mirror of https://github.com/OpenTTD/OpenTTD.git
987 lines
28 KiB
C++
987 lines
28 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "../core/geometry_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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# include <emscripten/html5.h>
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#endif
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#include "../safeguards.h"
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static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Window *_sdl_window;
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static SDL_Surface *_sdl_surface;
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static SDL_Surface *_sdl_rgb_surface;
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static SDL_Surface *_sdl_real_surface;
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/** Whether the drawing is/may be done in a separate thread. */
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static bool _draw_threaded;
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/** Mutex to keep the access to the shared memory controlled. */
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static std::recursive_mutex *_draw_mutex = nullptr;
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/** Signal to draw the next frame. */
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static std::condition_variable_any *_draw_signal = nullptr;
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/** Should we keep continue drawing? */
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static volatile bool _draw_continue;
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static Palette _local_palette;
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static SDL_Palette *_sdl_palette;
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#ifdef __EMSCRIPTEN__
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/** Whether we just had a window-enter event. */
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static bool _cursor_new_in_window = false;
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#endif
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static Rect _dirty_rect;
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void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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{
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Rect r = {left, top, left + width, top + height};
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_dirty_rect = BoundingRect(_dirty_rect, r);
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}
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static void UpdatePalette()
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{
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SDL_Color pal[256];
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for (int i = 0; i != _local_palette.count_dirty; i++) {
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pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
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pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
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pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
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pal[i].a = 0;
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}
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SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
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}
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static void MakePalette()
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{
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if (_sdl_palette == nullptr) {
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_sdl_palette = SDL_AllocPalette(256);
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if (_sdl_palette == nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
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}
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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_local_palette = _cur_palette;
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UpdatePalette();
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if (_sdl_surface != _sdl_real_surface) {
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/* When using a shadow surface, also set our palette on the real screen. This lets SDL
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* allocate as many colors (or approximations) as
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* possible, instead of using only the default SDL
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* palette. This allows us to get more colors exactly
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* right and might allow using better approximations for
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* other colors.
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*
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* Note that colors allocations are tried in-order, so
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* this favors colors further up into the palette. Also
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* note that if two colors from the same animation
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* sequence are approximated using the same color, that
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* animation will stop working.
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*
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* Since changing the system palette causes the colours
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* to change right away, and allocations might
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* drastically change, we can't use this for animation,
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* since that could cause weird coloring between the
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* palette change and the blitting below, so we only set
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* the real palette during initialisation.
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*/
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SDL_SetSurfacePalette(_sdl_real_surface, _sdl_palette);
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}
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}
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void VideoDriver_SDL::CheckPaletteAnim()
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{
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if (_cur_palette.count_dirty == 0) return;
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_local_palette = _cur_palette;
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this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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static void Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (IsEmptyRect(_dirty_rect) && _cur_palette.count_dirty == 0) return;
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette();
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_local_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_cur_palette.count_dirty = 0;
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}
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SDL_Rect r = { _dirty_rect.left, _dirty_rect.top, _dirty_rect.right - _dirty_rect.left, _dirty_rect.bottom - _dirty_rect.top };
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if (_sdl_surface != _sdl_real_surface) {
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SDL_BlitSurface(_sdl_surface, &r, _sdl_real_surface, &r);
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}
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SDL_UpdateWindowSurfaceRects(_sdl_window, &r, 1);
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MemSetT(&_dirty_rect, 0);
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}
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static void PaintThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
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_draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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/* Then just draw and wait till we stop */
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Paint();
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_draw_signal->wait(lock);
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}
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}
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static const Dimension default_resolutions[] = {
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{ 640, 480 },
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{ 800, 600 },
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{ 1024, 768 },
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{ 1152, 864 },
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{ 1280, 800 },
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{ 1280, 960 },
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{ 1280, 1024 },
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{ 1400, 1050 },
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{ 1600, 1200 },
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{ 1680, 1050 },
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{ 1920, 1200 }
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};
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static void FindResolutions()
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{
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_resolutions.clear();
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for (int i = 0; i < SDL_GetNumDisplayModes(0); i++) {
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SDL_DisplayMode mode;
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SDL_GetDisplayMode(0, i, &mode);
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if (mode.w < 640 || mode.h < 480) continue;
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(mode.w, mode.h)) != _resolutions.end()) continue;
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_resolutions.emplace_back(mode.w, mode.h);
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}
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/* We have found no resolutions, show the default list */
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if (_resolutions.empty()) {
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_resolutions.assign(std::begin(default_resolutions), std::end(default_resolutions));
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}
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SortResolutions();
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}
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static void GetAvailableVideoMode(uint *w, uint *h)
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{
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/* All modes available? */
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if (!_fullscreen || _resolutions.empty()) return;
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/* Is the wanted mode among the available modes? */
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if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
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/* Use the closest possible resolution */
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uint best = 0;
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uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
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for (uint i = 1; i != _resolutions.size(); ++i) {
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uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
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if (newdelta < delta) {
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best = i;
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delta = newdelta;
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}
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}
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*w = _resolutions[best].width;
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*h = _resolutions[best].height;
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}
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static uint FindStartupDisplay(uint startup_display)
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{
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int num_displays = SDL_GetNumVideoDisplays();
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/* If the user indicated a valid monitor, use that. */
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if (IsInsideBS(startup_display, 0, num_displays)) return startup_display;
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/* Mouse position decides which display to use. */
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int mx, my;
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SDL_GetGlobalMouseState(&mx, &my);
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for (int display = 0; display < num_displays; ++display) {
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SDL_Rect r;
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if (SDL_GetDisplayBounds(display, &r) == 0 && IsInsideBS(mx, r.x, r.w) && IsInsideBS(my, r.y, r.h)) {
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DEBUG(driver, 1, "SDL2: Mouse is at (%d, %d), use display %d (%d, %d, %d, %d)", mx, my, display, r.x, r.y, r.w, r.h);
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return display;
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}
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}
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return 0;
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}
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bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
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{
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if (_sdl_window != nullptr) return true;
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Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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if (_fullscreen) {
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flags |= SDL_WINDOW_FULLSCREEN;
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}
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int x = SDL_WINDOWPOS_UNDEFINED, y = SDL_WINDOWPOS_UNDEFINED;
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SDL_Rect r;
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if (SDL_GetDisplayBounds(this->startup_display, &r) == 0) {
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x = r.x + std::max(0, r.w - static_cast<int>(w)) / 2;
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y = r.y + std::max(0, r.h - static_cast<int>(h)) / 4; // decent desktops have taskbars at the bottom
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}
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char caption[50];
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seprintf(caption, lastof(caption), "OpenTTD %s", _openttd_revision);
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_sdl_window = SDL_CreateWindow(
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caption,
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x, y,
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w, h,
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flags);
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if (_sdl_window == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate a window to draw on: %s", SDL_GetError());
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return false;
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}
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std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
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if (!icon_path.empty()) {
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/* Give the application an icon */
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SDL_Surface *icon = SDL_LoadBMP(icon_path.c_str());
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if (icon != nullptr) {
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/* Get the colourkey, which will be magenta */
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uint32 rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
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SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
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SDL_SetWindowIcon(_sdl_window, icon);
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SDL_FreeSurface(icon);
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}
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}
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return true;
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}
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bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
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{
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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GetAvailableVideoMode(&w, &h);
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DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
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if (!this->CreateMainWindow(w, h)) return false;
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if (resize) SDL_SetWindowSize(_sdl_window, w, h);
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_sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
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if (_sdl_real_surface == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
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return false;
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}
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/* Free any previously allocated rgb surface. */
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if (_sdl_rgb_surface != nullptr) {
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SDL_FreeSurface(_sdl_rgb_surface);
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_sdl_rgb_surface = nullptr;
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}
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if (bpp == 8) {
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_sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
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if (_sdl_rgb_surface == nullptr) {
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DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
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return false;
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}
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_sdl_surface = _sdl_rgb_surface;
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} else {
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_sdl_surface = _sdl_real_surface;
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}
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/* X11 doesn't appreciate it if we invalidate areas outside the window
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* if shared memory is enabled (read: it crashes). So, as we might have
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* gotten smaller, reset our dirty rects. GameSizeChanged() a bit lower
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* will mark the whole screen dirty again anyway, but this time with the
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* new dimensions. */
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MemSetT(&_dirty_rect, 0);
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_screen.width = _sdl_surface->w;
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_screen.height = _sdl_surface->h;
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_screen.pitch = _sdl_surface->pitch / (bpp / 8);
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_screen.dst_ptr = _sdl_surface->pixels;
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MakePalette();
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/* When in full screen, we will always have the mouse cursor
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* within the window, even though SDL does not give us the
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* appropriate event to know this. */
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if (_fullscreen) _cursor.in_window = true;
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BlitterFactory::GetCurrentBlitter()->PostResize();
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GameSizeChanged();
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return true;
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}
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bool VideoDriver_SDL::ClaimMousePointer()
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{
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SDL_ShowCursor(0);
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#ifdef __EMSCRIPTEN__
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SDL_SetRelativeMouseMode(SDL_TRUE);
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#endif
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return true;
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}
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/**
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* This is called to indicate that an edit box has gained focus, text input mode should be enabled.
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*/
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void VideoDriver_SDL::EditBoxGainedFocus()
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{
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if (!this->edit_box_focused) {
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SDL_StartTextInput();
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this->edit_box_focused = true;
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}
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}
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/**
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* This is called to indicate that an edit box has lost focus, text input mode should be disabled.
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*/
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void VideoDriver_SDL::EditBoxLostFocus()
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{
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if (this->edit_box_focused) {
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SDL_StopTextInput();
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this->edit_box_focused = false;
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}
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}
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struct SDLVkMapping {
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SDL_Keycode vk_from;
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byte vk_count;
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byte map_to;
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bool unprintable;
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};
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#define AS(x, z) {x, 0, z, false}
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#define AM(x, y, z, w) {x, (byte)(y - x), z, false}
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#define AS_UP(x, z) {x, 0, z, true}
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#define AM_UP(x, y, z, w) {x, (byte)(y - x), z, true}
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static const SDLVkMapping _vk_mapping[] = {
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/* Pageup stuff + up/down */
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AS_UP(SDLK_PAGEUP, WKC_PAGEUP),
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AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
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AS_UP(SDLK_UP, WKC_UP),
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AS_UP(SDLK_DOWN, WKC_DOWN),
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AS_UP(SDLK_LEFT, WKC_LEFT),
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AS_UP(SDLK_RIGHT, WKC_RIGHT),
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AS_UP(SDLK_HOME, WKC_HOME),
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AS_UP(SDLK_END, WKC_END),
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AS_UP(SDLK_INSERT, WKC_INSERT),
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AS_UP(SDLK_DELETE, WKC_DELETE),
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/* Map letters & digits */
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AM(SDLK_a, SDLK_z, 'A', 'Z'),
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AM(SDLK_0, SDLK_9, '0', '9'),
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AS_UP(SDLK_ESCAPE, WKC_ESC),
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AS_UP(SDLK_PAUSE, WKC_PAUSE),
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AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),
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AS(SDLK_SPACE, WKC_SPACE),
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AS(SDLK_RETURN, WKC_RETURN),
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AS(SDLK_TAB, WKC_TAB),
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/* Function keys */
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AM_UP(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
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/* Numeric part. */
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AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
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AS(SDLK_KP_DIVIDE, WKC_NUM_DIV),
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AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
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AS(SDLK_KP_MINUS, WKC_NUM_MINUS),
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AS(SDLK_KP_PLUS, WKC_NUM_PLUS),
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AS(SDLK_KP_ENTER, WKC_NUM_ENTER),
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AS(SDLK_KP_PERIOD, WKC_NUM_DECIMAL),
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/* Other non-letter keys */
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AS(SDLK_SLASH, WKC_SLASH),
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AS(SDLK_SEMICOLON, WKC_SEMICOLON),
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AS(SDLK_EQUALS, WKC_EQUALS),
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AS(SDLK_LEFTBRACKET, WKC_L_BRACKET),
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AS(SDLK_BACKSLASH, WKC_BACKSLASH),
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AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
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AS(SDLK_QUOTE, WKC_SINGLEQUOTE),
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AS(SDLK_COMMA, WKC_COMMA),
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AS(SDLK_MINUS, WKC_MINUS),
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AS(SDLK_PERIOD, WKC_PERIOD)
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};
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static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, WChar *character)
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{
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const SDLVkMapping *map;
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uint key = 0;
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bool unprintable = false;
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for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
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if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
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key = sym->sym - map->vk_from + map->map_to;
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unprintable = map->unprintable;
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break;
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}
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}
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/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
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if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
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/* META are the command keys on mac */
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if (sym->mod & KMOD_GUI) key |= WKC_META;
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if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
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if (sym->mod & KMOD_CTRL) key |= WKC_CTRL;
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if (sym->mod & KMOD_ALT) key |= WKC_ALT;
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/* The mod keys have no character. Prevent '?' */
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if (sym->mod & KMOD_GUI ||
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sym->mod & KMOD_CTRL ||
|
|
sym->mod & KMOD_ALT ||
|
|
unprintable) {
|
|
*character = WKC_NONE;
|
|
} else {
|
|
*character = sym->sym;
|
|
}
|
|
|
|
return key;
|
|
}
|
|
|
|
/**
|
|
* Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
|
|
* instead of an SDL_Keysym.
|
|
*/
|
|
static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
|
|
{
|
|
const SDLVkMapping *map;
|
|
uint key = 0;
|
|
|
|
for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
|
|
if ((uint)(kc - map->vk_from) <= map->vk_count) {
|
|
key = kc - 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) */
|
|
SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
|
|
if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
|
|
|
|
return key;
|
|
}
|
|
|
|
int VideoDriver_SDL::PollEvent()
|
|
{
|
|
SDL_Event ev;
|
|
|
|
if (!SDL_PollEvent(&ev)) return -2;
|
|
|
|
switch (ev.type) {
|
|
case SDL_MOUSEMOTION:
|
|
#ifdef __EMSCRIPTEN__
|
|
if (_cursor_new_in_window) {
|
|
/* The cursor just moved into the window; this means we don't
|
|
* know the absolutely position yet to move relative from.
|
|
* Before this time, SDL didn't know it either, and this is
|
|
* why we postpone it till now. Update the absolute position
|
|
* for this once, and work relative after. */
|
|
_cursor.pos.x = ev.motion.x;
|
|
_cursor.pos.y = ev.motion.y;
|
|
_cursor.dirty = true;
|
|
|
|
_cursor_new_in_window = false;
|
|
SDL_SetRelativeMouseMode(SDL_TRUE);
|
|
} else {
|
|
_cursor.UpdateCursorPositionRelative(ev.motion.xrel, ev.motion.yrel);
|
|
}
|
|
#else
|
|
if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
|
|
SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
|
|
}
|
|
#endif
|
|
HandleMouseEvents();
|
|
break;
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
if (ev.wheel.y > 0) {
|
|
_cursor.wheel--;
|
|
} else if (ev.wheel.y < 0) {
|
|
_cursor.wheel++;
|
|
}
|
|
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;
|
|
|
|
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_QUIT:
|
|
HandleExitGameRequest();
|
|
break;
|
|
|
|
case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
|
|
if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) &&
|
|
(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
|
|
if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen);
|
|
} else {
|
|
WChar character;
|
|
|
|
uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
|
|
// Only handle non-text keys here. Text is handled in
|
|
// SDL_TEXTINPUT below.
|
|
if (!this->edit_box_focused ||
|
|
keycode == WKC_DELETE ||
|
|
keycode == WKC_NUM_ENTER ||
|
|
keycode == WKC_LEFT ||
|
|
keycode == WKC_RIGHT ||
|
|
keycode == WKC_UP ||
|
|
keycode == WKC_DOWN ||
|
|
keycode == WKC_HOME ||
|
|
keycode == WKC_END ||
|
|
keycode & WKC_META ||
|
|
keycode & WKC_CTRL ||
|
|
keycode & WKC_ALT ||
|
|
(keycode >= WKC_F1 && keycode <= WKC_F12) ||
|
|
!IsValidChar(character, CS_ALPHANUMERAL)) {
|
|
HandleKeypress(keycode, character);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SDL_TEXTINPUT: {
|
|
if (!this->edit_box_focused) break;
|
|
SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
|
|
uint keycode = ConvertSdlKeycodeIntoMy(kc);
|
|
|
|
if (keycode == WKC_BACKQUOTE && FocusedWindowIsConsole()) {
|
|
WChar character;
|
|
Utf8Decode(&character, ev.text.text);
|
|
HandleKeypress(keycode, character);
|
|
} else {
|
|
HandleTextInput(ev.text.text);
|
|
}
|
|
break;
|
|
}
|
|
case SDL_WINDOWEVENT: {
|
|
if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) {
|
|
// Force a redraw of the entire screen.
|
|
this->MakeDirty(0, 0, _screen.width, _screen.height);
|
|
} else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
int w = std::max(ev.window.data1, 64);
|
|
int h = std::max(ev.window.data2, 64);
|
|
CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2);
|
|
} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
|
|
// mouse entered the window, enable cursor
|
|
_cursor.in_window = true;
|
|
#ifdef __EMSCRIPTEN__
|
|
/* Disable relative mouse mode for the first mouse motion,
|
|
* so we can pick up the absolutely position again. */
|
|
_cursor_new_in_window = true;
|
|
SDL_SetRelativeMouseMode(SDL_FALSE);
|
|
#endif
|
|
} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
|
|
// mouse left the window, undraw cursor
|
|
UndrawMouseCursor();
|
|
_cursor.in_window = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
const char *VideoDriver_SDL::Start(const StringList &parm)
|
|
{
|
|
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
|
|
|
|
/* Explicitly disable hardware acceleration. Enabling this causes
|
|
* UpdateWindowSurface() to update the window's texture instead of
|
|
* its surface. */
|
|
SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "0");
|
|
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
|
|
|
|
/* 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_VIDEO) == 0) {
|
|
ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
if (ret_code < 0) return SDL_GetError();
|
|
|
|
this->UpdateAutoResolution();
|
|
|
|
FindResolutions();
|
|
|
|
this->startup_display = FindStartupDisplay(GetDriverParamInt(parm, "display", -1));
|
|
|
|
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) {
|
|
return SDL_GetError();
|
|
}
|
|
|
|
const char *dname = SDL_GetCurrentVideoDriver();
|
|
DEBUG(driver, 1, "SDL2: using driver '%s'", dname);
|
|
|
|
MarkWholeScreenDirty();
|
|
|
|
_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
|
|
* 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;
|
|
}
|
|
|
|
SDL_StopTextInput();
|
|
this->edit_box_focused = false;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
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::LoopOnce()
|
|
{
|
|
uint32 mod;
|
|
int numkeys;
|
|
const Uint8 *keys;
|
|
InteractiveRandom(); // randomness
|
|
|
|
while (PollEvent() == -1) {}
|
|
if (_exit_game) {
|
|
#ifdef __EMSCRIPTEN__
|
|
/* Emscripten is event-driven, and as such the main loop is inside
|
|
* the browser. So if _exit_game goes true, the main loop ends (the
|
|
* cancel call), but we still have to call the cleanup that is
|
|
* normally done at the end of the main loop for non-Emscripten.
|
|
* After that, Emscripten just halts, and the HTML shows a nice
|
|
* "bye, see you next time" message. */
|
|
emscripten_cancel_main_loop();
|
|
MainLoopCleanup();
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
mod = SDL_GetModState();
|
|
keys = SDL_GetKeyboardState(&numkeys);
|
|
|
|
#if defined(_DEBUG)
|
|
if (_shift_pressed)
|
|
#else
|
|
/* Speedup when pressing tab, except when using ALT+TAB
|
|
* to switch to another application */
|
|
if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
|
|
#endif /* defined(_DEBUG) */
|
|
{
|
|
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
|
|
} else if (_fast_forward & 2) {
|
|
_fast_forward = 0;
|
|
}
|
|
|
|
cur_ticks = std::chrono::steady_clock::now();
|
|
|
|
/* If more than a millisecond has passed, increase the _realtime_tick. */
|
|
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
|
|
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
|
|
_realtime_tick += delta.count();
|
|
last_realtime_tick += delta;
|
|
}
|
|
|
|
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
|
|
if (_fast_forward && !_pause_mode) {
|
|
next_game_tick = cur_ticks + this->GetGameInterval();
|
|
} else {
|
|
next_game_tick += this->GetGameInterval();
|
|
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
|
|
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
|
|
}
|
|
|
|
/* The gameloop is the part that can run asynchronously. The rest
|
|
* except sleeping can't. */
|
|
if (_draw_mutex != nullptr) draw_lock.unlock();
|
|
GameLoop();
|
|
if (_draw_mutex != nullptr) draw_lock.lock();
|
|
}
|
|
|
|
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
|
|
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
|
|
next_draw_tick += this->GetDrawInterval();
|
|
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
|
|
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
|
|
|
|
bool old_ctrl_pressed = _ctrl_pressed;
|
|
|
|
_ctrl_pressed = !!(mod & KMOD_CTRL);
|
|
_shift_pressed = !!(mod & KMOD_SHIFT);
|
|
|
|
/* determine which directional keys are down */
|
|
_dirkeys =
|
|
(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
|
|
(keys[SDL_SCANCODE_UP] ? 2 : 0) |
|
|
(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
|
|
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
|
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
|
|
|
InputLoop();
|
|
UpdateWindows();
|
|
this->CheckPaletteAnim();
|
|
|
|
if (_draw_mutex != nullptr && !HasModalProgress()) {
|
|
_draw_signal->notify_one();
|
|
} else {
|
|
Paint();
|
|
}
|
|
}
|
|
|
|
/* Emscripten is running an event-based mainloop; there is already some
|
|
* downtime between each iteration, so no need to sleep. */
|
|
#ifndef __EMSCRIPTEN__
|
|
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
|
|
if (!_fast_forward || _pause_mode) {
|
|
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
|
|
auto next_tick = std::min(next_draw_tick, next_game_tick);
|
|
auto now = std::chrono::steady_clock::now();
|
|
|
|
if (next_tick > now) {
|
|
if (_draw_mutex != nullptr) draw_lock.unlock();
|
|
std::this_thread::sleep_for(next_tick - now);
|
|
if (_draw_mutex != nullptr) draw_lock.lock();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void VideoDriver_SDL::MainLoop()
|
|
{
|
|
cur_ticks = std::chrono::steady_clock::now();
|
|
last_realtime_tick = cur_ticks;
|
|
next_game_tick = cur_ticks;
|
|
|
|
this->CheckPaletteAnim();
|
|
|
|
if (_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;
|
|
} else {
|
|
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
|
|
_draw_signal = new std::condition_variable_any();
|
|
_draw_continue = true;
|
|
|
|
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &PaintThread);
|
|
|
|
/* Free the mutex if we won't be able to use it. */
|
|
if (!_draw_threaded) {
|
|
draw_lock.unlock();
|
|
draw_lock.release();
|
|
delete _draw_mutex;
|
|
delete _draw_signal;
|
|
_draw_mutex = nullptr;
|
|
_draw_signal = nullptr;
|
|
} else {
|
|
/* Wait till the draw mutex has started itself. */
|
|
_draw_signal->wait(*_draw_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
/* Run the main loop event-driven, based on RequestAnimationFrame. */
|
|
emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
|
|
#else
|
|
while (!_exit_game) {
|
|
LoopOnce();
|
|
}
|
|
|
|
MainLoopCleanup();
|
|
#endif
|
|
}
|
|
|
|
void VideoDriver_SDL::MainLoopCleanup()
|
|
{
|
|
if (_draw_mutex != nullptr) {
|
|
_draw_continue = false;
|
|
/* Sending signal if there is no thread blocked
|
|
* is very valid and results in noop */
|
|
_draw_signal->notify_one();
|
|
if (draw_lock.owns_lock()) draw_lock.unlock();
|
|
draw_lock.release();
|
|
draw_thread.join();
|
|
|
|
delete _draw_mutex;
|
|
delete _draw_signal;
|
|
|
|
_draw_mutex = nullptr;
|
|
_draw_signal = nullptr;
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_exit_pointerlock();
|
|
/* In effect, the game ends here. As emscripten_set_main_loop() caused
|
|
* the stack to be unwound, the code after MainLoop() in
|
|
* openttd_main() is never executed. */
|
|
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
|
|
EM_ASM(if (window["openttd_exit"]) openttd_exit());
|
|
#endif
|
|
}
|
|
|
|
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);
|
|
|
|
return CreateMainSurface(w, h, true);
|
|
}
|
|
|
|
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);
|
|
|
|
int w, h;
|
|
|
|
/* Remember current window size */
|
|
if (fullscreen) {
|
|
SDL_GetWindowSize(_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);
|
|
}
|
|
}
|
|
|
|
DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
|
|
int ret = SDL_SetWindowFullscreen(_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);
|
|
} else {
|
|
DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
|
|
}
|
|
|
|
return ret == 0;
|
|
}
|
|
|
|
bool VideoDriver_SDL::AfterBlitterChange()
|
|
{
|
|
assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
|
|
int w, h;
|
|
SDL_GetWindowSize(_sdl_window, &w, &h);
|
|
return CreateMainSurface(w, h, false);
|
|
}
|
|
|
|
void VideoDriver_SDL::AcquireBlitterLock()
|
|
{
|
|
if (_draw_mutex != nullptr) _draw_mutex->lock();
|
|
}
|
|
|
|
void VideoDriver_SDL::ReleaseBlitterLock()
|
|
{
|
|
if (_draw_mutex != nullptr) _draw_mutex->unlock();
|
|
}
|
|
|
|
Dimension VideoDriver_SDL::GetScreenSize() const
|
|
{
|
|
SDL_DisplayMode mode;
|
|
if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize();
|
|
|
|
return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
|
|
}
|