sdl_v.cpp

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00001 /* $Id: sdl_v.cpp 15299 2009-01-31 20:16:06Z smatz $ */
00002 
00005 #ifdef WITH_SDL
00006 
00007 #include "../stdafx.h"
00008 #include "../openttd.h"
00009 #include "../gfx_func.h"
00010 #include "../sdl.h"
00011 #include "../variables.h"
00012 #include "../rev.h"
00013 #include "../blitter/factory.hpp"
00014 #include "../network/network.h"
00015 #include "../functions.h"
00016 #include "sdl_v.h"
00017 #include <SDL.h>
00018 
00019 static FVideoDriver_SDL iFVideoDriver_SDL;
00020 
00021 static SDL_Surface *_sdl_screen;
00022 static bool _all_modes;
00023 
00024 #define MAX_DIRTY_RECTS 100
00025 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
00026 static int _num_dirty_rects;
00027 
00028 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
00029 {
00030   if (_num_dirty_rects < MAX_DIRTY_RECTS) {
00031     _dirty_rects[_num_dirty_rects].x = left;
00032     _dirty_rects[_num_dirty_rects].y = top;
00033     _dirty_rects[_num_dirty_rects].w = width;
00034     _dirty_rects[_num_dirty_rects].h = height;
00035   }
00036   _num_dirty_rects++;
00037 }
00038 
00039 static void UpdatePalette(uint start, uint count)
00040 {
00041   SDL_Color pal[256];
00042 
00043   for (uint i = 0; i != count; i++) {
00044     pal[i].r = _cur_palette[start + i].r;
00045     pal[i].g = _cur_palette[start + i].g;
00046     pal[i].b = _cur_palette[start + i].b;
00047     pal[i].unused = 0;
00048   }
00049 
00050   SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
00051 }
00052 
00053 static void InitPalette()
00054 {
00055   UpdatePalette(0, 256);
00056 }
00057 
00058 static void CheckPaletteAnim()
00059 {
00060   if (_pal_count_dirty != 0) {
00061     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
00062 
00063     switch (blitter->UsePaletteAnimation()) {
00064       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
00065         UpdatePalette(_pal_first_dirty, _pal_count_dirty);
00066         break;
00067 
00068       case Blitter::PALETTE_ANIMATION_BLITTER:
00069         blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
00070         break;
00071 
00072       case Blitter::PALETTE_ANIMATION_NONE:
00073         break;
00074 
00075       default:
00076         NOT_REACHED();
00077     }
00078     _pal_count_dirty = 0;
00079   }
00080 }
00081 
00082 static void DrawSurfaceToScreen()
00083 {
00084   int n = _num_dirty_rects;
00085   if (n == 0) return;
00086 
00087   _num_dirty_rects = 0;
00088   if (n > MAX_DIRTY_RECTS) {
00089     SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
00090   } else {
00091     SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
00092   }
00093 }
00094 
00095 static const Dimension _default_resolutions[] = {
00096   { 640,  480},
00097   { 800,  600},
00098   {1024,  768},
00099   {1152,  864},
00100   {1280,  800},
00101   {1280,  960},
00102   {1280, 1024},
00103   {1400, 1050},
00104   {1600, 1200},
00105   {1680, 1050},
00106   {1920, 1200}
00107 };
00108 
00109 static void GetVideoModes()
00110 {
00111   SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
00112   if (modes == NULL) usererror("sdl: no modes available");
00113 
00114   _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
00115   if (modes == (void*)-1) {
00116     int n = 0;
00117     for (uint i = 0; i < lengthof(_default_resolutions); i++) {
00118       if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
00119         _resolutions[n] = _default_resolutions[i];
00120         if (++n == lengthof(_resolutions)) break;
00121       }
00122     }
00123     _num_resolutions = n;
00124   } else {
00125     int n = 0;
00126     for (int i = 0; modes[i]; i++) {
00127       int w = modes[i]->w;
00128       int h = modes[i]->h;
00129       int j;
00130       for (j = 0; j < n; j++) {
00131         if (_resolutions[j].width == w && _resolutions[j].height == h) break;
00132       }
00133 
00134       if (j == n) {
00135         _resolutions[j].width  = w;
00136         _resolutions[j].height = h;
00137         if (++n == lengthof(_resolutions)) break;
00138       }
00139     }
00140     _num_resolutions = n;
00141     SortResolutions(_num_resolutions);
00142   }
00143 }
00144 
00145 static void GetAvailableVideoMode(int *w, int *h)
00146 {
00147   /* All modes available? */
00148   if (_all_modes || _num_resolutions == 0) return;
00149 
00150   /* Is the wanted mode among the available modes? */
00151   for (int i = 0; i != _num_resolutions; i++) {
00152     if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
00153   }
00154 
00155   /* Use the closest possible resolution */
00156   int best = 0;
00157   uint delta = abs((_resolutions[0].width - *w) * (_resolutions[0].height - *h));
00158   for (int i = 1; i != _num_resolutions; ++i) {
00159     uint newdelta = abs((_resolutions[i].width - *w) * (_resolutions[i].height - *h));
00160     if (newdelta < delta) {
00161       best = i;
00162       delta = newdelta;
00163     }
00164   }
00165   *w = _resolutions[best].width;
00166   *h = _resolutions[best].height;
00167 }
00168 
00169 #ifndef ICON_DIR
00170 #define ICON_DIR "media"
00171 #endif
00172 
00173 #ifdef WIN32
00174 /* Let's redefine the LoadBMP macro with because we are dynamically
00175  * loading SDL and need to 'SDL_CALL' all functions */
00176 #undef SDL_LoadBMP
00177 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
00178 #endif
00179 
00180 static bool CreateMainSurface(int w, int h)
00181 {
00182   SDL_Surface *newscreen, *icon;
00183   char caption[50];
00184   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00185 
00186   GetAvailableVideoMode(&w, &h);
00187 
00188   DEBUG(driver, 1, "SDL: using mode %dx%dx%d", w, h, bpp);
00189 
00190   if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
00191 
00192   /* Give the application an icon */
00193   icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
00194   if (icon != NULL) {
00195     /* Get the colourkey, which will be magenta */
00196     uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
00197 
00198     SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
00199     SDL_CALL SDL_WM_SetIcon(icon, NULL);
00200     SDL_CALL SDL_FreeSurface(icon);
00201   }
00202 
00203   /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
00204   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
00205   if (newscreen == NULL) {
00206     DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
00207     return false;
00208   }
00209 
00210   _screen.width = newscreen->w;
00211   _screen.height = newscreen->h;
00212   _screen.pitch = newscreen->pitch / (bpp / 8);
00213   _sdl_screen = newscreen;
00214   InitPalette();
00215 
00216   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
00217   SDL_CALL SDL_WM_SetCaption(caption, caption);
00218   SDL_CALL SDL_ShowCursor(0);
00219 
00220   GameSizeChanged();
00221 
00222   return true;
00223 }
00224 
00225 struct VkMapping {
00226   uint16 vk_from;
00227   byte vk_count;
00228   byte map_to;
00229 };
00230 
00231 #define AS(x, z) {x, 0, z}
00232 #define AM(x, y, z, w) {x, y - x, z}
00233 
00234 static const VkMapping _vk_mapping[] = {
00235   /* Pageup stuff + up/down */
00236   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
00237   AS(SDLK_UP,     WKC_UP),
00238   AS(SDLK_DOWN,   WKC_DOWN),
00239   AS(SDLK_LEFT,   WKC_LEFT),
00240   AS(SDLK_RIGHT,  WKC_RIGHT),
00241 
00242   AS(SDLK_HOME,   WKC_HOME),
00243   AS(SDLK_END,    WKC_END),
00244 
00245   AS(SDLK_INSERT, WKC_INSERT),
00246   AS(SDLK_DELETE, WKC_DELETE),
00247 
00248   /* Map letters & digits */
00249   AM(SDLK_a, SDLK_z, 'A', 'Z'),
00250   AM(SDLK_0, SDLK_9, '0', '9'),
00251 
00252   AS(SDLK_ESCAPE,    WKC_ESC),
00253   AS(SDLK_PAUSE,     WKC_PAUSE),
00254   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
00255 
00256   AS(SDLK_SPACE,     WKC_SPACE),
00257   AS(SDLK_RETURN,    WKC_RETURN),
00258   AS(SDLK_TAB,       WKC_TAB),
00259 
00260   /* Function keys */
00261   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
00262 
00263   /* Numeric part. */
00264   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
00265   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
00266   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
00267   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
00268   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
00269   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
00270   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
00271 
00272   /* Other non-letter keys */
00273   AS(SDLK_SLASH,        WKC_SLASH),
00274   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
00275   AS(SDLK_EQUALS,       WKC_EQUALS),
00276   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
00277   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
00278   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
00279 
00280   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
00281   AS(SDLK_COMMA,   WKC_COMMA),
00282   AS(SDLK_MINUS,   WKC_MINUS),
00283   AS(SDLK_PERIOD,  WKC_PERIOD)
00284 };
00285 
00286 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
00287 {
00288   const VkMapping *map;
00289   uint key = 0;
00290 
00291   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
00292     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
00293       key = sym->sym - map->vk_from + map->map_to;
00294       break;
00295     }
00296   }
00297 
00298   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
00299 #if defined(WIN32) || defined(__OS2__)
00300   if (sym->scancode == 41) key = WKC_BACKQUOTE;
00301 #elif defined(__APPLE__)
00302   if (sym->scancode == 10) key = WKC_BACKQUOTE;
00303 #elif defined(__MORPHOS__)
00304   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
00305 #elif defined(__BEOS__)
00306   if (sym->scancode == 17) key = WKC_BACKQUOTE;
00307 #elif defined(__SVR4) && defined(__sun)
00308   if (sym->scancode == 60) key = WKC_BACKQUOTE;
00309   if (sym->scancode == 49) key = WKC_BACKSPACE;
00310 #elif defined(__sgi__)
00311   if (sym->scancode == 22) key = WKC_BACKQUOTE;
00312 #else
00313   if (sym->scancode == 49) key = WKC_BACKQUOTE;
00314 #endif
00315 
00316   /* META are the command keys on mac */
00317   if (sym->mod & KMOD_META)  key |= WKC_META;
00318   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
00319   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
00320   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
00321 
00322   return (key << 16) + sym->unicode;
00323 }
00324 
00325 static int PollEvent()
00326 {
00327   SDL_Event ev;
00328 
00329   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
00330 
00331   switch (ev.type) {
00332     case SDL_MOUSEMOTION:
00333       if (_cursor.fix_at) {
00334         int dx = ev.motion.x - _cursor.pos.x;
00335         int dy = ev.motion.y - _cursor.pos.y;
00336         if (dx != 0 || dy != 0) {
00337           _cursor.delta.x += dx;
00338           _cursor.delta.y += dy;
00339           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
00340         }
00341       } else {
00342         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
00343         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
00344         _cursor.pos.x = ev.motion.x;
00345         _cursor.pos.y = ev.motion.y;
00346         _cursor.dirty = true;
00347       }
00348       HandleMouseEvents();
00349       break;
00350 
00351     case SDL_MOUSEBUTTONDOWN:
00352       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
00353         ev.button.button = SDL_BUTTON_RIGHT;
00354       }
00355 
00356       switch (ev.button.button) {
00357         case SDL_BUTTON_LEFT:
00358           _left_button_down = true;
00359           break;
00360 
00361         case SDL_BUTTON_RIGHT:
00362           _right_button_down = true;
00363           _right_button_clicked = true;
00364           break;
00365 
00366         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
00367         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
00368 
00369         default: break;
00370       }
00371       HandleMouseEvents();
00372       break;
00373 
00374     case SDL_MOUSEBUTTONUP:
00375       if (_rightclick_emulate) {
00376         _right_button_down = false;
00377         _left_button_down = false;
00378         _left_button_clicked = false;
00379       } else if (ev.button.button == SDL_BUTTON_LEFT) {
00380         _left_button_down = false;
00381         _left_button_clicked = false;
00382       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
00383         _right_button_down = false;
00384       }
00385       HandleMouseEvents();
00386       break;
00387 
00388     case SDL_ACTIVEEVENT:
00389       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
00390 
00391       if (ev.active.gain) { // mouse entered the window, enable cursor
00392         _cursor.in_window = true;
00393       } else {
00394         UndrawMouseCursor(); // mouse left the window, undraw cursor
00395         _cursor.in_window = false;
00396       }
00397       break;
00398 
00399     case SDL_QUIT:
00400       HandleExitGameRequest();
00401       break;
00402 
00403     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
00404       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
00405           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
00406         ToggleFullScreen(!_fullscreen);
00407       } else {
00408         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
00409       }
00410       break;
00411 
00412     case SDL_VIDEORESIZE: {
00413       int w = max(ev.resize.w, 64);
00414       int h = max(ev.resize.h, 64);
00415       ChangeResInGame(w, h);
00416       break;
00417     }
00418   }
00419   return -1;
00420 }
00421 
00422 const char *VideoDriver_SDL::Start(const char * const *parm)
00423 {
00424   char buf[30];
00425 
00426   const char *s = SdlOpen(SDL_INIT_VIDEO);
00427   if (s != NULL) return s;
00428 
00429   SDL_CALL SDL_VideoDriverName(buf, 30);
00430   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
00431 
00432   GetVideoModes();
00433   CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
00434   MarkWholeScreenDirty();
00435 
00436   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
00437   SDL_CALL SDL_EnableUNICODE(1);
00438   return NULL;
00439 }
00440 
00441 void VideoDriver_SDL::Stop()
00442 {
00443   SdlClose(SDL_INIT_VIDEO);
00444 }
00445 
00446 void VideoDriver_SDL::MainLoop()
00447 {
00448   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
00449   uint32 last_cur_ticks = cur_ticks;
00450   uint32 next_tick = cur_ticks + 30;
00451   uint32 pal_tick = 0;
00452   uint32 mod;
00453   int numkeys;
00454   Uint8 *keys;
00455 
00456   for (;;) {
00457     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00458     InteractiveRandom(); // randomness
00459 
00460     while (PollEvent() == -1) {}
00461     if (_exit_game) return;
00462 
00463     mod = SDL_CALL SDL_GetModState();
00464     keys = SDL_CALL SDL_GetKeyState(&numkeys);
00465 #if defined(_DEBUG)
00466     if (_shift_pressed)
00467 #else
00468     /* Speedup when pressing tab, except when using ALT+TAB
00469      * to switch to another application */
00470     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
00471 #endif
00472     {
00473       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
00474     } else if (_fast_forward & 2) {
00475       _fast_forward = 0;
00476     }
00477 
00478     cur_ticks = SDL_CALL SDL_GetTicks();
00479     if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
00480       _realtime_tick += cur_ticks - last_cur_ticks;
00481       last_cur_ticks = cur_ticks;
00482       next_tick = cur_ticks + 30;
00483 
00484       bool old_ctrl_pressed = _ctrl_pressed;
00485 
00486       _ctrl_pressed  = !!(mod & KMOD_CTRL);
00487       _shift_pressed = !!(mod & KMOD_SHIFT);
00488 
00489       /* determine which directional keys are down */
00490       _dirkeys =
00491         (keys[SDLK_LEFT]  ? 1 : 0) |
00492         (keys[SDLK_UP]    ? 2 : 0) |
00493         (keys[SDLK_RIGHT] ? 4 : 0) |
00494         (keys[SDLK_DOWN]  ? 8 : 0);
00495 
00496       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
00497 
00498       GameLoop();
00499 
00500       _screen.dst_ptr = _sdl_screen->pixels;
00501       UpdateWindows();
00502       if (++pal_tick > 4) {
00503         CheckPaletteAnim();
00504         pal_tick = 1;
00505       }
00506       DrawSurfaceToScreen();
00507     } else {
00508       SDL_CALL SDL_Delay(1);
00509       _screen.dst_ptr = _sdl_screen->pixels;
00510       NetworkDrawChatMessage();
00511       DrawMouseCursor();
00512       DrawSurfaceToScreen();
00513     }
00514   }
00515 }
00516 
00517 bool VideoDriver_SDL::ChangeResolution(int w, int h)
00518 {
00519   return CreateMainSurface(w, h);
00520 }
00521 
00522 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
00523 {
00524   _fullscreen = fullscreen;
00525   GetVideoModes(); // get the list of available video modes
00526   if (_num_resolutions == 0 || !this->ChangeResolution(_cur_resolution.width, _cur_resolution.height)) {
00527     /* switching resolution failed, put back full_screen to original status */
00528     _fullscreen ^= true;
00529     return false;
00530   }
00531   return true;
00532 }
00533 
00534 #endif /* WITH_SDL */

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