(svn r27950) -Merge: Documentation updates from 1.7 branch
[openttd.git] / src / video / sdl_v.cpp
blob3668f86020973687d19a0d0de8f94283f8515143
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file sdl_v.cpp Implementation of the SDL video driver. */
12 #ifdef WITH_SDL
14 #include "../stdafx.h"
15 #include "../openttd.h"
16 #include "../gfx_func.h"
17 #include "../sdl.h"
18 #include "../rev.h"
19 #include "../blitter/factory.hpp"
20 #include "../network/network.h"
21 #include "../thread/thread.h"
22 #include "../progress.h"
23 #include "../core/random_func.hpp"
24 #include "../core/math_func.hpp"
25 #include "../fileio_func.h"
26 #include "sdl_v.h"
27 #include <SDL.h>
29 #include "../safeguards.h"
31 static FVideoDriver_SDL iFVideoDriver_SDL;
33 static SDL_Surface *_sdl_screen;
34 static SDL_Surface *_sdl_realscreen;
35 static bool _all_modes;
37 /** Whether the drawing is/may be done in a separate thread. */
38 static bool _draw_threaded;
39 /** Thread used to 'draw' to the screen, i.e. push data to the screen. */
40 static ThreadObject *_draw_thread = NULL;
41 /** Mutex to keep the access to the shared memory controlled. */
42 static ThreadMutex *_draw_mutex = NULL;
43 /** Should we keep continue drawing? */
44 static volatile bool _draw_continue;
45 static Palette _local_palette;
47 #define MAX_DIRTY_RECTS 100
48 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
49 static int _num_dirty_rects;
50 static int _use_hwpalette;
51 static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */
53 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
55 if (_num_dirty_rects < MAX_DIRTY_RECTS) {
56 _dirty_rects[_num_dirty_rects].x = left;
57 _dirty_rects[_num_dirty_rects].y = top;
58 _dirty_rects[_num_dirty_rects].w = width;
59 _dirty_rects[_num_dirty_rects].h = height;
61 _num_dirty_rects++;
64 static void UpdatePalette(bool init = false)
66 SDL_Color pal[256];
68 for (int i = 0; i != _local_palette.count_dirty; i++) {
69 pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
70 pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
71 pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
72 pal[i].unused = 0;
75 SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
77 if (_sdl_screen != _sdl_realscreen && init) {
78 /* When using a shadow surface, also set our palette on the real screen. This lets SDL
79 * allocate as much colors (or approximations) as
80 * possible, instead of using only the default SDL
81 * palette. This allows us to get more colors exactly
82 * right and might allow using better approximations for
83 * other colors.
85 * Note that colors allocations are tried in-order, so
86 * this favors colors further up into the palette. Also
87 * note that if two colors from the same animation
88 * sequence are approximated using the same color, that
89 * animation will stop working.
91 * Since changing the system palette causes the colours
92 * to change right away, and allocations might
93 * drastically change, we can't use this for animation,
94 * since that could cause weird coloring between the
95 * palette change and the blitting below, so we only set
96 * the real palette during initialisation.
98 SDL_CALL SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
101 if (_sdl_screen != _sdl_realscreen && !init) {
102 /* We're not using real hardware palette, but are letting SDL
103 * approximate the palette during shadow -> screen copy. To
104 * change the palette, we need to recopy the entire screen.
106 * Note that this operation can slow down the rendering
107 * considerably, especially since changing the shadow
108 * palette will need the next blit to re-detect the
109 * best mapping of shadow palette colors to real palette
110 * colors from scratch.
112 SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
113 SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
117 static void InitPalette()
119 _local_palette = _cur_palette;
120 _local_palette.first_dirty = 0;
121 _local_palette.count_dirty = 256;
122 UpdatePalette(true);
125 static void CheckPaletteAnim()
127 if (_cur_palette.count_dirty != 0) {
128 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
130 switch (blitter->UsePaletteAnimation()) {
131 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
132 UpdatePalette();
133 break;
135 case Blitter::PALETTE_ANIMATION_BLITTER:
136 blitter->PaletteAnimate(_local_palette);
137 break;
139 case Blitter::PALETTE_ANIMATION_NONE:
140 break;
142 default:
143 NOT_REACHED();
145 _cur_palette.count_dirty = 0;
149 static void DrawSurfaceToScreen()
151 int n = _num_dirty_rects;
152 if (n == 0) return;
154 _num_dirty_rects = 0;
155 if (n > MAX_DIRTY_RECTS) {
156 if (_sdl_screen != _sdl_realscreen) {
157 SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
159 SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
160 } else {
161 if (_sdl_screen != _sdl_realscreen) {
162 for (int i = 0; i < n; i++) {
163 SDL_CALL SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
166 SDL_CALL SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
170 static void DrawSurfaceToScreenThread(void *)
172 /* First tell the main thread we're started */
173 _draw_mutex->BeginCritical();
174 _draw_mutex->SendSignal();
176 /* Now wait for the first thing to draw! */
177 _draw_mutex->WaitForSignal();
179 while (_draw_continue) {
180 CheckPaletteAnim();
181 /* Then just draw and wait till we stop */
182 DrawSurfaceToScreen();
183 _draw_mutex->WaitForSignal();
186 _draw_mutex->EndCritical();
187 _draw_thread->Exit();
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_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
207 if (modes == NULL) usererror("sdl: no modes available");
209 _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
210 if (modes == (void*)-1) {
211 int n = 0;
212 for (uint i = 0; i < lengthof(_default_resolutions); i++) {
213 if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
214 _resolutions[n] = _default_resolutions[i];
215 if (++n == lengthof(_resolutions)) break;
218 _num_resolutions = n;
219 } else {
220 int n = 0;
221 for (int i = 0; modes[i]; i++) {
222 uint w = modes[i]->w;
223 uint h = modes[i]->h;
224 int j;
225 for (j = 0; j < n; j++) {
226 if (_resolutions[j].width == w && _resolutions[j].height == h) break;
229 if (j == n) {
230 _resolutions[j].width = w;
231 _resolutions[j].height = h;
232 if (++n == lengthof(_resolutions)) break;
235 _num_resolutions = n;
236 SortResolutions(_num_resolutions);
240 static void GetAvailableVideoMode(uint *w, uint *h)
242 /* All modes available? */
243 if (_all_modes || _num_resolutions == 0) return;
245 /* Is the wanted mode among the available modes? */
246 for (int i = 0; i != _num_resolutions; i++) {
247 if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
250 /* Use the closest possible resolution */
251 int best = 0;
252 uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
253 for (int i = 1; i != _num_resolutions; ++i) {
254 uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
255 if (newdelta < delta) {
256 best = i;
257 delta = newdelta;
260 *w = _resolutions[best].width;
261 *h = _resolutions[best].height;
264 #ifdef WIN32
265 /* Let's redefine the LoadBMP macro with because we are dynamically
266 * loading SDL and need to 'SDL_CALL' all functions */
267 #undef SDL_LoadBMP
268 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
269 #endif
271 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
273 SDL_Surface *newscreen, *icon;
274 char caption[50];
275 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
276 bool want_hwpalette;
278 GetAvailableVideoMode(&w, &h);
280 DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
282 if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
284 char icon_path[MAX_PATH];
285 if (FioFindFullPath(icon_path, lastof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) {
286 /* Give the application an icon */
287 icon = SDL_CALL SDL_LoadBMP(icon_path);
288 if (icon != NULL) {
289 /* Get the colourkey, which will be magenta */
290 uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
292 SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
293 SDL_CALL SDL_WM_SetIcon(icon, NULL);
294 SDL_CALL SDL_FreeSurface(icon);
298 if (_use_hwpalette == 2) {
299 /* Default is to autodetect when to use SDL_HWPALETTE.
300 * In this case, SDL_HWPALETTE is only used for 8bpp
301 * blitters in fullscreen.
303 * When using an 8bpp blitter on a 8bpp system in
304 * windowed mode with SDL_HWPALETTE, OpenTTD will claim
305 * the system palette, making all other applications
306 * get the wrong colours. In this case, we're better of
307 * trying to approximate the colors we need using system
308 * colors, using a shadow surface (see below).
310 * On a 32bpp system, SDL_HWPALETTE is ignored, so it
311 * doesn't matter what we do.
313 * When using a 32bpp blitter on a 8bpp system, setting
314 * SDL_HWPALETTE messes up rendering (at least on X11),
315 * so we don't do that. In this case, SDL takes care of
316 * color approximation using its own shadow surface
317 * (which we can't force in 8bpp on 8bpp mode,
318 * unfortunately).
320 want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
321 } else {
322 /* User specified a value manually */
323 want_hwpalette = _use_hwpalette;
326 if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palete");
328 /* Free any previously allocated shadow surface */
329 if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);
331 if (_sdl_realscreen != NULL) {
332 if (_requested_hwpalette != want_hwpalette) {
333 /* SDL (at least the X11 driver), reuses the
334 * same window and palette settings when the bpp
335 * (and a few flags) are the same. Since we need
336 * to hwpalette value to change (in particular
337 * when switching between fullscreen and
338 * windowed), we restart the entire video
339 * subsystem to force creating a new window.
341 DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
342 SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
343 SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
344 ClaimMousePointer();
345 SetupKeyboard();
348 /* Remember if we wanted a hwpalette. We can't reliably query
349 * SDL for the SDL_HWPALETTE flag, since it might get set even
350 * though we didn't ask for it (when SDL creates a shadow
351 * surface, for example). */
352 _requested_hwpalette = want_hwpalette;
354 /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
355 newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
356 if (newscreen == NULL) {
357 DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
358 return false;
360 _sdl_realscreen = newscreen;
362 if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
363 /* Using an 8bpp blitter, if we didn't get a hardware
364 * palette (most likely because we didn't request one,
365 * see above), we'll have to set up a shadow surface to
366 * render on.
368 * Our palette will be applied to this shadow surface,
369 * while the real screen surface will use the shared
370 * system palette (which will partly contain our colors,
371 * but most likely will not have enough free color cells
372 * for all of our colors). SDL can use these two
373 * palettes at blit time to approximate colors used in
374 * the shadow surface using system colors automatically.
376 * Note that when using an 8bpp blitter on a 32bpp
377 * system, SDL will create an internal shadow surface.
378 * This shadow surface will have SDL_HWPALLETE set, so
379 * we won't create a second shadow surface in this case.
381 DEBUG(driver, 1, "SDL: using shadow surface");
382 newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
383 if (newscreen == NULL) {
384 DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
385 return false;
389 /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
390 _num_dirty_rects = 0;
392 _screen.width = newscreen->w;
393 _screen.height = newscreen->h;
394 _screen.pitch = newscreen->pitch / (bpp / 8);
395 _screen.dst_ptr = newscreen->pixels;
396 _sdl_screen = newscreen;
398 /* When in full screen, we will always have the mouse cursor
399 * within the window, even though SDL does not give us the
400 * appropriate event to know this. */
401 if (_fullscreen) _cursor.in_window = true;
403 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
404 blitter->PostResize();
406 InitPalette();
408 seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
409 SDL_CALL SDL_WM_SetCaption(caption, caption);
411 GameSizeChanged();
413 return true;
416 bool VideoDriver_SDL::ClaimMousePointer()
418 SDL_CALL SDL_ShowCursor(0);
419 return true;
422 struct VkMapping {
423 #if SDL_VERSION_ATLEAST(1, 3, 0)
424 SDL_Keycode vk_from;
425 #else
426 uint16 vk_from;
427 #endif
428 byte vk_count;
429 byte map_to;
432 #define AS(x, z) {x, 0, z}
433 #define AM(x, y, z, w) {x, (byte)(y - x), z}
435 static const VkMapping _vk_mapping[] = {
436 /* Pageup stuff + up/down */
437 AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
438 AS(SDLK_UP, WKC_UP),
439 AS(SDLK_DOWN, WKC_DOWN),
440 AS(SDLK_LEFT, WKC_LEFT),
441 AS(SDLK_RIGHT, WKC_RIGHT),
443 AS(SDLK_HOME, WKC_HOME),
444 AS(SDLK_END, WKC_END),
446 AS(SDLK_INSERT, WKC_INSERT),
447 AS(SDLK_DELETE, WKC_DELETE),
449 /* Map letters & digits */
450 AM(SDLK_a, SDLK_z, 'A', 'Z'),
451 AM(SDLK_0, SDLK_9, '0', '9'),
453 AS(SDLK_ESCAPE, WKC_ESC),
454 AS(SDLK_PAUSE, WKC_PAUSE),
455 AS(SDLK_BACKSPACE, WKC_BACKSPACE),
457 AS(SDLK_SPACE, WKC_SPACE),
458 AS(SDLK_RETURN, WKC_RETURN),
459 AS(SDLK_TAB, WKC_TAB),
461 /* Function keys */
462 AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
464 /* Numeric part. */
465 AM(SDLK_KP0, SDLK_KP9, '0', '9'),
466 AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
467 AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
468 AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
469 AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
470 AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
471 AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
473 /* Other non-letter keys */
474 AS(SDLK_SLASH, WKC_SLASH),
475 AS(SDLK_SEMICOLON, WKC_SEMICOLON),
476 AS(SDLK_EQUALS, WKC_EQUALS),
477 AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
478 AS(SDLK_BACKSLASH, WKC_BACKSLASH),
479 AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
481 AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
482 AS(SDLK_COMMA, WKC_COMMA),
483 AS(SDLK_MINUS, WKC_MINUS),
484 AS(SDLK_PERIOD, WKC_PERIOD)
487 static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
489 const VkMapping *map;
490 uint key = 0;
492 for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
493 if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
494 key = sym->sym - map->vk_from + map->map_to;
495 break;
499 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
500 #if defined(WIN32) || defined(__OS2__)
501 if (sym->scancode == 41) key = WKC_BACKQUOTE;
502 #elif defined(__APPLE__)
503 if (sym->scancode == 10) key = WKC_BACKQUOTE;
504 #elif defined(__MORPHOS__)
505 if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :)
506 #elif defined(__BEOS__)
507 if (sym->scancode == 17) key = WKC_BACKQUOTE;
508 #elif defined(__SVR4) && defined(__sun)
509 if (sym->scancode == 60) key = WKC_BACKQUOTE;
510 if (sym->scancode == 49) key = WKC_BACKSPACE;
511 #elif defined(__sgi__)
512 if (sym->scancode == 22) key = WKC_BACKQUOTE;
513 #else
514 if (sym->scancode == 49) key = WKC_BACKQUOTE;
515 #endif
517 /* META are the command keys on mac */
518 if (sym->mod & KMOD_META) key |= WKC_META;
519 if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
520 if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
521 if (sym->mod & KMOD_ALT) key |= WKC_ALT;
523 *character = sym->unicode;
524 return key;
527 int VideoDriver_SDL::PollEvent()
529 SDL_Event ev;
531 if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
533 switch (ev.type) {
534 case SDL_MOUSEMOTION:
535 if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
536 SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
538 HandleMouseEvents();
539 break;
541 case SDL_MOUSEBUTTONDOWN:
542 if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
543 ev.button.button = SDL_BUTTON_RIGHT;
546 switch (ev.button.button) {
547 case SDL_BUTTON_LEFT:
548 _left_button_down = true;
549 break;
551 case SDL_BUTTON_RIGHT:
552 _right_button_down = true;
553 _right_button_clicked = true;
554 break;
556 case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
557 case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
559 default: break;
561 HandleMouseEvents();
562 break;
564 case SDL_MOUSEBUTTONUP:
565 if (_rightclick_emulate) {
566 _right_button_down = false;
567 _left_button_down = false;
568 _left_button_clicked = false;
569 } else if (ev.button.button == SDL_BUTTON_LEFT) {
570 _left_button_down = false;
571 _left_button_clicked = false;
572 } else if (ev.button.button == SDL_BUTTON_RIGHT) {
573 _right_button_down = false;
575 HandleMouseEvents();
576 break;
578 case SDL_ACTIVEEVENT:
579 if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
581 if (ev.active.gain) { // mouse entered the window, enable cursor
582 _cursor.in_window = true;
583 } else {
584 UndrawMouseCursor(); // mouse left the window, undraw cursor
585 _cursor.in_window = false;
587 break;
589 case SDL_QUIT:
590 HandleExitGameRequest();
591 break;
593 case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
594 if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
595 (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
596 ToggleFullScreen(!_fullscreen);
597 } else {
598 WChar character;
599 uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
600 HandleKeypress(keycode, character);
602 break;
604 case SDL_VIDEORESIZE: {
605 int w = max(ev.resize.w, 64);
606 int h = max(ev.resize.h, 64);
607 CreateMainSurface(w, h);
608 break;
610 case SDL_VIDEOEXPOSE: {
611 /* Force a redraw of the entire screen. Note
612 * that SDL 1.2 seems to do this automatically
613 * in most cases, but 1.3 / 2.0 does not. */
614 _num_dirty_rects = MAX_DIRTY_RECTS + 1;
615 break;
618 return -1;
621 const char *VideoDriver_SDL::Start(const char * const *parm)
623 char buf[30];
624 _use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
626 const char *s = SdlOpen(SDL_INIT_VIDEO);
627 if (s != NULL) return s;
629 GetVideoModes();
630 if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
631 return SDL_CALL SDL_GetError();
634 SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
635 DEBUG(driver, 1, "SDL: using driver '%s'", buf);
637 MarkWholeScreenDirty();
638 SetupKeyboard();
640 _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
642 return NULL;
645 void VideoDriver_SDL::SetupKeyboard()
647 SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
648 SDL_CALL SDL_EnableUNICODE(1);
651 void VideoDriver_SDL::Stop()
653 SdlClose(SDL_INIT_VIDEO);
656 void VideoDriver_SDL::MainLoop()
658 uint32 cur_ticks = SDL_CALL SDL_GetTicks();
659 uint32 last_cur_ticks = cur_ticks;
660 uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
661 uint32 mod;
662 int numkeys;
663 Uint8 *keys;
665 CheckPaletteAnim();
667 if (_draw_threaded) {
668 /* Initialise the mutex first, because that's the thing we *need*
669 * directly in the newly created thread. */
670 _draw_mutex = ThreadMutex::New();
671 if (_draw_mutex == NULL) {
672 _draw_threaded = false;
673 } else {
674 _draw_mutex->BeginCritical();
675 _draw_continue = true;
677 _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
679 /* Free the mutex if we won't be able to use it. */
680 if (!_draw_threaded) {
681 _draw_mutex->EndCritical();
682 delete _draw_mutex;
683 _draw_mutex = NULL;
684 } else {
685 /* Wait till the draw mutex has started itself. */
686 _draw_mutex->WaitForSignal();
691 DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
693 for (;;) {
694 uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
695 InteractiveRandom(); // randomness
697 while (PollEvent() == -1) {}
698 if (_exit_game) break;
700 mod = SDL_CALL SDL_GetModState();
701 #if SDL_VERSION_ATLEAST(1, 3, 0)
702 keys = SDL_CALL SDL_GetKeyboardState(&numkeys);
703 #else
704 keys = SDL_CALL SDL_GetKeyState(&numkeys);
705 #endif
706 #if defined(_DEBUG)
707 if (_shift_pressed)
708 #else
709 /* Speedup when pressing tab, except when using ALT+TAB
710 * to switch to another application */
711 #if SDL_VERSION_ATLEAST(1, 3, 0)
712 if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
713 #else
714 if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
715 #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */
716 #endif /* defined(_DEBUG) */
718 if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
719 } else if (_fast_forward & 2) {
720 _fast_forward = 0;
723 cur_ticks = SDL_CALL SDL_GetTicks();
724 if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
725 _realtime_tick += cur_ticks - last_cur_ticks;
726 last_cur_ticks = cur_ticks;
727 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
729 bool old_ctrl_pressed = _ctrl_pressed;
731 _ctrl_pressed = !!(mod & KMOD_CTRL);
732 _shift_pressed = !!(mod & KMOD_SHIFT);
734 /* determine which directional keys are down */
735 _dirkeys =
736 #if SDL_VERSION_ATLEAST(1, 3, 0)
737 (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
738 (keys[SDL_SCANCODE_UP] ? 2 : 0) |
739 (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
740 (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
741 #else
742 (keys[SDLK_LEFT] ? 1 : 0) |
743 (keys[SDLK_UP] ? 2 : 0) |
744 (keys[SDLK_RIGHT] ? 4 : 0) |
745 (keys[SDLK_DOWN] ? 8 : 0);
746 #endif
747 if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
749 /* The gameloop is the part that can run asynchronously. The rest
750 * except sleeping can't. */
751 if (_draw_mutex != NULL) _draw_mutex->EndCritical();
753 GameLoop();
755 if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
757 UpdateWindows();
758 _local_palette = _cur_palette;
759 } else {
760 /* Release the thread while sleeping */
761 if (_draw_mutex != NULL) _draw_mutex->EndCritical();
762 CSleep(1);
763 if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
765 NetworkDrawChatMessage();
766 DrawMouseCursor();
769 /* End of the critical part. */
770 if (_draw_mutex != NULL && !HasModalProgress()) {
771 _draw_mutex->SendSignal();
772 } else {
773 /* Oh, we didn't have threads, then just draw unthreaded */
774 CheckPaletteAnim();
775 DrawSurfaceToScreen();
779 if (_draw_mutex != NULL) {
780 _draw_continue = false;
781 /* Sending signal if there is no thread blocked
782 * is very valid and results in noop */
783 _draw_mutex->SendSignal();
784 _draw_mutex->EndCritical();
785 _draw_thread->Join();
787 delete _draw_mutex;
788 delete _draw_thread;
790 _draw_mutex = NULL;
791 _draw_thread = NULL;
795 bool VideoDriver_SDL::ChangeResolution(int w, int h)
797 if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
798 bool ret = CreateMainSurface(w, h);
799 if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
800 return ret;
803 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
805 if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
806 _fullscreen = fullscreen;
807 GetVideoModes(); // get the list of available video modes
808 bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
810 if (!ret) {
811 /* switching resolution failed, put back full_screen to original status */
812 _fullscreen ^= true;
815 if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
816 return ret;
819 bool VideoDriver_SDL::AfterBlitterChange()
821 return CreateMainSurface(_screen.width, _screen.height);
824 void VideoDriver_SDL::AcquireBlitterLock()
826 if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
829 void VideoDriver_SDL::ReleaseBlitterLock()
831 if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
834 #endif /* WITH_SDL */