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 "../error_func.h"
15 #include "../gfx_func.h"
16 #include "../blitter/factory.hpp"
17 #include "../thread.h"
18 #include "../progress.h"
19 #include "../core/random_func.hpp"
20 #include "../core/math_func.hpp"
21 #include "../fileio_func.h"
22 #include "../framerate_type.h"
23 #include "../window_func.h"
27 #include "../safeguards.h"
29 static FVideoDriver_SDL iFVideoDriver_SDL
;
31 static SDL_Surface
*_sdl_surface
;
32 static SDL_Surface
*_sdl_realscreen
;
33 static bool _all_modes
;
35 static Palette _local_palette
;
37 #define MAX_DIRTY_RECTS 100
38 static SDL_Rect _dirty_rects
[MAX_DIRTY_RECTS
];
39 static int _num_dirty_rects
;
40 static int _use_hwpalette
;
41 static int _requested_hwpalette
; /* Did we request a HWPALETTE for the current video mode? */
43 void VideoDriver_SDL::MakeDirty(int left
, int top
, int width
, int height
)
45 if (_num_dirty_rects
< MAX_DIRTY_RECTS
) {
46 _dirty_rects
[_num_dirty_rects
].x
= left
;
47 _dirty_rects
[_num_dirty_rects
].y
= top
;
48 _dirty_rects
[_num_dirty_rects
].w
= width
;
49 _dirty_rects
[_num_dirty_rects
].h
= height
;
54 static void UpdatePalette(bool init
= false)
58 for (int i
= 0; i
!= _local_palette
.count_dirty
; i
++) {
59 pal
[i
].r
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].r
;
60 pal
[i
].g
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].g
;
61 pal
[i
].b
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].b
;
65 SDL_SetColors(_sdl_surface
, pal
, _local_palette
.first_dirty
, _local_palette
.count_dirty
);
67 if (_sdl_surface
!= _sdl_realscreen
&& init
) {
68 /* When using a shadow surface, also set our palette on the real screen. This lets SDL
69 * allocate as many colors (or approximations) as
70 * possible, instead of using only the default SDL
71 * palette. This allows us to get more colors exactly
72 * right and might allow using better approximations for
75 * Note that colors allocations are tried in-order, so
76 * this favors colors further up into the palette. Also
77 * note that if two colors from the same animation
78 * sequence are approximated using the same color, that
79 * animation will stop working.
81 * Since changing the system palette causes the colours
82 * to change right away, and allocations might
83 * drastically change, we can't use this for animation,
84 * since that could cause weird coloring between the
85 * palette change and the blitting below, so we only set
86 * the real palette during initialisation.
88 SDL_SetColors(_sdl_realscreen
, pal
, _local_palette
.first_dirty
, _local_palette
.count_dirty
);
91 if (_sdl_surface
!= _sdl_realscreen
&& !init
) {
92 /* We're not using real hardware palette, but are letting SDL
93 * approximate the palette during shadow -> screen copy. To
94 * change the palette, we need to recopy the entire screen.
96 * Note that this operation can slow down the rendering
97 * considerably, especially since changing the shadow
98 * palette will need the next blit to re-detect the
99 * best mapping of shadow palette colors to real palette
100 * colors from scratch.
102 SDL_BlitSurface(_sdl_surface
, nullptr, _sdl_realscreen
, nullptr);
103 SDL_UpdateRect(_sdl_realscreen
, 0, 0, 0, 0);
107 static void InitPalette()
109 CopyPalette(_local_palette
, true);
113 void VideoDriver_SDL::CheckPaletteAnim()
115 if (!CopyPalette(_local_palette
)) return;
117 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
119 switch (blitter
->UsePaletteAnimation()) {
120 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND
:
124 case Blitter::PALETTE_ANIMATION_BLITTER
:
125 blitter
->PaletteAnimate(_local_palette
);
128 case Blitter::PALETTE_ANIMATION_NONE
:
136 void VideoDriver_SDL::Paint()
138 PerformanceMeasurer
framerate(PFE_VIDEO
);
140 int n
= _num_dirty_rects
;
143 _num_dirty_rects
= 0;
145 if (n
> MAX_DIRTY_RECTS
) {
146 if (_sdl_surface
!= _sdl_realscreen
) {
147 SDL_BlitSurface(_sdl_surface
, nullptr, _sdl_realscreen
, nullptr);
150 SDL_UpdateRect(_sdl_realscreen
, 0, 0, 0, 0);
152 if (_sdl_surface
!= _sdl_realscreen
) {
153 for (int i
= 0; i
< n
; i
++) {
154 SDL_BlitSurface(_sdl_surface
, &_dirty_rects
[i
], _sdl_realscreen
, &_dirty_rects
[i
]);
158 SDL_UpdateRects(_sdl_realscreen
, n
, _dirty_rects
);
162 static const Dimension _default_resolutions
[] = {
176 static void GetVideoModes()
178 SDL_Rect
**modes
= SDL_ListModes(nullptr, SDL_SWSURFACE
| SDL_FULLSCREEN
);
179 if (modes
== nullptr) UserError("sdl: no modes available");
181 _resolutions
.clear();
183 _all_modes
= (SDL_ListModes(nullptr, SDL_SWSURFACE
| (_fullscreen
? SDL_FULLSCREEN
: 0)) == (void*)-1);
184 if (modes
== (void*)-1) {
185 for (const auto &default_resolution
: _default_resolutions
) {
186 if (SDL_VideoModeOK(default_resolution
.width
, default_resolution
.height
, 8, SDL_FULLSCREEN
) != 0) {
187 _resolutions
.push_back(default_resolution
);
191 for (int i
= 0; modes
[i
]; i
++) {
192 uint w
= modes
[i
]->w
;
193 uint h
= modes
[i
]->h
;
194 if (w
< 640 || h
< 480) continue; // reject too small resolutions
195 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(w
, h
)) != _resolutions
.end()) continue;
196 _resolutions
.emplace_back(w
, h
);
198 if (_resolutions
.empty()) UserError("No usable screen resolutions found!\n");
203 static void GetAvailableVideoMode(uint
*w
, uint
*h
)
205 /* All modes available? */
206 if (_all_modes
|| _resolutions
.empty()) return;
208 /* Is the wanted mode among the available modes? */
209 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(*w
, *h
)) != _resolutions
.end()) return;
211 /* Use the closest possible resolution */
213 uint delta
= Delta(_resolutions
[0].width
, *w
) * Delta(_resolutions
[0].height
, *h
);
214 for (uint i
= 1; i
!= _resolutions
.size(); ++i
) {
215 uint newdelta
= Delta(_resolutions
[i
].width
, *w
) * Delta(_resolutions
[i
].height
, *h
);
216 if (newdelta
< delta
) {
221 *w
= _resolutions
[best
].width
;
222 *h
= _resolutions
[best
].height
;
225 bool VideoDriver_SDL::CreateMainSurface(uint w
, uint h
)
227 SDL_Surface
*newscreen
, *icon
;
228 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
231 GetAvailableVideoMode(&w
, &h
);
233 Debug(driver
, 1, "SDL: using mode {}x{}x{}", w
, h
, bpp
);
235 if (bpp
== 0) UserError("Can't use a blitter that blits 0 bpp for normal visuals");
237 std::string icon_path
= FioFindFullPath(BASESET_DIR
, "openttd.32.bmp");
238 if (!icon_path
.empty()) {
239 /* Give the application an icon */
240 icon
= SDL_LoadBMP(icon_path
.c_str());
241 if (icon
!= nullptr) {
242 /* Get the colourkey, which will be magenta */
243 uint32_t rgbmap
= SDL_MapRGB(icon
->format
, 255, 0, 255);
245 SDL_SetColorKey(icon
, SDL_SRCCOLORKEY
, rgbmap
);
246 SDL_WM_SetIcon(icon
, nullptr);
247 SDL_FreeSurface(icon
);
251 if (_use_hwpalette
== 2) {
252 /* Default is to autodetect when to use SDL_HWPALETTE.
253 * In this case, SDL_HWPALETTE is only used for 8bpp
254 * blitters in fullscreen.
256 * When using an 8bpp blitter on a 8bpp system in
257 * windowed mode with SDL_HWPALETTE, OpenTTD will claim
258 * the system palette, making all other applications
259 * get the wrong colours. In this case, we're better of
260 * trying to approximate the colors we need using system
261 * colors, using a shadow surface (see below).
263 * On a 32bpp system, SDL_HWPALETTE is ignored, so it
264 * doesn't matter what we do.
266 * When using a 32bpp blitter on a 8bpp system, setting
267 * SDL_HWPALETTE messes up rendering (at least on X11),
268 * so we don't do that. In this case, SDL takes care of
269 * color approximation using its own shadow surface
270 * (which we can't force in 8bpp on 8bpp mode,
273 want_hwpalette
= bpp
== 8 && _fullscreen
&& _support8bpp
== S8BPP_HARDWARE
;
275 /* User specified a value manually */
276 want_hwpalette
= _use_hwpalette
;
279 if (want_hwpalette
) Debug(driver
, 1, "SDL: requesting hardware palette");
281 /* Free any previously allocated shadow surface */
282 if (_sdl_surface
!= nullptr && _sdl_surface
!= _sdl_realscreen
) SDL_FreeSurface(_sdl_surface
);
284 if (_sdl_realscreen
!= nullptr) {
285 if (_requested_hwpalette
!= want_hwpalette
) {
286 /* SDL (at least the X11 driver), reuses the
287 * same window and palette settings when the bpp
288 * (and a few flags) are the same. Since we need
289 * to hwpalette value to change (in particular
290 * when switching between fullscreen and
291 * windowed), we restart the entire video
292 * subsystem to force creating a new window.
294 Debug(driver
, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
295 SDL_QuitSubSystem(SDL_INIT_VIDEO
);
296 SDL_InitSubSystem(SDL_INIT_VIDEO
);
301 /* Remember if we wanted a hwpalette. We can't reliably query
302 * SDL for the SDL_HWPALETTE flag, since it might get set even
303 * though we didn't ask for it (when SDL creates a shadow
304 * surface, for example). */
305 _requested_hwpalette
= want_hwpalette
;
307 /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
308 newscreen
= SDL_SetVideoMode(w
, h
, bpp
, SDL_SWSURFACE
| (want_hwpalette
? SDL_HWPALETTE
: 0) | (_fullscreen
? SDL_FULLSCREEN
: SDL_RESIZABLE
));
309 if (newscreen
== nullptr) {
310 Debug(driver
, 0, "SDL: Couldn't allocate a window to draw on");
313 _sdl_realscreen
= newscreen
;
315 if (bpp
== 8 && (_sdl_realscreen
->flags
& SDL_HWPALETTE
) != SDL_HWPALETTE
) {
316 /* Using an 8bpp blitter, if we didn't get a hardware
317 * palette (most likely because we didn't request one,
318 * see above), we'll have to set up a shadow surface to
321 * Our palette will be applied to this shadow surface,
322 * while the real screen surface will use the shared
323 * system palette (which will partly contain our colors,
324 * but most likely will not have enough free color cells
325 * for all of our colors). SDL can use these two
326 * palettes at blit time to approximate colors used in
327 * the shadow surface using system colors automatically.
329 * Note that when using an 8bpp blitter on a 32bpp
330 * system, SDL will create an internal shadow surface.
331 * This shadow surface will have SDL_HWPALLETE set, so
332 * we won't create a second shadow surface in this case.
334 Debug(driver
, 1, "SDL: using shadow surface");
335 newscreen
= SDL_CreateRGBSurface(SDL_SWSURFACE
, w
, h
, bpp
, 0, 0, 0, 0);
336 if (newscreen
== nullptr) {
337 Debug(driver
, 0, "SDL: Couldn't allocate a shadow surface to draw on");
342 /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
343 _num_dirty_rects
= 0;
345 _screen
.width
= newscreen
->w
;
346 _screen
.height
= newscreen
->h
;
347 _screen
.pitch
= newscreen
->pitch
/ (bpp
/ 8);
348 _screen
.dst_ptr
= newscreen
->pixels
;
349 _sdl_surface
= newscreen
;
351 /* When in full screen, we will always have the mouse cursor
352 * within the window, even though SDL does not give us the
353 * appropriate event to know this. */
354 if (_fullscreen
) _cursor
.in_window
= true;
356 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
357 blitter
->PostResize();
361 std::string caption
= VideoDriver::GetCaption();
362 SDL_WM_SetCaption(caption
.c_str(), caption
.c_str());
369 bool VideoDriver_SDL::ClaimMousePointer()
375 struct SDLVkMapping
{
376 const uint16_t vk_from
;
377 const uint8_t vk_count
;
378 const uint8_t map_to
;
380 constexpr SDLVkMapping(SDLKey vk_first
, SDLKey vk_last
, uint8_t map_first
, [[maybe_unused
]] uint8_t map_last
)
381 : vk_from(vk_first
), vk_count(vk_last
- vk_first
+ 1), map_to(map_first
)
383 assert((vk_last
- vk_first
) == (map_last
- map_first
));
387 #define AS(x, z) {x, x, z, z}
388 #define AM(x, y, z, w) {x, y, z, w}
390 static constexpr SDLVkMapping _vk_mapping
[] = {
391 /* Pageup stuff + up/down */
392 AM(SDLK_PAGEUP
, SDLK_PAGEDOWN
, WKC_PAGEUP
, WKC_PAGEDOWN
),
394 AS(SDLK_DOWN
, WKC_DOWN
),
395 AS(SDLK_LEFT
, WKC_LEFT
),
396 AS(SDLK_RIGHT
, WKC_RIGHT
),
398 AS(SDLK_HOME
, WKC_HOME
),
399 AS(SDLK_END
, WKC_END
),
401 AS(SDLK_INSERT
, WKC_INSERT
),
402 AS(SDLK_DELETE
, WKC_DELETE
),
404 /* Map letters & digits */
405 AM(SDLK_a
, SDLK_z
, 'A', 'Z'),
406 AM(SDLK_0
, SDLK_9
, '0', '9'),
408 AS(SDLK_ESCAPE
, WKC_ESC
),
409 AS(SDLK_PAUSE
, WKC_PAUSE
),
410 AS(SDLK_BACKSPACE
, WKC_BACKSPACE
),
412 AS(SDLK_SPACE
, WKC_SPACE
),
413 AS(SDLK_RETURN
, WKC_RETURN
),
414 AS(SDLK_TAB
, WKC_TAB
),
417 AM(SDLK_F1
, SDLK_F12
, WKC_F1
, WKC_F12
),
420 AM(SDLK_KP0
, SDLK_KP9
, '0', '9'),
421 AS(SDLK_KP_DIVIDE
, WKC_NUM_DIV
),
422 AS(SDLK_KP_MULTIPLY
, WKC_NUM_MUL
),
423 AS(SDLK_KP_MINUS
, WKC_NUM_MINUS
),
424 AS(SDLK_KP_PLUS
, WKC_NUM_PLUS
),
425 AS(SDLK_KP_ENTER
, WKC_NUM_ENTER
),
426 AS(SDLK_KP_PERIOD
, WKC_NUM_DECIMAL
),
428 /* Other non-letter keys */
429 AS(SDLK_SLASH
, WKC_SLASH
),
430 AS(SDLK_SEMICOLON
, WKC_SEMICOLON
),
431 AS(SDLK_EQUALS
, WKC_EQUALS
),
432 AS(SDLK_LEFTBRACKET
, WKC_L_BRACKET
),
433 AS(SDLK_BACKSLASH
, WKC_BACKSLASH
),
434 AS(SDLK_RIGHTBRACKET
, WKC_R_BRACKET
),
436 AS(SDLK_QUOTE
, WKC_SINGLEQUOTE
),
437 AS(SDLK_COMMA
, WKC_COMMA
),
438 AS(SDLK_MINUS
, WKC_MINUS
),
439 AS(SDLK_PERIOD
, WKC_PERIOD
)
442 static uint
ConvertSdlKeyIntoMy(SDL_keysym
*sym
, char32_t
*character
)
446 for (const auto &map
: _vk_mapping
) {
447 if (IsInsideBS(sym
->sym
, map
.vk_from
, map
.vk_count
)) {
448 key
= sym
->sym
- map
.vk_from
+ map
.map_to
;
453 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
455 if (sym
->scancode
== 41) key
= WKC_BACKQUOTE
;
456 #elif defined(__APPLE__)
457 if (sym
->scancode
== 10) key
= WKC_BACKQUOTE
;
458 #elif defined(__SVR4) && defined(__sun)
459 if (sym
->scancode
== 60) key
= WKC_BACKQUOTE
;
460 if (sym
->scancode
== 49) key
= WKC_BACKSPACE
;
461 #elif defined(__sgi__)
462 if (sym
->scancode
== 22) key
= WKC_BACKQUOTE
;
464 if (sym
->scancode
== 49) key
= WKC_BACKQUOTE
;
467 /* META are the command keys on mac */
468 if (sym
->mod
& KMOD_META
) key
|= WKC_META
;
469 if (sym
->mod
& KMOD_SHIFT
) key
|= WKC_SHIFT
;
470 if (sym
->mod
& KMOD_CTRL
) key
|= WKC_CTRL
;
471 if (sym
->mod
& KMOD_ALT
) key
|= WKC_ALT
;
473 *character
= sym
->unicode
;
477 bool VideoDriver_SDL::PollEvent()
481 if (!SDL_PollEvent(&ev
)) return false;
484 case SDL_MOUSEMOTION
: {
485 int32_t x
= ev
.motion
.x
;
486 int32_t y
= ev
.motion
.y
;
488 if (_cursor
.fix_at
) {
489 /* Get all queued mouse events now in case we have to warp the cursor. In the
490 * end, we only care about the current mouse position and not bygone events. */
491 while (SDL_PeepEvents(&ev
, 1, SDL_GETEVENT
, SDL_MOUSEMOTION
)) {
497 if (_cursor
.UpdateCursorPosition(x
, y
)) {
498 SDL_WarpMouse(_cursor
.pos
.x
, _cursor
.pos
.y
);
504 case SDL_MOUSEBUTTONDOWN
:
505 if (_rightclick_emulate
&& SDL_GetModState() & KMOD_CTRL
) {
506 ev
.button
.button
= SDL_BUTTON_RIGHT
;
509 switch (ev
.button
.button
) {
510 case SDL_BUTTON_LEFT
:
511 _left_button_down
= true;
514 case SDL_BUTTON_RIGHT
:
515 _right_button_down
= true;
516 _right_button_clicked
= true;
519 case SDL_BUTTON_WHEELUP
: _cursor
.wheel
--; break;
520 case SDL_BUTTON_WHEELDOWN
: _cursor
.wheel
++; break;
527 case SDL_MOUSEBUTTONUP
:
528 if (_rightclick_emulate
) {
529 _right_button_down
= false;
530 _left_button_down
= false;
531 _left_button_clicked
= false;
532 } else if (ev
.button
.button
== SDL_BUTTON_LEFT
) {
533 _left_button_down
= false;
534 _left_button_clicked
= false;
535 } else if (ev
.button
.button
== SDL_BUTTON_RIGHT
) {
536 _right_button_down
= false;
541 case SDL_ACTIVEEVENT
:
542 if (!(ev
.active
.state
& SDL_APPMOUSEFOCUS
)) break;
544 if (ev
.active
.gain
) { // mouse entered the window, enable cursor
545 _cursor
.in_window
= true;
547 UndrawMouseCursor(); // mouse left the window, undraw cursor
548 _cursor
.in_window
= false;
553 HandleExitGameRequest();
556 case SDL_KEYDOWN
: // Toggle full-screen on ALT + ENTER/F
557 if ((ev
.key
.keysym
.mod
& (KMOD_ALT
| KMOD_META
)) &&
558 (ev
.key
.keysym
.sym
== SDLK_RETURN
|| ev
.key
.keysym
.sym
== SDLK_f
)) {
559 ToggleFullScreen(!_fullscreen
);
562 uint keycode
= ConvertSdlKeyIntoMy(&ev
.key
.keysym
, &character
);
563 HandleKeypress(keycode
, character
);
567 case SDL_VIDEORESIZE
: {
568 int w
= std::max(ev
.resize
.w
, 64);
569 int h
= std::max(ev
.resize
.h
, 64);
570 CreateMainSurface(w
, h
);
573 case SDL_VIDEOEXPOSE
: {
574 /* Force a redraw of the entire screen. Note
575 * that SDL 1.2 seems to do this automatically
576 * in most cases, but 1.3 / 2.0 does not. */
577 _num_dirty_rects
= MAX_DIRTY_RECTS
+ 1;
585 std::optional
<std::string_view
> VideoDriver_SDL::Start(const StringList
¶m
)
588 _use_hwpalette
= GetDriverParamInt(param
, "hw_palette", 2);
590 /* Just on the offchance the audio subsystem started before the video system,
591 * check whether any part of SDL has been initialised before getting here.
592 * Slightly duplicated with sound/sdl_s.cpp */
594 if (SDL_WasInit(SDL_INIT_EVERYTHING
) == 0) {
595 ret_code
= SDL_Init(SDL_INIT_VIDEO
| SDL_INIT_NOPARACHUTE
);
596 } else if (SDL_WasInit(SDL_INIT_VIDEO
) == 0) {
597 ret_code
= SDL_InitSubSystem(SDL_INIT_VIDEO
);
599 if (ret_code
< 0) return SDL_GetError();
601 this->UpdateAutoResolution();
604 if (!CreateMainSurface(_cur_resolution
.width
, _cur_resolution
.height
)) {
605 return SDL_GetError();
608 SDL_VideoDriverName(buf
, sizeof buf
);
609 Debug(driver
, 1, "SDL: using driver '{}'", buf
);
611 MarkWholeScreenDirty();
614 this->is_game_threaded
= !GetDriverParamBool(param
, "no_threads") && !GetDriverParamBool(param
, "no_thread");
619 void VideoDriver_SDL::SetupKeyboard()
621 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY
, SDL_DEFAULT_REPEAT_INTERVAL
);
622 SDL_EnableUNICODE(1);
625 void VideoDriver_SDL::Stop()
627 SDL_QuitSubSystem(SDL_INIT_VIDEO
);
628 if (SDL_WasInit(SDL_INIT_EVERYTHING
) == 0) {
629 SDL_Quit(); // If there's nothing left, quit SDL
633 void VideoDriver_SDL::InputLoop()
635 uint32_t mod
= SDL_GetModState();
637 Uint8
*keys
= SDL_GetKeyState(&numkeys
);
639 bool old_ctrl_pressed
= _ctrl_pressed
;
641 _ctrl_pressed
= !!(mod
& KMOD_CTRL
);
642 _shift_pressed
= !!(mod
& KMOD_SHIFT
);
644 /* Speedup when pressing tab, except when using ALT+TAB
645 * to switch to another application. */
646 this->fast_forward_key_pressed
= keys
[SDLK_TAB
] && (mod
& KMOD_ALT
) == 0;
648 /* Determine which directional keys are down. */
650 (keys
[SDLK_LEFT
] ? 1 : 0) |
651 (keys
[SDLK_UP
] ? 2 : 0) |
652 (keys
[SDLK_RIGHT
] ? 4 : 0) |
653 (keys
[SDLK_DOWN
] ? 8 : 0);
655 if (old_ctrl_pressed
!= _ctrl_pressed
) HandleCtrlChanged();
658 void VideoDriver_SDL::MainLoop()
660 this->StartGameThread();
663 if (_exit_game
) break;
666 this->SleepTillNextTick();
669 this->StopGameThread();
672 bool VideoDriver_SDL::ChangeResolution(int w
, int h
)
674 return CreateMainSurface(w
, h
);
677 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen
)
679 _fullscreen
= fullscreen
;
680 GetVideoModes(); // get the list of available video modes
681 bool ret
= !_resolutions
.empty() && CreateMainSurface(_cur_resolution
.width
, _cur_resolution
.height
);
684 /* switching resolution failed, put back full_screen to original status */
688 InvalidateWindowClassesData(WC_GAME_OPTIONS
, 3);
692 bool VideoDriver_SDL::AfterBlitterChange()
694 return CreateMainSurface(_screen
.width
, _screen
.height
);
697 #endif /* WITH_SDL */