Files @ r24835:3784c0862167
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Location: cpp/openttd-patchpack/source/src/video/sdl2_v.cpp - annotation

Patric Stout
Change: sleep till the next tick in the main loop

Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.

But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
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/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */

#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl2_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#ifdef __EMSCRIPTEN__
#	include <emscripten.h>
#	include <emscripten/html5.h>
#endif

#include "../safeguards.h"

static FVideoDriver_SDL iFVideoDriver_SDL;

static SDL_Window *_sdl_window;
static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;

/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Mutex to keep the access to the shared memory controlled. */
static std::recursive_mutex *_draw_mutex = nullptr;
/** Signal to draw the next frame. */
static std::condition_variable_any *_draw_signal = nullptr;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
static Palette _local_palette;
static SDL_Palette *_sdl_palette;

#ifdef __EMSCRIPTEN__
/** Whether we just had a window-enter event. */
static bool _cursor_new_in_window = false;
#endif

static Rect _dirty_rect;

void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
{
	Rect r = {left, top, left + width, top + height};
	_dirty_rect = BoundingRect(_dirty_rect, r);
}

static void UpdatePalette()
{
	SDL_Color pal[256];

	for (int i = 0; i != _local_palette.count_dirty; i++) {
		pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
		pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
		pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
		pal[i].a = 0;
	}

	SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
	SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
}

static void MakePalette()
{
	if (_sdl_palette == nullptr) {
		_sdl_palette = SDL_AllocPalette(256);
		if (_sdl_palette == nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
	}

	_cur_palette.first_dirty = 0;
	_cur_palette.count_dirty = 256;
	_local_palette = _cur_palette;
	UpdatePalette();

	if (_sdl_surface != _sdl_real_surface) {
		/* When using a shadow surface, also set our palette on the real screen. This lets SDL
		 * allocate as many colors (or approximations) as
		 * possible, instead of using only the default SDL
		 * palette. This allows us to get more colors exactly
		 * right and might allow using better approximations for
		 * other colors.
		 *
		 * Note that colors allocations are tried in-order, so
		 * this favors colors further up into the palette. Also
		 * note that if two colors from the same animation
		 * sequence are approximated using the same color, that
		 * animation will stop working.
		 *
		 * Since changing the system palette causes the colours
		 * to change right away, and allocations might
		 * drastically change, we can't use this for animation,
		 * since that could cause weird coloring between the
		 * palette change and the blitting below, so we only set
		 * the real palette during initialisation.
		 */
		SDL_SetSurfacePalette(_sdl_real_surface, _sdl_palette);
	}
}

void VideoDriver_SDL::CheckPaletteAnim()
{
	if (_cur_palette.count_dirty == 0) return;

	_local_palette = _cur_palette;
	this->MakeDirty(0, 0, _screen.width, _screen.height);
}

static void Paint()
{
	PerformanceMeasurer framerate(PFE_VIDEO);

	if (IsEmptyRect(_dirty_rect) && _cur_palette.count_dirty == 0) return;

	if (_cur_palette.count_dirty != 0) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();

		switch (blitter->UsePaletteAnimation()) {
			case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
				UpdatePalette();
				break;

			case Blitter::PALETTE_ANIMATION_BLITTER:
				blitter->PaletteAnimate(_local_palette);
				break;

			case Blitter::PALETTE_ANIMATION_NONE:
				break;

			default:
				NOT_REACHED();
		}
		_cur_palette.count_dirty = 0;
	}

	SDL_Rect r = { _dirty_rect.left, _dirty_rect.top, _dirty_rect.right - _dirty_rect.left, _dirty_rect.bottom - _dirty_rect.top };

	if (_sdl_surface != _sdl_real_surface) {
		SDL_BlitSurface(_sdl_surface, &r, _sdl_real_surface, &r);
	}
	SDL_UpdateWindowSurfaceRects(_sdl_window, &r, 1);

	MemSetT(&_dirty_rect, 0);
}

static void PaintThread()
{
	/* First tell the main thread we're started */
	std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
	_draw_signal->notify_one();

	/* Now wait for the first thing to draw! */
	_draw_signal->wait(*_draw_mutex);

	while (_draw_continue) {
		/* Then just draw and wait till we stop */
		Paint();
		_draw_signal->wait(lock);
	}
}

static const Dimension default_resolutions[] = {
	{  640,  480 },
	{  800,  600 },
	{ 1024,  768 },
	{ 1152,  864 },
	{ 1280,  800 },
	{ 1280,  960 },
	{ 1280, 1024 },
	{ 1400, 1050 },
	{ 1600, 1200 },
	{ 1680, 1050 },
	{ 1920, 1200 }
};

static void FindResolutions()
{
	_resolutions.clear();

	for (int i = 0; i < SDL_GetNumDisplayModes(0); i++) {
		SDL_DisplayMode mode;
		SDL_GetDisplayMode(0, i, &mode);

		if (mode.w < 640 || mode.h < 480) continue;
		if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(mode.w, mode.h)) != _resolutions.end()) continue;
		_resolutions.emplace_back(mode.w, mode.h);
	}

	/* We have found no resolutions, show the default list */
	if (_resolutions.empty()) {
		_resolutions.assign(std::begin(default_resolutions), std::end(default_resolutions));
	}

	SortResolutions();
}

static void GetAvailableVideoMode(uint *w, uint *h)
{
	/* All modes available? */
	if (!_fullscreen || _resolutions.empty()) return;

	/* Is the wanted mode among the available modes? */
	if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;

	/* Use the closest possible resolution */
	uint best = 0;
	uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
	for (uint i = 1; i != _resolutions.size(); ++i) {
		uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
		if (newdelta < delta) {
			best = i;
			delta = newdelta;
		}
	}
	*w = _resolutions[best].width;
	*h = _resolutions[best].height;
}

static uint FindStartupDisplay(uint startup_display)
{
	int num_displays = SDL_GetNumVideoDisplays();

	/* If the user indicated a valid monitor, use that. */
	if (IsInsideBS(startup_display, 0, num_displays)) return startup_display;

	/* Mouse position decides which display to use. */
	int mx, my;
	SDL_GetGlobalMouseState(&mx, &my);
	for (int display = 0; display < num_displays; ++display) {
		SDL_Rect r;
		if (SDL_GetDisplayBounds(display, &r) == 0 && IsInsideBS(mx, r.x, r.w) && IsInsideBS(my, r.y, r.h)) {
			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);
			return display;
		}
	}

	return 0;
}

bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
{
	if (_sdl_window != nullptr) return true;

	Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;

	if (_fullscreen) {
		flags |= SDL_WINDOW_FULLSCREEN;
	}

	int x = SDL_WINDOWPOS_UNDEFINED, y = SDL_WINDOWPOS_UNDEFINED;
	SDL_Rect r;
	if (SDL_GetDisplayBounds(this->startup_display, &r) == 0) {
		x = r.x + std::max(0, r.w - static_cast<int>(w)) / 2;
		y = r.y + std::max(0, r.h - static_cast<int>(h)) / 4; // decent desktops have taskbars at the bottom
	}

	char caption[50];
	seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
	_sdl_window = SDL_CreateWindow(
		caption,
		x, y,
		w, h,
		flags);

	if (_sdl_window == nullptr) {
		DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on: %s", SDL_GetError());
		return false;
	}

	std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
	if (!icon_path.empty()) {
		/* Give the application an icon */
		SDL_Surface *icon = SDL_LoadBMP(icon_path.c_str());
		if (icon != nullptr) {
			/* Get the colourkey, which will be magenta */
			uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);

			SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
			SDL_SetWindowIcon(_sdl_window, icon);
			SDL_FreeSurface(icon);
		}
	}

	return true;
}

bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
{
	int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();

	GetAvailableVideoMode(&w, &h);
	DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);

	if (!this->CreateMainWindow(w, h)) return false;
	if (resize) SDL_SetWindowSize(_sdl_window, w, h);

	_sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
	if (_sdl_real_surface == nullptr) {
		DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
		return false;
	}

	/* Free any previously allocated rgb surface. */
	if (_sdl_rgb_surface != nullptr) {
		SDL_FreeSurface(_sdl_rgb_surface);
		_sdl_rgb_surface = nullptr;
	}

	if (bpp == 8) {
		_sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);

		if (_sdl_rgb_surface == nullptr) {
			DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
			return false;
		}

		_sdl_surface = _sdl_rgb_surface;
	} else {
		_sdl_surface = _sdl_real_surface;
	}

	/* X11 doesn't appreciate it if we invalidate areas outside the window
	 * if shared memory is enabled (read: it crashes). So, as we might have
	 * gotten smaller, reset our dirty rects. GameSizeChanged() a bit lower
	 * will mark the whole screen dirty again anyway, but this time with the
	 * new dimensions. */
	MemSetT(&_dirty_rect, 0);

	_screen.width = _sdl_surface->w;
	_screen.height = _sdl_surface->h;
	_screen.pitch = _sdl_surface->pitch / (bpp / 8);
	_screen.dst_ptr = _sdl_surface->pixels;

	MakePalette();

	/* When in full screen, we will always have the mouse cursor
	 * within the window, even though SDL does not give us the
	 * appropriate event to know this. */
	if (_fullscreen) _cursor.in_window = true;

	BlitterFactory::GetCurrentBlitter()->PostResize();

	GameSizeChanged();
	return true;
}

bool VideoDriver_SDL::ClaimMousePointer()
{
	SDL_ShowCursor(0);
#ifdef __EMSCRIPTEN__
	SDL_SetRelativeMouseMode(SDL_TRUE);
#endif
	return true;
}

/**
 * This is called to indicate that an edit box has gained focus, text input mode should be enabled.
 */
void VideoDriver_SDL::EditBoxGainedFocus()
{
	if (!this->edit_box_focused) {
		SDL_StartTextInput();
		this->edit_box_focused = true;
	}
}

/**
 * This is called to indicate that an edit box has lost focus, text input mode should be disabled.
 */
void VideoDriver_SDL::EditBoxLostFocus()
{
	if (this->edit_box_focused) {
		SDL_StopTextInput();
		this->edit_box_focused = false;
	}
}


struct SDLVkMapping {
	SDL_Keycode vk_from;
	byte vk_count;
	byte map_to;
	bool unprintable;
};

#define AS(x, z) {x, 0, z, false}
#define AM(x, y, z, w) {x, (byte)(y - x), z, false}
#define AS_UP(x, z) {x, 0, z, true}
#define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}

static const SDLVkMapping _vk_mapping[] = {
	/* Pageup stuff + up/down */
	AS_UP(SDLK_PAGEUP,   WKC_PAGEUP),
	AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
	AS_UP(SDLK_UP,     WKC_UP),
	AS_UP(SDLK_DOWN,   WKC_DOWN),
	AS_UP(SDLK_LEFT,   WKC_LEFT),
	AS_UP(SDLK_RIGHT,  WKC_RIGHT),

	AS_UP(SDLK_HOME,   WKC_HOME),
	AS_UP(SDLK_END,    WKC_END),

	AS_UP(SDLK_INSERT, WKC_INSERT),
	AS_UP(SDLK_DELETE, WKC_DELETE),

	/* Map letters & digits */
	AM(SDLK_a, SDLK_z, 'A', 'Z'),
	AM(SDLK_0, SDLK_9, '0', '9'),

	AS_UP(SDLK_ESCAPE,    WKC_ESC),
	AS_UP(SDLK_PAUSE,     WKC_PAUSE),
	AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),

	AS(SDLK_SPACE,     WKC_SPACE),
	AS(SDLK_RETURN,    WKC_RETURN),
	AS(SDLK_TAB,       WKC_TAB),

	/* Function keys */
	AM_UP(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),

	/* Numeric part. */
	AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
	AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
	AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
	AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
	AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
	AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
	AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),

	/* Other non-letter keys */
	AS(SDLK_SLASH,        WKC_SLASH),
	AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
	AS(SDLK_EQUALS,       WKC_EQUALS),
	AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
	AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
	AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),

	AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
	AS(SDLK_COMMA,   WKC_COMMA),
	AS(SDLK_MINUS,   WKC_MINUS),
	AS(SDLK_PERIOD,  WKC_PERIOD)
};

static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character)
{
	const SDLVkMapping *map;
	uint key = 0;
	bool unprintable = false;

	for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
		if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
			key = sym->sym - map->vk_from + map->map_to;
			unprintable = map->unprintable;
			break;
		}
	}

	/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
	if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;

	/* META are the command keys on mac */
	if (sym->mod & KMOD_GUI)   key |= WKC_META;
	if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
	if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
	if (sym->mod & KMOD_ALT)   key |= WKC_ALT;

	/* The mod keys have no character. Prevent '?' */
	if (sym->mod & KMOD_GUI ||
		sym->mod & KMOD_CTRL ||
		sym->mod & KMOD_ALT ||
		unprintable) {
		*character = WKC_NONE;
	} else {
		*character = sym->sym;
	}

	return key;
}

/**
 * Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
 * instead of an SDL_Keysym.
 */
static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
{
	const SDLVkMapping *map;
	uint key = 0;

	for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
		if ((uint)(kc - map->vk_from) <= map->vk_count) {
			key = kc - map->vk_from + map->map_to;
			break;
		}
	}

	/* check scancode for BACKQUOTE key, because we want the key left
	 * of "1", not anything else (on non-US keyboards) */
	SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
	if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;

	return key;
}

int VideoDriver_SDL::PollEvent()
{
	SDL_Event ev;

	if (!SDL_PollEvent(&ev)) return -2;

	switch (ev.type) {
		case SDL_MOUSEMOTION:
#ifdef __EMSCRIPTEN__
			if (_cursor_new_in_window) {
				/* The cursor just moved into the window; this means we don't
				 * know the absolutely position yet to move relative from.
				 * Before this time, SDL didn't know it either, and this is
				 * why we postpone it till now. Update the absolute position
				 * for this once, and work relative after. */
				_cursor.pos.x = ev.motion.x;
				_cursor.pos.y = ev.motion.y;
				_cursor.dirty = true;

				_cursor_new_in_window = false;
				SDL_SetRelativeMouseMode(SDL_TRUE);
			} else {
				_cursor.UpdateCursorPositionRelative(ev.motion.xrel, ev.motion.yrel);
			}
#else
			if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
				SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
			}
#endif
			HandleMouseEvents();
			break;

		case SDL_MOUSEWHEEL:
			if (ev.wheel.y > 0) {
				_cursor.wheel--;
			} else if (ev.wheel.y < 0) {
				_cursor.wheel++;
			}
			break;

		case SDL_MOUSEBUTTONDOWN:
			if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
				ev.button.button = SDL_BUTTON_RIGHT;
			}

			switch (ev.button.button) {
				case SDL_BUTTON_LEFT:
					_left_button_down = true;
					break;

				case SDL_BUTTON_RIGHT:
					_right_button_down = true;
					_right_button_clicked = true;
					break;

				default: break;
			}
			HandleMouseEvents();
			break;

		case SDL_MOUSEBUTTONUP:
			if (_rightclick_emulate) {
				_right_button_down = false;
				_left_button_down = false;
				_left_button_clicked = false;
			} else if (ev.button.button == SDL_BUTTON_LEFT) {
				_left_button_down = false;
				_left_button_clicked = false;
			} else if (ev.button.button == SDL_BUTTON_RIGHT) {
				_right_button_down = false;
			}
			HandleMouseEvents();
			break;

		case SDL_QUIT:
			HandleExitGameRequest();
			break;

		case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
			if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) &&
					(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
				if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen);
			} else {
				WChar character;

				uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
				// Only handle non-text keys here. Text is handled in
				// SDL_TEXTINPUT below.
				if (!this->edit_box_focused ||
					keycode == WKC_DELETE ||
					keycode == WKC_NUM_ENTER ||
					keycode == WKC_LEFT ||
					keycode == WKC_RIGHT ||
					keycode == WKC_UP ||
					keycode == WKC_DOWN ||
					keycode == WKC_HOME ||
					keycode == WKC_END ||
					keycode & WKC_META ||
					keycode & WKC_CTRL ||
					keycode & WKC_ALT ||
					(keycode >= WKC_F1 && keycode <= WKC_F12) ||
					!IsValidChar(character, CS_ALPHANUMERAL)) {
					HandleKeypress(keycode, character);
				}
			}
			break;

		case SDL_TEXTINPUT: {
			if (!this->edit_box_focused) break;
			SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
			uint keycode = ConvertSdlKeycodeIntoMy(kc);

			if (keycode == WKC_BACKQUOTE && FocusedWindowIsConsole()) {
				WChar character;
				Utf8Decode(&character, ev.text.text);
				HandleKeypress(keycode, character);
			} else {
				HandleTextInput(ev.text.text);
			}
			break;
		}
		case SDL_WINDOWEVENT: {
			if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) {
				// Force a redraw of the entire screen.
				this->MakeDirty(0, 0, _screen.width, _screen.height);
			} else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
				int w = std::max(ev.window.data1, 64);
				int h = std::max(ev.window.data2, 64);
				CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2);
			} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
				// mouse entered the window, enable cursor
				_cursor.in_window = true;
#ifdef __EMSCRIPTEN__
				/* Disable relative mouse mode for the first mouse motion,
				 * so we can pick up the absolutely position again. */
				_cursor_new_in_window = true;
				SDL_SetRelativeMouseMode(SDL_FALSE);
#endif
			} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
				// mouse left the window, undraw cursor
				UndrawMouseCursor();
				_cursor.in_window = false;
			}
			break;
		}
	}
	return -1;
}

const char *VideoDriver_SDL::Start(const StringList &parm)
{
	if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";

	/* Explicitly disable hardware acceleration. Enabling this causes
	 * UpdateWindowSurface() to update the window's texture instead of
	 * its surface. */
	SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "0");
	SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");

	/* Just on the offchance the audio subsystem started before the video system,
	 * check whether any part of SDL has been initialised before getting here.
	 * Slightly duplicated with sound/sdl_s.cpp */
	int ret_code = 0;
	if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
		ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
	}
	if (ret_code < 0) return SDL_GetError();

	this->UpdateAutoResolution();

	FindResolutions();

	this->startup_display = FindStartupDisplay(GetDriverParamInt(parm, "display", -1));

	if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) {
		return SDL_GetError();
	}

	const char *dname = SDL_GetCurrentVideoDriver();
	DEBUG(driver, 1, "SDL2: using driver '%s'", dname);

	MarkWholeScreenDirty();

	_draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
	/* Wayland SDL video driver uses EGL to render the game. SDL created the
	 * EGL context from the main-thread, and with EGL you are not allowed to
	 * draw in another thread than the context was created. The function of
	 * _draw_threaded is to do exactly this: draw in another thread than the
	 * window was created, and as such, this fails on Wayland SDL video
	 * driver. So, we disable threading by default if Wayland SDL video
	 * driver is detected.
	 */
	if (strcmp(dname, "wayland") == 0) {
		_draw_threaded = false;
	}

	SDL_StopTextInput();
	this->edit_box_focused = false;

	return nullptr;
}

void VideoDriver_SDL::Stop()
{
	SDL_QuitSubSystem(SDL_INIT_VIDEO);
	if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
		SDL_Quit(); // If there's nothing left, quit SDL
	}
}

void VideoDriver_SDL::LoopOnce()
{
	uint32 mod;
	int numkeys;
	const Uint8 *keys;
	InteractiveRandom(); // randomness

	while (PollEvent() == -1) {}
	if (_exit_game) {
#ifdef __EMSCRIPTEN__
		/* Emscripten is event-driven, and as such the main loop is inside
		 * the browser. So if _exit_game goes true, the main loop ends (the
		 * cancel call), but we still have to call the cleanup that is
		 * normally done at the end of the main loop for non-Emscripten.
		 * After that, Emscripten just halts, and the HTML shows a nice
		 * "bye, see you next time" message. */
		emscripten_cancel_main_loop();
		MainLoopCleanup();
#endif
		return;
	}

	mod = SDL_GetModState();
	keys = SDL_GetKeyboardState(&numkeys);

#if defined(_DEBUG)
	if (_shift_pressed)
#else
	/* Speedup when pressing tab, except when using ALT+TAB
	 * to switch to another application */
	if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
#endif /* defined(_DEBUG) */
	{
		if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
	} else if (_fast_forward & 2) {
		_fast_forward = 0;
	}

	cur_ticks = std::chrono::steady_clock::now();

	/* If more than a millisecond has passed, increase the _realtime_tick. */
	if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
		auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
		_realtime_tick += delta.count();
		last_realtime_tick += delta;
	}

	if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
		if (_fast_forward && !_pause_mode) {
			next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
		} else {
			next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK);
			/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
			if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks;
		}

		/* The gameloop is the part that can run asynchronously. The rest
		 * except sleeping can't. */
		if (_draw_mutex != nullptr) draw_lock.unlock();
		GameLoop();
		if (_draw_mutex != nullptr) draw_lock.lock();
	}

	if (cur_ticks >= next_draw_tick) {
		next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK);
		/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
		if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks;

		bool old_ctrl_pressed = _ctrl_pressed;

		_ctrl_pressed  = !!(mod & KMOD_CTRL);
		_shift_pressed = !!(mod & KMOD_SHIFT);

		/* determine which directional keys are down */
		_dirkeys =
			(keys[SDL_SCANCODE_LEFT]  ? 1 : 0) |
			(keys[SDL_SCANCODE_UP]    ? 2 : 0) |
			(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
			(keys[SDL_SCANCODE_DOWN]  ? 8 : 0);
		if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();

		InputLoop();
		UpdateWindows();
		this->CheckPaletteAnim();

		if (_draw_mutex != nullptr && !HasModalProgress()) {
			_draw_signal->notify_one();
		} else {
			Paint();
		}
	}

/* Emscripten is running an event-based mainloop; there is already some
 * downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
	/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
	if (!_fast_forward || _pause_mode) {
		/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
		auto next_tick = std::min(next_draw_tick, next_game_tick);
		auto now = std::chrono::steady_clock::now();

		if (next_tick > now) {
			if (_draw_mutex != nullptr) draw_lock.unlock();
			std::this_thread::sleep_for(next_tick - now);
			if (_draw_mutex != nullptr) draw_lock.lock();
		}
	}
#endif
}

void VideoDriver_SDL::MainLoop()
{
	cur_ticks = std::chrono::steady_clock::now();
	last_realtime_tick = cur_ticks;
	next_game_tick = cur_ticks;

	this->CheckPaletteAnim();

	if (_draw_threaded) {
		/* Initialise the mutex first, because that's the thing we *need*
		 * directly in the newly created thread. */
		_draw_mutex = new std::recursive_mutex();
		if (_draw_mutex == nullptr) {
			_draw_threaded = false;
		} else {
			draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
			_draw_signal = new std::condition_variable_any();
			_draw_continue = true;

			_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &PaintThread);

			/* Free the mutex if we won't be able to use it. */
			if (!_draw_threaded) {
				draw_lock.unlock();
				draw_lock.release();
				delete _draw_mutex;
				delete _draw_signal;
				_draw_mutex = nullptr;
				_draw_signal = nullptr;
			} else {
				/* Wait till the draw mutex has started itself. */
				_draw_signal->wait(*_draw_mutex);
			}
		}
	}

	DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");

#ifdef __EMSCRIPTEN__
	/* Run the main loop event-driven, based on RequestAnimationFrame. */
	emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
#else
	while (!_exit_game) {
		LoopOnce();
	}

	MainLoopCleanup();
#endif
}

void VideoDriver_SDL::MainLoopCleanup()
{
	if (_draw_mutex != nullptr) {
		_draw_continue = false;
		/* Sending signal if there is no thread blocked
		 * is very valid and results in noop */
		_draw_signal->notify_one();
		if (draw_lock.owns_lock()) draw_lock.unlock();
		draw_lock.release();
		draw_thread.join();

		delete _draw_mutex;
		delete _draw_signal;

		_draw_mutex = nullptr;
		_draw_signal = nullptr;
	}

#ifdef __EMSCRIPTEN__
	emscripten_exit_pointerlock();
	/* In effect, the game ends here. As emscripten_set_main_loop() caused
	 * the stack to be unwound, the code after MainLoop() in
	 * openttd_main() is never executed. */
	EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
	EM_ASM(if (window["openttd_exit"]) openttd_exit());
#endif
}

bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
	std::unique_lock<std::recursive_mutex> lock;
	if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);

	return CreateMainSurface(w, h, true);
}

bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
	std::unique_lock<std::recursive_mutex> lock;
	if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);

	int w, h;

	/* Remember current window size */
	if (fullscreen) {
		SDL_GetWindowSize(_sdl_window, &w, &h);

		/* Find fullscreen window size */
		SDL_DisplayMode dm;
		if (SDL_GetCurrentDisplayMode(0, &dm) < 0) {
			DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
		} else {
			SDL_SetWindowSize(_sdl_window, dm.w, dm.h);
		}
	}

	DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
	int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
	if (ret == 0) {
		/* Switching resolution succeeded, set fullscreen value of window. */
		_fullscreen = fullscreen;
		if (!fullscreen) SDL_SetWindowSize(_sdl_window, w, h);
	} else {
		DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
	}

	return ret == 0;
}

bool VideoDriver_SDL::AfterBlitterChange()
{
	assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
	int w, h;
	SDL_GetWindowSize(_sdl_window, &w, &h);
	return CreateMainSurface(w, h, false);
}

void VideoDriver_SDL::AcquireBlitterLock()
{
	if (_draw_mutex != nullptr) _draw_mutex->lock();
}

void VideoDriver_SDL::ReleaseBlitterLock()
{
	if (_draw_mutex != nullptr) _draw_mutex->unlock();
}

Dimension VideoDriver_SDL::GetScreenSize() const
{
	SDL_DisplayMode mode;
	if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize();

	return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
}