diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp --- a/src/video/sdl2_v.cpp +++ b/src/video/sdl2_v.cpp @@ -32,77 +32,18 @@ #include "../safeguards.h" -static FVideoDriver_SDL iFVideoDriver_SDL; - -static SDL_Surface *_sdl_surface; -static SDL_Surface *_sdl_rgb_surface; -static SDL_Surface *_sdl_real_surface; -static SDL_Palette *_sdl_palette; - #ifdef __EMSCRIPTEN__ /** Whether we just had a window-enter event. */ static bool _cursor_new_in_window = false; #endif -void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height) +void VideoDriver_SDL_Base::MakeDirty(int left, int top, int width, int height) { Rect r = {left, top, left + width, top + height}; this->dirty_rect = BoundingRect(this->dirty_rect, r); } -void VideoDriver_SDL::UpdatePalette() -{ - SDL_Color pal[256]; - - for (int i = 0; i != this->local_palette.count_dirty; i++) { - pal[i].r = this->local_palette.palette[this->local_palette.first_dirty + i].r; - pal[i].g = this->local_palette.palette[this->local_palette.first_dirty + i].g; - pal[i].b = this->local_palette.palette[this->local_palette.first_dirty + i].b; - pal[i].a = 0; - } - - SDL_SetPaletteColors(_sdl_palette, pal, this->local_palette.first_dirty, this->local_palette.count_dirty); - SDL_SetSurfacePalette(_sdl_surface, _sdl_palette); -} - -void VideoDriver_SDL::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; - this->local_palette = _cur_palette; - this->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() +void VideoDriver_SDL_Base::CheckPaletteAnim() { if (_cur_palette.count_dirty == 0) return; @@ -110,67 +51,7 @@ void VideoDriver_SDL::CheckPaletteAnim() this->MakeDirty(0, 0, _screen.width, _screen.height); } -void VideoDriver_SDL::Paint() -{ - PerformanceMeasurer framerate(PFE_VIDEO); - - if (IsEmptyRect(this->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: - this->UpdatePalette(); - break; - - case Blitter::PALETTE_ANIMATION_BLITTER: { - bool need_buf = _screen.dst_ptr == nullptr; - if (need_buf) _screen.dst_ptr = this->GetVideoPointer(); - blitter->PaletteAnimate(this->local_palette); - if (need_buf) { - this->ReleaseVideoPointer(); - _screen.dst_ptr = nullptr; - } - break; - } - - case Blitter::PALETTE_ANIMATION_NONE: - break; - - default: - NOT_REACHED(); - } - _cur_palette.count_dirty = 0; - } - - SDL_Rect r = { this->dirty_rect.left, this->dirty_rect.top, this->dirty_rect.right - this->dirty_rect.left, this->dirty_rect.bottom - this->dirty_rect.top }; - - if (_sdl_surface != _sdl_real_surface) { - SDL_BlitSurface(_sdl_surface, &r, _sdl_real_surface, &r); - } - SDL_UpdateWindowSurfaceRects(this->sdl_window, &r, 1); - - this->dirty_rect = {}; -} - -void VideoDriver_SDL::PaintThread() -{ - /* First tell the main thread we're started */ - std::unique_lock lock(*this->draw_mutex); - this->draw_signal->notify_one(); - - /* Now wait for the first thing to draw! */ - this->draw_signal->wait(*this->draw_mutex); - - while (this->draw_continue) { - /* Then just draw and wait till we stop */ - this->Paint(); - this->draw_signal->wait(lock); - } -} - -/* static */ void VideoDriver_SDL::PaintThreadThunk(VideoDriver_SDL *drv) +/* static */ void VideoDriver_SDL_Base::PaintThreadThunk(VideoDriver_SDL_Base *drv) { drv->PaintThread(); } @@ -253,7 +134,7 @@ static uint FindStartupDisplay(uint star return 0; } -void VideoDriver_SDL::ClientSizeChanged(int w, int h, bool force) +void VideoDriver_SDL_Base::ClientSizeChanged(int w, int h, bool force) { /* Allocate backing store of the new size. */ if (this->AllocateBackingStore(w, h, force)) { @@ -268,7 +149,7 @@ void VideoDriver_SDL::ClientSizeChanged( } } -bool VideoDriver_SDL::CreateMainWindow(uint w, uint h, uint flags) +bool VideoDriver_SDL_Base::CreateMainWindow(uint w, uint h, uint flags) { if (this->sdl_window != nullptr) return true; @@ -315,7 +196,7 @@ bool VideoDriver_SDL::CreateMainWindow(u return true; } -bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize) +bool VideoDriver_SDL_Base::CreateMainSurface(uint w, uint h, bool resize) { GetAvailableVideoMode(&w, &h); DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h); @@ -332,53 +213,7 @@ bool VideoDriver_SDL::CreateMainSurface( return true; } -bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force) -{ - int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); - - _sdl_real_surface = SDL_GetWindowSurface(this->sdl_window); - if (_sdl_real_surface == nullptr) usererror("SDL2: Couldn't get window surface: %s", SDL_GetError()); - - if (!force && w == _sdl_real_surface->w && h == _sdl_real_surface->h) 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) usererror("SDL2: Couldn't allocate shadow surface: %s", SDL_GetError()); - - _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. */ - this->dirty_rect = {}; - - _screen.width = _sdl_surface->w; - _screen.height = _sdl_surface->h; - _screen.pitch = _sdl_surface->pitch / (bpp / 8); - _screen.dst_ptr = this->GetVideoPointer(); - - this->MakePalette(); - - return true; -} - -void *VideoDriver_SDL::GetVideoPointer() -{ - return _sdl_surface->pixels; -} - -bool VideoDriver_SDL::ClaimMousePointer() +bool VideoDriver_SDL_Base::ClaimMousePointer() { SDL_ShowCursor(0); #ifdef __EMSCRIPTEN__ @@ -390,7 +225,7 @@ bool VideoDriver_SDL::ClaimMousePointer( /** * This is called to indicate that an edit box has gained focus, text input mode should be enabled. */ -void VideoDriver_SDL::EditBoxGainedFocus() +void VideoDriver_SDL_Base::EditBoxGainedFocus() { if (!this->edit_box_focused) { SDL_StartTextInput(); @@ -401,7 +236,7 @@ void VideoDriver_SDL::EditBoxGainedFocus /** * This is called to indicate that an edit box has lost focus, text input mode should be disabled. */ -void VideoDriver_SDL::EditBoxLostFocus() +void VideoDriver_SDL_Base::EditBoxLostFocus() { if (this->edit_box_focused) { SDL_StopTextInput(); @@ -535,7 +370,7 @@ static uint ConvertSdlKeycodeIntoMy(SDL_ return key; } -int VideoDriver_SDL::PollEvent() +int VideoDriver_SDL_Base::PollEvent() { SDL_Event ev; @@ -699,7 +534,7 @@ static const char *InitializeSDL() return nullptr; } -const char *VideoDriver_SDL::Initialize() +const char *VideoDriver_SDL_Base::Initialize() { this->UpdateAutoResolution(); @@ -712,7 +547,7 @@ const char *VideoDriver_SDL::Initialize( return nullptr; } -const char *VideoDriver_SDL::Start(const StringList &parm) +const char *VideoDriver_SDL_Base::Start(const StringList &parm) { if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported"; @@ -749,7 +584,7 @@ const char *VideoDriver_SDL::Start(const return nullptr; } -void VideoDriver_SDL::Stop() +void VideoDriver_SDL_Base::Stop() { SDL_QuitSubSystem(SDL_INIT_VIDEO); if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) { @@ -757,7 +592,7 @@ void VideoDriver_SDL::Stop() } } -void VideoDriver_SDL::InputLoop() +void VideoDriver_SDL_Base::InputLoop() { uint32 mod = SDL_GetModState(); const Uint8 *keys = SDL_GetKeyboardState(NULL); @@ -790,7 +625,7 @@ void VideoDriver_SDL::InputLoop() if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); } -void VideoDriver_SDL::LoopOnce() +void VideoDriver_SDL_Base::LoopOnce() { InteractiveRandom(); // randomness @@ -824,7 +659,7 @@ void VideoDriver_SDL::LoopOnce() #endif } -void VideoDriver_SDL::MainLoop() +void VideoDriver_SDL_Base::MainLoop() { if (this->draw_threaded) { /* Initialise the mutex first, because that's the thing we *need* @@ -837,7 +672,7 @@ void VideoDriver_SDL::MainLoop() this->draw_signal = new std::condition_variable_any(); this->draw_continue = true; - this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this); + this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL_Base::PaintThreadThunk, this); /* Free the mutex if we won't be able to use it. */ if (!this->draw_threaded) { @@ -868,7 +703,7 @@ void VideoDriver_SDL::MainLoop() #endif } -void VideoDriver_SDL::MainLoopCleanup() +void VideoDriver_SDL_Base::MainLoopCleanup() { if (this->draw_mutex != nullptr) { this->draw_continue = false; @@ -896,7 +731,7 @@ void VideoDriver_SDL::MainLoopCleanup() #endif } -bool VideoDriver_SDL::ChangeResolution(int w, int h) +bool VideoDriver_SDL_Base::ChangeResolution(int w, int h) { std::unique_lock lock; if (this->draw_mutex != nullptr) lock = std::unique_lock(*this->draw_mutex); @@ -904,7 +739,7 @@ bool VideoDriver_SDL::ChangeResolution(i return CreateMainSurface(w, h, true); } -bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) +bool VideoDriver_SDL_Base::ToggleFullscreen(bool fullscreen) { std::unique_lock lock; if (this->draw_mutex != nullptr) lock = std::unique_lock(*this->draw_mutex); @@ -937,7 +772,7 @@ bool VideoDriver_SDL::ToggleFullscreen(b return ret == 0; } -bool VideoDriver_SDL::AfterBlitterChange() +bool VideoDriver_SDL_Base::AfterBlitterChange() { assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0); int w, h; @@ -945,17 +780,17 @@ bool VideoDriver_SDL::AfterBlitterChange return CreateMainSurface(w, h, false); } -void VideoDriver_SDL::AcquireBlitterLock() +void VideoDriver_SDL_Base::AcquireBlitterLock() { if (this->draw_mutex != nullptr) this->draw_mutex->lock(); } -void VideoDriver_SDL::ReleaseBlitterLock() +void VideoDriver_SDL_Base::ReleaseBlitterLock() { if (this->draw_mutex != nullptr) this->draw_mutex->unlock(); } -Dimension VideoDriver_SDL::GetScreenSize() const +Dimension VideoDriver_SDL_Base::GetScreenSize() const { SDL_DisplayMode mode; if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize(); @@ -963,7 +798,7 @@ Dimension VideoDriver_SDL::GetScreenSize return { static_cast(mode.w), static_cast(mode.h) }; } -bool VideoDriver_SDL::LockVideoBuffer() +bool VideoDriver_SDL_Base::LockVideoBuffer() { if (this->buffer_locked) return false; this->buffer_locked = true; @@ -976,7 +811,7 @@ bool VideoDriver_SDL::LockVideoBuffer() return true; } -void VideoDriver_SDL::UnlockVideoBuffer() +void VideoDriver_SDL_Base::UnlockVideoBuffer() { if (_screen.dst_ptr != nullptr) { /* Hand video buffer back to the drawing backend. */