sdl_v.cpp

00001 /* $Id: sdl_v.cpp 14269 2008-09-07 22:14:48Z rubidium $ */
00002 
00003 #include "../stdafx.h"
00004 
00005 #ifdef WITH_SDL
00006 
00007 #include "../openttd.h"
00008 #include "../debug.h"
00009 #include "../gfx_func.h"
00010 #include "../sdl.h"
00011 #include "../variables.h"
00012 #include "../blitter/factory.hpp"
00013 #include "../network/network.h"
00014 #include "../core/math_func.hpp"
00015 #include "../core/random_func.hpp"
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   uint i;
00043 
00044   for (i = 0; i != count; i++) {
00045     pal[i].r = _cur_palette[start + i].r;
00046     pal[i].g = _cur_palette[start + i].g;
00047     pal[i].b = _cur_palette[start + i].b;
00048     pal[i].unused = 0;
00049   }
00050 
00051   SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
00052 }
00053 
00054 static void InitPalette()
00055 {
00056   UpdatePalette(0, 256);
00057 }
00058 
00059 static void CheckPaletteAnim()
00060 {
00061   if (_pal_count_dirty != 0) {
00062     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
00063 
00064     switch (blitter->UsePaletteAnimation()) {
00065       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
00066         UpdatePalette(_pal_first_dirty, _pal_count_dirty);
00067         break;
00068 
00069       case Blitter::PALETTE_ANIMATION_BLITTER:
00070         blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
00071         break;
00072 
00073       case Blitter::PALETTE_ANIMATION_NONE:
00074         break;
00075 
00076       default:
00077         NOT_REACHED();
00078     }
00079     _pal_count_dirty = 0;
00080   }
00081 }
00082 
00083 static void DrawSurfaceToScreen()
00084 {
00085   int n = _num_dirty_rects;
00086   if (n != 0) {
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 uint16 default_resolutions[][2] = {
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   int i;
00112   SDL_Rect **modes;
00113 
00114   modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE + (_fullscreen ? SDL_FULLSCREEN : 0));
00115 
00116   if (modes == NULL)
00117     error("sdl: no modes available");
00118 
00119   _all_modes = (modes == (void*)-1);
00120 
00121   if (_all_modes) {
00122     // all modes available, put some default ones here
00123     memcpy(_resolutions, default_resolutions, sizeof(default_resolutions));
00124     _num_resolutions = lengthof(default_resolutions);
00125   } else {
00126     int n = 0;
00127     for (i = 0; modes[i]; i++) {
00128       int w = modes[i]->w;
00129       int h = modes[i]->h;
00130       if (IsInsideMM(w, 640, MAX_SCREEN_WIDTH + 1) &&
00131           IsInsideMM(h, 480, MAX_SCREEN_HEIGHT + 1)) {
00132         int j;
00133         for (j = 0; j < n; j++) {
00134           if (_resolutions[j][0] == w && _resolutions[j][1] == h) break;
00135         }
00136 
00137         if (j == n) {
00138           _resolutions[j][0] = w;
00139           _resolutions[j][1] = h;
00140           if (++n == lengthof(_resolutions)) break;
00141         }
00142       }
00143     }
00144     _num_resolutions = n;
00145     SortResolutions(_num_resolutions);
00146   }
00147 }
00148 
00149 static void GetAvailableVideoMode(int *w, int *h)
00150 {
00151   int i;
00152   int best;
00153   uint delta;
00154 
00155   // all modes available?
00156   if (_all_modes) return;
00157 
00158   // is the wanted mode among the available modes?
00159   for (i = 0; i != _num_resolutions; i++) {
00160     if (*w == _resolutions[i][0] && *h == _resolutions[i][1]) return;
00161   }
00162 
00163   // use the closest possible resolution
00164   best = 0;
00165   delta = abs((_resolutions[0][0] - *w) * (_resolutions[0][1] - *h));
00166   for (i = 1; i != _num_resolutions; ++i) {
00167     uint newdelta = abs((_resolutions[i][0] - *w) * (_resolutions[i][1] - *h));
00168     if (newdelta < delta) {
00169       best = i;
00170       delta = newdelta;
00171     }
00172   }
00173   *w = _resolutions[best][0];
00174   *h = _resolutions[best][1];
00175 }
00176 
00177 #ifndef ICON_DIR
00178 #define ICON_DIR "media"
00179 #endif
00180 
00181 #ifdef WIN32
00182 /* Let's redefine the LoadBMP macro with because we are dynamically
00183  * loading SDL and need to 'SDL_CALL' all functions */
00184 #undef SDL_LoadBMP
00185 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
00186 #endif
00187 
00188 static bool CreateMainSurface(int w, int h)
00189 {
00190   extern const char _openttd_revision[];
00191   SDL_Surface *newscreen, *icon;
00192   char caption[50];
00193   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00194 
00195   GetAvailableVideoMode(&w, &h);
00196 
00197   DEBUG(driver, 1, "SDL: using mode %dx%dx%d", w, h, bpp);
00198 
00199   if (bpp == 0) error("Can't use a blitter that blits 0 bpp for normal visuals");
00200 
00201   /* Give the application an icon */
00202   icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
00203   if (icon != NULL) {
00204     /* Get the colourkey, which will be magenta */
00205     uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
00206 
00207     SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
00208     SDL_CALL SDL_WM_SetIcon(icon, NULL);
00209     SDL_CALL SDL_FreeSurface(icon);
00210   }
00211 
00212   // DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK
00213   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
00214   if (newscreen == NULL)
00215     return false;
00216 
00217   _screen.width = newscreen->w;
00218   _screen.height = newscreen->h;
00219   _screen.pitch = newscreen->pitch / (bpp / 8);
00220   _sdl_screen = newscreen;
00221   InitPalette();
00222 
00223   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
00224   SDL_CALL SDL_WM_SetCaption(caption, caption);
00225   SDL_CALL SDL_ShowCursor(0);
00226 
00227   GameSizeChanged();
00228 
00229   return true;
00230 }
00231 
00232 struct VkMapping {
00233   uint16 vk_from;
00234   byte vk_count;
00235   byte map_to;
00236 };
00237 
00238 #define AS(x, z) {x, 0, z}
00239 #define AM(x, y, z, w) {x, y - x, z}
00240 
00241 static const VkMapping _vk_mapping[] = {
00242   /* Pageup stuff + up/down */
00243   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
00244   AS(SDLK_UP,     WKC_UP),
00245   AS(SDLK_DOWN,   WKC_DOWN),
00246   AS(SDLK_LEFT,   WKC_LEFT),
00247   AS(SDLK_RIGHT,  WKC_RIGHT),
00248 
00249   AS(SDLK_HOME,   WKC_HOME),
00250   AS(SDLK_END,    WKC_END),
00251 
00252   AS(SDLK_INSERT, WKC_INSERT),
00253   AS(SDLK_DELETE, WKC_DELETE),
00254 
00255   /* Map letters & digits */
00256   AM(SDLK_a, SDLK_z, 'A', 'Z'),
00257   AM(SDLK_0, SDLK_9, '0', '9'),
00258 
00259   AS(SDLK_ESCAPE,    WKC_ESC),
00260   AS(SDLK_PAUSE,     WKC_PAUSE),
00261   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
00262 
00263   AS(SDLK_SPACE,     WKC_SPACE),
00264   AS(SDLK_RETURN,    WKC_RETURN),
00265   AS(SDLK_TAB,       WKC_TAB),
00266 
00267   /* Function keys */
00268   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
00269 
00270   /* Numeric part. */
00271   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
00272   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
00273   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
00274   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
00275   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
00276   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
00277   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
00278 
00279   /* Other non-letter keys */
00280   AS(SDLK_SLASH,        WKC_SLASH),
00281   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
00282   AS(SDLK_EQUALS,       WKC_EQUALS),
00283   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
00284   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
00285   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
00286 
00287   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
00288   AS(SDLK_COMMA,   WKC_COMMA),
00289   AS(SDLK_MINUS,   WKC_MINUS),
00290   AS(SDLK_PERIOD,  WKC_PERIOD)
00291 };
00292 
00293 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
00294 {
00295   const VkMapping *map;
00296   uint key = 0;
00297 
00298   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
00299     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
00300       key = sym->sym - map->vk_from + map->map_to;
00301       break;
00302     }
00303   }
00304 
00305   // check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards)
00306 #if defined(WIN32) || defined(__OS2__)
00307   if (sym->scancode == 41) key = WKC_BACKQUOTE;
00308 #elif defined(__APPLE__)
00309   if (sym->scancode == 10) key = WKC_BACKQUOTE;
00310 #elif defined(__MORPHOS__)
00311   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
00312 #elif defined(__BEOS__)
00313   if (sym->scancode == 17) key = WKC_BACKQUOTE;
00314 #elif defined(__SVR4) && defined(__sun)
00315   if (sym->scancode == 60) key = WKC_BACKQUOTE;
00316   if (sym->scancode == 49) key = WKC_BACKSPACE;
00317 #elif defined(__sgi__)
00318   if (sym->scancode == 22) key = WKC_BACKQUOTE;
00319 #else
00320   if (sym->scancode == 49) key = WKC_BACKQUOTE;
00321 #endif
00322 
00323   // META are the command keys on mac
00324   if (sym->mod & KMOD_META)  key |= WKC_META;
00325   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
00326   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
00327   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
00328   // these two lines really help porting hotkey combos. Uncomment to use -- Bjarni
00329 #if 0
00330   DEBUG(driver, 0, "Scancode character pressed %u", sym->scancode);
00331   DEBUG(driver, 0, "Unicode character pressed %u", sym->unicode);
00332 #endif
00333   return (key << 16) + sym->unicode;
00334 }
00335 
00336 static int PollEvent()
00337 {
00338   SDL_Event ev;
00339 
00340   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
00341 
00342   switch (ev.type) {
00343     case SDL_MOUSEMOTION:
00344       if (_cursor.fix_at) {
00345         int dx = ev.motion.x - _cursor.pos.x;
00346         int dy = ev.motion.y - _cursor.pos.y;
00347         if (dx != 0 || dy != 0) {
00348           _cursor.delta.x += dx;
00349           _cursor.delta.y += dy;
00350           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
00351         }
00352       } else {
00353         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
00354         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
00355         _cursor.pos.x = ev.motion.x;
00356         _cursor.pos.y = ev.motion.y;
00357         _cursor.dirty = true;
00358       }
00359       HandleMouseEvents();
00360       break;
00361 
00362     case SDL_MOUSEBUTTONDOWN:
00363       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
00364         ev.button.button = SDL_BUTTON_RIGHT;
00365       }
00366 
00367       switch (ev.button.button) {
00368         case SDL_BUTTON_LEFT:
00369           _left_button_down = true;
00370           break;
00371 
00372         case SDL_BUTTON_RIGHT:
00373           _right_button_down = true;
00374           _right_button_clicked = true;
00375           break;
00376 
00377         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
00378         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
00379 
00380         default: break;
00381       }
00382       HandleMouseEvents();
00383       break;
00384 
00385     case SDL_MOUSEBUTTONUP:
00386       if (_rightclick_emulate) {
00387         _right_button_down = false;
00388         _left_button_down = false;
00389         _left_button_clicked = false;
00390       } else if (ev.button.button == SDL_BUTTON_LEFT) {
00391         _left_button_down = false;
00392         _left_button_clicked = false;
00393       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
00394         _right_button_down = false;
00395       }
00396       HandleMouseEvents();
00397       break;
00398 
00399     case SDL_ACTIVEEVENT:
00400       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
00401 
00402       if (ev.active.gain) { // mouse entered the window, enable cursor
00403         _cursor.in_window = true;
00404       } else {
00405         UndrawMouseCursor(); // mouse left the window, undraw cursor
00406         _cursor.in_window = false;
00407       }
00408       break;
00409 
00410     case SDL_QUIT: HandleExitGameRequest(); break;
00411 
00412     case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
00413       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
00414           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
00415         ToggleFullScreen(!_fullscreen);
00416       } else {
00417         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
00418       }
00419       break;
00420 
00421     case SDL_VIDEORESIZE: {
00422       int w = Clamp(ev.resize.w, 64, MAX_SCREEN_WIDTH);
00423       int h = Clamp(ev.resize.h, 64, MAX_SCREEN_HEIGHT);
00424       ChangeResInGame(w, h);
00425       break;
00426     }
00427   }
00428   return -1;
00429 }
00430 
00431 const char *VideoDriver_SDL::Start(const char * const *parm)
00432 {
00433   char buf[30];
00434 
00435   const char *s = SdlOpen(SDL_INIT_VIDEO);
00436   if (s != NULL) return s;
00437 
00438   SDL_CALL SDL_VideoDriverName(buf, 30);
00439   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
00440 
00441   GetVideoModes();
00442   CreateMainSurface(_cur_resolution[0], _cur_resolution[1]);
00443   MarkWholeScreenDirty();
00444 
00445   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
00446   SDL_CALL SDL_EnableUNICODE(1);
00447   return NULL;
00448 }
00449 
00450 void VideoDriver_SDL::Stop()
00451 {
00452   SdlClose(SDL_INIT_VIDEO);
00453 }
00454 
00455 void VideoDriver_SDL::MainLoop()
00456 {
00457   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
00458   uint32 last_cur_ticks = cur_ticks;
00459   uint32 next_tick = cur_ticks + 30;
00460   uint32 pal_tick = 0;
00461   uint32 mod;
00462   int numkeys;
00463   Uint8 *keys;
00464 
00465   for (;;) {
00466     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00467     InteractiveRandom(); // randomness
00468 
00469     while (PollEvent() == -1) {}
00470     if (_exit_game) return;
00471 
00472     mod = SDL_CALL SDL_GetModState();
00473     keys = SDL_CALL SDL_GetKeyState(&numkeys);
00474 #if defined(_DEBUG)
00475     if (_shift_pressed)
00476 #else
00477     /* Speedup when pressing tab, except when using ALT+TAB
00478      * to switch to another application */
00479     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
00480 #endif
00481     {
00482       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
00483     } else if (_fast_forward & 2) {
00484       _fast_forward = 0;
00485     }
00486 
00487     cur_ticks = SDL_CALL SDL_GetTicks();
00488     if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
00489       _realtime_tick += cur_ticks - last_cur_ticks;
00490       last_cur_ticks = cur_ticks;
00491       next_tick = cur_ticks + 30;
00492 
00493       bool old_ctrl_pressed = _ctrl_pressed;
00494 
00495       _ctrl_pressed  = !!(mod & KMOD_CTRL);
00496       _shift_pressed = !!(mod & KMOD_SHIFT);
00497 
00498       // determine which directional keys are down
00499       _dirkeys =
00500         (keys[SDLK_LEFT]  ? 1 : 0) |
00501         (keys[SDLK_UP]    ? 2 : 0) |
00502         (keys[SDLK_RIGHT] ? 4 : 0) |
00503         (keys[SDLK_DOWN]  ? 8 : 0);
00504 
00505       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
00506 
00507       GameLoop();
00508 
00509       _screen.dst_ptr = _sdl_screen->pixels;
00510       UpdateWindows();
00511       if (++pal_tick > 4) {
00512         CheckPaletteAnim();
00513         pal_tick = 1;
00514       }
00515       DrawSurfaceToScreen();
00516     } else {
00517       SDL_CALL SDL_Delay(1);
00518       _screen.dst_ptr = _sdl_screen->pixels;
00519       DrawChatMessage();
00520       DrawMouseCursor();
00521       DrawSurfaceToScreen();
00522     }
00523   }
00524 }
00525 
00526 bool VideoDriver_SDL::ChangeResolution(int w, int h)
00527 {
00528   return CreateMainSurface(w, h);
00529 }
00530 
00531 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
00532 {
00533   _fullscreen = fullscreen;
00534   GetVideoModes(); // get the list of available video modes
00535   if (_num_resolutions == 0 || !this->ChangeResolution(_cur_resolution[0], _cur_resolution[1])) {
00536     // switching resolution failed, put back full_screen to original status
00537     _fullscreen ^= true;
00538     return false;
00539   }
00540   return true;
00541 }
00542 
00543 #endif /* WITH_SDL */

Generated on Mon Sep 22 20:34:20 2008 for openttd by  doxygen 1.5.6