/* * 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 . */ /** @file sdl_v.cpp Implementation of the SDL video driver. */ #ifdef WITH_SDL #include "../stdafx.h" #include "../openttd.h" #include "../error_func.h" #include "../gfx_func.h" #include "../blitter/factory.hpp" #include "../thread.h" #include "../progress.h" #include "../core/random_func.hpp" #include "../core/math_func.hpp" #include "../fileio_func.h" #include "../framerate_type.h" #include "../window_func.h" #include "sdl_v.h" #include #include "../safeguards.h" static FVideoDriver_SDL iFVideoDriver_SDL; static SDL_Surface *_sdl_surface; static SDL_Surface *_sdl_realscreen; static bool _all_modes; static Palette _local_palette; #define MAX_DIRTY_RECTS 100 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS]; static int _num_dirty_rects; static int _use_hwpalette; static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height) { if (_num_dirty_rects < MAX_DIRTY_RECTS) { _dirty_rects[_num_dirty_rects].x = left; _dirty_rects[_num_dirty_rects].y = top; _dirty_rects[_num_dirty_rects].w = width; _dirty_rects[_num_dirty_rects].h = height; } _num_dirty_rects++; } static void UpdatePalette(bool init = false) { 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].unused = 0; } SDL_SetColors(_sdl_surface, pal, _local_palette.first_dirty, _local_palette.count_dirty); if (_sdl_surface != _sdl_realscreen && init) { /* 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_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty); } if (_sdl_surface != _sdl_realscreen && !init) { /* We're not using real hardware palette, but are letting SDL * approximate the palette during shadow -> screen copy. To * change the palette, we need to recopy the entire screen. * * Note that this operation can slow down the rendering * considerably, especially since changing the shadow * palette will need the next blit to re-detect the * best mapping of shadow palette colors to real palette * colors from scratch. */ SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0); } } static void InitPalette() { CopyPalette(_local_palette, true); UpdatePalette(true); } void VideoDriver_SDL::CheckPaletteAnim() { if (!CopyPalette(_local_palette)) return; 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(); } } void VideoDriver_SDL::Paint() { PerformanceMeasurer framerate(PFE_VIDEO); int n = _num_dirty_rects; if (n == 0) return; _num_dirty_rects = 0; if (n > MAX_DIRTY_RECTS) { if (_sdl_surface != _sdl_realscreen) { SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); } SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0); } else { if (_sdl_surface != _sdl_realscreen) { for (int i = 0; i < n; i++) { SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]); } } SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects); } } 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 GetVideoModes() { SDL_Rect **modes = SDL_ListModes(nullptr, SDL_SWSURFACE | SDL_FULLSCREEN); if (modes == nullptr) UserError("sdl: no modes available"); _resolutions.clear(); _all_modes = (SDL_ListModes(nullptr, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1); if (modes == (void*)-1) { for (uint i = 0; i < lengthof(_default_resolutions); i++) { if (SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) { _resolutions.push_back(_default_resolutions[i]); } } } else { for (int i = 0; modes[i]; i++) { uint w = modes[i]->w; uint h = modes[i]->h; if (w < 640 || h < 480) continue; // reject too small resolutions if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue; _resolutions.emplace_back(w, h); } if (_resolutions.empty()) UserError("No usable screen resolutions found!\n"); SortResolutions(); } } static void GetAvailableVideoMode(uint *w, uint *h) { /* All modes available? */ if (_all_modes || _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; } bool VideoDriver_SDL::CreateMainSurface(uint w, uint h) { SDL_Surface *newscreen, *icon; int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); bool want_hwpalette; GetAvailableVideoMode(&w, &h); Debug(driver, 1, "SDL: using mode {}x{}x{}", w, h, bpp); if (bpp == 0) UserError("Can't use a blitter that blits 0 bpp for normal visuals"); std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp"); if (!icon_path.empty()) { /* Give the application an icon */ 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_SRCCOLORKEY, rgbmap); SDL_WM_SetIcon(icon, nullptr); SDL_FreeSurface(icon); } } if (_use_hwpalette == 2) { /* Default is to autodetect when to use SDL_HWPALETTE. * In this case, SDL_HWPALETTE is only used for 8bpp * blitters in fullscreen. * * When using an 8bpp blitter on a 8bpp system in * windowed mode with SDL_HWPALETTE, OpenTTD will claim * the system palette, making all other applications * get the wrong colours. In this case, we're better of * trying to approximate the colors we need using system * colors, using a shadow surface (see below). * * On a 32bpp system, SDL_HWPALETTE is ignored, so it * doesn't matter what we do. * * When using a 32bpp blitter on a 8bpp system, setting * SDL_HWPALETTE messes up rendering (at least on X11), * so we don't do that. In this case, SDL takes care of * color approximation using its own shadow surface * (which we can't force in 8bpp on 8bpp mode, * unfortunately). */ want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE; } else { /* User specified a value manually */ want_hwpalette = _use_hwpalette; } if (want_hwpalette) Debug(driver, 1, "SDL: requesting hardware palette"); /* Free any previously allocated shadow surface */ if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface); if (_sdl_realscreen != nullptr) { if (_requested_hwpalette != want_hwpalette) { /* SDL (at least the X11 driver), reuses the * same window and palette settings when the bpp * (and a few flags) are the same. Since we need * to hwpalette value to change (in particular * when switching between fullscreen and * windowed), we restart the entire video * subsystem to force creating a new window. */ Debug(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change"); SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_InitSubSystem(SDL_INIT_VIDEO); ClaimMousePointer(); SetupKeyboard(); } } /* Remember if we wanted a hwpalette. We can't reliably query * SDL for the SDL_HWPALETTE flag, since it might get set even * though we didn't ask for it (when SDL creates a shadow * surface, for example). */ _requested_hwpalette = want_hwpalette; /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */ newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE)); if (newscreen == nullptr) { Debug(driver, 0, "SDL: Couldn't allocate a window to draw on"); return false; } _sdl_realscreen = newscreen; if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) { /* Using an 8bpp blitter, if we didn't get a hardware * palette (most likely because we didn't request one, * see above), we'll have to set up a shadow surface to * render on. * * Our palette will be applied to this shadow surface, * while the real screen surface will use the shared * system palette (which will partly contain our colors, * but most likely will not have enough free color cells * for all of our colors). SDL can use these two * palettes at blit time to approximate colors used in * the shadow surface using system colors automatically. * * Note that when using an 8bpp blitter on a 32bpp * system, SDL will create an internal shadow surface. * This shadow surface will have SDL_HWPALLETE set, so * we won't create a second shadow surface in this case. */ Debug(driver, 1, "SDL: using shadow surface"); newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0); if (newscreen == nullptr) { Debug(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on"); return false; } } /* Delay drawing for this cycle; the next cycle will redraw the whole screen */ _num_dirty_rects = 0; _screen.width = newscreen->w; _screen.height = newscreen->h; _screen.pitch = newscreen->pitch / (bpp / 8); _screen.dst_ptr = newscreen->pixels; _sdl_surface = newscreen; /* 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; Blitter *blitter = BlitterFactory::GetCurrentBlitter(); blitter->PostResize(); InitPalette(); std::string caption = VideoDriver::GetCaption(); SDL_WM_SetCaption(caption.c_str(), caption.c_str()); GameSizeChanged(); return true; } bool VideoDriver_SDL::ClaimMousePointer() { SDL_ShowCursor(0); return true; } struct SDLVkMapping { uint16 vk_from; byte vk_count; byte map_to; }; #define AS(x, z) {x, 0, z} #define AM(x, y, z, w) {x, (byte)(y - x), z} static const SDLVkMapping _vk_mapping[] = { /* Pageup stuff + up/down */ AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN), AS(SDLK_UP, WKC_UP), AS(SDLK_DOWN, WKC_DOWN), AS(SDLK_LEFT, WKC_LEFT), AS(SDLK_RIGHT, WKC_RIGHT), AS(SDLK_HOME, WKC_HOME), AS(SDLK_END, WKC_END), AS(SDLK_INSERT, WKC_INSERT), AS(SDLK_DELETE, WKC_DELETE), /* Map letters & digits */ AM(SDLK_a, SDLK_z, 'A', 'Z'), AM(SDLK_0, SDLK_9, '0', '9'), AS(SDLK_ESCAPE, WKC_ESC), AS(SDLK_PAUSE, WKC_PAUSE), AS(SDLK_BACKSPACE, WKC_BACKSPACE), AS(SDLK_SPACE, WKC_SPACE), AS(SDLK_RETURN, WKC_RETURN), AS(SDLK_TAB, WKC_TAB), /* Function keys */ AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12), /* Numeric part. */ AM(SDLK_KP0, SDLK_KP9, '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; 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; break; } } /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */ #if defined(_WIN32) if (sym->scancode == 41) key = WKC_BACKQUOTE; #elif defined(__APPLE__) if (sym->scancode == 10) key = WKC_BACKQUOTE; #elif defined(__SVR4) && defined(__sun) if (sym->scancode == 60) key = WKC_BACKQUOTE; if (sym->scancode == 49) key = WKC_BACKSPACE; #elif defined(__sgi__) if (sym->scancode == 22) key = WKC_BACKQUOTE; #else if (sym->scancode == 49) key = WKC_BACKQUOTE; #endif /* META are the command keys on mac */ if (sym->mod & KMOD_META) 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; *character = sym->unicode; return key; } bool VideoDriver_SDL::PollEvent() { SDL_Event ev; if (!SDL_PollEvent(&ev)) return false; switch (ev.type) { case SDL_MOUSEMOTION: { int32_t x = ev.motion.x; int32_t y = ev.motion.y; if (_cursor.fix_at) { /* Get all queued mouse events now in case we have to warp the cursor. In the * end, we only care about the current mouse position and not bygone events. */ while (SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_MOUSEMOTION)) { x = ev.motion.x; y = ev.motion.y; } } if (_cursor.UpdateCursorPosition(x, y)) { SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y); } HandleMouseEvents(); 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; case SDL_BUTTON_WHEELUP: _cursor.wheel--; break; case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; 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_ACTIVEEVENT: if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break; if (ev.active.gain) { // mouse entered the window, enable cursor _cursor.in_window = true; } else { UndrawMouseCursor(); // mouse left the window, undraw cursor _cursor.in_window = false; } break; case SDL_QUIT: HandleExitGameRequest(); break; case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) && (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) { ToggleFullScreen(!_fullscreen); } else { WChar character; uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character); HandleKeypress(keycode, character); } break; case SDL_VIDEORESIZE: { int w = std::max(ev.resize.w, 64); int h = std::max(ev.resize.h, 64); CreateMainSurface(w, h); break; } case SDL_VIDEOEXPOSE: { /* Force a redraw of the entire screen. Note * that SDL 1.2 seems to do this automatically * in most cases, but 1.3 / 2.0 does not. */ _num_dirty_rects = MAX_DIRTY_RECTS + 1; break; } } return true; } const char *VideoDriver_SDL::Start(const StringList ¶m) { char buf[30]; _use_hwpalette = GetDriverParamInt(param, "hw_palette", 2); /* 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_EVERYTHING) == 0) { ret_code = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE); } else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) { ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO); } if (ret_code < 0) return SDL_GetError(); this->UpdateAutoResolution(); GetVideoModes(); if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) { return SDL_GetError(); } SDL_VideoDriverName(buf, sizeof buf); Debug(driver, 1, "SDL: using driver '{}'", buf); MarkWholeScreenDirty(); SetupKeyboard(); this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread"); return nullptr; } void VideoDriver_SDL::SetupKeyboard() { SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_EnableUNICODE(1); } 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::InputLoop() { uint32 mod = SDL_GetModState(); int numkeys; Uint8 *keys = SDL_GetKeyState(&numkeys); bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL); _shift_pressed = !!(mod & KMOD_SHIFT); /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application. */ this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0; /* Determine which directional keys are down. */ _dirkeys = (keys[SDLK_LEFT] ? 1 : 0) | (keys[SDLK_UP] ? 2 : 0) | (keys[SDLK_RIGHT] ? 4 : 0) | (keys[SDLK_DOWN] ? 8 : 0); if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); } void VideoDriver_SDL::MainLoop() { this->StartGameThread(); for (;;) { if (_exit_game) break; this->Tick(); this->SleepTillNextTick(); } this->StopGameThread(); } bool VideoDriver_SDL::ChangeResolution(int w, int h) { return CreateMainSurface(w, h); } bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) { _fullscreen = fullscreen; GetVideoModes(); // get the list of available video modes bool ret = !_resolutions.empty() && CreateMainSurface(_cur_resolution.width, _cur_resolution.height); if (!ret) { /* switching resolution failed, put back full_screen to original status */ _fullscreen ^= true; } InvalidateWindowClassesData(WC_GAME_OPTIONS, 3); return ret; } bool VideoDriver_SDL::AfterBlitterChange() { return CreateMainSurface(_screen.width, _screen.height); } #endif /* WITH_SDL */