OpenTTD Source: src/video/sdl_v.cpp Source File

OpenTTD Source 13.2.1

sdl_v.cpp
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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 */
7
10 #ifdef WITH_SDL
11
12 #include "../stdafx.h"
13 #include "../openttd.h"
14 #include "../gfx_func.h"
15 #include "../rev.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>
26
27 #include "../safeguards.h"
28
29 static FVideoDriver_SDL iFVideoDriver_SDL;
30
31 static SDL_Surface *_sdl_surface;
32 static SDL_Surface *_sdl_realscreen;
33 static bool _all_modes;
34
35 static Palette _local_palette;
36
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? */
42
43 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
44 {
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;
50 }
51 _num_dirty_rects++;
52 }
53
54 static void UpdatePalette(bool init = false)
55 {
56 SDL_Color pal[256];
57
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;
63 }
64
65 SDL_SetColors(_sdl_surface, pal, _local_palette.first_dirty, _local_palette.count_dirty);
66
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.
74 *
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.
80 *
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.
87 */
88 SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
89 }
90
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.
95 *
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.
101 */
102 SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
103 SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
104 }
105 }
106
107 static void InitPalette()
108 {
109 CopyPalette(_local_palette, true);
110 UpdatePalette(true);
111 }
112
113 void VideoDriver_SDL::CheckPaletteAnim()
114 {
115 if (!CopyPalette(_local_palette)) return;
116
117 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
118
119 switch (blitter->UsePaletteAnimation()) {
120 case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
121 UpdatePalette();
122 break;
123
124 case Blitter::PALETTE_ANIMATION_BLITTER:
125 blitter->PaletteAnimate(_local_palette);
126 break;
127
128 case Blitter::PALETTE_ANIMATION_NONE:
129 break;
130
131 default:
132 NOT_REACHED();
133 }
134 }
135
136 void VideoDriver_SDL::Paint()
137 {
138 PerformanceMeasurer framerate(PFE_VIDEO);
139
140 int n = _num_dirty_rects;
141 if (n == 0) return;
142
143 _num_dirty_rects = 0;
144
145 if (n > MAX_DIRTY_RECTS) {
146 if (_sdl_surface != _sdl_realscreen) {
147 SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
148 }
149
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]);
155 }
156 }
157
158 SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
159 }
160 }
161
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}
174 };
175
176 static void GetVideoModes()
177 {
178 SDL_Rect **modes = SDL_ListModes(nullptr, SDL_SWSURFACE | SDL_FULLSCREEN);
179 if (modes == nullptr) usererror("sdl: no modes available");
180
181 _resolutions.clear();
182
183 _all_modes = (SDL_ListModes(nullptr, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
184 if (modes == (void*)-1) {
185 for (uint i = 0; i < lengthof(_default_resolutions); i++) {
186 if (SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
187 _resolutions.push_back(_default_resolutions[i]);
188 }
189 }
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);
197 }
198 if (_resolutions.empty()) usererror("No usable screen resolutions found!\n");
199 SortResolutions();
200 }
201 }
202
203 static void GetAvailableVideoMode(uint *w, uint *h)
204 {
205 /* All modes available? */
206 if (_all_modes || _resolutions.empty()) return;
207
208 /* Is the wanted mode among the available modes? */
209 if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
210
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;
219 }
220 }
221 *w = _resolutions[best].width;
222 *h = _resolutions[best].height;
223 }
224
225 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
226 {
227 SDL_Surface *newscreen, *icon;
228 char caption[50];
229 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
230 bool want_hwpalette;
231
232 GetAvailableVideoMode(&w, &h);
233
234 Debug(driver, 1, "SDL: using mode {}x{}x{}", w, h, bpp);
235
236 if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
237
238 std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
239 if (!icon_path.empty()) {
240 /* Give the application an icon */
241 icon = SDL_LoadBMP(icon_path.c_str());
242 if (icon != nullptr) {
243 /* Get the colourkey, which will be magenta */
244 uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
245
246 SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
247 SDL_WM_SetIcon(icon, nullptr);
248 SDL_FreeSurface(icon);
249 }
250 }
251
252 if (_use_hwpalette == 2) {
253 /* Default is to autodetect when to use SDL_HWPALETTE.
254 * In this case, SDL_HWPALETTE is only used for 8bpp
255 * blitters in fullscreen.
256 *
257 * When using an 8bpp blitter on a 8bpp system in
258 * windowed mode with SDL_HWPALETTE, OpenTTD will claim
259 * the system palette, making all other applications
260 * get the wrong colours. In this case, we're better of
261 * trying to approximate the colors we need using system
262 * colors, using a shadow surface (see below).
263 *
264 * On a 32bpp system, SDL_HWPALETTE is ignored, so it
265 * doesn't matter what we do.
266 *
267 * When using a 32bpp blitter on a 8bpp system, setting
268 * SDL_HWPALETTE messes up rendering (at least on X11),
269 * so we don't do that. In this case, SDL takes care of
270 * color approximation using its own shadow surface
271 * (which we can't force in 8bpp on 8bpp mode,
272 * unfortunately).
273 */
274 want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
275 } else {
276 /* User specified a value manually */
277 want_hwpalette = _use_hwpalette;
278 }
279
280 if (want_hwpalette) Debug(driver, 1, "SDL: requesting hardware palette");
281
282 /* Free any previously allocated shadow surface */
283 if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
284
285 if (_sdl_realscreen != nullptr) {
286 if (_requested_hwpalette != want_hwpalette) {
287 /* SDL (at least the X11 driver), reuses the
288 * same window and palette settings when the bpp
289 * (and a few flags) are the same. Since we need
290 * to hwpalette value to change (in particular
291 * when switching between fullscreen and
292 * windowed), we restart the entire video
293 * subsystem to force creating a new window.
294 */
295 Debug(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
296 SDL_QuitSubSystem(SDL_INIT_VIDEO);
297 SDL_InitSubSystem(SDL_INIT_VIDEO);
298 ClaimMousePointer();
299 SetupKeyboard();
300 }
301 }
302 /* Remember if we wanted a hwpalette. We can't reliably query
303 * SDL for the SDL_HWPALETTE flag, since it might get set even
304 * though we didn't ask for it (when SDL creates a shadow
305 * surface, for example). */
306 _requested_hwpalette = want_hwpalette;
307
308 /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
309 newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
310 if (newscreen == nullptr) {
311 Debug(driver, 0, "SDL: Couldn't allocate a window to draw on");
312 return false;
313 }
314 _sdl_realscreen = newscreen;
315
316 if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
317 /* Using an 8bpp blitter, if we didn't get a hardware
318 * palette (most likely because we didn't request one,
319 * see above), we'll have to set up a shadow surface to
320 * render on.
321 *
322 * Our palette will be applied to this shadow surface,
323 * while the real screen surface will use the shared
324 * system palette (which will partly contain our colors,
325 * but most likely will not have enough free color cells
326 * for all of our colors). SDL can use these two
327 * palettes at blit time to approximate colors used in
328 * the shadow surface using system colors automatically.
329 *
330 * Note that when using an 8bpp blitter on a 32bpp
331 * system, SDL will create an internal shadow surface.
332 * This shadow surface will have SDL_HWPALLETE set, so
333 * we won't create a second shadow surface in this case.
334 */
335 Debug(driver, 1, "SDL: using shadow surface");
336 newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
337 if (newscreen == nullptr) {
338 Debug(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
339 return false;
340 }
341 }
342
343 /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
344 _num_dirty_rects = 0;
345
346 _screen.width = newscreen->w;
347 _screen.height = newscreen->h;
348 _screen.pitch = newscreen->pitch / (bpp / 8);
349 _screen.dst_ptr = newscreen->pixels;
350 _sdl_surface = newscreen;
351
352 /* When in full screen, we will always have the mouse cursor
353 * within the window, even though SDL does not give us the
354 * appropriate event to know this. */
355 if (_fullscreen) _cursor.in_window = true;
356
357 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
358 blitter->PostResize();
359
360 InitPalette();
361
362 seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
363 SDL_WM_SetCaption(caption, caption);
364
365 GameSizeChanged();
366
367 return true;
368 }
369
370 bool VideoDriver_SDL::ClaimMousePointer()
371 {
372 SDL_ShowCursor(0);
373 return true;
374 }
375
376 struct SDLVkMapping {
377 uint16 vk_from;
378 byte vk_count;
379 byte map_to;
380 };
381
382 #define AS(x, z) {x, 0, z}
383 #define AM(x, y, z, w) {x, (byte)(y - x), z}
384
385 static const SDLVkMapping _vk_mapping[] = {
386 /* Pageup stuff + up/down */
387 AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
388 AS(SDLK_UP, WKC_UP),
389 AS(SDLK_DOWN, WKC_DOWN),
390 AS(SDLK_LEFT, WKC_LEFT),
391 AS(SDLK_RIGHT, WKC_RIGHT),
392
393 AS(SDLK_HOME, WKC_HOME),
394 AS(SDLK_END, WKC_END),
395
396 AS(SDLK_INSERT, WKC_INSERT),
397 AS(SDLK_DELETE, WKC_DELETE),
398
399 /* Map letters & digits */
400 AM(SDLK_a, SDLK_z, 'A', 'Z'),
401 AM(SDLK_0, SDLK_9, '0', '9'),
402
403 AS(SDLK_ESCAPE, WKC_ESC),
404 AS(SDLK_PAUSE, WKC_PAUSE),
405 AS(SDLK_BACKSPACE, WKC_BACKSPACE),
406
407 AS(SDLK_SPACE, WKC_SPACE),
408 AS(SDLK_RETURN, WKC_RETURN),
409 AS(SDLK_TAB, WKC_TAB),
410
411 /* Function keys */
412 AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
413
414 /* Numeric part. */
415 AM(SDLK_KP0, SDLK_KP9, '0', '9'),
416 AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
417 AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
418 AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
419 AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
420 AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
421 AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
422
423 /* Other non-letter keys */
424 AS(SDLK_SLASH, WKC_SLASH),
425 AS(SDLK_SEMICOLON, WKC_SEMICOLON),
426 AS(SDLK_EQUALS, WKC_EQUALS),
427 AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
428 AS(SDLK_BACKSLASH, WKC_BACKSLASH),
429 AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
430
431 AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
432 AS(SDLK_COMMA, WKC_COMMA),
433 AS(SDLK_MINUS, WKC_MINUS),
434 AS(SDLK_PERIOD, WKC_PERIOD)
435 };
436
437 static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
438 {
439 const SDLVkMapping *map;
440 uint key = 0;
441
442 for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
443 if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
444 key = sym->sym - map->vk_from + map->map_to;
445 break;
446 }
447 }
448
449 /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
450 #if defined(_WIN32) || defined(__OS2__)
451 if (sym->scancode == 41) key = WKC_BACKQUOTE;
452 #elif defined(__APPLE__)
453 if (sym->scancode == 10) key = WKC_BACKQUOTE;
454 #elif defined(__SVR4) && defined(__sun)
455 if (sym->scancode == 60) key = WKC_BACKQUOTE;
456 if (sym->scancode == 49) key = WKC_BACKSPACE;
457 #elif defined(__sgi__)
458 if (sym->scancode == 22) key = WKC_BACKQUOTE;
459 #else
460 if (sym->scancode == 49) key = WKC_BACKQUOTE;
461 #endif
462
463 /* META are the command keys on mac */
464 if (sym->mod & KMOD_META) key |= WKC_META;
465 if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
466 if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
467 if (sym->mod & KMOD_ALT) key |= WKC_ALT;
468
469 *character = sym->unicode;
470 return key;
471 }
472
473 bool VideoDriver_SDL::PollEvent()
474 {
475 SDL_Event ev;
476
477 if (!SDL_PollEvent(&ev)) return false;
478
479 switch (ev.type) {
480 case SDL_MOUSEMOTION: {
481 int32_t x = ev.motion.x;
482 int32_t y = ev.motion.y;
483
484 if (_cursor.fix_at) {
485 /* Get all queued mouse events now in case we have to warp the cursor. In the
486 * end, we only care about the current mouse position and not bygone events. */
487 while (SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_MOUSEMOTION)) {
488 x = ev.motion.x;
489 y = ev.motion.y;
490 }
491 }
492
493 if (_cursor.UpdateCursorPosition(x, y)) {
494 SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
495 }
496 HandleMouseEvents();
497 break;
498 }
499
500 case SDL_MOUSEBUTTONDOWN:
501 if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
502 ev.button.button = SDL_BUTTON_RIGHT;
503 }
504
505 switch (ev.button.button) {
506 case SDL_BUTTON_LEFT:
507 _left_button_down = true;
508 break;
509
510 case SDL_BUTTON_RIGHT:
511 _right_button_down = true;
512 _right_button_clicked = true;
513 break;
514
515 case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
516 case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
517
518 default: break;
519 }
520 HandleMouseEvents();
521 break;
522
523 case SDL_MOUSEBUTTONUP:
524 if (_rightclick_emulate) {
525 _right_button_down = false;
526 _left_button_down = false;
527 _left_button_clicked = false;
528 } else if (ev.button.button == SDL_BUTTON_LEFT) {
529 _left_button_down = false;
530 _left_button_clicked = false;
531 } else if (ev.button.button == SDL_BUTTON_RIGHT) {
532 _right_button_down = false;
533 }
534 HandleMouseEvents();
535 break;
536
537 case SDL_ACTIVEEVENT:
538 if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
539
540 if (ev.active.gain) { // mouse entered the window, enable cursor
541 _cursor.in_window = true;
542 } else {
543 UndrawMouseCursor(); // mouse left the window, undraw cursor
544 _cursor.in_window = false;
545 }
546 break;
547
548 case SDL_QUIT:
549 HandleExitGameRequest();
550 break;
551
552 case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
553 if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
554 (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
555 ToggleFullScreen(!_fullscreen);
556 } else {
557 WChar character;
558 uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
559 HandleKeypress(keycode, character);
560 }
561 break;
562
563 case SDL_VIDEORESIZE: {
564 int w = std::max(ev.resize.w, 64);
565 int h = std::max(ev.resize.h, 64);
566 CreateMainSurface(w, h);
567 break;
568 }
569 case SDL_VIDEOEXPOSE: {
570 /* Force a redraw of the entire screen. Note
571 * that SDL 1.2 seems to do this automatically
572 * in most cases, but 1.3 / 2.0 does not. */
573 _num_dirty_rects = MAX_DIRTY_RECTS + 1;
574 break;
575 }
576 }
577
578 return true;
579 }
580
581 const char *VideoDriver_SDL::Start(const StringList &param)
582 {
583 char buf[30];
584 _use_hwpalette = GetDriverParamInt(param, "hw_palette", 2);
585
586 /* Just on the offchance the audio subsystem started before the video system,
587 * check whether any part of SDL has been initialised before getting here.
588 * Slightly duplicated with sound/sdl_s.cpp */
589 int ret_code = 0;
590 if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
591 ret_code = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
592 } else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
593 ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
594 }
595 if (ret_code < 0) return SDL_GetError();
596
597 this->UpdateAutoResolution();
598
599 GetVideoModes();
600 if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
601 return SDL_GetError();
602 }
603
604 SDL_VideoDriverName(buf, sizeof buf);
605 Debug(driver, 1, "SDL: using driver '{}'", buf);
606
607 MarkWholeScreenDirty();
608 SetupKeyboard();
609
610 this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
611
612 return nullptr;
613 }
614
615 void VideoDriver_SDL::SetupKeyboard()
616 {
617 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
618 SDL_EnableUNICODE(1);
619 }
620
621 void VideoDriver_SDL::Stop()
622 {
623 SDL_QuitSubSystem(SDL_INIT_VIDEO);
624 if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
625 SDL_Quit(); // If there's nothing left, quit SDL
626 }
627 }
628
629 void VideoDriver_SDL::InputLoop()
630 {
631 uint32 mod = SDL_GetModState();
632 int numkeys;
633 Uint8 *keys = SDL_GetKeyState(&numkeys);
634
635 bool old_ctrl_pressed = _ctrl_pressed;
636
637 _ctrl_pressed = !!(mod & KMOD_CTRL);
638 _shift_pressed = !!(mod & KMOD_SHIFT);
639
640 #if defined(_DEBUG)
641 this->fast_forward_key_pressed = _shift_pressed;
642 #else
643 /* Speedup when pressing tab, except when using ALT+TAB
644 * to switch to another application. */
645 this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0;
646 #endif /* defined(_DEBUG) */
647
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);
654
655 if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
656 }
657
658 void VideoDriver_SDL::MainLoop()
659 {
660 this->StartGameThread();
661
662 for (;;) {
663 if (_exit_game) break;
664
665 this->Tick();
666 this->SleepTillNextTick();
667 }
668
669 this->StopGameThread();
670 }
671
672 bool VideoDriver_SDL::ChangeResolution(int w, int h)
673 {
674 return CreateMainSurface(w, h);
675 }
676
677 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
678 {
679 _fullscreen = fullscreen;
680 GetVideoModes(); // get the list of available video modes
681 bool ret = !_resolutions.empty() && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
682
683 if (!ret) {
684 /* switching resolution failed, put back full_screen to original status */
685 _fullscreen ^= true;
686 }
687
688 InvalidateWindowClassesData(WC_GAME_OPTIONS, 3);
689 return ret;
690 }
691
692 bool VideoDriver_SDL::AfterBlitterChange()
693 {
694 return CreateMainSurface(_screen.width, _screen.height);
695 }
696
697 #endif /* WITH_SDL */
_dirkeys
byte _dirkeys
1 = left, 2 = up, 4 = right, 8 = down
Definition: gfx.cpp:34
WKC_SINGLEQUOTE
@ WKC_SINGLEQUOTE
' Single quote
Definition: gfx_type.h:101
CursorVars::UpdateCursorPosition
bool UpdateCursorPosition(int x, int y)
Update cursor position on mouse movement.
Definition: gfx.cpp:1964
VideoDriver::Tick
void Tick()
Give the video-driver a tick.
Definition: video_driver.cpp:101
Palette::first_dirty
int first_dirty
The first dirty element.
Definition: gfx_type.h:321
WChar
char32_t WChar
Type for wide characters, i.e.
Definition: string_type.h:36
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:105
VideoDriver_SDL::Start
const char * Start(const StringList &param) override
Start this driver.
Definition: sdl_v.cpp:581
PFE_VIDEO
@ PFE_VIDEO
Speed of painting drawn video buffer.
Definition: framerate_type.h:59
Dimension
Dimensions (a width and height) of a rectangle in 2D.
Definition: geometry_type.hpp:27
_left_button_down
bool _left_button_down
Is left mouse button pressed?
Definition: gfx.cpp:41
Blitter::UsePaletteAnimation
virtual Blitter::PaletteAnimation UsePaletteAnimation()=0
Check if the blitter uses palette animation at all.
HandleKeypress
void HandleKeypress(uint keycode, WChar key)
Handle keyboard input.
Definition: window.cpp:2627
Blitter
How all blitters should look like.
Definition: base.hpp:28
BASESET_DIR
@ BASESET_DIR
Subdirectory for all base data (base sets, intro game)
Definition: fileio_type.h:116
Blitter::GetScreenDepth
virtual uint8 GetScreenDepth()=0
Get the screen depth this blitter works for.
_local_palette
static Palette _local_palette
Current palette to use for drawing.
Definition: win32_v.cpp:49
WKC_SLASH
@ WKC_SLASH
/ Forward slash
Definition: gfx_type.h:95
WKC_BACKSLASH
@ WKC_BACKSLASH
\ Backslash
Definition: gfx_type.h:99
PerformanceMeasurer
RAII class for measuring simple elements of performance.
Definition: framerate_type.h:92
WKC_L_BRACKET
@ WKC_L_BRACKET
[ Left square bracket
Definition: gfx_type.h:98
_ctrl_pressed
bool _ctrl_pressed
Is Ctrl pressed?
Definition: gfx.cpp:38
VideoDriver::StartGameThread
void StartGameThread()
Start the loop for game-tick.
Definition: video_driver.cpp:85
AS
#define AS(ap_name, size_x, size_y, min_year, max_year, catchment, noise, maint_cost, ttdpatch_type, class_id, name, preview)
AirportSpec definition for airports with at least one depot.
Definition: airport_defaults.h:391
VideoDriver_SDL::ToggleFullscreen
bool ToggleFullscreen(bool fullscreen) override
Change the full screen setting.
Definition: sdl_v.cpp:677
VideoDriver_SDL::MainLoop
void MainLoop() override
Perform the actual drawing.
Definition: sdl_v.cpp:658
VideoDriver_SDL::MakeDirty
void MakeDirty(int left, int top, int width, int height) override
Mark a particular area dirty.
Definition: sdl_v.cpp:43
WKC_EQUALS
@ WKC_EQUALS
= Equals
Definition: gfx_type.h:97
HandleMouseEvents
void HandleMouseEvents()
Handle a mouse event from the video driver.
Definition: window.cpp:2932
Palette::palette
Colour palette[256]
Current palette. Entry 0 has to be always fully transparent!
Definition: gfx_type.h:320
Blitter::PostResize
virtual void PostResize()
Post resize event.
Definition: base.hpp:209
BlitterFactory::GetCurrentBlitter
static Blitter * GetCurrentBlitter()
Get the current active blitter (always set by calling SelectBlitter).
Definition: factory.hpp:141
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:59
_resolutions
std::vector< Dimension > _resolutions
List of resolutions.
Definition: driver.cpp:31
CursorVars::fix_at
bool fix_at
mouse is moving, but cursor is not (used for scrolling)
Definition: gfx_type.h:120
_shift_pressed
bool _shift_pressed
Is Shift pressed?
Definition: gfx.cpp:39
CursorVars::wheel
int wheel
mouse wheel movement
Definition: gfx_type.h:119
VideoDriver_SDL::ChangeResolution
bool ChangeResolution(int w, int h) override
Change the resolution of the window.
Definition: sdl_v.cpp:672
VideoDriver_SDL::PollEvent
bool PollEvent() override
Process a single system event.
Definition: sdl_v.cpp:473
Palette::count_dirty
int count_dirty
The number of dirty elements.
Definition: gfx_type.h:322
GetDriverParamInt
int GetDriverParamInt(const StringList &parm, const char *name, int def)
Get an integer parameter the list of parameters.
Definition: driver.cpp:82
FVideoDriver_SDL
Factory for the SDL video driver.
Definition: sdl_v.h:48
VideoDriver::StopGameThread
void StopGameThread()
Stop the loop for the game-tick.
Definition: video_driver.cpp:94
WKC_R_BRACKET
@ WKC_R_BRACKET
] Right square bracket
Definition: gfx_type.h:100
S8BPP_HARDWARE
@ S8BPP_HARDWARE
Full 8bpp support by OS and hardware.
Definition: gfx_type.h:329
_rightclick_emulate
bool _rightclick_emulate
Whether right clicking is emulated.
Definition: driver.cpp:33
WKC_PERIOD
@ WKC_PERIOD
. Period
Definition: gfx_type.h:103
WC_GAME_OPTIONS
@ WC_GAME_OPTIONS
Game options window; Window numbers:
Definition: window_type.h:606
VideoDriver_SDL::AfterBlitterChange
bool AfterBlitterChange() override
Callback invoked after the blitter was changed.
Definition: sdl_v.cpp:692
VideoDriver::UpdateAutoResolution
void UpdateAutoResolution()
Apply resolution auto-detection and clamp to sensible defaults.
Definition: video_driver.hpp:242
VideoDriver_SDL::CheckPaletteAnim
void CheckPaletteAnim() override
Process any pending palette animation.
Definition: sdl_v.cpp:113
endof
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:394
InvalidateWindowClassesData
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition: window.cpp:3271
CopyPalette
bool CopyPalette(Palette &local_palette, bool force_copy)
Copy the current palette if the palette was updated.
Definition: gfx.cpp:1294
Blitter::PALETTE_ANIMATION_VIDEO_BACKEND
@ PALETTE_ANIMATION_VIDEO_BACKEND
Palette animation should be done by video backend (8bpp only!)
Definition: base.hpp:51
VideoDriver_SDL::InputLoop
void InputLoop() override
Handle input logic, is CTRL pressed, should we fast-forward, etc.
Definition: sdl_v.cpp:629
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:554
WKC_COMMA
@ WKC_COMMA
, Comma
Definition: gfx_type.h:102
Blitter::PALETTE_ANIMATION_NONE
@ PALETTE_ANIMATION_NONE
No palette animation.
Definition: base.hpp:50
WKC_SEMICOLON
@ WKC_SEMICOLON
; Semicolon
Definition: gfx_type.h:96
VideoDriver_SDL::Paint
void Paint() override
Paint the window.
Definition: sdl_v.cpp:136
GameSizeChanged
void GameSizeChanged()
Size of the application screen changed.
Definition: main_gui.cpp:580
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
Blitter::PaletteAnimate
virtual void PaletteAnimate(const Palette &palette)=0
Called when the 8bpp palette is changed; you should redraw all pixels on the screen that are equal to...
HandleCtrlChanged
void HandleCtrlChanged()
State of CONTROL key has changed.
Definition: window.cpp:2683
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1767
VideoDriver::SleepTillNextTick
void SleepTillNextTick()
Sleep till the next tick is about to happen.
Definition: video_driver.cpp:170
Blitter::PALETTE_ANIMATION_BLITTER
@ PALETTE_ANIMATION_BLITTER
The blitter takes care of the palette animation.
Definition: base.hpp:52
SDLVkMapping
Definition: sdl2_v.cpp:242
sdl_v.h
VideoDriver::fast_forward_key_pressed
bool fast_forward_key_pressed
The fast-forward key is being pressed.
Definition: video_driver.hpp:348
FioFindFullPath
std::string FioFindFullPath(Subdirectory subdir, const char *filename)
Find a path to the filename in one of the search directories.
Definition: fileio.cpp:141
WKC_MINUS
@ WKC_MINUS
Definition: gfx_type.h:104
CursorVars::pos
Point pos
logical mouse position
Definition: gfx_type.h:117
_right_button_clicked
bool _right_button_clicked
Is right mouse button clicked?
Definition: gfx.cpp:44
Palette
Information about the currently used palette.
Definition: gfx_type.h:319
CursorVars::in_window
bool in_window
mouse inside this window, determines drawing logic
Definition: gfx_type.h:141
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:402
VideoDriver_SDL::Stop
void Stop() override
Stop this driver.
Definition: sdl_v.cpp:621
GetDriverParamBool
bool GetDriverParamBool(const StringList &parm, const char *name)
Get a boolean parameter the list of parameters.
Definition: driver.cpp:70
_left_button_clicked
bool _left_button_clicked
Is left mouse button clicked?
Definition: gfx.cpp:42
_cur_resolution
Dimension _cur_resolution
The current resolution.
Definition: driver.cpp:32
_right_button_down
bool _right_button_down
Is right mouse button pressed?
Definition: gfx.cpp:43
Delta
static T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition: math_func.hpp:196