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Location: cpp/openttd-patchpack/source/src/video/sdl2_default_v.cpp
r27709:13454adf22b6
5.7 KiB
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Change: [CI] rework preview flow and use Cloudflare Pages to publish (#11116)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 | /*
* 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_default_v.cpp Implementation of the default backend for SDL2 video driver. */
#include "../stdafx.h"
#include "../openttd.h"
#include "../error_func.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_default_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_Default iFVideoDriver_SDL_Default;
static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;
static SDL_Palette *_sdl_palette;
void VideoDriver_SDL_Default::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_Default::MakePalette()
{
if (_sdl_palette == nullptr) {
_sdl_palette = SDL_AllocPalette(256);
if (_sdl_palette == nullptr) UserError("SDL2: Couldn't allocate palette: {}", SDL_GetError());
}
CopyPalette(this->local_palette, true);
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_Default::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (IsEmptyRect(this->dirty_rect) && this->local_palette.count_dirty == 0) return;
if (this->local_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: {
blitter->PaletteAnimate(this->local_palette);
break;
}
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
this->local_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 = {};
}
bool VideoDriver_SDL_Default::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: {}", 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: {}", 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_Default::GetVideoPointer()
{
return _sdl_surface->pixels;
}
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