Codechange: [SDL2] Split driver in base-part and default backend

This commit is contained in:
Michael Lutz 2021-02-11 21:03:18 +01:00
parent a303940372
commit 421b599541
7 changed files with 280 additions and 214 deletions

View File

@ -22,6 +22,8 @@ if(NOT OPTION_DEDICATED)
add_files(
sdl2_v.cpp
sdl2_v.h
sdl2_default_v.cpp
sdl2_default_v.h
CONDITION SDL2_FOUND
)

View File

@ -0,0 +1,199 @@
/*
* 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 "../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: %s", SDL_GetError());
}
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
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
* 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) && _cur_palette.count_dirty == 0) return;
if (_cur_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: {
bool need_buf = _screen.dst_ptr == nullptr;
if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
blitter->PaletteAnimate(this->local_palette);
if (need_buf) {
this->ReleaseVideoPointer();
_screen.dst_ptr = nullptr;
}
break;
}
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_cur_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 = {};
}
void VideoDriver_SDL_Default::PaintThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
this->draw_signal->notify_one();
/* Now wait for the first thing to draw! */
this->draw_signal->wait(*this->draw_mutex);
while (this->draw_continue) {
/* Then just draw and wait till we stop */
this->Paint();
this->draw_signal->wait(lock);
}
}
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: %s", 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: %s", 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;
}

View File

@ -0,0 +1,40 @@
/*
* 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.h Default backend of the SDL2 video driver. */
#ifndef VIDEO_SDL2_DEFAULT_H
#define VIDEO_SDL2_DEFAULT_H
#include "sdl2_v.h"
/** The SDL video driver using default SDL backend. */
class VideoDriver_SDL_Default : public VideoDriver_SDL_Base {
public:
const char *GetName() const override { return "sdl"; }
protected:
bool AllocateBackingStore(int w, int h, bool force = false) override;
void *GetVideoPointer() override;
void Paint() override;
void PaintThread() override;
void ReleaseVideoPointer() override {}
private:
void UpdatePalette();
void MakePalette();
};
/** Factory for the SDL video driver. */
class FVideoDriver_SDL_Default : public DriverFactoryBase {
public:
FVideoDriver_SDL_Default() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
Driver *CreateInstance() const override { return new VideoDriver_SDL_Default(); }
};
#endif /* VIDEO_SDL2_DEFAULT_H */

View File

@ -50,12 +50,12 @@ static OGLProc GetOGLProcAddressCallback(const char *proc)
bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
{
return this->VideoDriver_SDL::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
}
const char *VideoDriver_SDL_OpenGL::Start(const StringList &param)
{
const char *error = VideoDriver_SDL::Start(param);
const char *error = VideoDriver_SDL_Base::Start(param);
if (error != nullptr) return error;
error = this->AllocateContext();
@ -79,7 +79,7 @@ const char *VideoDriver_SDL_OpenGL::Start(const StringList &param)
void VideoDriver_SDL_OpenGL::Stop()
{
this->DestroyContext();
this->VideoDriver_SDL::Stop();
this->VideoDriver_SDL_Base::Stop();
}
void VideoDriver_SDL_OpenGL::DestroyContext()

View File

@ -10,7 +10,7 @@
#include "sdl2_v.h"
/** The OpenGL video driver for windows. */
class VideoDriver_SDL_OpenGL : public VideoDriver_SDL {
class VideoDriver_SDL_OpenGL : public VideoDriver_SDL_Base {
public:
VideoDriver_SDL_OpenGL() : gl_context(nullptr), anim_buffer(nullptr) {}
@ -36,6 +36,8 @@ protected:
void Paint() override;
bool CreateMainWindow(uint w, uint h, uint flags) override;
void PaintThread() override {}
private:
void *gl_context; ///< OpenGL context.
uint8 *anim_buffer; ///< Animation buffer from OpenGL back-end.

View File

@ -32,77 +32,18 @@
#include "../safeguards.h"
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;
static SDL_Palette *_sdl_palette;
#ifdef __EMSCRIPTEN__
/** Whether we just had a window-enter event. */
static bool _cursor_new_in_window = false;
#endif
void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
void VideoDriver_SDL_Base::MakeDirty(int left, int top, int width, int height)
{
Rect r = {left, top, left + width, top + height};
this->dirty_rect = BoundingRect(this->dirty_rect, r);
}
void VideoDriver_SDL::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::MakePalette()
{
if (_sdl_palette == nullptr) {
_sdl_palette = SDL_AllocPalette(256);
if (_sdl_palette == nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
}
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
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
* 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::CheckPaletteAnim()
void VideoDriver_SDL_Base::CheckPaletteAnim()
{
if (_cur_palette.count_dirty == 0) return;
@ -110,67 +51,7 @@ void VideoDriver_SDL::CheckPaletteAnim()
this->MakeDirty(0, 0, _screen.width, _screen.height);
}
void VideoDriver_SDL::Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
if (IsEmptyRect(this->dirty_rect) && _cur_palette.count_dirty == 0) return;
if (_cur_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: {
bool need_buf = _screen.dst_ptr == nullptr;
if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
blitter->PaletteAnimate(this->local_palette);
if (need_buf) {
this->ReleaseVideoPointer();
_screen.dst_ptr = nullptr;
}
break;
}
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_cur_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 = {};
}
void VideoDriver_SDL::PaintThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
this->draw_signal->notify_one();
/* Now wait for the first thing to draw! */
this->draw_signal->wait(*this->draw_mutex);
while (this->draw_continue) {
/* Then just draw and wait till we stop */
this->Paint();
this->draw_signal->wait(lock);
}
}
/* static */ void VideoDriver_SDL::PaintThreadThunk(VideoDriver_SDL *drv)
/* static */ void VideoDriver_SDL_Base::PaintThreadThunk(VideoDriver_SDL_Base *drv)
{
drv->PaintThread();
}
@ -253,7 +134,7 @@ static uint FindStartupDisplay(uint startup_display)
return 0;
}
void VideoDriver_SDL::ClientSizeChanged(int w, int h, bool force)
void VideoDriver_SDL_Base::ClientSizeChanged(int w, int h, bool force)
{
/* Allocate backing store of the new size. */
if (this->AllocateBackingStore(w, h, force)) {
@ -268,7 +149,7 @@ void VideoDriver_SDL::ClientSizeChanged(int w, int h, bool force)
}
}
bool VideoDriver_SDL::CreateMainWindow(uint w, uint h, uint flags)
bool VideoDriver_SDL_Base::CreateMainWindow(uint w, uint h, uint flags)
{
if (this->sdl_window != nullptr) return true;
@ -315,7 +196,7 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h, uint flags)
return true;
}
bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
bool VideoDriver_SDL_Base::CreateMainSurface(uint w, uint h, bool resize)
{
GetAvailableVideoMode(&w, &h);
DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h);
@ -332,53 +213,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
return true;
}
bool VideoDriver_SDL::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: %s", 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: %s", 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::GetVideoPointer()
{
return _sdl_surface->pixels;
}
bool VideoDriver_SDL::ClaimMousePointer()
bool VideoDriver_SDL_Base::ClaimMousePointer()
{
SDL_ShowCursor(0);
#ifdef __EMSCRIPTEN__
@ -390,7 +225,7 @@ bool VideoDriver_SDL::ClaimMousePointer()
/**
* This is called to indicate that an edit box has gained focus, text input mode should be enabled.
*/
void VideoDriver_SDL::EditBoxGainedFocus()
void VideoDriver_SDL_Base::EditBoxGainedFocus()
{
if (!this->edit_box_focused) {
SDL_StartTextInput();
@ -401,7 +236,7 @@ void VideoDriver_SDL::EditBoxGainedFocus()
/**
* This is called to indicate that an edit box has lost focus, text input mode should be disabled.
*/
void VideoDriver_SDL::EditBoxLostFocus()
void VideoDriver_SDL_Base::EditBoxLostFocus()
{
if (this->edit_box_focused) {
SDL_StopTextInput();
@ -535,7 +370,7 @@ static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
return key;
}
int VideoDriver_SDL::PollEvent()
int VideoDriver_SDL_Base::PollEvent()
{
SDL_Event ev;
@ -699,7 +534,7 @@ static const char *InitializeSDL()
return nullptr;
}
const char *VideoDriver_SDL::Initialize()
const char *VideoDriver_SDL_Base::Initialize()
{
this->UpdateAutoResolution();
@ -712,7 +547,7 @@ const char *VideoDriver_SDL::Initialize()
return nullptr;
}
const char *VideoDriver_SDL::Start(const StringList &parm)
const char *VideoDriver_SDL_Base::Start(const StringList &parm)
{
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
@ -749,7 +584,7 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
return nullptr;
}
void VideoDriver_SDL::Stop()
void VideoDriver_SDL_Base::Stop()
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
@ -757,7 +592,7 @@ void VideoDriver_SDL::Stop()
}
}
void VideoDriver_SDL::InputLoop()
void VideoDriver_SDL_Base::InputLoop()
{
uint32 mod = SDL_GetModState();
const Uint8 *keys = SDL_GetKeyboardState(NULL);
@ -790,7 +625,7 @@ void VideoDriver_SDL::InputLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
}
void VideoDriver_SDL::LoopOnce()
void VideoDriver_SDL_Base::LoopOnce()
{
InteractiveRandom(); // randomness
@ -824,7 +659,7 @@ void VideoDriver_SDL::LoopOnce()
#endif
}
void VideoDriver_SDL::MainLoop()
void VideoDriver_SDL_Base::MainLoop()
{
if (this->draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
@ -837,7 +672,7 @@ void VideoDriver_SDL::MainLoop()
this->draw_signal = new std::condition_variable_any();
this->draw_continue = true;
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL_Base::PaintThreadThunk, this);
/* Free the mutex if we won't be able to use it. */
if (!this->draw_threaded) {
@ -868,7 +703,7 @@ void VideoDriver_SDL::MainLoop()
#endif
}
void VideoDriver_SDL::MainLoopCleanup()
void VideoDriver_SDL_Base::MainLoopCleanup()
{
if (this->draw_mutex != nullptr) {
this->draw_continue = false;
@ -896,7 +731,7 @@ void VideoDriver_SDL::MainLoopCleanup()
#endif
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)
bool VideoDriver_SDL_Base::ChangeResolution(int w, int h)
{
std::unique_lock<std::recursive_mutex> lock;
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
@ -904,7 +739,7 @@ bool VideoDriver_SDL::ChangeResolution(int w, int h)
return CreateMainSurface(w, h, true);
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
bool VideoDriver_SDL_Base::ToggleFullscreen(bool fullscreen)
{
std::unique_lock<std::recursive_mutex> lock;
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
@ -937,7 +772,7 @@ bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
return ret == 0;
}
bool VideoDriver_SDL::AfterBlitterChange()
bool VideoDriver_SDL_Base::AfterBlitterChange()
{
assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
int w, h;
@ -945,17 +780,17 @@ bool VideoDriver_SDL::AfterBlitterChange()
return CreateMainSurface(w, h, false);
}
void VideoDriver_SDL::AcquireBlitterLock()
void VideoDriver_SDL_Base::AcquireBlitterLock()
{
if (this->draw_mutex != nullptr) this->draw_mutex->lock();
}
void VideoDriver_SDL::ReleaseBlitterLock()
void VideoDriver_SDL_Base::ReleaseBlitterLock()
{
if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
}
Dimension VideoDriver_SDL::GetScreenSize() const
Dimension VideoDriver_SDL_Base::GetScreenSize() const
{
SDL_DisplayMode mode;
if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize();
@ -963,7 +798,7 @@ Dimension VideoDriver_SDL::GetScreenSize() const
return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
}
bool VideoDriver_SDL::LockVideoBuffer()
bool VideoDriver_SDL_Base::LockVideoBuffer()
{
if (this->buffer_locked) return false;
this->buffer_locked = true;
@ -976,7 +811,7 @@ bool VideoDriver_SDL::LockVideoBuffer()
return true;
}
void VideoDriver_SDL::UnlockVideoBuffer()
void VideoDriver_SDL_Base::UnlockVideoBuffer()
{
if (_screen.dst_ptr != nullptr) {
/* Hand video buffer back to the drawing backend. */

View File

@ -15,9 +15,9 @@
#include "video_driver.hpp"
/** The SDL video driver. */
class VideoDriver_SDL : public VideoDriver {
class VideoDriver_SDL_Base : public VideoDriver {
public:
VideoDriver_SDL() : sdl_window(nullptr) {}
VideoDriver_SDL_Base() : sdl_window(nullptr) {}
const char *Start(const StringList &param) override;
@ -59,19 +59,17 @@ protected:
void InputLoop() override;
bool LockVideoBuffer() override;
void UnlockVideoBuffer() override;
void Paint() override;
void PaintThread() override;
void CheckPaletteAnim() override;
/** Indicate to the driver the client-side might have changed. */
void ClientSizeChanged(int w, int h, bool force);
/** (Re-)create the backing store. */
virtual bool AllocateBackingStore(int w, int h, bool force = false);
virtual bool AllocateBackingStore(int w, int h, bool force = false) = 0;
/** Get a pointer to the video buffer. */
virtual void *GetVideoPointer();
virtual void *GetVideoPointer() = 0;
/** Hand video buffer back to the painting backend. */
virtual void ReleaseVideoPointer() {}
virtual void ReleaseVideoPointer() = 0;
/** Create the main window. */
virtual bool CreateMainWindow(uint w, uint h, uint flags = 0);
@ -81,13 +79,10 @@ private:
void MainLoopCleanup();
bool CreateMainSurface(uint w, uint h, bool resize);
const char *Initialize();
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. */
static void EmscriptenLoop(void *self) { ((VideoDriver_SDL *)self)->LoopOnce(); }
static void EmscriptenLoop(void *self) { ((VideoDriver_SDL_Base *)self)->LoopOnce(); }
#endif
/**
@ -99,14 +94,7 @@ private:
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
static void PaintThreadThunk(VideoDriver_SDL *drv);
};
/** Factory for the SDL video driver. */
class FVideoDriver_SDL : public DriverFactoryBase {
public:
FVideoDriver_SDL() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
Driver *CreateInstance() const override { return new VideoDriver_SDL(); }
static void PaintThreadThunk(VideoDriver_SDL_Base *drv);
};
#endif /* VIDEO_SDL_H */