OpenTTD Source  12.0-beta2
sdl_v.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #ifdef WITH_SDL
11 
12 #include "../stdafx.h"
13 #include "../openttd.h"
14 #include "../gfx_func.h"
15 #include "../rev.h"
16 #include "../blitter/factory.hpp"
17 #include "../thread.h"
18 #include "../progress.h"
19 #include "../core/random_func.hpp"
20 #include "../core/math_func.hpp"
21 #include "../fileio_func.h"
22 #include "../framerate_type.h"
23 #include "../window_func.h"
24 #include "sdl_v.h"
25 #include <SDL.h>
26 
27 #include "../safeguards.h"
28 
29 static FVideoDriver_SDL iFVideoDriver_SDL;
30 
31 static SDL_Surface *_sdl_surface;
32 static SDL_Surface *_sdl_realscreen;
33 static bool _all_modes;
34 
35 static Palette _local_palette;
36 
37 #define MAX_DIRTY_RECTS 100
38 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
39 static int _num_dirty_rects;
40 static int _use_hwpalette;
41 static int _requested_hwpalette; /* Did we request a HWPALETTE for the current video mode? */
42 
43 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
44 {
45  if (_num_dirty_rects < MAX_DIRTY_RECTS) {
46  _dirty_rects[_num_dirty_rects].x = left;
47  _dirty_rects[_num_dirty_rects].y = top;
48  _dirty_rects[_num_dirty_rects].w = width;
49  _dirty_rects[_num_dirty_rects].h = height;
50  }
51  _num_dirty_rects++;
52 }
53 
54 static void UpdatePalette(bool init = false)
55 {
56  SDL_Color pal[256];
57 
58  for (int i = 0; i != _local_palette.count_dirty; i++) {
62  pal[i].unused = 0;
63  }
64 
65  SDL_SetColors(_sdl_surface, pal, _local_palette.first_dirty, _local_palette.count_dirty);
66 
67  if (_sdl_surface != _sdl_realscreen && init) {
68  /* When using a shadow surface, also set our palette on the real screen. This lets SDL
69  * allocate as many colors (or approximations) as
70  * possible, instead of using only the default SDL
71  * palette. This allows us to get more colors exactly
72  * right and might allow using better approximations for
73  * other colors.
74  *
75  * Note that colors allocations are tried in-order, so
76  * this favors colors further up into the palette. Also
77  * note that if two colors from the same animation
78  * sequence are approximated using the same color, that
79  * animation will stop working.
80  *
81  * Since changing the system palette causes the colours
82  * to change right away, and allocations might
83  * drastically change, we can't use this for animation,
84  * since that could cause weird coloring between the
85  * palette change and the blitting below, so we only set
86  * the real palette during initialisation.
87  */
88  SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
89  }
90 
91  if (_sdl_surface != _sdl_realscreen && !init) {
92  /* We're not using real hardware palette, but are letting SDL
93  * approximate the palette during shadow -> screen copy. To
94  * change the palette, we need to recopy the entire screen.
95  *
96  * Note that this operation can slow down the rendering
97  * considerably, especially since changing the shadow
98  * palette will need the next blit to re-detect the
99  * best mapping of shadow palette colors to real palette
100  * colors from scratch.
101  */
102  SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
103  SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
104  }
105 }
106 
107 static void InitPalette()
108 {
110  UpdatePalette(true);
111 }
112 
114 {
115  if (!CopyPalette(_local_palette)) return;
116 
118 
119  switch (blitter->UsePaletteAnimation()) {
121  UpdatePalette();
122  break;
123 
125  blitter->PaletteAnimate(_local_palette);
126  break;
127 
129  break;
130 
131  default:
132  NOT_REACHED();
133  }
134 }
135 
137 {
138  PerformanceMeasurer framerate(PFE_VIDEO);
139 
140  int n = _num_dirty_rects;
141  if (n == 0) return;
142 
143  _num_dirty_rects = 0;
144 
145  if (n > MAX_DIRTY_RECTS) {
146  if (_sdl_surface != _sdl_realscreen) {
147  SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
148  }
149 
150  SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
151  } else {
152  if (_sdl_surface != _sdl_realscreen) {
153  for (int i = 0; i < n; i++) {
154  SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
155  }
156  }
157 
158  SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
159  }
160 }
161 
162 static const Dimension _default_resolutions[] = {
163  { 640, 480},
164  { 800, 600},
165  {1024, 768},
166  {1152, 864},
167  {1280, 800},
168  {1280, 960},
169  {1280, 1024},
170  {1400, 1050},
171  {1600, 1200},
172  {1680, 1050},
173  {1920, 1200}
174 };
175 
176 static void GetVideoModes()
177 {
178  SDL_Rect **modes = SDL_ListModes(nullptr, SDL_SWSURFACE | SDL_FULLSCREEN);
179  if (modes == nullptr) usererror("sdl: no modes available");
180 
181  _resolutions.clear();
182 
183  _all_modes = (SDL_ListModes(nullptr, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
184  if (modes == (void*)-1) {
185  for (uint i = 0; i < lengthof(_default_resolutions); i++) {
186  if (SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
187  _resolutions.push_back(_default_resolutions[i]);
188  }
189  }
190  } else {
191  for (int i = 0; modes[i]; i++) {
192  uint w = modes[i]->w;
193  uint h = modes[i]->h;
194  if (w < 640 || h < 480) continue; // reject too small resolutions
195  if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(w, h)) != _resolutions.end()) continue;
196  _resolutions.emplace_back(w, h);
197  }
198  if (_resolutions.empty()) usererror("No usable screen resolutions found!\n");
199  SortResolutions();
200  }
201 }
202 
203 static void GetAvailableVideoMode(uint *w, uint *h)
204 {
205  /* All modes available? */
206  if (_all_modes || _resolutions.empty()) return;
207 
208  /* Is the wanted mode among the available modes? */
209  if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
210 
211  /* Use the closest possible resolution */
212  uint best = 0;
213  uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
214  for (uint i = 1; i != _resolutions.size(); ++i) {
215  uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
216  if (newdelta < delta) {
217  best = i;
218  delta = newdelta;
219  }
220  }
221  *w = _resolutions[best].width;
222  *h = _resolutions[best].height;
223 }
224 
225 bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
226 {
227  SDL_Surface *newscreen, *icon;
228  char caption[50];
230  bool want_hwpalette;
231 
232  GetAvailableVideoMode(&w, &h);
233 
234  Debug(driver, 1, "SDL: using mode {}x{}x{}", w, h, bpp);
235 
236  if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
237 
238  std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
239  if (!icon_path.empty()) {
240  /* Give the application an icon */
241  icon = SDL_LoadBMP(icon_path.c_str());
242  if (icon != nullptr) {
243  /* Get the colourkey, which will be magenta */
244  uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
245 
246  SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
247  SDL_WM_SetIcon(icon, nullptr);
248  SDL_FreeSurface(icon);
249  }
250  }
251 
252  if (_use_hwpalette == 2) {
253  /* Default is to autodetect when to use SDL_HWPALETTE.
254  * In this case, SDL_HWPALETTE is only used for 8bpp
255  * blitters in fullscreen.
256  *
257  * When using an 8bpp blitter on a 8bpp system in
258  * windowed mode with SDL_HWPALETTE, OpenTTD will claim
259  * the system palette, making all other applications
260  * get the wrong colours. In this case, we're better of
261  * trying to approximate the colors we need using system
262  * colors, using a shadow surface (see below).
263  *
264  * On a 32bpp system, SDL_HWPALETTE is ignored, so it
265  * doesn't matter what we do.
266  *
267  * When using a 32bpp blitter on a 8bpp system, setting
268  * SDL_HWPALETTE messes up rendering (at least on X11),
269  * so we don't do that. In this case, SDL takes care of
270  * color approximation using its own shadow surface
271  * (which we can't force in 8bpp on 8bpp mode,
272  * unfortunately).
273  */
274  want_hwpalette = bpp == 8 && _fullscreen && _support8bpp == S8BPP_HARDWARE;
275  } else {
276  /* User specified a value manually */
277  want_hwpalette = _use_hwpalette;
278  }
279 
280  if (want_hwpalette) Debug(driver, 1, "SDL: requesting hardware palette");
281 
282  /* Free any previously allocated shadow surface */
283  if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
284 
285  if (_sdl_realscreen != nullptr) {
286  if (_requested_hwpalette != want_hwpalette) {
287  /* SDL (at least the X11 driver), reuses the
288  * same window and palette settings when the bpp
289  * (and a few flags) are the same. Since we need
290  * to hwpalette value to change (in particular
291  * when switching between fullscreen and
292  * windowed), we restart the entire video
293  * subsystem to force creating a new window.
294  */
295  Debug(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
296  SDL_QuitSubSystem(SDL_INIT_VIDEO);
297  SDL_InitSubSystem(SDL_INIT_VIDEO);
298  ClaimMousePointer();
299  SetupKeyboard();
300  }
301  }
302  /* Remember if we wanted a hwpalette. We can't reliably query
303  * SDL for the SDL_HWPALETTE flag, since it might get set even
304  * though we didn't ask for it (when SDL creates a shadow
305  * surface, for example). */
306  _requested_hwpalette = want_hwpalette;
307 
308  /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
309  newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
310  if (newscreen == nullptr) {
311  Debug(driver, 0, "SDL: Couldn't allocate a window to draw on");
312  return false;
313  }
314  _sdl_realscreen = newscreen;
315 
316  if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
317  /* Using an 8bpp blitter, if we didn't get a hardware
318  * palette (most likely because we didn't request one,
319  * see above), we'll have to set up a shadow surface to
320  * render on.
321  *
322  * Our palette will be applied to this shadow surface,
323  * while the real screen surface will use the shared
324  * system palette (which will partly contain our colors,
325  * but most likely will not have enough free color cells
326  * for all of our colors). SDL can use these two
327  * palettes at blit time to approximate colors used in
328  * the shadow surface using system colors automatically.
329  *
330  * Note that when using an 8bpp blitter on a 32bpp
331  * system, SDL will create an internal shadow surface.
332  * This shadow surface will have SDL_HWPALLETE set, so
333  * we won't create a second shadow surface in this case.
334  */
335  Debug(driver, 1, "SDL: using shadow surface");
336  newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
337  if (newscreen == nullptr) {
338  Debug(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
339  return false;
340  }
341  }
342 
343  /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
344  _num_dirty_rects = 0;
345 
346  _screen.width = newscreen->w;
347  _screen.height = newscreen->h;
348  _screen.pitch = newscreen->pitch / (bpp / 8);
349  _screen.dst_ptr = newscreen->pixels;
350  _sdl_surface = newscreen;
351 
352  /* When in full screen, we will always have the mouse cursor
353  * within the window, even though SDL does not give us the
354  * appropriate event to know this. */
355  if (_fullscreen) _cursor.in_window = true;
356 
358  blitter->PostResize();
359 
360  InitPalette();
361 
362  seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
363  SDL_WM_SetCaption(caption, caption);
364 
365  GameSizeChanged();
366 
367  return true;
368 }
369 
370 bool VideoDriver_SDL::ClaimMousePointer()
371 {
372  SDL_ShowCursor(0);
373  return true;
374 }
375 
376 struct SDLVkMapping {
377  uint16 vk_from;
378  byte vk_count;
379  byte map_to;
380 };
381 
382 #define AS(x, z) {x, 0, z}
383 #define AM(x, y, z, w) {x, (byte)(y - x), z}
384 
385 static const SDLVkMapping _vk_mapping[] = {
386  /* Pageup stuff + up/down */
387  AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
388  AS(SDLK_UP, WKC_UP),
389  AS(SDLK_DOWN, WKC_DOWN),
390  AS(SDLK_LEFT, WKC_LEFT),
391  AS(SDLK_RIGHT, WKC_RIGHT),
392 
393  AS(SDLK_HOME, WKC_HOME),
394  AS(SDLK_END, WKC_END),
395 
396  AS(SDLK_INSERT, WKC_INSERT),
397  AS(SDLK_DELETE, WKC_DELETE),
398 
399  /* Map letters & digits */
400  AM(SDLK_a, SDLK_z, 'A', 'Z'),
401  AM(SDLK_0, SDLK_9, '0', '9'),
402 
403  AS(SDLK_ESCAPE, WKC_ESC),
404  AS(SDLK_PAUSE, WKC_PAUSE),
405  AS(SDLK_BACKSPACE, WKC_BACKSPACE),
406 
407  AS(SDLK_SPACE, WKC_SPACE),
408  AS(SDLK_RETURN, WKC_RETURN),
409  AS(SDLK_TAB, WKC_TAB),
410 
411  /* Function keys */
412  AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
413 
414  /* Numeric part. */
415  AM(SDLK_KP0, SDLK_KP9, '0', '9'),
416  AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
417  AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
418  AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
419  AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
420  AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
421  AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
422 
423  /* Other non-letter keys */
424  AS(SDLK_SLASH, WKC_SLASH),
425  AS(SDLK_SEMICOLON, WKC_SEMICOLON),
426  AS(SDLK_EQUALS, WKC_EQUALS),
427  AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
428  AS(SDLK_BACKSLASH, WKC_BACKSLASH),
429  AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
430 
431  AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
432  AS(SDLK_COMMA, WKC_COMMA),
433  AS(SDLK_MINUS, WKC_MINUS),
434  AS(SDLK_PERIOD, WKC_PERIOD)
435 };
436 
437 static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
438 {
439  const SDLVkMapping *map;
440  uint key = 0;
441 
442  for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
443  if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
444  key = sym->sym - map->vk_from + map->map_to;
445  break;
446  }
447  }
448 
449  /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
450 #if defined(_WIN32) || defined(__OS2__)
451  if (sym->scancode == 41) key = WKC_BACKQUOTE;
452 #elif defined(__APPLE__)
453  if (sym->scancode == 10) key = WKC_BACKQUOTE;
454 #elif defined(__SVR4) && defined(__sun)
455  if (sym->scancode == 60) key = WKC_BACKQUOTE;
456  if (sym->scancode == 49) key = WKC_BACKSPACE;
457 #elif defined(__sgi__)
458  if (sym->scancode == 22) key = WKC_BACKQUOTE;
459 #else
460  if (sym->scancode == 49) key = WKC_BACKQUOTE;
461 #endif
462 
463  /* META are the command keys on mac */
464  if (sym->mod & KMOD_META) key |= WKC_META;
465  if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
466  if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
467  if (sym->mod & KMOD_ALT) key |= WKC_ALT;
468 
469  *character = sym->unicode;
470  return key;
471 }
472 
474 {
475  SDL_Event ev;
476 
477  if (!SDL_PollEvent(&ev)) return false;
478 
479  switch (ev.type) {
480  case SDL_MOUSEMOTION:
481  if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
482  SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
483  }
485  break;
486 
487  case SDL_MOUSEBUTTONDOWN:
488  if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
489  ev.button.button = SDL_BUTTON_RIGHT;
490  }
491 
492  switch (ev.button.button) {
493  case SDL_BUTTON_LEFT:
494  _left_button_down = true;
495  break;
496 
497  case SDL_BUTTON_RIGHT:
498  _right_button_down = true;
499  _right_button_clicked = true;
500  break;
501 
502  case SDL_BUTTON_WHEELUP: _cursor.wheel--; break;
503  case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
504 
505  default: break;
506  }
508  break;
509 
510  case SDL_MOUSEBUTTONUP:
511  if (_rightclick_emulate) {
512  _right_button_down = false;
513  _left_button_down = false;
514  _left_button_clicked = false;
515  } else if (ev.button.button == SDL_BUTTON_LEFT) {
516  _left_button_down = false;
517  _left_button_clicked = false;
518  } else if (ev.button.button == SDL_BUTTON_RIGHT) {
519  _right_button_down = false;
520  }
522  break;
523 
524  case SDL_ACTIVEEVENT:
525  if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
526 
527  if (ev.active.gain) { // mouse entered the window, enable cursor
528  _cursor.in_window = true;
529  } else {
530  UndrawMouseCursor(); // mouse left the window, undraw cursor
531  _cursor.in_window = false;
532  }
533  break;
534 
535  case SDL_QUIT:
536  HandleExitGameRequest();
537  break;
538 
539  case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
540  if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
541  (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
542  ToggleFullScreen(!_fullscreen);
543  } else {
544  WChar character;
545  uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
546  HandleKeypress(keycode, character);
547  }
548  break;
549 
550  case SDL_VIDEORESIZE: {
551  int w = std::max(ev.resize.w, 64);
552  int h = std::max(ev.resize.h, 64);
553  CreateMainSurface(w, h);
554  break;
555  }
556  case SDL_VIDEOEXPOSE: {
557  /* Force a redraw of the entire screen. Note
558  * that SDL 1.2 seems to do this automatically
559  * in most cases, but 1.3 / 2.0 does not. */
560  _num_dirty_rects = MAX_DIRTY_RECTS + 1;
561  break;
562  }
563  }
564 
565  return true;
566 }
567 
568 const char *VideoDriver_SDL::Start(const StringList &param)
569 {
570  char buf[30];
571  _use_hwpalette = GetDriverParamInt(param, "hw_palette", 2);
572 
573  /* Just on the offchance the audio subsystem started before the video system,
574  * check whether any part of SDL has been initialised before getting here.
575  * Slightly duplicated with sound/sdl_s.cpp */
576  int ret_code = 0;
577  if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
578  ret_code = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
579  } else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
580  ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
581  }
582  if (ret_code < 0) return SDL_GetError();
583 
584  this->UpdateAutoResolution();
585 
586  GetVideoModes();
587  if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
588  return SDL_GetError();
589  }
590 
591  SDL_VideoDriverName(buf, sizeof buf);
592  Debug(driver, 1, "SDL: using driver '{}'", buf);
593 
595  SetupKeyboard();
596 
597  this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
598 
599  return nullptr;
600 }
601 
602 void VideoDriver_SDL::SetupKeyboard()
603 {
604  SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
605  SDL_EnableUNICODE(1);
606 }
607 
609 {
610  SDL_QuitSubSystem(SDL_INIT_VIDEO);
611  if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
612  SDL_Quit(); // If there's nothing left, quit SDL
613  }
614 }
615 
617 {
618  uint32 mod = SDL_GetModState();
619  int numkeys;
620  Uint8 *keys = SDL_GetKeyState(&numkeys);
621 
622  bool old_ctrl_pressed = _ctrl_pressed;
623 
624  _ctrl_pressed = !!(mod & KMOD_CTRL);
625  _shift_pressed = !!(mod & KMOD_SHIFT);
626 
627 #if defined(_DEBUG)
629 #else
630  /* Speedup when pressing tab, except when using ALT+TAB
631  * to switch to another application. */
632  this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0;
633 #endif /* defined(_DEBUG) */
634 
635  /* Determine which directional keys are down. */
636  _dirkeys =
637  (keys[SDLK_LEFT] ? 1 : 0) |
638  (keys[SDLK_UP] ? 2 : 0) |
639  (keys[SDLK_RIGHT] ? 4 : 0) |
640  (keys[SDLK_DOWN] ? 8 : 0);
641 
642  if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
643 }
644 
646 {
647  this->StartGameThread();
648 
649  for (;;) {
650  if (_exit_game) break;
651 
652  this->Tick();
653  this->SleepTillNextTick();
654  }
655 
656  this->StopGameThread();
657 }
658 
660 {
661  return CreateMainSurface(w, h);
662 }
663 
665 {
666  _fullscreen = fullscreen;
667  GetVideoModes(); // get the list of available video modes
668  bool ret = !_resolutions.empty() && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
669 
670  if (!ret) {
671  /* switching resolution failed, put back full_screen to original status */
672  _fullscreen ^= true;
673  }
674 
676  return ret;
677 }
678 
680 {
681  return CreateMainSurface(_screen.width, _screen.height);
682 }
683 
684 #endif /* WITH_SDL */
_dirkeys
byte _dirkeys
1 = left, 2 = up, 4 = right, 8 = down
Definition: gfx.cpp:31
WKC_SINGLEQUOTE
@ WKC_SINGLEQUOTE
' Single quote
Definition: gfx_type.h:101
VideoDriver::Tick
void Tick()
Give the video-driver a tick.
Definition: video_driver.cpp:100
Palette::first_dirty
int first_dirty
The first dirty element.
Definition: gfx_type.h:315
WChar
char32_t WChar
Type for wide characters, i.e.
Definition: string_type.h:35
usererror
void CDECL usererror(const char *s,...)
Error handling for fatal user errors.
Definition: openttd.cpp:103
VideoDriver_SDL::Start
const char * Start(const StringList &param) override
Start this driver.
Definition: sdl_v.cpp:568
PFE_VIDEO
@ PFE_VIDEO
Speed of painting drawn video buffer.
Definition: framerate_type.h:59
Dimension
Dimensions (a width and height) of a rectangle in 2D.
Definition: geometry_type.hpp:27
_left_button_down
bool _left_button_down
Is left mouse button pressed?
Definition: gfx.cpp:38
Blitter::UsePaletteAnimation
virtual Blitter::PaletteAnimation UsePaletteAnimation()=0
Check if the blitter uses palette animation at all.
HandleKeypress
void HandleKeypress(uint keycode, WChar key)
Handle keyboard input.
Definition: window.cpp:2594
Blitter
How all blitters should look like.
Definition: base.hpp:28
BASESET_DIR
@ BASESET_DIR
Subdirectory for all base data (base sets, intro game)
Definition: fileio_type.h:116
Blitter::GetScreenDepth
virtual uint8 GetScreenDepth()=0
Get the screen depth this blitter works for.
_local_palette
static Palette _local_palette
Current palette to use for drawing.
Definition: win32_v.cpp:45
WKC_SLASH
@ WKC_SLASH
/ Forward slash
Definition: gfx_type.h:95
WKC_BACKSLASH
@ WKC_BACKSLASH
\ Backslash
Definition: gfx_type.h:99
PerformanceMeasurer
RAII class for measuring simple elements of performance.
Definition: framerate_type.h:92
WKC_L_BRACKET
@ WKC_L_BRACKET
[ Left square bracket
Definition: gfx_type.h:98
_ctrl_pressed
bool _ctrl_pressed
Is Ctrl pressed?
Definition: gfx.cpp:35
VideoDriver::StartGameThread
void StartGameThread()
Start the loop for game-tick.
Definition: video_driver.cpp:84
AS
#define AS(ap_name, size_x, size_y, min_year, max_year, catchment, noise, maint_cost, ttdpatch_type, class_id, name, preview)
AirportSpec definition for airports with at least one depot.
Definition: airport_defaults.h:391
VideoDriver_SDL::ToggleFullscreen
bool ToggleFullscreen(bool fullscreen) override
Change the full screen setting.
Definition: sdl_v.cpp:664
VideoDriver_SDL::MainLoop
void MainLoop() override
Perform the actual drawing.
Definition: sdl_v.cpp:645
VideoDriver_SDL::MakeDirty
void MakeDirty(int left, int top, int width, int height) override
Mark a particular area dirty.
Definition: sdl_v.cpp:43
WKC_EQUALS
@ WKC_EQUALS
= Equals
Definition: gfx_type.h:97
HandleMouseEvents
void HandleMouseEvents()
Handle a mouse event from the video driver.
Definition: window.cpp:2900
CursorVars::UpdateCursorPosition
bool UpdateCursorPosition(int x, int y, bool queued_warp)
Update cursor position on mouse movement.
Definition: gfx.cpp:1898
Palette::palette
Colour palette[256]
Current palette. Entry 0 has to be always fully transparent!
Definition: gfx_type.h:314
Blitter::PostResize
virtual void PostResize()
Post resize event.
Definition: base.hpp:209
BlitterFactory::GetCurrentBlitter
static Blitter * GetCurrentBlitter()
Get the current active blitter (always set by calling SelectBlitter).
Definition: factory.hpp:141
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:58
_resolutions
std::vector< Dimension > _resolutions
List of resolutions.
Definition: driver.cpp:24
_shift_pressed
bool _shift_pressed
Is Shift pressed?
Definition: gfx.cpp:36
CursorVars::wheel
int wheel
mouse wheel movement
Definition: gfx_type.h:119
VideoDriver_SDL::ChangeResolution
bool ChangeResolution(int w, int h) override
Change the resolution of the window.
Definition: sdl_v.cpp:659
VideoDriver_SDL::PollEvent
bool PollEvent() override
Process a single system event.
Definition: sdl_v.cpp:473
Palette::count_dirty
int count_dirty
The number of dirty elements.
Definition: gfx_type.h:316
GetDriverParamInt
int GetDriverParamInt(const StringList &parm, const char *name, int def)
Get an integer parameter the list of parameters.
Definition: driver.cpp:73
FVideoDriver_SDL
Factory for the SDL video driver.
Definition: sdl_v.h:48
VideoDriver::StopGameThread
void StopGameThread()
Stop the loop for the game-tick.
Definition: video_driver.cpp:93
WKC_R_BRACKET
@ WKC_R_BRACKET
] Right square bracket
Definition: gfx_type.h:100
S8BPP_HARDWARE
@ S8BPP_HARDWARE
Full 8bpp support by OS and hardware.
Definition: gfx_type.h:323
_rightclick_emulate
bool _rightclick_emulate
Whether right clicking is emulated.
Definition: driver.cpp:26
WKC_PERIOD
@ WKC_PERIOD
. Period
Definition: gfx_type.h:103
WC_GAME_OPTIONS
@ WC_GAME_OPTIONS
Game options window; Window numbers:
Definition: window_type.h:604
VideoDriver_SDL::AfterBlitterChange
bool AfterBlitterChange() override
Callback invoked after the blitter was changed.
Definition: sdl_v.cpp:679
VideoDriver::UpdateAutoResolution
void UpdateAutoResolution()
Apply resolution auto-detection and clamp to sensible defaults.
Definition: video_driver.hpp:239
VideoDriver_SDL::CheckPaletteAnim
void CheckPaletteAnim() override
Process any pending palette animation.
Definition: sdl_v.cpp:113
endof
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:386
InvalidateWindowClassesData
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition: window.cpp:3235
CopyPalette
bool CopyPalette(Palette &local_palette, bool force_copy)
Copy the current palette if the palette was updated.
Definition: gfx.cpp:1216
Blitter::PALETTE_ANIMATION_VIDEO_BACKEND
@ PALETTE_ANIMATION_VIDEO_BACKEND
Palette animation should be done by video backend (8bpp only!)
Definition: base.hpp:51
VideoDriver_SDL::InputLoop
void InputLoop() override
Handle input logic, is CTRL pressed, should we fast-forward, etc.
Definition: sdl_v.cpp:616
seprintf
int CDECL seprintf(char *str, const char *last, const char *format,...)
Safer implementation of snprintf; same as snprintf except:
Definition: string.cpp:535
WKC_COMMA
@ WKC_COMMA
, Comma
Definition: gfx_type.h:102
Blitter::PALETTE_ANIMATION_NONE
@ PALETTE_ANIMATION_NONE
No palette animation.
Definition: base.hpp:50
WKC_SEMICOLON
@ WKC_SEMICOLON
; Semicolon
Definition: gfx_type.h:96
VideoDriver_SDL::Paint
void Paint() override
Paint the window.
Definition: sdl_v.cpp:136
GameSizeChanged
void GameSizeChanged()
Size of the application screen changed.
Definition: main_gui.cpp:561
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:378
Blitter::PaletteAnimate
virtual void PaletteAnimate(const Palette &palette)=0
Called when the 8bpp palette is changed; you should redraw all pixels on the screen that are equal to...
HandleCtrlChanged
void HandleCtrlChanged()
State of CONTROL key has changed.
Definition: window.cpp:2650
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1689
VideoDriver::SleepTillNextTick
void SleepTillNextTick()
Sleep till the next tick is about to happen.
Definition: video_driver.cpp:162
Blitter::PALETTE_ANIMATION_BLITTER
@ PALETTE_ANIMATION_BLITTER
The blitter takes care of the palette animation.
Definition: base.hpp:52
SDLVkMapping
Definition: sdl2_v.cpp:242
sdl_v.h
VideoDriver::fast_forward_key_pressed
bool fast_forward_key_pressed
The fast-forward key is being pressed.
Definition: video_driver.hpp:343
FioFindFullPath
std::string FioFindFullPath(Subdirectory subdir, const char *filename)
Find a path to the filename in one of the search directories.
Definition: fileio.cpp:141
WKC_MINUS
@ WKC_MINUS
Definition: gfx_type.h:104
CursorVars::pos
Point pos
logical mouse position
Definition: gfx_type.h:117
_right_button_clicked
bool _right_button_clicked
Is right mouse button clicked?
Definition: gfx.cpp:41
Palette
Information about the currently used palette.
Definition: gfx_type.h:313
CursorVars::in_window
bool in_window
mouse inside this window, determines drawing logic
Definition: gfx_type.h:141
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:394
VideoDriver_SDL::Stop
void Stop() override
Stop this driver.
Definition: sdl_v.cpp:608
GetDriverParamBool
bool GetDriverParamBool(const StringList &parm, const char *name)
Get a boolean parameter the list of parameters.
Definition: driver.cpp:61
_left_button_clicked
bool _left_button_clicked
Is left mouse button clicked?
Definition: gfx.cpp:39
_cur_resolution
Dimension _cur_resolution
The current resolution.
Definition: driver.cpp:25
_right_button_down
bool _right_button_down
Is right mouse button pressed?
Definition: gfx.cpp:40
Delta
static T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition: math_func.hpp:170