Add: INR currency (#8136)
[openttd-github.git] / src / video / sdl2_v.cpp
blob0b3b9b8e3006a8eea4aafbce376b6b3415eed839
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file sdl2_v.cpp Implementation of the SDL2 video driver. */
10 #ifdef WITH_SDL2
12 #include "../stdafx.h"
13 #include "../openttd.h"
14 #include "../gfx_func.h"
15 #include "../rev.h"
16 #include "../blitter/factory.hpp"
17 #include "../network/network.h"
18 #include "../thread.h"
19 #include "../progress.h"
20 #include "../core/random_func.hpp"
21 #include "../core/math_func.hpp"
22 #include "../fileio_func.h"
23 #include "../framerate_type.h"
24 #include "../window_func.h"
25 #include "sdl2_v.h"
26 #include <SDL.h>
27 #include <mutex>
28 #include <condition_variable>
29 #include <algorithm>
31 #include "../safeguards.h"
33 static FVideoDriver_SDL iFVideoDriver_SDL;
35 static SDL_Window *_sdl_window;
36 static SDL_Surface *_sdl_surface;
37 static SDL_Surface *_sdl_realscreen;
39 /** Whether the drawing is/may be done in a separate thread. */
40 static bool _draw_threaded;
41 /** Mutex to keep the access to the shared memory controlled. */
42 static std::recursive_mutex *_draw_mutex = nullptr;
43 /** Signal to draw the next frame. */
44 static std::condition_variable_any *_draw_signal = nullptr;
45 /** Should we keep continue drawing? */
46 static volatile bool _draw_continue;
47 static Palette _local_palette;
48 static SDL_Palette *_sdl_palette;
50 #define MAX_DIRTY_RECTS 100
51 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
52 static int _num_dirty_rects;
54 /* Size of window */
55 static int _window_size_w;
56 static int _window_size_h;
58 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
60 if (_num_dirty_rects < MAX_DIRTY_RECTS) {
61 _dirty_rects[_num_dirty_rects].x = left;
62 _dirty_rects[_num_dirty_rects].y = top;
63 _dirty_rects[_num_dirty_rects].w = width;
64 _dirty_rects[_num_dirty_rects].h = height;
66 _num_dirty_rects++;
69 static void UpdatePalette(bool init = false)
71 SDL_Color pal[256];
73 for (int i = 0; i != _local_palette.count_dirty; i++) {
74 pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
75 pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
76 pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
77 pal[i].a = 0;
80 SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
81 SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
83 if (_sdl_surface != _sdl_realscreen && init) {
84 /* When using a shadow surface, also set our palette on the real screen. This lets SDL
85 * allocate as many colors (or approximations) as
86 * possible, instead of using only the default SDL
87 * palette. This allows us to get more colors exactly
88 * right and might allow using better approximations for
89 * other colors.
91 * Note that colors allocations are tried in-order, so
92 * this favors colors further up into the palette. Also
93 * note that if two colors from the same animation
94 * sequence are approximated using the same color, that
95 * animation will stop working.
97 * Since changing the system palette causes the colours
98 * to change right away, and allocations might
99 * drastically change, we can't use this for animation,
100 * since that could cause weird coloring between the
101 * palette change and the blitting below, so we only set
102 * the real palette during initialisation.
104 SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette);
107 if (_sdl_surface != _sdl_realscreen && !init) {
108 /* We're not using real hardware palette, but are letting SDL
109 * approximate the palette during shadow -> screen copy. To
110 * change the palette, we need to recopy the entire screen.
112 * Note that this operation can slow down the rendering
113 * considerably, especially since changing the shadow
114 * palette will need the next blit to re-detect the
115 * best mapping of shadow palette colors to real palette
116 * colors from scratch.
118 SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
119 SDL_UpdateWindowSurface(_sdl_window);
123 static void InitPalette()
125 _local_palette = _cur_palette;
126 _local_palette.first_dirty = 0;
127 _local_palette.count_dirty = 256;
128 UpdatePalette(true);
131 static void CheckPaletteAnim()
133 if (_cur_palette.count_dirty != 0) {
134 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
136 switch (blitter->UsePaletteAnimation()) {
137 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
138 UpdatePalette();
139 break;
141 case Blitter::PALETTE_ANIMATION_BLITTER:
142 blitter->PaletteAnimate(_local_palette);
143 break;
145 case Blitter::PALETTE_ANIMATION_NONE:
146 break;
148 default:
149 NOT_REACHED();
151 _cur_palette.count_dirty = 0;
155 static void DrawSurfaceToScreen()
157 PerformanceMeasurer framerate(PFE_VIDEO);
159 int n = _num_dirty_rects;
160 if (n == 0) return;
162 _num_dirty_rects = 0;
164 if (n > MAX_DIRTY_RECTS) {
165 if (_sdl_surface != _sdl_realscreen) {
166 SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
169 SDL_UpdateWindowSurface(_sdl_window);
170 } else {
171 if (_sdl_surface != _sdl_realscreen) {
172 for (int i = 0; i < n; i++) {
173 SDL_BlitSurface(
174 _sdl_surface, &_dirty_rects[i],
175 _sdl_realscreen, &_dirty_rects[i]);
179 SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n);
183 static void DrawSurfaceToScreenThread()
185 /* First tell the main thread we're started */
186 std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
187 _draw_signal->notify_one();
189 /* Now wait for the first thing to draw! */
190 _draw_signal->wait(*_draw_mutex);
192 while (_draw_continue) {
193 CheckPaletteAnim();
194 /* Then just draw and wait till we stop */
195 DrawSurfaceToScreen();
196 _draw_signal->wait(lock);
200 static void GetVideoModes()
202 int modes = SDL_GetNumDisplayModes(0);
203 if (modes == 0) usererror("sdl: no modes available");
205 _resolutions.clear();
207 SDL_DisplayMode mode;
208 for (int i = 0; i < modes; i++) {
209 SDL_GetDisplayMode(0, i, &mode);
211 uint w = mode.w;
212 uint h = mode.h;
214 if (w < 640 || h < 480) continue; // reject too small resolutions
216 if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue;
217 _resolutions.emplace_back(w, h);
219 if (_resolutions.empty()) usererror("No usable screen resolutions found!\n");
220 SortResolutions();
223 static void GetAvailableVideoMode(uint *w, uint *h)
225 /* All modes available? */
226 if (!_fullscreen || _resolutions.empty()) return;
228 /* Is the wanted mode among the available modes? */
229 if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
231 /* Use the closest possible resolution */
232 uint best = 0;
233 uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
234 for (uint i = 1; i != _resolutions.size(); ++i) {
235 uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
236 if (newdelta < delta) {
237 best = i;
238 delta = newdelta;
241 *w = _resolutions[best].width;
242 *h = _resolutions[best].height;
245 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
247 SDL_Surface *newscreen;
248 char caption[50];
249 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
251 GetAvailableVideoMode(&w, &h);
253 DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
255 if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
257 /* Free any previously allocated shadow surface */
258 if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
260 seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
262 if (_sdl_window == nullptr) {
263 Uint32 flags = SDL_WINDOW_SHOWN;
265 if (_fullscreen) {
266 flags |= SDL_WINDOW_FULLSCREEN;
267 } else {
268 flags |= SDL_WINDOW_RESIZABLE;
271 _sdl_window = SDL_CreateWindow(
272 caption,
273 SDL_WINDOWPOS_UNDEFINED,
274 SDL_WINDOWPOS_UNDEFINED,
275 w, h,
276 flags);
278 if (_sdl_window == nullptr) {
279 DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on");
280 return false;
283 char icon_path[MAX_PATH];
284 if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != nullptr) {
285 /* Give the application an icon */
286 SDL_Surface *icon = SDL_LoadBMP(icon_path);
287 if (icon != nullptr) {
288 /* Get the colourkey, which will be magenta */
289 uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
291 SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
292 SDL_SetWindowIcon(_sdl_window, icon);
293 SDL_FreeSurface(icon);
298 if (resize) SDL_SetWindowSize(_sdl_window, w, h);
300 newscreen = SDL_GetWindowSurface(_sdl_window);
301 if (newscreen == NULL) {
302 DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
303 return false;
306 _sdl_realscreen = newscreen;
308 if (bpp == 8) {
309 newscreen = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
311 if (newscreen == nullptr) {
312 DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
313 return false;
317 if (_sdl_palette == nullptr) {
318 _sdl_palette = SDL_AllocPalette(256);
321 if (_sdl_palette == nullptr) {
322 DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError());
323 return false;
326 /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
327 _num_dirty_rects = 0;
329 _screen.width = newscreen->w;
330 _screen.height = newscreen->h;
331 _screen.pitch = newscreen->pitch / (bpp / 8);
332 _screen.dst_ptr = newscreen->pixels;
333 _sdl_surface = newscreen;
335 /* When in full screen, we will always have the mouse cursor
336 * within the window, even though SDL does not give us the
337 * appropriate event to know this. */
338 if (_fullscreen) _cursor.in_window = true;
340 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
341 blitter->PostResize();
343 InitPalette();
345 GameSizeChanged();
347 return true;
350 bool VideoDriver_SDL::ClaimMousePointer()
352 SDL_ShowCursor(0);
353 return true;
357 * This is called to indicate that an edit box has gained focus, text input mode should be enabled.
359 void VideoDriver_SDL::EditBoxGainedFocus()
361 if (!this->edit_box_focused) {
362 SDL_StartTextInput();
363 this->edit_box_focused = true;
368 * This is called to indicate that an edit box has lost focus, text input mode should be disabled.
370 void VideoDriver_SDL::EditBoxLostFocus()
372 if (this->edit_box_focused) {
373 SDL_StopTextInput();
374 this->edit_box_focused = false;
379 struct VkMapping {
380 SDL_Keycode vk_from;
381 byte vk_count;
382 byte map_to;
383 bool unprintable;
386 #define AS(x, z) {x, 0, z, false}
387 #define AM(x, y, z, w) {x, (byte)(y - x), z, false}
388 #define AS_UP(x, z) {x, 0, z, true}
389 #define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}
391 static const VkMapping _vk_mapping[] = {
392 /* Pageup stuff + up/down */
393 AS_UP(SDLK_PAGEUP, WKC_PAGEUP),
394 AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
395 AS_UP(SDLK_UP, WKC_UP),
396 AS_UP(SDLK_DOWN, WKC_DOWN),
397 AS_UP(SDLK_LEFT, WKC_LEFT),
398 AS_UP(SDLK_RIGHT, WKC_RIGHT),
400 AS_UP(SDLK_HOME, WKC_HOME),
401 AS_UP(SDLK_END, WKC_END),
403 AS_UP(SDLK_INSERT, WKC_INSERT),
404 AS_UP(SDLK_DELETE, WKC_DELETE),
406 /* Map letters & digits */
407 AM(SDLK_a, SDLK_z, 'A', 'Z'),
408 AM(SDLK_0, SDLK_9, '0', '9'),
410 AS_UP(SDLK_ESCAPE, WKC_ESC),
411 AS_UP(SDLK_PAUSE, WKC_PAUSE),
412 AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),
414 AS(SDLK_SPACE, WKC_SPACE),
415 AS(SDLK_RETURN, WKC_RETURN),
416 AS(SDLK_TAB, WKC_TAB),
418 /* Function keys */
419 AM_UP(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
421 /* Numeric part. */
422 AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
423 AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
424 AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
425 AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
426 AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
427 AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
428 AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
430 /* Other non-letter keys */
431 AS(SDLK_SLASH, WKC_SLASH),
432 AS(SDLK_SEMICOLON, WKC_SEMICOLON),
433 AS(SDLK_EQUALS, WKC_EQUALS),
434 AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
435 AS(SDLK_BACKSLASH, WKC_BACKSLASH),
436 AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
438 AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
439 AS(SDLK_COMMA, WKC_COMMA),
440 AS(SDLK_MINUS, WKC_MINUS),
441 AS(SDLK_PERIOD, WKC_PERIOD)
444 static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character)
446 const VkMapping *map;
447 uint key = 0;
448 bool unprintable = false;
450 for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
451 if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
452 key = sym->sym - map->vk_from + map->map_to;
453 unprintable = map->unprintable;
454 break;
458 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
459 if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
461 /* META are the command keys on mac */
462 if (sym->mod & KMOD_GUI) key |= WKC_META;
463 if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
464 if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
465 if (sym->mod & KMOD_ALT) key |= WKC_ALT;
467 /* The mod keys have no character. Prevent '?' */
468 if (sym->mod & KMOD_GUI ||
469 sym->mod & KMOD_CTRL ||
470 sym->mod & KMOD_ALT ||
471 unprintable) {
472 *character = WKC_NONE;
473 } else {
474 *character = sym->sym;
477 return key;
481 * Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
482 * instead of an SDL_Keysym.
484 static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
486 const VkMapping *map;
487 uint key = 0;
489 for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
490 if ((uint)(kc - map->vk_from) <= map->vk_count) {
491 key = kc - map->vk_from + map->map_to;
492 break;
496 /* check scancode for BACKQUOTE key, because we want the key left
497 of "1", not anything else (on non-US keyboards) */
498 SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
499 if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
501 return key;
504 int VideoDriver_SDL::PollEvent()
506 SDL_Event ev;
508 if (!SDL_PollEvent(&ev)) return -2;
510 switch (ev.type) {
511 case SDL_MOUSEMOTION:
512 if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
513 SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
515 HandleMouseEvents();
516 break;
518 case SDL_MOUSEWHEEL:
519 if (ev.wheel.y > 0) {
520 _cursor.wheel--;
521 } else if (ev.wheel.y < 0) {
522 _cursor.wheel++;
524 break;
526 case SDL_MOUSEBUTTONDOWN:
527 if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
528 ev.button.button = SDL_BUTTON_RIGHT;
531 switch (ev.button.button) {
532 case SDL_BUTTON_LEFT:
533 _left_button_down = true;
534 break;
536 case SDL_BUTTON_RIGHT:
537 _right_button_down = true;
538 _right_button_clicked = true;
539 break;
541 default: break;
543 HandleMouseEvents();
544 break;
546 case SDL_MOUSEBUTTONUP:
547 if (_rightclick_emulate) {
548 _right_button_down = false;
549 _left_button_down = false;
550 _left_button_clicked = false;
551 } else if (ev.button.button == SDL_BUTTON_LEFT) {
552 _left_button_down = false;
553 _left_button_clicked = false;
554 } else if (ev.button.button == SDL_BUTTON_RIGHT) {
555 _right_button_down = false;
557 HandleMouseEvents();
558 break;
560 case SDL_QUIT:
561 HandleExitGameRequest();
562 break;
564 case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
565 if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) &&
566 (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
567 if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen);
568 } else {
569 WChar character;
571 uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
572 // Only handle non-text keys here. Text is handled in
573 // SDL_TEXTINPUT below.
574 if (!this->edit_box_focused ||
575 keycode == WKC_DELETE ||
576 keycode == WKC_NUM_ENTER ||
577 keycode == WKC_LEFT ||
578 keycode == WKC_RIGHT ||
579 keycode == WKC_UP ||
580 keycode == WKC_DOWN ||
581 keycode == WKC_HOME ||
582 keycode == WKC_END ||
583 keycode & WKC_META ||
584 keycode & WKC_CTRL ||
585 keycode & WKC_ALT ||
586 (keycode >= WKC_F1 && keycode <= WKC_F12) ||
587 !IsValidChar(character, CS_ALPHANUMERAL)) {
588 HandleKeypress(keycode, character);
591 break;
593 case SDL_TEXTINPUT: {
594 if (!this->edit_box_focused) break;
595 SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
596 uint keycode = ConvertSdlKeycodeIntoMy(kc);
598 if (keycode == WKC_BACKQUOTE && FocusedWindowIsConsole()) {
599 WChar character;
600 Utf8Decode(&character, ev.text.text);
601 HandleKeypress(keycode, character);
602 } else {
603 HandleTextInput(ev.text.text);
605 break;
607 case SDL_WINDOWEVENT: {
608 if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) {
609 // Force a redraw of the entire screen.
610 _num_dirty_rects = MAX_DIRTY_RECTS + 1;
611 } else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
612 int w = max(ev.window.data1, 64);
613 int h = max(ev.window.data2, 64);
614 CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2);
615 } else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
616 // mouse entered the window, enable cursor
617 _cursor.in_window = true;
618 } else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
619 // mouse left the window, undraw cursor
620 UndrawMouseCursor();
621 _cursor.in_window = false;
623 break;
626 return -1;
629 const char *VideoDriver_SDL::Start(const char * const *parm)
631 /* Explicitly disable hardware acceleration. Enabling this causes
632 * UpdateWindowSurface() to update the window's texture instead of
633 * its surface. */
634 SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION , "0");
636 /* Just on the offchance the audio subsystem started before the video system,
637 * check whether any part of SDL has been initialised before getting here.
638 * Slightly duplicated with sound/sdl_s.cpp */
639 int ret_code = 0;
640 if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
641 ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
643 if (ret_code < 0) return SDL_GetError();
645 GetVideoModes();
646 if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) {
647 return SDL_GetError();
650 const char *dname = SDL_GetCurrentVideoDriver();
651 DEBUG(driver, 1, "SDL2: using driver '%s'", dname);
653 MarkWholeScreenDirty();
655 _draw_threaded = GetDriverParam(parm, "no_threads") == nullptr && GetDriverParam(parm, "no_thread") == nullptr;
657 SDL_StopTextInput();
658 this->edit_box_focused = false;
660 return nullptr;
663 void VideoDriver_SDL::Stop()
665 SDL_QuitSubSystem(SDL_INIT_VIDEO);
666 if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
667 SDL_Quit(); // If there's nothing left, quit SDL
671 void VideoDriver_SDL::MainLoop()
673 uint32 cur_ticks = SDL_GetTicks();
674 uint32 last_cur_ticks = cur_ticks;
675 uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
676 uint32 mod;
677 int numkeys;
678 const Uint8 *keys;
680 CheckPaletteAnim();
682 std::thread draw_thread;
683 std::unique_lock<std::recursive_mutex> draw_lock;
684 if (_draw_threaded) {
685 /* Initialise the mutex first, because that's the thing we *need*
686 * directly in the newly created thread. */
687 _draw_mutex = new std::recursive_mutex();
688 if (_draw_mutex == nullptr) {
689 _draw_threaded = false;
690 } else {
691 draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
692 _draw_signal = new std::condition_variable_any();
693 _draw_continue = true;
695 _draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
697 /* Free the mutex if we won't be able to use it. */
698 if (!_draw_threaded) {
699 draw_lock.unlock();
700 draw_lock.release();
701 delete _draw_mutex;
702 delete _draw_signal;
703 _draw_mutex = nullptr;
704 _draw_signal = nullptr;
705 } else {
706 /* Wait till the draw mutex has started itself. */
707 _draw_signal->wait(*_draw_mutex);
712 DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
714 for (;;) {
715 uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
716 InteractiveRandom(); // randomness
718 while (PollEvent() == -1) {}
719 if (_exit_game) break;
721 mod = SDL_GetModState();
722 keys = SDL_GetKeyboardState(&numkeys);
724 #if defined(_DEBUG)
725 if (_shift_pressed)
726 #else
727 /* Speedup when pressing tab, except when using ALT+TAB
728 * to switch to another application */
729 if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
730 #endif /* defined(_DEBUG) */
732 if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
733 } else if (_fast_forward & 2) {
734 _fast_forward = 0;
737 cur_ticks = SDL_GetTicks();
738 if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
739 _realtime_tick += cur_ticks - last_cur_ticks;
740 last_cur_ticks = cur_ticks;
741 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
743 bool old_ctrl_pressed = _ctrl_pressed;
745 _ctrl_pressed = !!(mod & KMOD_CTRL);
746 _shift_pressed = !!(mod & KMOD_SHIFT);
748 /* determine which directional keys are down */
749 _dirkeys =
750 (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
751 (keys[SDL_SCANCODE_UP] ? 2 : 0) |
752 (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
753 (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
754 if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
756 /* The gameloop is the part that can run asynchronously. The rest
757 * except sleeping can't. */
758 if (_draw_mutex != nullptr) draw_lock.unlock();
760 GameLoop();
762 if (_draw_mutex != nullptr) draw_lock.lock();
764 UpdateWindows();
765 _local_palette = _cur_palette;
766 } else {
767 /* Release the thread while sleeping */
768 if (_draw_mutex != nullptr) draw_lock.unlock();
769 CSleep(1);
770 if (_draw_mutex != nullptr) draw_lock.lock();
772 NetworkDrawChatMessage();
773 DrawMouseCursor();
776 /* End of the critical part. */
777 if (_draw_mutex != nullptr && !HasModalProgress()) {
778 _draw_signal->notify_one();
779 } else {
780 /* Oh, we didn't have threads, then just draw unthreaded */
781 CheckPaletteAnim();
782 DrawSurfaceToScreen();
786 if (_draw_mutex != nullptr) {
787 _draw_continue = false;
788 /* Sending signal if there is no thread blocked
789 * is very valid and results in noop */
790 _draw_signal->notify_one();
791 if (draw_lock.owns_lock()) draw_lock.unlock();
792 draw_lock.release();
793 draw_thread.join();
795 delete _draw_mutex;
796 delete _draw_signal;
798 _draw_mutex = nullptr;
799 _draw_signal = nullptr;
803 bool VideoDriver_SDL::ChangeResolution(int w, int h)
805 std::unique_lock<std::recursive_mutex> lock;
806 if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
808 return CreateMainSurface(w, h, true);
811 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
813 std::unique_lock<std::recursive_mutex> lock;
814 if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
816 /* Remember current window size */
817 if (fullscreen) {
818 SDL_GetWindowSize(_sdl_window, &_window_size_w, &_window_size_h);
820 /* Find fullscreen window size */
821 SDL_DisplayMode dm;
822 if (SDL_GetCurrentDisplayMode(0, &dm) < 0) {
823 DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
824 } else {
825 SDL_SetWindowSize(_sdl_window, dm.w, dm.h);
829 DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
830 int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
831 if (ret == 0) {
832 /* Switching resolution succeeded, set fullscreen value of window. */
833 _fullscreen = fullscreen;
834 if (!fullscreen) SDL_SetWindowSize(_sdl_window, _window_size_w, _window_size_h);
835 } else {
836 DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
839 return ret == 0;
842 bool VideoDriver_SDL::AfterBlitterChange()
844 int w, h;
845 SDL_GetWindowSize(_sdl_window, &w, &h);
846 return CreateMainSurface(w, h, false);
849 void VideoDriver_SDL::AcquireBlitterLock()
851 if (_draw_mutex != nullptr) _draw_mutex->lock();
854 void VideoDriver_SDL::ReleaseBlitterLock()
856 if (_draw_mutex != nullptr) _draw_mutex->unlock();
859 #endif /* WITH_SDL2 */