Fix: Don't allow right-click to close world generation progress window. (#13084)
[openttd-github.git] / src / video / sdl_v.cpp
blob17041ab0642b9072e8ace6859ff5e7a8391bacb8
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 "../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"
24 #include "sdl_v.h"
25 #include <SDL.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;
51 _num_dirty_rects++;
54 static void UpdatePalette(bool init = false)
56 SDL_Color pal[256];
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;
62 pal[i].unused = 0;
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
73 * other colors.
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);
110 UpdatePalette(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:
121 UpdatePalette();
122 break;
124 case Blitter::PALETTE_ANIMATION_BLITTER:
125 blitter->PaletteAnimate(_local_palette);
126 break;
128 case Blitter::PALETTE_ANIMATION_NONE:
129 break;
131 default:
132 NOT_REACHED();
136 void VideoDriver_SDL::Paint()
138 PerformanceMeasurer framerate(PFE_VIDEO);
140 int n = _num_dirty_rects;
141 if (n == 0) return;
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);
151 } else {
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[] = {
163 { 640, 480},
164 { 800, 600},
165 {1024, 768},
166 {1152, 864},
167 {1280, 800},
168 {1280, 960},
169 {1280, 1024},
170 {1400, 1050},
171 {1600, 1200},
172 {1680, 1050},
173 {1920, 1200}
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);
190 } else {
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");
199 SortResolutions();
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 */
212 uint best = 0;
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) {
217 best = i;
218 delta = newdelta;
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();
229 bool want_hwpalette;
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,
271 * unfortunately).
273 want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
274 } else {
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);
297 ClaimMousePointer();
298 SetupKeyboard();
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");
311 return false;
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
319 * render on.
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");
338 return false;
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();
359 InitPalette();
361 std::string caption = VideoDriver::GetCaption();
362 SDL_WM_SetCaption(caption.c_str(), caption.c_str());
364 GameSizeChanged();
366 return true;
369 bool VideoDriver_SDL::ClaimMousePointer()
371 SDL_ShowCursor(0);
372 return true;
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),
393 AS(SDLK_UP, WKC_UP),
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),
416 /* Function keys */
417 AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
419 /* Numeric part. */
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)
444 uint key = 0;
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;
449 break;
453 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
454 #if defined(_WIN32)
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;
463 #else
464 if (sym->scancode == 49) key = WKC_BACKQUOTE;
465 #endif
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;
474 return key;
477 bool VideoDriver_SDL::PollEvent()
479 SDL_Event ev;
481 if (!SDL_PollEvent(&ev)) return false;
483 switch (ev.type) {
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)) {
492 x = ev.motion.x;
493 y = ev.motion.y;
497 if (_cursor.UpdateCursorPosition(x, y)) {
498 SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
500 HandleMouseEvents();
501 break;
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;
512 break;
514 case SDL_BUTTON_RIGHT:
515 _right_button_down = true;
516 _right_button_clicked = true;
517 break;
519 case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
520 case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
522 default: break;
524 HandleMouseEvents();
525 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;
538 HandleMouseEvents();
539 break;
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;
546 } else {
547 UndrawMouseCursor(); // mouse left the window, undraw cursor
548 _cursor.in_window = false;
550 break;
552 case SDL_QUIT:
553 HandleExitGameRequest();
554 break;
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);
560 } else {
561 char32_t character;
562 uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
563 HandleKeypress(keycode, character);
565 break;
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);
571 break;
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;
578 break;
582 return true;
585 std::optional<std::string_view> VideoDriver_SDL::Start(const StringList &param)
587 char buf[30];
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 */
593 int ret_code = 0;
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();
603 GetVideoModes();
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();
612 SetupKeyboard();
614 this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
616 return std::nullopt;
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();
636 int numkeys;
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. */
649 _dirkeys =
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();
662 for (;;) {
663 if (_exit_game) break;
665 this->Tick();
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);
683 if (!ret) {
684 /* switching resolution failed, put back full_screen to original status */
685 _fullscreen ^= true;
688 InvalidateWindowClassesData(WC_GAME_OPTIONS, 3);
689 return ret;
692 bool VideoDriver_SDL::AfterBlitterChange()
694 return CreateMainSurface(_screen.width, _screen.height);
697 #endif /* WITH_SDL */