Add: INR currency (#8136)
[openttd-github.git] / src / video / sdl_v.cpp
blobaacd3f2cba2eb20467d1c92382c1f12448dd1d56
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 sdl_v.cpp Implementation of the SDL video driver. */
10 #ifdef WITH_SDL
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 "sdl_v.h"
25 #include <SDL.h>
26 #include <mutex>
27 #include <condition_variable>
28 #include <algorithm>
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;
62 _num_dirty_rects++;
65 static void UpdatePalette(bool init = false)
67 SDL_Color pal[256];
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;
73 pal[i].unused = 0;
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
84 * other colors.
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;
123 UpdatePalette(true);
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:
133 UpdatePalette();
134 break;
136 case Blitter::PALETTE_ANIMATION_BLITTER:
137 blitter->PaletteAnimate(_local_palette);
138 break;
140 case Blitter::PALETTE_ANIMATION_NONE:
141 break;
143 default:
144 NOT_REACHED();
146 _cur_palette.count_dirty = 0;
150 static void DrawSurfaceToScreen()
152 PerformanceMeasurer framerate(PFE_VIDEO);
154 int n = _num_dirty_rects;
155 if (n == 0) return;
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);
163 } else {
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) {
183 CheckPaletteAnim();
184 /* Then just draw and wait till we stop */
185 DrawSurfaceToScreen();
186 _draw_signal->wait(lock);
190 static const Dimension _default_resolutions[] = {
191 { 640, 480},
192 { 800, 600},
193 {1024, 768},
194 {1152, 864},
195 {1280, 800},
196 {1280, 960},
197 {1280, 1024},
198 {1400, 1050},
199 {1600, 1200},
200 {1680, 1050},
201 {1920, 1200}
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]);
218 } else {
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");
227 SortResolutions();
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 */
240 uint best = 0;
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) {
245 best = i;
246 delta = newdelta;
249 *w = _resolutions[best].width;
250 *h = _resolutions[best].height;
253 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
255 SDL_Surface *newscreen, *icon;
256 char caption[50];
257 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
258 bool want_hwpalette;
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,
300 * unfortunately).
302 want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
303 } else {
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);
326 ClaimMousePointer();
327 SetupKeyboard();
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");
340 return false;
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
348 * render on.
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");
367 return false;
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();
388 InitPalette();
390 seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
391 SDL_WM_SetCaption(caption, caption);
393 GameSizeChanged();
395 return true;
398 bool VideoDriver_SDL::ClaimMousePointer()
400 SDL_ShowCursor(0);
401 return true;
404 struct VkMapping {
405 #if SDL_VERSION_ATLEAST(1, 3, 0)
406 SDL_Keycode vk_from;
407 #else
408 uint16 vk_from;
409 #endif
410 byte vk_count;
411 byte map_to;
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),
420 AS(SDLK_UP, WKC_UP),
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),
443 /* Function keys */
444 AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
446 /* Numeric part. */
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;
472 uint key = 0;
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;
477 break;
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;
491 #else
492 if (sym->scancode == 49) key = WKC_BACKQUOTE;
493 #endif
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;
502 return key;
505 int VideoDriver_SDL::PollEvent()
507 SDL_Event ev;
509 if (!SDL_PollEvent(&ev)) return -2;
511 switch (ev.type) {
512 case SDL_MOUSEMOTION:
513 if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
514 SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
516 HandleMouseEvents();
517 break;
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;
527 break;
529 case SDL_BUTTON_RIGHT:
530 _right_button_down = true;
531 _right_button_clicked = true;
532 break;
534 case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
535 case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
537 default: break;
539 HandleMouseEvents();
540 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;
553 HandleMouseEvents();
554 break;
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;
561 } else {
562 UndrawMouseCursor(); // mouse left the window, undraw cursor
563 _cursor.in_window = false;
565 break;
567 case SDL_QUIT:
568 HandleExitGameRequest();
569 break;
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);
575 } else {
576 WChar character;
577 uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
578 HandleKeypress(keycode, character);
580 break;
582 case SDL_VIDEORESIZE: {
583 int w = max(ev.resize.w, 64);
584 int h = max(ev.resize.h, 64);
585 CreateMainSurface(w, h);
586 break;
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;
593 break;
596 return -1;
599 const char *VideoDriver_SDL::Start(const char * const *parm)
601 char buf[30];
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 */
607 int ret_code = 0;
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();
615 GetVideoModes();
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();
624 SetupKeyboard();
626 _draw_threaded = GetDriverParam(parm, "no_threads") == nullptr && GetDriverParam(parm, "no_thread") == nullptr;
628 return 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;
650 uint32 mod;
651 int numkeys;
652 Uint8 *keys;
654 CheckPaletteAnim();
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;
664 } else {
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) {
673 draw_lock.unlock();
674 draw_lock.release();
675 delete _draw_mutex;
676 delete _draw_signal;
677 _draw_mutex = nullptr;
678 _draw_signal = nullptr;
679 } else {
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 ");
688 for (;;) {
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);
698 #else
699 keys = SDL_GetKeyState(&numkeys);
700 #endif
701 #if defined(_DEBUG)
702 if (_shift_pressed)
703 #else
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)
708 #else
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) {
715 _fast_forward = 0;
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 */
730 _dirkeys =
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);
736 #else
737 (keys[SDLK_LEFT] ? 1 : 0) |
738 (keys[SDLK_UP] ? 2 : 0) |
739 (keys[SDLK_RIGHT] ? 4 : 0) |
740 (keys[SDLK_DOWN] ? 8 : 0);
741 #endif
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();
748 GameLoop();
750 if (_draw_mutex != nullptr) draw_lock.lock();
752 UpdateWindows();
753 _local_palette = _cur_palette;
754 } else {
755 /* Release the thread while sleeping */
756 if (_draw_mutex != nullptr) draw_lock.unlock();
757 CSleep(1);
758 if (_draw_mutex != nullptr) draw_lock.lock();
760 NetworkDrawChatMessage();
761 DrawMouseCursor();
764 /* End of the critical part. */
765 if (_draw_mutex != nullptr && !HasModalProgress()) {
766 _draw_signal->notify_one();
767 } else {
768 /* Oh, we didn't have threads, then just draw unthreaded */
769 CheckPaletteAnim();
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();
780 draw_lock.release();
781 draw_thread.join();
783 delete _draw_mutex;
784 delete _draw_signal;
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);
808 if (!ret) {
809 /* switching resolution failed, put back full_screen to original status */
810 _fullscreen ^= true;
813 return ret;
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 */