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 sdl2_v.cpp Implementation of the SDL2 video driver. */
10 #include "../stdafx.h"
11 #include "../openttd.h"
12 #include "../gfx_func.h"
14 #include "../blitter/factory.hpp"
15 #include "../network/network.h"
16 #include "../thread.h"
17 #include "../progress.h"
18 #include "../core/random_func.hpp"
19 #include "../core/math_func.hpp"
20 #include "../core/mem_func.hpp"
21 #include "../core/geometry_func.hpp"
22 #include "../fileio_func.h"
23 #include "../framerate_type.h"
24 #include "../window_func.h"
28 #include <condition_variable>
30 # include <emscripten.h>
31 # include <emscripten/html5.h>
34 #include "../safeguards.h"
36 static FVideoDriver_SDL iFVideoDriver_SDL
;
38 static SDL_Window
*_sdl_window
;
39 static SDL_Surface
*_sdl_surface
;
40 static SDL_Surface
*_sdl_rgb_surface
;
41 static SDL_Surface
*_sdl_real_surface
;
43 /** Whether the drawing is/may be done in a separate thread. */
44 static bool _draw_threaded
;
45 /** Mutex to keep the access to the shared memory controlled. */
46 static std::recursive_mutex
*_draw_mutex
= nullptr;
47 /** Signal to draw the next frame. */
48 static std::condition_variable_any
*_draw_signal
= nullptr;
49 /** Should we keep continue drawing? */
50 static volatile bool _draw_continue
;
51 static Palette _local_palette
;
52 static SDL_Palette
*_sdl_palette
;
55 /** Whether we just had a window-enter event. */
56 static bool _cursor_new_in_window
= false;
59 static Rect _dirty_rect
;
61 void VideoDriver_SDL::MakeDirty(int left
, int top
, int width
, int height
)
63 Rect r
= {left
, top
, left
+ width
, top
+ height
};
64 _dirty_rect
= BoundingRect(_dirty_rect
, r
);
67 static void UpdatePalette()
71 for (int i
= 0; i
!= _local_palette
.count_dirty
; i
++) {
72 pal
[i
].r
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].r
;
73 pal
[i
].g
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].g
;
74 pal
[i
].b
= _local_palette
.palette
[_local_palette
.first_dirty
+ i
].b
;
78 SDL_SetPaletteColors(_sdl_palette
, pal
, _local_palette
.first_dirty
, _local_palette
.count_dirty
);
79 SDL_SetSurfacePalette(_sdl_surface
, _sdl_palette
);
82 static void MakePalette()
84 if (_sdl_palette
== nullptr) {
85 _sdl_palette
= SDL_AllocPalette(256);
86 if (_sdl_palette
== nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
89 _cur_palette
.first_dirty
= 0;
90 _cur_palette
.count_dirty
= 256;
91 _local_palette
= _cur_palette
;
94 if (_sdl_surface
!= _sdl_real_surface
) {
95 /* When using a shadow surface, also set our palette on the real screen. This lets SDL
96 * allocate as many colors (or approximations) as
97 * possible, instead of using only the default SDL
98 * palette. This allows us to get more colors exactly
99 * right and might allow using better approximations for
102 * Note that colors allocations are tried in-order, so
103 * this favors colors further up into the palette. Also
104 * note that if two colors from the same animation
105 * sequence are approximated using the same color, that
106 * animation will stop working.
108 * Since changing the system palette causes the colours
109 * to change right away, and allocations might
110 * drastically change, we can't use this for animation,
111 * since that could cause weird coloring between the
112 * palette change and the blitting below, so we only set
113 * the real palette during initialisation.
115 SDL_SetSurfacePalette(_sdl_real_surface
, _sdl_palette
);
119 void VideoDriver_SDL::CheckPaletteAnim()
121 if (_cur_palette
.count_dirty
== 0) return;
123 _local_palette
= _cur_palette
;
124 this->MakeDirty(0, 0, _screen
.width
, _screen
.height
);
129 PerformanceMeasurer
framerate(PFE_VIDEO
);
131 if (IsEmptyRect(_dirty_rect
) && _cur_palette
.count_dirty
== 0) return;
133 if (_cur_palette
.count_dirty
!= 0) {
134 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
136 switch (blitter
->UsePaletteAnimation()) {
137 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND
:
141 case Blitter::PALETTE_ANIMATION_BLITTER
:
142 blitter
->PaletteAnimate(_local_palette
);
145 case Blitter::PALETTE_ANIMATION_NONE
:
151 _cur_palette
.count_dirty
= 0;
154 SDL_Rect r
= { _dirty_rect
.left
, _dirty_rect
.top
, _dirty_rect
.right
- _dirty_rect
.left
, _dirty_rect
.bottom
- _dirty_rect
.top
};
156 if (_sdl_surface
!= _sdl_real_surface
) {
157 SDL_BlitSurface(_sdl_surface
, &r
, _sdl_real_surface
, &r
);
159 SDL_UpdateWindowSurfaceRects(_sdl_window
, &r
, 1);
161 MemSetT(&_dirty_rect
, 0);
164 static void PaintThread()
166 /* First tell the main thread we're started */
167 std::unique_lock
<std::recursive_mutex
> lock(*_draw_mutex
);
168 _draw_signal
->notify_one();
170 /* Now wait for the first thing to draw! */
171 _draw_signal
->wait(*_draw_mutex
);
173 while (_draw_continue
) {
174 /* Then just draw and wait till we stop */
176 _draw_signal
->wait(lock
);
180 static const Dimension default_resolutions
[] = {
194 static void FindResolutions()
196 _resolutions
.clear();
198 for (int i
= 0; i
< SDL_GetNumDisplayModes(0); i
++) {
199 SDL_DisplayMode mode
;
200 SDL_GetDisplayMode(0, i
, &mode
);
202 if (mode
.w
< 640 || mode
.h
< 480) continue;
203 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(mode
.w
, mode
.h
)) != _resolutions
.end()) continue;
204 _resolutions
.emplace_back(mode
.w
, mode
.h
);
207 /* We have found no resolutions, show the default list */
208 if (_resolutions
.empty()) {
209 _resolutions
.assign(std::begin(default_resolutions
), std::end(default_resolutions
));
215 static void GetAvailableVideoMode(uint
*w
, uint
*h
)
217 /* All modes available? */
218 if (!_fullscreen
|| _resolutions
.empty()) return;
220 /* Is the wanted mode among the available modes? */
221 if (std::find(_resolutions
.begin(), _resolutions
.end(), Dimension(*w
, *h
)) != _resolutions
.end()) return;
223 /* Use the closest possible resolution */
225 uint delta
= Delta(_resolutions
[0].width
, *w
) * Delta(_resolutions
[0].height
, *h
);
226 for (uint i
= 1; i
!= _resolutions
.size(); ++i
) {
227 uint newdelta
= Delta(_resolutions
[i
].width
, *w
) * Delta(_resolutions
[i
].height
, *h
);
228 if (newdelta
< delta
) {
233 *w
= _resolutions
[best
].width
;
234 *h
= _resolutions
[best
].height
;
237 static uint
FindStartupDisplay(uint startup_display
)
239 int num_displays
= SDL_GetNumVideoDisplays();
241 /* If the user indicated a valid monitor, use that. */
242 if (IsInsideBS(startup_display
, 0, num_displays
)) return startup_display
;
244 /* Mouse position decides which display to use. */
246 SDL_GetGlobalMouseState(&mx
, &my
);
247 for (int display
= 0; display
< num_displays
; ++display
) {
249 if (SDL_GetDisplayBounds(display
, &r
) == 0 && IsInsideBS(mx
, r
.x
, r
.w
) && IsInsideBS(my
, r
.y
, r
.h
)) {
250 DEBUG(driver
, 1, "SDL2: Mouse is at (%d, %d), use display %d (%d, %d, %d, %d)", mx
, my
, display
, r
.x
, r
.y
, r
.w
, r
.h
);
258 bool VideoDriver_SDL::CreateMainWindow(uint w
, uint h
)
260 if (_sdl_window
!= nullptr) return true;
262 Uint32 flags
= SDL_WINDOW_SHOWN
| SDL_WINDOW_RESIZABLE
;
265 flags
|= SDL_WINDOW_FULLSCREEN
;
268 int x
= SDL_WINDOWPOS_UNDEFINED
, y
= SDL_WINDOWPOS_UNDEFINED
;
270 if (SDL_GetDisplayBounds(this->startup_display
, &r
) == 0) {
271 x
= r
.x
+ std::max(0, r
.w
- static_cast<int>(w
)) / 2;
272 y
= r
.y
+ std::max(0, r
.h
- static_cast<int>(h
)) / 4; // decent desktops have taskbars at the bottom
276 seprintf(caption
, lastof(caption
), "OpenTTD %s", _openttd_revision
);
277 _sdl_window
= SDL_CreateWindow(
283 if (_sdl_window
== nullptr) {
284 DEBUG(driver
, 0, "SDL2: Couldn't allocate a window to draw on: %s", SDL_GetError());
288 std::string icon_path
= FioFindFullPath(BASESET_DIR
, "openttd.32.bmp");
289 if (!icon_path
.empty()) {
290 /* Give the application an icon */
291 SDL_Surface
*icon
= SDL_LoadBMP(icon_path
.c_str());
292 if (icon
!= nullptr) {
293 /* Get the colourkey, which will be magenta */
294 uint32 rgbmap
= SDL_MapRGB(icon
->format
, 255, 0, 255);
296 SDL_SetColorKey(icon
, SDL_TRUE
, rgbmap
);
297 SDL_SetWindowIcon(_sdl_window
, icon
);
298 SDL_FreeSurface(icon
);
305 bool VideoDriver_SDL::CreateMainSurface(uint w
, uint h
, bool resize
)
307 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
309 GetAvailableVideoMode(&w
, &h
);
310 DEBUG(driver
, 1, "SDL2: using mode %ux%ux%d", w
, h
, bpp
);
312 if (!this->CreateMainWindow(w
, h
)) return false;
313 if (resize
) SDL_SetWindowSize(_sdl_window
, w
, h
);
315 _sdl_real_surface
= SDL_GetWindowSurface(_sdl_window
);
316 if (_sdl_real_surface
== nullptr) {
317 DEBUG(driver
, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
321 /* Free any previously allocated rgb surface. */
322 if (_sdl_rgb_surface
!= nullptr) {
323 SDL_FreeSurface(_sdl_rgb_surface
);
324 _sdl_rgb_surface
= nullptr;
328 _sdl_rgb_surface
= SDL_CreateRGBSurface(0, w
, h
, 8, 0, 0, 0, 0);
330 if (_sdl_rgb_surface
== nullptr) {
331 DEBUG(driver
, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
335 _sdl_surface
= _sdl_rgb_surface
;
337 _sdl_surface
= _sdl_real_surface
;
340 /* X11 doesn't appreciate it if we invalidate areas outside the window
341 * if shared memory is enabled (read: it crashes). So, as we might have
342 * gotten smaller, reset our dirty rects. GameSizeChanged() a bit lower
343 * will mark the whole screen dirty again anyway, but this time with the
345 MemSetT(&_dirty_rect
, 0);
347 _screen
.width
= _sdl_surface
->w
;
348 _screen
.height
= _sdl_surface
->h
;
349 _screen
.pitch
= _sdl_surface
->pitch
/ (bpp
/ 8);
350 _screen
.dst_ptr
= _sdl_surface
->pixels
;
354 /* When in full screen, we will always have the mouse cursor
355 * within the window, even though SDL does not give us the
356 * appropriate event to know this. */
357 if (_fullscreen
) _cursor
.in_window
= true;
359 BlitterFactory::GetCurrentBlitter()->PostResize();
365 bool VideoDriver_SDL::ClaimMousePointer()
368 #ifdef __EMSCRIPTEN__
369 SDL_SetRelativeMouseMode(SDL_TRUE
);
375 * This is called to indicate that an edit box has gained focus, text input mode should be enabled.
377 void VideoDriver_SDL::EditBoxGainedFocus()
379 if (!this->edit_box_focused
) {
380 SDL_StartTextInput();
381 this->edit_box_focused
= true;
386 * This is called to indicate that an edit box has lost focus, text input mode should be disabled.
388 void VideoDriver_SDL::EditBoxLostFocus()
390 if (this->edit_box_focused
) {
392 this->edit_box_focused
= false;
397 struct SDLVkMapping
{
404 #define AS(x, z) {x, 0, z, false}
405 #define AM(x, y, z, w) {x, (byte)(y - x), z, false}
406 #define AS_UP(x, z) {x, 0, z, true}
407 #define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}
409 static const SDLVkMapping _vk_mapping
[] = {
410 /* Pageup stuff + up/down */
411 AS_UP(SDLK_PAGEUP
, WKC_PAGEUP
),
412 AS_UP(SDLK_PAGEDOWN
, WKC_PAGEDOWN
),
413 AS_UP(SDLK_UP
, WKC_UP
),
414 AS_UP(SDLK_DOWN
, WKC_DOWN
),
415 AS_UP(SDLK_LEFT
, WKC_LEFT
),
416 AS_UP(SDLK_RIGHT
, WKC_RIGHT
),
418 AS_UP(SDLK_HOME
, WKC_HOME
),
419 AS_UP(SDLK_END
, WKC_END
),
421 AS_UP(SDLK_INSERT
, WKC_INSERT
),
422 AS_UP(SDLK_DELETE
, WKC_DELETE
),
424 /* Map letters & digits */
425 AM(SDLK_a
, SDLK_z
, 'A', 'Z'),
426 AM(SDLK_0
, SDLK_9
, '0', '9'),
428 AS_UP(SDLK_ESCAPE
, WKC_ESC
),
429 AS_UP(SDLK_PAUSE
, WKC_PAUSE
),
430 AS_UP(SDLK_BACKSPACE
, WKC_BACKSPACE
),
432 AS(SDLK_SPACE
, WKC_SPACE
),
433 AS(SDLK_RETURN
, WKC_RETURN
),
434 AS(SDLK_TAB
, WKC_TAB
),
437 AM_UP(SDLK_F1
, SDLK_F12
, WKC_F1
, WKC_F12
),
440 AM(SDLK_KP_0
, SDLK_KP_9
, '0', '9'),
441 AS(SDLK_KP_DIVIDE
, WKC_NUM_DIV
),
442 AS(SDLK_KP_MULTIPLY
, WKC_NUM_MUL
),
443 AS(SDLK_KP_MINUS
, WKC_NUM_MINUS
),
444 AS(SDLK_KP_PLUS
, WKC_NUM_PLUS
),
445 AS(SDLK_KP_ENTER
, WKC_NUM_ENTER
),
446 AS(SDLK_KP_PERIOD
, WKC_NUM_DECIMAL
),
448 /* Other non-letter keys */
449 AS(SDLK_SLASH
, WKC_SLASH
),
450 AS(SDLK_SEMICOLON
, WKC_SEMICOLON
),
451 AS(SDLK_EQUALS
, WKC_EQUALS
),
452 AS(SDLK_LEFTBRACKET
, WKC_L_BRACKET
),
453 AS(SDLK_BACKSLASH
, WKC_BACKSLASH
),
454 AS(SDLK_RIGHTBRACKET
, WKC_R_BRACKET
),
456 AS(SDLK_QUOTE
, WKC_SINGLEQUOTE
),
457 AS(SDLK_COMMA
, WKC_COMMA
),
458 AS(SDLK_MINUS
, WKC_MINUS
),
459 AS(SDLK_PERIOD
, WKC_PERIOD
)
462 static uint
ConvertSdlKeyIntoMy(SDL_Keysym
*sym
, WChar
*character
)
464 const SDLVkMapping
*map
;
466 bool unprintable
= false;
468 for (map
= _vk_mapping
; map
!= endof(_vk_mapping
); ++map
) {
469 if ((uint
)(sym
->sym
- map
->vk_from
) <= map
->vk_count
) {
470 key
= sym
->sym
- map
->vk_from
+ map
->map_to
;
471 unprintable
= map
->unprintable
;
476 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
477 if (sym
->scancode
== SDL_SCANCODE_GRAVE
) key
= WKC_BACKQUOTE
;
479 /* META are the command keys on mac */
480 if (sym
->mod
& KMOD_GUI
) key
|= WKC_META
;
481 if (sym
->mod
& KMOD_SHIFT
) key
|= WKC_SHIFT
;
482 if (sym
->mod
& KMOD_CTRL
) key
|= WKC_CTRL
;
483 if (sym
->mod
& KMOD_ALT
) key
|= WKC_ALT
;
485 /* The mod keys have no character. Prevent '?' */
486 if (sym
->mod
& KMOD_GUI
||
487 sym
->mod
& KMOD_CTRL
||
488 sym
->mod
& KMOD_ALT
||
490 *character
= WKC_NONE
;
492 *character
= sym
->sym
;
499 * Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
500 * instead of an SDL_Keysym.
502 static uint
ConvertSdlKeycodeIntoMy(SDL_Keycode kc
)
504 const SDLVkMapping
*map
;
507 for (map
= _vk_mapping
; map
!= endof(_vk_mapping
); ++map
) {
508 if ((uint
)(kc
- map
->vk_from
) <= map
->vk_count
) {
509 key
= kc
- map
->vk_from
+ map
->map_to
;
514 /* check scancode for BACKQUOTE key, because we want the key left
515 * of "1", not anything else (on non-US keyboards) */
516 SDL_Scancode sc
= SDL_GetScancodeFromKey(kc
);
517 if (sc
== SDL_SCANCODE_GRAVE
) key
= WKC_BACKQUOTE
;
522 int VideoDriver_SDL::PollEvent()
526 if (!SDL_PollEvent(&ev
)) return -2;
529 case SDL_MOUSEMOTION
:
530 #ifdef __EMSCRIPTEN__
531 if (_cursor_new_in_window
) {
532 /* The cursor just moved into the window; this means we don't
533 * know the absolutely position yet to move relative from.
534 * Before this time, SDL didn't know it either, and this is
535 * why we postpone it till now. Update the absolute position
536 * for this once, and work relative after. */
537 _cursor
.pos
.x
= ev
.motion
.x
;
538 _cursor
.pos
.y
= ev
.motion
.y
;
539 _cursor
.dirty
= true;
541 _cursor_new_in_window
= false;
542 SDL_SetRelativeMouseMode(SDL_TRUE
);
544 _cursor
.UpdateCursorPositionRelative(ev
.motion
.xrel
, ev
.motion
.yrel
);
547 if (_cursor
.UpdateCursorPosition(ev
.motion
.x
, ev
.motion
.y
, true)) {
548 SDL_WarpMouseInWindow(_sdl_window
, _cursor
.pos
.x
, _cursor
.pos
.y
);
555 if (ev
.wheel
.y
> 0) {
557 } else if (ev
.wheel
.y
< 0) {
562 case SDL_MOUSEBUTTONDOWN
:
563 if (_rightclick_emulate
&& SDL_GetModState() & KMOD_CTRL
) {
564 ev
.button
.button
= SDL_BUTTON_RIGHT
;
567 switch (ev
.button
.button
) {
568 case SDL_BUTTON_LEFT
:
569 _left_button_down
= true;
572 case SDL_BUTTON_RIGHT
:
573 _right_button_down
= true;
574 _right_button_clicked
= true;
582 case SDL_MOUSEBUTTONUP
:
583 if (_rightclick_emulate
) {
584 _right_button_down
= false;
585 _left_button_down
= false;
586 _left_button_clicked
= false;
587 } else if (ev
.button
.button
== SDL_BUTTON_LEFT
) {
588 _left_button_down
= false;
589 _left_button_clicked
= false;
590 } else if (ev
.button
.button
== SDL_BUTTON_RIGHT
) {
591 _right_button_down
= false;
597 HandleExitGameRequest();
600 case SDL_KEYDOWN
: // Toggle full-screen on ALT + ENTER/F
601 if ((ev
.key
.keysym
.mod
& (KMOD_ALT
| KMOD_GUI
)) &&
602 (ev
.key
.keysym
.sym
== SDLK_RETURN
|| ev
.key
.keysym
.sym
== SDLK_f
)) {
603 if (ev
.key
.repeat
== 0) ToggleFullScreen(!_fullscreen
);
607 uint keycode
= ConvertSdlKeyIntoMy(&ev
.key
.keysym
, &character
);
608 // Only handle non-text keys here. Text is handled in
609 // SDL_TEXTINPUT below.
610 if (!this->edit_box_focused
||
611 keycode
== WKC_DELETE
||
612 keycode
== WKC_NUM_ENTER
||
613 keycode
== WKC_LEFT
||
614 keycode
== WKC_RIGHT
||
616 keycode
== WKC_DOWN
||
617 keycode
== WKC_HOME
||
618 keycode
== WKC_END
||
619 keycode
& WKC_META
||
620 keycode
& WKC_CTRL
||
622 (keycode
>= WKC_F1
&& keycode
<= WKC_F12
) ||
623 !IsValidChar(character
, CS_ALPHANUMERAL
)) {
624 HandleKeypress(keycode
, character
);
629 case SDL_TEXTINPUT
: {
630 if (!this->edit_box_focused
) break;
631 SDL_Keycode kc
= SDL_GetKeyFromName(ev
.text
.text
);
632 uint keycode
= ConvertSdlKeycodeIntoMy(kc
);
634 if (keycode
== WKC_BACKQUOTE
&& FocusedWindowIsConsole()) {
636 Utf8Decode(&character
, ev
.text
.text
);
637 HandleKeypress(keycode
, character
);
639 HandleTextInput(ev
.text
.text
);
643 case SDL_WINDOWEVENT
: {
644 if (ev
.window
.event
== SDL_WINDOWEVENT_EXPOSED
) {
645 // Force a redraw of the entire screen.
646 this->MakeDirty(0, 0, _screen
.width
, _screen
.height
);
647 } else if (ev
.window
.event
== SDL_WINDOWEVENT_SIZE_CHANGED
) {
648 int w
= std::max(ev
.window
.data1
, 64);
649 int h
= std::max(ev
.window
.data2
, 64);
650 CreateMainSurface(w
, h
, w
!= ev
.window
.data1
|| h
!= ev
.window
.data2
);
651 } else if (ev
.window
.event
== SDL_WINDOWEVENT_ENTER
) {
652 // mouse entered the window, enable cursor
653 _cursor
.in_window
= true;
654 #ifdef __EMSCRIPTEN__
655 /* Disable relative mouse mode for the first mouse motion,
656 * so we can pick up the absolutely position again. */
657 _cursor_new_in_window
= true;
658 SDL_SetRelativeMouseMode(SDL_FALSE
);
660 } else if (ev
.window
.event
== SDL_WINDOWEVENT_LEAVE
) {
661 // mouse left the window, undraw cursor
663 _cursor
.in_window
= false;
671 const char *VideoDriver_SDL::Start(const StringList
&parm
)
673 if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
675 /* Explicitly disable hardware acceleration. Enabling this causes
676 * UpdateWindowSurface() to update the window's texture instead of
678 SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION
, "0");
679 SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP
, "1");
681 /* Just on the offchance the audio subsystem started before the video system,
682 * check whether any part of SDL has been initialised before getting here.
683 * Slightly duplicated with sound/sdl_s.cpp */
685 if (SDL_WasInit(SDL_INIT_VIDEO
) == 0) {
686 ret_code
= SDL_InitSubSystem(SDL_INIT_VIDEO
);
688 if (ret_code
< 0) return SDL_GetError();
690 this->UpdateAutoResolution();
694 this->startup_display
= FindStartupDisplay(GetDriverParamInt(parm
, "display", -1));
696 if (!CreateMainSurface(_cur_resolution
.width
, _cur_resolution
.height
, false)) {
697 return SDL_GetError();
700 const char *dname
= SDL_GetCurrentVideoDriver();
701 DEBUG(driver
, 1, "SDL2: using driver '%s'", dname
);
703 MarkWholeScreenDirty();
705 _draw_threaded
= !GetDriverParamBool(parm
, "no_threads") && !GetDriverParamBool(parm
, "no_thread");
706 /* Wayland SDL video driver uses EGL to render the game. SDL created the
707 * EGL context from the main-thread, and with EGL you are not allowed to
708 * draw in another thread than the context was created. The function of
709 * _draw_threaded is to do exactly this: draw in another thread than the
710 * window was created, and as such, this fails on Wayland SDL video
711 * driver. So, we disable threading by default if Wayland SDL video
712 * driver is detected.
714 if (strcmp(dname
, "wayland") == 0) {
715 _draw_threaded
= false;
719 this->edit_box_focused
= false;
724 void VideoDriver_SDL::Stop()
726 SDL_QuitSubSystem(SDL_INIT_VIDEO
);
727 if (SDL_WasInit(SDL_INIT_EVERYTHING
) == 0) {
728 SDL_Quit(); // If there's nothing left, quit SDL
732 void VideoDriver_SDL::InputLoop()
734 uint32 mod
= SDL_GetModState();
735 const Uint8
*keys
= SDL_GetKeyboardState(NULL
);
737 bool old_ctrl_pressed
= _ctrl_pressed
;
739 _ctrl_pressed
= !!(mod
& KMOD_CTRL
);
740 _shift_pressed
= !!(mod
& KMOD_SHIFT
);
745 /* Speedup when pressing tab, except when using ALT+TAB
746 * to switch to another application. */
747 if (keys
[SDL_SCANCODE_TAB
] && (mod
& KMOD_ALT
) == 0)
748 #endif /* defined(_DEBUG) */
750 if (!_networking
&& _game_mode
!= GM_MENU
) _fast_forward
|= 2;
751 } else if (_fast_forward
& 2) {
755 /* Determine which directional keys are down. */
757 (keys
[SDL_SCANCODE_LEFT
] ? 1 : 0) |
758 (keys
[SDL_SCANCODE_UP
] ? 2 : 0) |
759 (keys
[SDL_SCANCODE_RIGHT
] ? 4 : 0) |
760 (keys
[SDL_SCANCODE_DOWN
] ? 8 : 0);
762 if (old_ctrl_pressed
!= _ctrl_pressed
) HandleCtrlChanged();
765 void VideoDriver_SDL::LoopOnce()
767 InteractiveRandom(); // randomness
769 while (PollEvent() == -1) {}
771 #ifdef __EMSCRIPTEN__
772 /* Emscripten is event-driven, and as such the main loop is inside
773 * the browser. So if _exit_game goes true, the main loop ends (the
774 * cancel call), but we still have to call the cleanup that is
775 * normally done at the end of the main loop for non-Emscripten.
776 * After that, Emscripten just halts, and the HTML shows a nice
777 * "bye, see you next time" message. */
778 emscripten_cancel_main_loop();
784 cur_ticks
= std::chrono::steady_clock::now();
786 /* If more than a millisecond has passed, increase the _realtime_tick. */
787 if (cur_ticks
- last_realtime_tick
> std::chrono::milliseconds(1)) {
788 auto delta
= std::chrono::duration_cast
<std::chrono::milliseconds
>(cur_ticks
- last_realtime_tick
);
789 _realtime_tick
+= delta
.count();
790 last_realtime_tick
+= delta
;
793 if (cur_ticks
>= next_game_tick
|| (_fast_forward
&& !_pause_mode
)) {
794 if (_fast_forward
&& !_pause_mode
) {
795 next_game_tick
= cur_ticks
+ this->GetGameInterval();
797 next_game_tick
+= this->GetGameInterval();
798 /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
799 if (next_game_tick
< cur_ticks
- ALLOWED_DRIFT
* this->GetGameInterval()) next_game_tick
= cur_ticks
;
802 /* The gameloop is the part that can run asynchronously. The rest
803 * except sleeping can't. */
804 if (_draw_mutex
!= nullptr) draw_lock
.unlock();
806 if (_draw_mutex
!= nullptr) draw_lock
.lock();
809 /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
810 if (cur_ticks
>= next_draw_tick
&& (_switch_mode
== SM_NONE
|| HasModalProgress())) {
811 next_draw_tick
+= this->GetDrawInterval();
812 /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
813 if (next_draw_tick
< cur_ticks
- ALLOWED_DRIFT
* this->GetDrawInterval()) next_draw_tick
= cur_ticks
;
818 this->CheckPaletteAnim();
820 if (_draw_mutex
!= nullptr && !HasModalProgress()) {
821 _draw_signal
->notify_one();
827 /* Emscripten is running an event-based mainloop; there is already some
828 * downtime between each iteration, so no need to sleep. */
829 #ifndef __EMSCRIPTEN__
830 /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
831 if (!_fast_forward
|| _pause_mode
) {
832 /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
833 auto next_tick
= std::min(next_draw_tick
, next_game_tick
);
834 auto now
= std::chrono::steady_clock::now();
836 if (next_tick
> now
) {
837 if (_draw_mutex
!= nullptr) draw_lock
.unlock();
838 std::this_thread::sleep_for(next_tick
- now
);
839 if (_draw_mutex
!= nullptr) draw_lock
.lock();
845 void VideoDriver_SDL::MainLoop()
847 cur_ticks
= std::chrono::steady_clock::now();
848 last_realtime_tick
= cur_ticks
;
849 next_game_tick
= cur_ticks
;
851 this->CheckPaletteAnim();
853 if (_draw_threaded
) {
854 /* Initialise the mutex first, because that's the thing we *need*
855 * directly in the newly created thread. */
856 _draw_mutex
= new std::recursive_mutex();
857 if (_draw_mutex
== nullptr) {
858 _draw_threaded
= false;
860 draw_lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
861 _draw_signal
= new std::condition_variable_any();
862 _draw_continue
= true;
864 _draw_threaded
= StartNewThread(&draw_thread
, "ottd:draw-sdl", &PaintThread
);
866 /* Free the mutex if we won't be able to use it. */
867 if (!_draw_threaded
) {
872 _draw_mutex
= nullptr;
873 _draw_signal
= nullptr;
875 /* Wait till the draw mutex has started itself. */
876 _draw_signal
->wait(*_draw_mutex
);
881 DEBUG(driver
, 1, "SDL2: using %sthreads", _draw_threaded
? "" : "no ");
883 #ifdef __EMSCRIPTEN__
884 /* Run the main loop event-driven, based on RequestAnimationFrame. */
885 emscripten_set_main_loop_arg(&this->EmscriptenLoop
, this, 0, 1);
887 while (!_exit_game
) {
895 void VideoDriver_SDL::MainLoopCleanup()
897 if (_draw_mutex
!= nullptr) {
898 _draw_continue
= false;
899 /* Sending signal if there is no thread blocked
900 * is very valid and results in noop */
901 _draw_signal
->notify_one();
902 if (draw_lock
.owns_lock()) draw_lock
.unlock();
909 _draw_mutex
= nullptr;
910 _draw_signal
= nullptr;
913 #ifdef __EMSCRIPTEN__
914 emscripten_exit_pointerlock();
915 /* In effect, the game ends here. As emscripten_set_main_loop() caused
916 * the stack to be unwound, the code after MainLoop() in
917 * openttd_main() is never executed. */
918 EM_ASM(if (window
["openttd_syncfs"]) openttd_syncfs());
919 EM_ASM(if (window
["openttd_exit"]) openttd_exit());
923 bool VideoDriver_SDL::ChangeResolution(int w
, int h
)
925 std::unique_lock
<std::recursive_mutex
> lock
;
926 if (_draw_mutex
!= nullptr) lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
928 return CreateMainSurface(w
, h
, true);
931 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen
)
933 std::unique_lock
<std::recursive_mutex
> lock
;
934 if (_draw_mutex
!= nullptr) lock
= std::unique_lock
<std::recursive_mutex
>(*_draw_mutex
);
938 /* Remember current window size */
940 SDL_GetWindowSize(_sdl_window
, &w
, &h
);
942 /* Find fullscreen window size */
944 if (SDL_GetCurrentDisplayMode(0, &dm
) < 0) {
945 DEBUG(driver
, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
947 SDL_SetWindowSize(_sdl_window
, dm
.w
, dm
.h
);
951 DEBUG(driver
, 1, "SDL2: Setting %s", fullscreen
? "fullscreen" : "windowed");
952 int ret
= SDL_SetWindowFullscreen(_sdl_window
, fullscreen
? SDL_WINDOW_FULLSCREEN
: 0);
954 /* Switching resolution succeeded, set fullscreen value of window. */
955 _fullscreen
= fullscreen
;
956 if (!fullscreen
) SDL_SetWindowSize(_sdl_window
, w
, h
);
958 DEBUG(driver
, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
964 bool VideoDriver_SDL::AfterBlitterChange()
966 assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
968 SDL_GetWindowSize(_sdl_window
, &w
, &h
);
969 return CreateMainSurface(w
, h
, false);
972 void VideoDriver_SDL::AcquireBlitterLock()
974 if (_draw_mutex
!= nullptr) _draw_mutex
->lock();
977 void VideoDriver_SDL::ReleaseBlitterLock()
979 if (_draw_mutex
!= nullptr) _draw_mutex
->unlock();
982 Dimension
VideoDriver_SDL::GetScreenSize() const
984 SDL_DisplayMode mode
;
985 if (SDL_GetCurrentDisplayMode(this->startup_display
, &mode
) != 0) return VideoDriver::GetScreenSize();
987 return { static_cast<uint
>(mode
.w
), static_cast<uint
>(mode
.h
) };