Codechange: [SDL2] Move functions and variables to class-scope

This allows future subdrivers to override them.
This commit is contained in:
Patric Stout 2021-02-11 10:00:40 +01:00 committed by Michael Lutz
parent 0d58bc9384
commit 101e394475
2 changed files with 81 additions and 78 deletions

View File

@ -25,7 +25,6 @@
#include "sdl2_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
# include <emscripten/html5.h>
@ -35,20 +34,9 @@
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Window *_sdl_window;
static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Mutex to keep the access to the shared memory controlled. */
static std::recursive_mutex *_draw_mutex = nullptr;
/** Signal to draw the next frame. */
static std::condition_variable_any *_draw_signal = nullptr;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
static Palette _local_palette;
static SDL_Palette *_sdl_palette;
#ifdef __EMSCRIPTEN__
@ -64,22 +52,22 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
_dirty_rect = BoundingRect(_dirty_rect, r);
}
static void UpdatePalette()
void VideoDriver_SDL::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;
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, _local_palette.first_dirty, _local_palette.count_dirty);
SDL_SetPaletteColors(_sdl_palette, pal, this->local_palette.first_dirty, this->local_palette.count_dirty);
SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
}
static void MakePalette()
void VideoDriver_SDL::MakePalette()
{
if (_sdl_palette == nullptr) {
_sdl_palette = SDL_AllocPalette(256);
@ -88,8 +76,8 @@ static void MakePalette()
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
_local_palette = _cur_palette;
UpdatePalette();
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
@ -120,7 +108,7 @@ void VideoDriver_SDL::CheckPaletteAnim()
{
if (_cur_palette.count_dirty == 0) return;
_local_palette = _cur_palette;
this->local_palette = _cur_palette;
this->MakeDirty(0, 0, _screen.width, _screen.height);
}
@ -135,11 +123,11 @@ void VideoDriver_SDL::Paint()
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette();
this->UpdatePalette();
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_local_palette);
blitter->PaletteAnimate(this->local_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
@ -156,7 +144,7 @@ void VideoDriver_SDL::Paint()
if (_sdl_surface != _sdl_real_surface) {
SDL_BlitSurface(_sdl_surface, &r, _sdl_real_surface, &r);
}
SDL_UpdateWindowSurfaceRects(_sdl_window, &r, 1);
SDL_UpdateWindowSurfaceRects(this->sdl_window, &r, 1);
_dirty_rect = {};
}
@ -164,16 +152,16 @@ void VideoDriver_SDL::Paint()
void VideoDriver_SDL::PaintThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
_draw_signal->notify_one();
std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
this->draw_signal->notify_one();
/* Now wait for the first thing to draw! */
_draw_signal->wait(*_draw_mutex);
this->draw_signal->wait(*this->draw_mutex);
while (_draw_continue) {
while (this->draw_continue) {
/* Then just draw and wait till we stop */
this->Paint();
_draw_signal->wait(lock);
this->draw_signal->wait(lock);
}
}
@ -262,7 +250,7 @@ static uint FindStartupDisplay(uint startup_display)
bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
{
if (_sdl_window != nullptr) return true;
if (this->sdl_window != nullptr) return true;
Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
@ -279,13 +267,13 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
char caption[50];
seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
_sdl_window = SDL_CreateWindow(
this->sdl_window = SDL_CreateWindow(
caption,
x, y,
w, h,
flags);
if (_sdl_window == nullptr) {
if (this->sdl_window == nullptr) {
DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on: %s", SDL_GetError());
return false;
}
@ -299,7 +287,7 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
SDL_SetWindowIcon(_sdl_window, icon);
SDL_SetWindowIcon(this->sdl_window, icon);
SDL_FreeSurface(icon);
}
}
@ -313,7 +301,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h);
if (!this->CreateMainWindow(w, h)) return false;
if (resize) SDL_SetWindowSize(_sdl_window, w, h);
if (resize) SDL_SetWindowSize(this->sdl_window, w, h);
if (!this->AllocateBackingStore(w, h, true)) return false;
@ -332,7 +320,7 @@ bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
{
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
_sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
_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;
@ -364,7 +352,7 @@ bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
_screen.pitch = _sdl_surface->pitch / (bpp / 8);
_screen.dst_ptr = _sdl_surface->pixels;
MakePalette();
this->MakePalette();
return true;
}
@ -552,7 +540,7 @@ int VideoDriver_SDL::PollEvent()
}
#else
if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
SDL_WarpMouseInWindow(this->sdl_window, _cursor.pos.x, _cursor.pos.y);
}
#endif
HandleMouseEvents();
@ -721,17 +709,17 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
MarkWholeScreenDirty();
_draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
this->draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
/* Wayland SDL video driver uses EGL to render the game. SDL created the
* EGL context from the main-thread, and with EGL you are not allowed to
* draw in another thread than the context was created. The function of
* _draw_threaded is to do exactly this: draw in another thread than the
* draw_threaded is to do exactly this: draw in another thread than the
* window was created, and as such, this fails on Wayland SDL video
* driver. So, we disable threading by default if Wayland SDL video
* driver is detected.
*/
if (strcmp(dname, "wayland") == 0) {
_draw_threaded = false;
this->draw_threaded = false;
}
SDL_StopTextInput();
@ -801,8 +789,8 @@ void VideoDriver_SDL::LoopOnce()
}
if (VideoDriver::Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
if (this->draw_mutex != nullptr && !HasModalProgress()) {
this->draw_signal->notify_one();
} else {
this->Paint();
}
@ -817,35 +805,35 @@ void VideoDriver_SDL::LoopOnce()
void VideoDriver_SDL::MainLoop()
{
if (_draw_threaded) {
if (this->draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
_draw_mutex = new std::recursive_mutex();
if (_draw_mutex == nullptr) {
_draw_threaded = false;
this->draw_mutex = new std::recursive_mutex();
if (this->draw_mutex == nullptr) {
this->draw_threaded = false;
} else {
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
_draw_signal = new std::condition_variable_any();
_draw_continue = true;
draw_lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
this->draw_signal = new std::condition_variable_any();
this->draw_continue = true;
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
if (!this->draw_threaded) {
draw_lock.unlock();
draw_lock.release();
delete _draw_mutex;
delete _draw_signal;
_draw_mutex = nullptr;
_draw_signal = nullptr;
delete this->draw_mutex;
delete this->draw_signal;
this->draw_mutex = nullptr;
this->draw_signal = nullptr;
} else {
/* Wait till the draw mutex has started itself. */
_draw_signal->wait(*_draw_mutex);
this->draw_signal->wait(*this->draw_mutex);
}
}
}
DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
DEBUG(driver, 1, "SDL2: using %sthreads", this->draw_threaded ? "" : "no ");
#ifdef __EMSCRIPTEN__
/* Run the main loop event-driven, based on RequestAnimationFrame. */
@ -861,20 +849,20 @@ void VideoDriver_SDL::MainLoop()
void VideoDriver_SDL::MainLoopCleanup()
{
if (_draw_mutex != nullptr) {
_draw_continue = false;
if (this->draw_mutex != nullptr) {
this->draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_signal->notify_one();
this->draw_signal->notify_one();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
draw_thread.join();
delete _draw_mutex;
delete _draw_signal;
delete this->draw_mutex;
delete this->draw_signal;
_draw_mutex = nullptr;
_draw_signal = nullptr;
this->draw_mutex = nullptr;
this->draw_signal = nullptr;
}
#ifdef __EMSCRIPTEN__
@ -890,7 +878,7 @@ void VideoDriver_SDL::MainLoopCleanup()
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
std::unique_lock<std::recursive_mutex> lock;
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
return CreateMainSurface(w, h, true);
}
@ -898,29 +886,29 @@ bool VideoDriver_SDL::ChangeResolution(int w, int h)
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
std::unique_lock<std::recursive_mutex> lock;
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
int w, h;
/* Remember current window size */
if (fullscreen) {
SDL_GetWindowSize(_sdl_window, &w, &h);
SDL_GetWindowSize(this->sdl_window, &w, &h);
/* Find fullscreen window size */
SDL_DisplayMode dm;
if (SDL_GetCurrentDisplayMode(0, &dm) < 0) {
DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
} else {
SDL_SetWindowSize(_sdl_window, dm.w, dm.h);
SDL_SetWindowSize(this->sdl_window, dm.w, dm.h);
}
}
DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
int ret = SDL_SetWindowFullscreen(this->sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
if (ret == 0) {
/* Switching resolution succeeded, set fullscreen value of window. */
_fullscreen = fullscreen;
if (!fullscreen) SDL_SetWindowSize(_sdl_window, w, h);
if (!fullscreen) SDL_SetWindowSize(this->sdl_window, w, h);
} else {
DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
}
@ -932,18 +920,18 @@ bool VideoDriver_SDL::AfterBlitterChange()
{
assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
int w, h;
SDL_GetWindowSize(_sdl_window, &w, &h);
SDL_GetWindowSize(this->sdl_window, &w, &h);
return CreateMainSurface(w, h, false);
}
void VideoDriver_SDL::AcquireBlitterLock()
{
if (_draw_mutex != nullptr) _draw_mutex->lock();
if (this->draw_mutex != nullptr) this->draw_mutex->lock();
}
void VideoDriver_SDL::ReleaseBlitterLock()
{
if (_draw_mutex != nullptr) _draw_mutex->unlock();
if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
}
Dimension VideoDriver_SDL::GetScreenSize() const
@ -956,11 +944,11 @@ Dimension VideoDriver_SDL::GetScreenSize() const
bool VideoDriver_SDL::LockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.lock();
if (this->draw_threaded) this->draw_lock.lock();
return true;
}
void VideoDriver_SDL::UnlockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.unlock();
if (this->draw_threaded) this->draw_lock.unlock();
}

View File

@ -10,11 +10,15 @@
#ifndef VIDEO_SDL_H
#define VIDEO_SDL_H
#include <condition_variable>
#include "video_driver.hpp"
/** The SDL video driver. */
class VideoDriver_SDL : public VideoDriver {
public:
VideoDriver_SDL() : sdl_window(nullptr) {}
const char *Start(const StringList &param) override;
void Stop() override;
@ -42,6 +46,13 @@ public:
const char *GetName() const override { return "sdl"; }
protected:
struct SDL_Window *sdl_window; ///< Main SDL window.
Palette local_palette; ///< Copy of _cur_palette.
bool draw_threaded; ///< Whether the drawing is/may be done in a separate thread.
std::recursive_mutex *draw_mutex = nullptr; ///< Mutex to keep the access to the shared memory controlled.
std::condition_variable_any *draw_signal = nullptr; ///< Signal to draw the next frame.
volatile bool draw_continue; ///< Should we keep continue drawing?
Dimension GetScreenSize() const override;
void InputLoop() override;
bool LockVideoBuffer() override;
@ -50,14 +61,18 @@ protected:
void PaintThread() override;
void CheckPaletteAnim() override;
/** (Re-)create the backing store. */
virtual bool AllocateBackingStore(int w, int h, bool force = false);
private:
int PollEvent();
void LoopOnce();
void MainLoopCleanup();
bool CreateMainSurface(uint w, uint h, bool resize);
bool CreateMainWindow(uint w, uint h);
const char *Initialize();
bool AllocateBackingStore(int w, int h, bool force = false);
bool CreateMainWindow(uint w, uint h);
void UpdatePalette();
void MakePalette();
#ifdef __EMSCRIPTEN__
/* Convert a constant pointer back to a non-constant pointer to a member function. */