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/>.
8 /** @file sdl_v.cpp Implementation of the SDL video driver. */
12 #include "../stdafx.h"
13 #include "../openttd.h"
14 #include "../gfx_func.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"
27 #include <condition_variable>
30 #include "../safeguards.h"
32 static FVideoDriver_SDL iFVideoDriver_SDL
;
34 static SDL_Surface
*_sdl_screen
;
35 static SDL_Surface
*_sdl_realscreen
;
36 static bool _all_modes
;
38 /** Whether the drawing is/may be done in a separate thread. */
39 static bool _draw_threaded
;
40 /** Mutex to keep the access to the shared memory controlled. */
41 static std::recursive_mutex
*_draw_mutex
= nullptr;
42 /** Signal to draw the next frame. */
43 static std::condition_variable_any
*_draw_signal
= nullptr;
44 /** Should we keep continue drawing? */
45 static volatile bool _draw_continue
;
46 static Palette _local_palette
;
48 #define MAX_DIRTY_RECTS 100
49 static SDL_Rect _dirty_rects
[MAX_DIRTY_RECTS
];
50 static int _num_dirty_rects
;
51 static int _use_hwpalette
;
52 static int _requested_hwpalette
; /* Did we request a HWPALETTE for the current video mode? */
54 void VideoDriver_SDL::MakeDirty(int left
, int top
, int width
, int height
)
56 if (_num_dirty_rects
< MAX_DIRTY_RECTS
) {
57 _dirty_rects
[_num_dirty_rects
].x
= left
;
58 _dirty_rects
[_num_dirty_rects
].y
= top
;
59 _dirty_rects
[_num_dirty_rects
].w
= width
;
60 _dirty_rects
[_num_dirty_rects
].h
= height
;
65 static void UpdatePalette(bool init
= false)
69 for (int i
= 0; i
!= _local_palette
.count_dirty
; i
++) {
70 pal
[i
].r
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].r
;
71 pal
[i
].g
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].g
;
72 pal
[i
].b
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].b
;
76 SDL_SetColors(_sdl_screen
, pal
, _local_palette
.first_dirty
, _local_palette
.count_dirty
);
78 if (_sdl_screen
!= _sdl_realscreen
&& init
) {
79 /* When using a shadow surface, also set our palette on the real screen. This lets SDL
80 * allocate as much colors (or approximations) as
81 * possible, instead of using only the default SDL
82 * palette. This allows us to get more colors exactly
83 * right and might allow using better approximations for
86 * Note that colors allocations are tried in-order, so
87 * this favors colors further up into the palette. Also
88 * note that if two colors from the same animation
89 * sequence are approximated using the same color, that
90 * animation will stop working.
92 * Since changing the system palette causes the colours
93 * to change right away, and allocations might
94 * drastically change, we can't use this for animation,
95 * since that could cause weird coloring between the
96 * palette change and the blitting below, so we only set
97 * the real palette during initialisation.
99 SDL_SetColors(_sdl_realscreen
, pal
, _local_palette
.first_dirty
, _local_palette
.count_dirty
);
102 if (_sdl_screen
!= _sdl_realscreen
&& !init
) {
103 /* We're not using real hardware palette, but are letting SDL
104 * approximate the palette during shadow -> screen copy. To
105 * change the palette, we need to recopy the entire screen.
107 * Note that this operation can slow down the rendering
108 * considerably, especially since changing the shadow
109 * palette will need the next blit to re-detect the
110 * best mapping of shadow palette colors to real palette
111 * colors from scratch.
113 SDL_BlitSurface(_sdl_screen
, nullptr, _sdl_realscreen
, nullptr);
114 SDL_UpdateRect(_sdl_realscreen
, 0, 0, 0, 0);
118 static void InitPalette()
120 _local_palette
= _cur_palette
;
121 _local_palette
.first_dirty
= 0;
122 _local_palette
.count_dirty
= 256;
126 static void CheckPaletteAnim()
128 if (_cur_palette
.count_dirty
!= 0) {
129 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
131 switch (blitter
->UsePaletteAnimation()) {
132 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND
:
136 case Blitter::PALETTE_ANIMATION_BLITTER
:
137 blitter
->PaletteAnimate(_local_palette
);
140 case Blitter::PALETTE_ANIMATION_NONE
:
146 _cur_palette
.count_dirty
= 0;
150 static void DrawSurfaceToScreen()
152 PerformanceMeasurer
framerate(PFE_VIDEO
);
154 int n
= _num_dirty_rects
;
157 _num_dirty_rects
= 0;
158 if (n
> MAX_DIRTY_RECTS
) {
159 if (_sdl_screen
!= _sdl_realscreen
) {
160 SDL_BlitSurface(_sdl_screen
, nullptr, _sdl_realscreen
, nullptr);
162 SDL_UpdateRect(_sdl_realscreen
, 0, 0, 0, 0);
164 if (_sdl_screen
!= _sdl_realscreen
) {
165 for (int i
= 0; i
< n
; i
++) {
166 SDL_BlitSurface(_sdl_screen
, &_dirty_rects
[i
], _sdl_realscreen
, &_dirty_rects
[i
]);
169 SDL_UpdateRects(_sdl_realscreen
, n
, _dirty_rects
);
173 static void DrawSurfaceToScreenThread()
175 /* First tell the main thread we're started */
176 std::unique_lock
<std::recursive_mutex
> lock(*_draw_mutex
);
177 _draw_signal
->notify_one();
179 /* Now wait for the first thing to draw! */
180 _draw_signal
->wait(*_draw_mutex
);
182 while (_draw_continue
) {
184 /* Then just draw and wait till we stop */
185 DrawSurfaceToScreen();
186 _draw_signal
->wait(lock
);
190 static const Dimension _default_resolutions
[] = {
204 static void GetVideoModes()
206 SDL_Rect
**modes
= SDL_ListModes(nullptr, SDL_SWSURFACE
| SDL_FULLSCREEN
);
207 if (modes
== nullptr) usererror("sdl: no modes available");
209 _resolutions
.clear();
211 _all_modes
= (SDL_ListModes(nullptr, SDL_SWSURFACE
| (_fullscreen
? SDL_FULLSCREEN
: 0)) == (void*)-1);
212 if (modes
== (void*)-1) {
213 for (uint i
= 0; i
< lengthof(_default_resolutions
); i
++) {
214 if (SDL_VideoModeOK(_default_resolutions
[i
].width
, _default_resolutions
[i
].height
, 8, SDL_FULLSCREEN
) != 0) {
215 _resolutions
.push_back(_default_resolutions
[i
]);
219 for (int i
= 0; modes
[i
]; i
++) {
220 uint w
= modes
[i
]->w
;
221 uint h
= modes
[i
]->h
;
222 if (w
< 640 || h
< 480) continue; // reject too small resolutions
223 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(w
, h
)) != _resolutions
.end()) continue;
224 _resolutions
.emplace_back(w
, h
);
226 if (_resolutions
.empty()) usererror("No usable screen resolutions found!\n");
231 static void GetAvailableVideoMode(uint
*w
, uint
*h
)
233 /* All modes available? */
234 if (_all_modes
|| _resolutions
.empty()) return;
236 /* Is the wanted mode among the available modes? */
237 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(*w
, *h
)) != _resolutions
.end()) return;
239 /* Use the closest possible resolution */
241 uint delta
= Delta(_resolutions
[0].width
, *w
) * Delta(_resolutions
[0].height
, *h
);
242 for (uint i
= 1; i
!= _resolutions
.size(); ++i
) {
243 uint newdelta
= Delta(_resolutions
[i
].width
, *w
) * Delta(_resolutions
[i
].height
, *h
);
244 if (newdelta
< delta
) {
249 *w
= _resolutions
[best
].width
;
250 *h
= _resolutions
[best
].height
;
253 bool VideoDriver_SDL::CreateMainSurface(uint w
, uint h
)
255 SDL_Surface
*newscreen
, *icon
;
257 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
260 GetAvailableVideoMode(&w
, &h
);
262 DEBUG(driver
, 1, "SDL: using mode %ux%ux%d", w
, h
, bpp
);
264 if (bpp
== 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
266 char icon_path
[MAX_PATH
];
267 if (FioFindFullPath(icon_path
, lastof(icon_path
), BASESET_DIR
, "openttd.32.bmp") != nullptr) {
268 /* Give the application an icon */
269 icon
= SDL_LoadBMP(icon_path
);
270 if (icon
!= nullptr) {
271 /* Get the colourkey, which will be magenta */
272 uint32 rgbmap
= SDL_MapRGB(icon
->format
, 255, 0, 255);
274 SDL_SetColorKey(icon
, SDL_SRCCOLORKEY
, rgbmap
);
275 SDL_WM_SetIcon(icon
, nullptr);
276 SDL_FreeSurface(icon
);
280 if (_use_hwpalette
== 2) {
281 /* Default is to autodetect when to use SDL_HWPALETTE.
282 * In this case, SDL_HWPALETTE is only used for 8bpp
283 * blitters in fullscreen.
285 * When using an 8bpp blitter on a 8bpp system in
286 * windowed mode with SDL_HWPALETTE, OpenTTD will claim
287 * the system palette, making all other applications
288 * get the wrong colours. In this case, we're better of
289 * trying to approximate the colors we need using system
290 * colors, using a shadow surface (see below).
292 * On a 32bpp system, SDL_HWPALETTE is ignored, so it
293 * doesn't matter what we do.
295 * When using a 32bpp blitter on a 8bpp system, setting
296 * SDL_HWPALETTE messes up rendering (at least on X11),
297 * so we don't do that. In this case, SDL takes care of
298 * color approximation using its own shadow surface
299 * (which we can't force in 8bpp on 8bpp mode,
302 want_hwpalette
= bpp
== 8 && _fullscreen
&& _support8bpp
== S8BPP_HARDWARE
;
304 /* User specified a value manually */
305 want_hwpalette
= _use_hwpalette
;
308 if (want_hwpalette
) DEBUG(driver
, 1, "SDL: requesting hardware palette");
310 /* Free any previously allocated shadow surface */
311 if (_sdl_screen
!= nullptr && _sdl_screen
!= _sdl_realscreen
) SDL_FreeSurface(_sdl_screen
);
313 if (_sdl_realscreen
!= nullptr) {
314 if (_requested_hwpalette
!= want_hwpalette
) {
315 /* SDL (at least the X11 driver), reuses the
316 * same window and palette settings when the bpp
317 * (and a few flags) are the same. Since we need
318 * to hwpalette value to change (in particular
319 * when switching between fullscreen and
320 * windowed), we restart the entire video
321 * subsystem to force creating a new window.
323 DEBUG(driver
, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
324 SDL_QuitSubSystem(SDL_INIT_VIDEO
);
325 SDL_InitSubSystem(SDL_INIT_VIDEO
);
330 /* Remember if we wanted a hwpalette. We can't reliably query
331 * SDL for the SDL_HWPALETTE flag, since it might get set even
332 * though we didn't ask for it (when SDL creates a shadow
333 * surface, for example). */
334 _requested_hwpalette
= want_hwpalette
;
336 /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
337 newscreen
= SDL_SetVideoMode(w
, h
, bpp
, SDL_SWSURFACE
| (want_hwpalette
? SDL_HWPALETTE
: 0) | (_fullscreen
? SDL_FULLSCREEN
: SDL_RESIZABLE
));
338 if (newscreen
== nullptr) {
339 DEBUG(driver
, 0, "SDL: Couldn't allocate a window to draw on");
342 _sdl_realscreen
= newscreen
;
344 if (bpp
== 8 && (_sdl_realscreen
->flags
& SDL_HWPALETTE
) != SDL_HWPALETTE
) {
345 /* Using an 8bpp blitter, if we didn't get a hardware
346 * palette (most likely because we didn't request one,
347 * see above), we'll have to set up a shadow surface to
350 * Our palette will be applied to this shadow surface,
351 * while the real screen surface will use the shared
352 * system palette (which will partly contain our colors,
353 * but most likely will not have enough free color cells
354 * for all of our colors). SDL can use these two
355 * palettes at blit time to approximate colors used in
356 * the shadow surface using system colors automatically.
358 * Note that when using an 8bpp blitter on a 32bpp
359 * system, SDL will create an internal shadow surface.
360 * This shadow surface will have SDL_HWPALLETE set, so
361 * we won't create a second shadow surface in this case.
363 DEBUG(driver
, 1, "SDL: using shadow surface");
364 newscreen
= SDL_CreateRGBSurface(SDL_SWSURFACE
, w
, h
, bpp
, 0, 0, 0, 0);
365 if (newscreen
== nullptr) {
366 DEBUG(driver
, 0, "SDL: Couldn't allocate a shadow surface to draw on");
371 /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
372 _num_dirty_rects
= 0;
374 _screen
.width
= newscreen
->w
;
375 _screen
.height
= newscreen
->h
;
376 _screen
.pitch
= newscreen
->pitch
/ (bpp
/ 8);
377 _screen
.dst_ptr
= newscreen
->pixels
;
378 _sdl_screen
= newscreen
;
380 /* When in full screen, we will always have the mouse cursor
381 * within the window, even though SDL does not give us the
382 * appropriate event to know this. */
383 if (_fullscreen
) _cursor
.in_window
= true;
385 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
386 blitter
->PostResize();
390 seprintf(caption
, lastof(caption
), "OpenTTD %s", _openttd_revision
);
391 SDL_WM_SetCaption(caption
, caption
);
398 bool VideoDriver_SDL::ClaimMousePointer()
405 #if SDL_VERSION_ATLEAST(1, 3, 0)
414 #define AS(x, z) {x, 0, z}
415 #define AM(x, y, z, w) {x, (byte)(y - x), z}
417 static const VkMapping _vk_mapping
[] = {
418 /* Pageup stuff + up/down */
419 AM(SDLK_PAGEUP
, SDLK_PAGEDOWN
, WKC_PAGEUP
, WKC_PAGEDOWN
),
421 AS(SDLK_DOWN
, WKC_DOWN
),
422 AS(SDLK_LEFT
, WKC_LEFT
),
423 AS(SDLK_RIGHT
, WKC_RIGHT
),
425 AS(SDLK_HOME
, WKC_HOME
),
426 AS(SDLK_END
, WKC_END
),
428 AS(SDLK_INSERT
, WKC_INSERT
),
429 AS(SDLK_DELETE
, WKC_DELETE
),
431 /* Map letters & digits */
432 AM(SDLK_a
, SDLK_z
, 'A', 'Z'),
433 AM(SDLK_0
, SDLK_9
, '0', '9'),
435 AS(SDLK_ESCAPE
, WKC_ESC
),
436 AS(SDLK_PAUSE
, WKC_PAUSE
),
437 AS(SDLK_BACKSPACE
, WKC_BACKSPACE
),
439 AS(SDLK_SPACE
, WKC_SPACE
),
440 AS(SDLK_RETURN
, WKC_RETURN
),
441 AS(SDLK_TAB
, WKC_TAB
),
444 AM(SDLK_F1
, SDLK_F12
, WKC_F1
, WKC_F12
),
447 AM(SDLK_KP0
, SDLK_KP9
, '0', '9'),
448 AS(SDLK_KP_DIVIDE
, WKC_NUM_DIV
),
449 AS(SDLK_KP_MULTIPLY
, WKC_NUM_MUL
),
450 AS(SDLK_KP_MINUS
, WKC_NUM_MINUS
),
451 AS(SDLK_KP_PLUS
, WKC_NUM_PLUS
),
452 AS(SDLK_KP_ENTER
, WKC_NUM_ENTER
),
453 AS(SDLK_KP_PERIOD
, WKC_NUM_DECIMAL
),
455 /* Other non-letter keys */
456 AS(SDLK_SLASH
, WKC_SLASH
),
457 AS(SDLK_SEMICOLON
, WKC_SEMICOLON
),
458 AS(SDLK_EQUALS
, WKC_EQUALS
),
459 AS(SDLK_LEFTBRACKET
, WKC_L_BRACKET
),
460 AS(SDLK_BACKSLASH
, WKC_BACKSLASH
),
461 AS(SDLK_RIGHTBRACKET
, WKC_R_BRACKET
),
463 AS(SDLK_QUOTE
, WKC_SINGLEQUOTE
),
464 AS(SDLK_COMMA
, WKC_COMMA
),
465 AS(SDLK_MINUS
, WKC_MINUS
),
466 AS(SDLK_PERIOD
, WKC_PERIOD
)
469 static uint
ConvertSdlKeyIntoMy(SDL_keysym
*sym
, WChar
*character
)
471 const VkMapping
*map
;
474 for (map
= _vk_mapping
; map
!= endof(_vk_mapping
); ++map
) {
475 if ((uint
)(sym
->sym
- map
->vk_from
) <= map
->vk_count
) {
476 key
= sym
->sym
- map
->vk_from
+ map
->map_to
;
481 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
482 #if defined(_WIN32) || defined(__OS2__)
483 if (sym
->scancode
== 41) key
= WKC_BACKQUOTE
;
484 #elif defined(__APPLE__)
485 if (sym
->scancode
== 10) key
= WKC_BACKQUOTE
;
486 #elif defined(__SVR4) && defined(__sun)
487 if (sym
->scancode
== 60) key
= WKC_BACKQUOTE
;
488 if (sym
->scancode
== 49) key
= WKC_BACKSPACE
;
489 #elif defined(__sgi__)
490 if (sym
->scancode
== 22) key
= WKC_BACKQUOTE
;
492 if (sym
->scancode
== 49) key
= WKC_BACKQUOTE
;
495 /* META are the command keys on mac */
496 if (sym
->mod
& KMOD_META
) key
|= WKC_META
;
497 if (sym
->mod
& KMOD_SHIFT
) key
|= WKC_SHIFT
;
498 if (sym
->mod
& KMOD_CTRL
) key
|= WKC_CTRL
;
499 if (sym
->mod
& KMOD_ALT
) key
|= WKC_ALT
;
501 *character
= sym
->unicode
;
505 int VideoDriver_SDL::PollEvent()
509 if (!SDL_PollEvent(&ev
)) return -2;
512 case SDL_MOUSEMOTION
:
513 if (_cursor
.UpdateCursorPosition(ev
.motion
.x
, ev
.motion
.y
, true)) {
514 SDL_WarpMouse(_cursor
.pos
.x
, _cursor
.pos
.y
);
519 case SDL_MOUSEBUTTONDOWN
:
520 if (_rightclick_emulate
&& SDL_GetModState() & KMOD_CTRL
) {
521 ev
.button
.button
= SDL_BUTTON_RIGHT
;
524 switch (ev
.button
.button
) {
525 case SDL_BUTTON_LEFT
:
526 _left_button_down
= true;
529 case SDL_BUTTON_RIGHT
:
530 _right_button_down
= true;
531 _right_button_clicked
= true;
534 case SDL_BUTTON_WHEELUP
: _cursor
.wheel
--; break;
535 case SDL_BUTTON_WHEELDOWN
: _cursor
.wheel
++; break;
542 case SDL_MOUSEBUTTONUP
:
543 if (_rightclick_emulate
) {
544 _right_button_down
= false;
545 _left_button_down
= false;
546 _left_button_clicked
= false;
547 } else if (ev
.button
.button
== SDL_BUTTON_LEFT
) {
548 _left_button_down
= false;
549 _left_button_clicked
= false;
550 } else if (ev
.button
.button
== SDL_BUTTON_RIGHT
) {
551 _right_button_down
= false;
556 case SDL_ACTIVEEVENT
:
557 if (!(ev
.active
.state
& SDL_APPMOUSEFOCUS
)) break;
559 if (ev
.active
.gain
) { // mouse entered the window, enable cursor
560 _cursor
.in_window
= true;
562 UndrawMouseCursor(); // mouse left the window, undraw cursor
563 _cursor
.in_window
= false;
568 HandleExitGameRequest();
571 case SDL_KEYDOWN
: // Toggle full-screen on ALT + ENTER/F
572 if ((ev
.key
.keysym
.mod
& (KMOD_ALT
| KMOD_META
)) &&
573 (ev
.key
.keysym
.sym
== SDLK_RETURN
|| ev
.key
.keysym
.sym
== SDLK_f
)) {
574 ToggleFullScreen(!_fullscreen
);
577 uint keycode
= ConvertSdlKeyIntoMy(&ev
.key
.keysym
, &character
);
578 HandleKeypress(keycode
, character
);
582 case SDL_VIDEORESIZE
: {
583 int w
= max(ev
.resize
.w
, 64);
584 int h
= max(ev
.resize
.h
, 64);
585 CreateMainSurface(w
, h
);
588 case SDL_VIDEOEXPOSE
: {
589 /* Force a redraw of the entire screen. Note
590 * that SDL 1.2 seems to do this automatically
591 * in most cases, but 1.3 / 2.0 does not. */
592 _num_dirty_rects
= MAX_DIRTY_RECTS
+ 1;
599 const char *VideoDriver_SDL::Start(const char * const *parm
)
602 _use_hwpalette
= GetDriverParamInt(parm
, "hw_palette", 2);
604 /* Just on the offchance the audio subsystem started before the video system,
605 * check whether any part of SDL has been initialised before getting here.
606 * Slightly duplicated with sound/sdl_s.cpp */
608 if (SDL_WasInit(SDL_INIT_EVERYTHING
) == 0) {
609 ret_code
= SDL_Init(SDL_INIT_VIDEO
| SDL_INIT_NOPARACHUTE
);
610 } else if (SDL_WasInit(SDL_INIT_VIDEO
) == 0) {
611 ret_code
= SDL_InitSubSystem(SDL_INIT_VIDEO
);
613 if (ret_code
== -1) return SDL_GetError();
616 if (!CreateMainSurface(_cur_resolution
.width
, _cur_resolution
.height
)) {
617 return SDL_GetError();
620 SDL_VideoDriverName(buf
, sizeof buf
);
621 DEBUG(driver
, 1, "SDL: using driver '%s'", buf
);
623 MarkWholeScreenDirty();
626 _draw_threaded
= GetDriverParam(parm
, "no_threads") == nullptr && GetDriverParam(parm
, "no_thread") == nullptr;
631 void VideoDriver_SDL::SetupKeyboard()
633 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY
, SDL_DEFAULT_REPEAT_INTERVAL
);
634 SDL_EnableUNICODE(1);
637 void VideoDriver_SDL::Stop()
639 SDL_QuitSubSystem(SDL_INIT_VIDEO
);
640 if (SDL_WasInit(SDL_INIT_EVERYTHING
) == 0) {
641 SDL_Quit(); // If there's nothing left, quit SDL
645 void VideoDriver_SDL::MainLoop()
647 uint32 cur_ticks
= SDL_GetTicks();
648 uint32 last_cur_ticks
= cur_ticks
;
649 uint32 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
656 std::thread draw_thread
;
657 std::unique_lock
<std::recursive_mutex
> draw_lock
;
658 if (_draw_threaded
) {
659 /* Initialise the mutex first, because that's the thing we *need*
660 * directly in the newly created thread. */
661 _draw_mutex
= new std::recursive_mutex();
662 if (_draw_mutex
== nullptr) {
663 _draw_threaded
= false;
665 draw_lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
666 _draw_signal
= new std::condition_variable_any();
667 _draw_continue
= true;
669 _draw_threaded
= StartNewThread(&draw_thread
, "ottd:draw-sdl", &DrawSurfaceToScreenThread
);
671 /* Free the mutex if we won't be able to use it. */
672 if (!_draw_threaded
) {
677 _draw_mutex
= nullptr;
678 _draw_signal
= nullptr;
680 /* Wait till the draw mutex has started itself. */
681 _draw_signal
->wait(*_draw_mutex
);
686 DEBUG(driver
, 1, "SDL: using %sthreads", _draw_threaded
? "" : "no ");
689 uint32 prev_cur_ticks
= cur_ticks
; // to check for wrapping
690 InteractiveRandom(); // randomness
692 while (PollEvent() == -1) {}
693 if (_exit_game
) break;
695 mod
= SDL_GetModState();
696 #if SDL_VERSION_ATLEAST(1, 3, 0)
697 keys
= SDL_GetKeyboardState(&numkeys
);
699 keys
= SDL_GetKeyState(&numkeys
);
704 /* Speedup when pressing tab, except when using ALT+TAB
705 * to switch to another application */
706 #if SDL_VERSION_ATLEAST(1, 3, 0)
707 if (keys
[SDL_SCANCODE_TAB
] && (mod
& KMOD_ALT
) == 0)
709 if (keys
[SDLK_TAB
] && (mod
& KMOD_ALT
) == 0)
710 #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */
711 #endif /* defined(_DEBUG) */
713 if (!_networking
&& _game_mode
!= GM_MENU
) _fast_forward
|= 2;
714 } else if (_fast_forward
& 2) {
718 cur_ticks
= SDL_GetTicks();
719 if (cur_ticks
>= next_tick
|| (_fast_forward
&& !_pause_mode
) || cur_ticks
< prev_cur_ticks
) {
720 _realtime_tick
+= cur_ticks
- last_cur_ticks
;
721 last_cur_ticks
= cur_ticks
;
722 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
724 bool old_ctrl_pressed
= _ctrl_pressed
;
726 _ctrl_pressed
= !!(mod
& KMOD_CTRL
);
727 _shift_pressed
= !!(mod
& KMOD_SHIFT
);
729 /* determine which directional keys are down */
731 #if SDL_VERSION_ATLEAST(1, 3, 0)
732 (keys
[SDL_SCANCODE_LEFT
] ? 1 : 0) |
733 (keys
[SDL_SCANCODE_UP
] ? 2 : 0) |
734 (keys
[SDL_SCANCODE_RIGHT
] ? 4 : 0) |
735 (keys
[SDL_SCANCODE_DOWN
] ? 8 : 0);
737 (keys
[SDLK_LEFT
] ? 1 : 0) |
738 (keys
[SDLK_UP
] ? 2 : 0) |
739 (keys
[SDLK_RIGHT
] ? 4 : 0) |
740 (keys
[SDLK_DOWN
] ? 8 : 0);
742 if (old_ctrl_pressed
!= _ctrl_pressed
) HandleCtrlChanged();
744 /* The gameloop is the part that can run asynchronously. The rest
745 * except sleeping can't. */
746 if (_draw_mutex
!= nullptr) draw_lock
.unlock();
750 if (_draw_mutex
!= nullptr) draw_lock
.lock();
753 _local_palette
= _cur_palette
;
755 /* Release the thread while sleeping */
756 if (_draw_mutex
!= nullptr) draw_lock
.unlock();
758 if (_draw_mutex
!= nullptr) draw_lock
.lock();
760 NetworkDrawChatMessage();
764 /* End of the critical part. */
765 if (_draw_mutex
!= nullptr && !HasModalProgress()) {
766 _draw_signal
->notify_one();
768 /* Oh, we didn't have threads, then just draw unthreaded */
770 DrawSurfaceToScreen();
774 if (_draw_mutex
!= nullptr) {
775 _draw_continue
= false;
776 /* Sending signal if there is no thread blocked
777 * is very valid and results in noop */
778 _draw_signal
->notify_one();
779 if (draw_lock
.owns_lock()) draw_lock
.unlock();
786 _draw_mutex
= nullptr;
787 _draw_signal
= nullptr;
791 bool VideoDriver_SDL::ChangeResolution(int w
, int h
)
793 std::unique_lock
<std::recursive_mutex
> lock
;
794 if (_draw_mutex
!= nullptr) lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
796 return CreateMainSurface(w
, h
);
799 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen
)
801 std::unique_lock
<std::recursive_mutex
> lock
;
802 if (_draw_mutex
!= nullptr) lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
804 _fullscreen
= fullscreen
;
805 GetVideoModes(); // get the list of available video modes
806 bool ret
= !_resolutions
.empty() && CreateMainSurface(_cur_resolution
.width
, _cur_resolution
.height
);
809 /* switching resolution failed, put back full_screen to original status */
816 bool VideoDriver_SDL::AfterBlitterChange()
818 return CreateMainSurface(_screen
.width
, _screen
.height
);
821 void VideoDriver_SDL::AcquireBlitterLock()
823 if (_draw_mutex
!= nullptr) _draw_mutex
->lock();
826 void VideoDriver_SDL::ReleaseBlitterLock()
828 if (_draw_mutex
!= nullptr) _draw_mutex
->unlock();
831 #endif /* WITH_SDL */