/* $Id$ */ /* * 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 "../gfx_func.h" #include "../sdl.h" #include "../rev.h" #include "../blitter/factory.hpp" #include "../network/network.h" #include "../thread/thread.h" #include "../progress.h" #include "../core/random_func.hpp" #include "../core/math_func.hpp" #include "../fileio_func.h" #include "sdl_v.h" #include static FVideoDriver_SDL iFVideoDriver_SDL; static SDL_Surface *_sdl_screen; static bool _all_modes; /** Whether the drawing is/may be done in a separate thread. */ static bool _draw_threaded; /** Thread used to 'draw' to the screen, i.e. push data to the screen. */ static ThreadObject *_draw_thread = NULL; /** Mutex to keep the access to the shared memory controlled. */ static ThreadMutex *_draw_mutex = NULL; /** Should we keep continue drawing? */ static volatile bool _draw_continue; static Palette _local_palette; #define MAX_DIRTY_RECTS 100 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS]; static int _num_dirty_rects; 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() { 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_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty); } static void InitPalette() { _local_palette = _cur_palette; _local_palette.first_dirty = 0; _local_palette.count_dirty = 256; UpdatePalette(); } static void CheckPaletteAnim() { if (_cur_palette.count_dirty != 0) { Blitter *blitter = BlitterFactoryBase::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; } } static void DrawSurfaceToScreen() { int n = _num_dirty_rects; if (n == 0) return; _num_dirty_rects = 0; if (n > MAX_DIRTY_RECTS) { SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0); } else { SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects); } } static void DrawSurfaceToScreenThread(void *) { /* First tell the main thread we're started */ _draw_mutex->BeginCritical(); _draw_mutex->SendSignal(); /* Now wait for the first thing to draw! */ _draw_mutex->WaitForSignal(); while (_draw_continue) { CheckPaletteAnim(); /* Then just draw and wait till we stop */ DrawSurfaceToScreen(); _draw_mutex->WaitForSignal(); } _draw_mutex->EndCritical(); _draw_thread->Exit(); } 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_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN); if (modes == NULL) usererror("sdl: no modes available"); _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1); if (modes == (void*)-1) { int n = 0; for (uint i = 0; i < lengthof(_default_resolutions); i++) { if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) { _resolutions[n] = _default_resolutions[i]; if (++n == lengthof(_resolutions)) break; } } _num_resolutions = n; } else { int n = 0; for (int i = 0; modes[i]; i++) { uint w = modes[i]->w; uint h = modes[i]->h; int j; for (j = 0; j < n; j++) { if (_resolutions[j].width == w && _resolutions[j].height == h) break; } if (j == n) { _resolutions[j].width = w; _resolutions[j].height = h; if (++n == lengthof(_resolutions)) break; } } _num_resolutions = n; SortResolutions(_num_resolutions); } } static void GetAvailableVideoMode(uint *w, uint *h) { /* All modes available? */ if (_all_modes || _num_resolutions == 0) return; /* Is the wanted mode among the available modes? */ for (int i = 0; i != _num_resolutions; i++) { if (*w == _resolutions[i].width && *h == _resolutions[i].height) return; } /* Use the closest possible resolution */ int best = 0; uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h); for (int i = 1; i != _num_resolutions; ++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; } #ifdef WIN32 /* Let's redefine the LoadBMP macro with because we are dynamically * loading SDL and need to 'SDL_CALL' all functions */ #undef SDL_LoadBMP #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1) #endif static bool CreateMainSurface(uint w, uint h) { SDL_Surface *newscreen, *icon; char caption[50]; int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth(); GetAvailableVideoMode(&w, &h); DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp); if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals"); char icon_path[MAX_PATH]; if (FioFindFullPath(icon_path, lengthof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) { /* Give the application an icon */ icon = SDL_CALL SDL_LoadBMP(icon_path); if (icon != NULL) { /* Get the colourkey, which will be magenta */ uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255); SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap); SDL_CALL SDL_WM_SetIcon(icon, NULL); SDL_CALL SDL_FreeSurface(icon); } } /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */ newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE)); if (newscreen == NULL) { DEBUG(driver, 0, "SDL: Couldn't allocate a window 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_screen = newscreen; Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); blitter->PostResize(); switch (blitter->UsePaletteAnimation()) { case Blitter::PALETTE_ANIMATION_NONE: case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND: InitPalette(); UpdatePalette(); break; case Blitter::PALETTE_ANIMATION_BLITTER: blitter->PaletteAnimate(_local_palette); break; default: NOT_REACHED(); } snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision); SDL_CALL SDL_WM_SetCaption(caption, caption); GameSizeChanged(); return true; } bool VideoDriver_SDL::ClaimMousePointer() { SDL_CALL SDL_ShowCursor(0); return true; } struct VkMapping { #if SDL_VERSION_ATLEAST(1, 3, 0) SDL_Keycode vk_from; #else uint16 vk_from; #endif 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 VkMapping _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 uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym) { const VkMapping *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) || defined(__OS2__) if (sym->scancode == 41) key = WKC_BACKQUOTE; #elif defined(__APPLE__) if (sym->scancode == 10) key = WKC_BACKQUOTE; #elif defined(__MORPHOS__) if (sym->scancode == 0) key = WKC_BACKQUOTE; // yes, that key is code '0' under MorphOS :) #elif defined(__BEOS__) if (sym->scancode == 17) 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; return (key << 16) + sym->unicode; } static int PollEvent() { SDL_Event ev; if (!SDL_CALL SDL_PollEvent(&ev)) return -2; switch (ev.type) { case SDL_MOUSEMOTION: if (_cursor.fix_at) { int dx = ev.motion.x - _cursor.pos.x; int dy = ev.motion.y - _cursor.pos.y; if (dx != 0 || dy != 0) { _cursor.delta.x = dx; _cursor.delta.y = dy; SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y); } } else { _cursor.delta.x = ev.motion.x - _cursor.pos.x; _cursor.delta.y = ev.motion.y - _cursor.pos.y; _cursor.pos.x = ev.motion.x; _cursor.pos.y = ev.motion.y; _cursor.dirty = true; } HandleMouseEvents(); break; case SDL_MOUSEBUTTONDOWN: if (_rightclick_emulate && SDL_CALL 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 { HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym)); } break; case SDL_VIDEORESIZE: { int w = max(ev.resize.w, 64); int h = 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 -1; } const char *VideoDriver_SDL::Start(const char * const *parm) { char buf[30]; const char *s = SdlOpen(SDL_INIT_VIDEO); if (s != NULL) return s; GetVideoModes(); if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) { return SDL_CALL SDL_GetError(); } SDL_CALL SDL_VideoDriverName(buf, sizeof buf); DEBUG(driver, 1, "SDL: using driver '%s'", buf); MarkWholeScreenDirty(); SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_CALL SDL_EnableUNICODE(1); _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL; return NULL; } void VideoDriver_SDL::Stop() { SdlClose(SDL_INIT_VIDEO); } void VideoDriver_SDL::MainLoop() { uint32 cur_ticks = SDL_CALL SDL_GetTicks(); uint32 last_cur_ticks = cur_ticks; uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; uint32 mod; int numkeys; Uint8 *keys; CheckPaletteAnim(); if (_draw_threaded) { /* Initialise the mutex first, because that's the thing we *need* * directly in the newly created thread. */ _draw_mutex = ThreadMutex::New(); if (_draw_mutex == NULL) { _draw_threaded = false; } else { _draw_mutex->BeginCritical(); _draw_continue = true; _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread); /* Free the mutex if we won't be able to use it. */ if (!_draw_threaded) { _draw_mutex->EndCritical(); delete _draw_mutex; } else { /* Wait till the draw mutex has started itself. */ _draw_mutex->WaitForSignal(); } } } DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no "); for (;;) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness while (PollEvent() == -1) {} if (_exit_game) break; mod = SDL_CALL SDL_GetModState(); #if SDL_VERSION_ATLEAST(1, 3, 0) keys = SDL_CALL SDL_GetKeyboardState(&numkeys); #else keys = SDL_CALL SDL_GetKeyState(&numkeys); #endif #if defined(_DEBUG) if (_shift_pressed) #else /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application */ #if SDL_VERSION_ATLEAST(1, 3, 0) if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0) #else if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0) #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */ #endif /* defined(_DEBUG) */ { if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; } else if (_fast_forward & 2) { _fast_forward = 0; } cur_ticks = SDL_CALL SDL_GetTicks(); if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) { _realtime_tick += cur_ticks - last_cur_ticks; last_cur_ticks = cur_ticks; next_tick = cur_ticks + MILLISECONDS_PER_TICK; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL); _shift_pressed = !!(mod & KMOD_SHIFT); /* determine which directional keys are down */ _dirkeys = #if SDL_VERSION_ATLEAST(1, 3, 0) (keys[SDL_SCANCODE_LEFT] ? 1 : 0) | (keys[SDL_SCANCODE_UP] ? 2 : 0) | (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) | (keys[SDL_SCANCODE_DOWN] ? 8 : 0); #else (keys[SDLK_LEFT] ? 1 : 0) | (keys[SDLK_UP] ? 2 : 0) | (keys[SDLK_RIGHT] ? 4 : 0) | (keys[SDLK_DOWN] ? 8 : 0); #endif if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); /* The gameloop is the part that can run asynchroniously. The rest * except sleeping can't. */ if (_draw_threaded) _draw_mutex->EndCritical(); GameLoop(); if (_draw_threaded) _draw_mutex->BeginCritical(); UpdateWindows(); _local_palette = _cur_palette; } else { /* Release the thread while sleeping */ if (_draw_threaded) _draw_mutex->EndCritical(); CSleep(1); if (_draw_threaded) _draw_mutex->BeginCritical(); NetworkDrawChatMessage(); DrawMouseCursor(); } /* End of the critical part. */ if (_draw_threaded && !HasModalProgress()) { _draw_mutex->SendSignal(); } else { /* Oh, we didn't have threads, then just draw unthreaded */ CheckPaletteAnim(); DrawSurfaceToScreen(); } } if (_draw_threaded) { _draw_continue = false; /* Sending signal if there is no thread blocked * is very valid and results in noop */ _draw_mutex->SendSignal(); _draw_mutex->EndCritical(); _draw_thread->Join(); delete _draw_mutex; delete _draw_thread; } } bool VideoDriver_SDL::ChangeResolution(int w, int h) { if (_draw_threaded) _draw_mutex->BeginCritical(); bool ret = CreateMainSurface(w, h); if (_draw_threaded) _draw_mutex->EndCritical(); return ret; } bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen) { _fullscreen = fullscreen; GetVideoModes(); // get the list of available video modes if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) { /* switching resolution failed, put back full_screen to original status */ _fullscreen ^= true; return false; } return true; } bool VideoDriver_SDL::AfterBlitterChange() { return this->ChangeResolution(_screen.width, _screen.height); } #endif /* WITH_SDL */