool ret = CreateMainSurface(w, h);
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if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
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return ret;
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std::unique_lock<std::recursive_mutex> lock;
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if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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return CreateMainSurface(w, h);
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}
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bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
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{
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if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
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std::unique_lock<std::recursive_mutex> lock;
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if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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_fullscreen = fullscreen;
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GetVideoModes(); // get the list of available video modes
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bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
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bool ret = !_resolutions.empty() && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
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if (!ret) {
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/* switching resolution failed, put back full_screen to original status */
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_fullscreen ^= true;
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}
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if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
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return ret;
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}
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@@ -829,12 +822,12 @@ bool VideoDriver_SDL::AfterBlitterChange()
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void VideoDriver_SDL::AcquireBlitterLock()
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{
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if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
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if (_draw_mutex != nullptr) _draw_mutex->lock();
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}
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void VideoDriver_SDL::ReleaseBlitterLock()
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{
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if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
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if (_draw_mutex != nullptr) _draw_mutex->unlock();
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}
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#endif /* WITH_SDL */
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