sdl_v.cpp

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00001 /* $Id: sdl_v.cpp 18809 2010-01-15 16:41:15Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifdef WITH_SDL
00013 
00014 #include "../stdafx.h"
00015 #include "../openttd.h"
00016 #include "../gfx_func.h"
00017 #include "../sdl.h"
00018 #include "../variables.h"
00019 #include "../rev.h"
00020 #include "../blitter/factory.hpp"
00021 #include "../network/network.h"
00022 #include "../functions.h"
00023 #include "../thread/thread.h"
00024 #include "../genworld.h"
00025 #include "../core/random_func.hpp"
00026 #include "sdl_v.h"
00027 #include <SDL.h>
00028 
00029 static FVideoDriver_SDL iFVideoDriver_SDL;
00030 
00031 static SDL_Surface *_sdl_screen;
00032 static bool _all_modes;
00033 
00035 static bool _draw_threaded;
00037 static ThreadObject *_draw_thread = NULL;
00039 static ThreadMutex *_draw_mutex = NULL;
00041 static volatile bool _draw_continue;
00042 
00043 #define MAX_DIRTY_RECTS 100
00044 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
00045 static int _num_dirty_rects;
00046 
00047 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
00048 {
00049   if (_num_dirty_rects < MAX_DIRTY_RECTS) {
00050     _dirty_rects[_num_dirty_rects].x = left;
00051     _dirty_rects[_num_dirty_rects].y = top;
00052     _dirty_rects[_num_dirty_rects].w = width;
00053     _dirty_rects[_num_dirty_rects].h = height;
00054   }
00055   _num_dirty_rects++;
00056 }
00057 
00058 static void UpdatePalette(uint start, uint count)
00059 {
00060   SDL_Color pal[256];
00061 
00062   for (uint i = 0; i != count; i++) {
00063     pal[i].r = _cur_palette[start + i].r;
00064     pal[i].g = _cur_palette[start + i].g;
00065     pal[i].b = _cur_palette[start + i].b;
00066     pal[i].unused = 0;
00067   }
00068 
00069   SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
00070 }
00071 
00072 static void InitPalette()
00073 {
00074   UpdatePalette(0, 256);
00075 }
00076 
00077 static void CheckPaletteAnim()
00078 {
00079   if (_pal_count_dirty != 0) {
00080     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
00081 
00082     switch (blitter->UsePaletteAnimation()) {
00083       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
00084         UpdatePalette(_pal_first_dirty, _pal_count_dirty);
00085         break;
00086 
00087       case Blitter::PALETTE_ANIMATION_BLITTER:
00088         blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
00089         break;
00090 
00091       case Blitter::PALETTE_ANIMATION_NONE:
00092         break;
00093 
00094       default:
00095         NOT_REACHED();
00096     }
00097     _pal_count_dirty = 0;
00098   }
00099 }
00100 
00101 static void DrawSurfaceToScreen()
00102 {
00103   int n = _num_dirty_rects;
00104   if (n == 0) return;
00105 
00106   _num_dirty_rects = 0;
00107   if (n > MAX_DIRTY_RECTS) {
00108     SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
00109   } else {
00110     SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
00111   }
00112 }
00113 
00114 static void DrawSurfaceToScreenThread(void *)
00115 {
00116   /* First tell the main thread we're started */
00117   _draw_mutex->BeginCritical();
00118   _draw_mutex->SendSignal();
00119 
00120   /* Now wait for the first thing to draw! */
00121   _draw_mutex->WaitForSignal();
00122 
00123   while (_draw_continue) {
00124     /* Then just draw and wait till we stop */
00125     DrawSurfaceToScreen();
00126     _draw_mutex->WaitForSignal();
00127   }
00128 
00129   _draw_mutex->EndCritical();
00130   _draw_thread->Exit();
00131 }
00132 
00133 static const Dimension _default_resolutions[] = {
00134   { 640,  480},
00135   { 800,  600},
00136   {1024,  768},
00137   {1152,  864},
00138   {1280,  800},
00139   {1280,  960},
00140   {1280, 1024},
00141   {1400, 1050},
00142   {1600, 1200},
00143   {1680, 1050},
00144   {1920, 1200}
00145 };
00146 
00147 static void GetVideoModes()
00148 {
00149   SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
00150   if (modes == NULL) usererror("sdl: no modes available");
00151 
00152   _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
00153   if (modes == (void*)-1) {
00154     int n = 0;
00155     for (uint i = 0; i < lengthof(_default_resolutions); i++) {
00156       if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
00157         _resolutions[n] = _default_resolutions[i];
00158         if (++n == lengthof(_resolutions)) break;
00159       }
00160     }
00161     _num_resolutions = n;
00162   } else {
00163     int n = 0;
00164     for (int i = 0; modes[i]; i++) {
00165       uint w = modes[i]->w;
00166       uint h = modes[i]->h;
00167       int j;
00168       for (j = 0; j < n; j++) {
00169         if (_resolutions[j].width == w && _resolutions[j].height == h) break;
00170       }
00171 
00172       if (j == n) {
00173         _resolutions[j].width  = w;
00174         _resolutions[j].height = h;
00175         if (++n == lengthof(_resolutions)) break;
00176       }
00177     }
00178     _num_resolutions = n;
00179     SortResolutions(_num_resolutions);
00180   }
00181 }
00182 
00183 static void GetAvailableVideoMode(uint *w, uint *h)
00184 {
00185   /* All modes available? */
00186   if (_all_modes || _num_resolutions == 0) return;
00187 
00188   /* Is the wanted mode among the available modes? */
00189   for (int i = 0; i != _num_resolutions; i++) {
00190     if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
00191   }
00192 
00193   /* Use the closest possible resolution */
00194   int best = 0;
00195   uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
00196   for (int i = 1; i != _num_resolutions; ++i) {
00197     uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
00198     if (newdelta < delta) {
00199       best = i;
00200       delta = newdelta;
00201     }
00202   }
00203   *w = _resolutions[best].width;
00204   *h = _resolutions[best].height;
00205 }
00206 
00207 #ifndef ICON_DIR
00208 #define ICON_DIR "media"
00209 #endif
00210 
00211 #ifdef WIN32
00212 /* Let's redefine the LoadBMP macro with because we are dynamically
00213  * loading SDL and need to 'SDL_CALL' all functions */
00214 #undef SDL_LoadBMP
00215 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
00216 #endif
00217 
00218 static bool CreateMainSurface(uint w, uint h)
00219 {
00220   SDL_Surface *newscreen, *icon;
00221   char caption[50];
00222   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00223 
00224   GetAvailableVideoMode(&w, &h);
00225 
00226   DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
00227 
00228   if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
00229 
00230   /* Give the application an icon */
00231   icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
00232   if (icon != NULL) {
00233     /* Get the colourkey, which will be magenta */
00234     uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
00235 
00236     SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
00237     SDL_CALL SDL_WM_SetIcon(icon, NULL);
00238     SDL_CALL SDL_FreeSurface(icon);
00239   }
00240 
00241   /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
00242   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
00243   if (newscreen == NULL) {
00244     DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
00245     return false;
00246   }
00247 
00248   /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
00249   _num_dirty_rects = 0;
00250 
00251   _screen.width = newscreen->w;
00252   _screen.height = newscreen->h;
00253   _screen.pitch = newscreen->pitch / (bpp / 8);
00254   _screen.dst_ptr = newscreen->pixels;
00255   _sdl_screen = newscreen;
00256 
00257   BlitterFactoryBase::GetCurrentBlitter()->PostResize();
00258 
00259   InitPalette();
00260 
00261   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
00262   SDL_CALL SDL_WM_SetCaption(caption, caption);
00263   SDL_CALL SDL_ShowCursor(0);
00264 
00265   GameSizeChanged();
00266 
00267   return true;
00268 }
00269 
00270 struct VkMapping {
00271   uint16 vk_from;
00272   byte vk_count;
00273   byte map_to;
00274 };
00275 
00276 #define AS(x, z) {x, 0, z}
00277 #define AM(x, y, z, w) {x, y - x, z}
00278 
00279 static const VkMapping _vk_mapping[] = {
00280   /* Pageup stuff + up/down */
00281   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
00282   AS(SDLK_UP,     WKC_UP),
00283   AS(SDLK_DOWN,   WKC_DOWN),
00284   AS(SDLK_LEFT,   WKC_LEFT),
00285   AS(SDLK_RIGHT,  WKC_RIGHT),
00286 
00287   AS(SDLK_HOME,   WKC_HOME),
00288   AS(SDLK_END,    WKC_END),
00289 
00290   AS(SDLK_INSERT, WKC_INSERT),
00291   AS(SDLK_DELETE, WKC_DELETE),
00292 
00293   /* Map letters & digits */
00294   AM(SDLK_a, SDLK_z, 'A', 'Z'),
00295   AM(SDLK_0, SDLK_9, '0', '9'),
00296 
00297   AS(SDLK_ESCAPE,    WKC_ESC),
00298   AS(SDLK_PAUSE,     WKC_PAUSE),
00299   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
00300 
00301   AS(SDLK_SPACE,     WKC_SPACE),
00302   AS(SDLK_RETURN,    WKC_RETURN),
00303   AS(SDLK_TAB,       WKC_TAB),
00304 
00305   /* Function keys */
00306   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
00307 
00308   /* Numeric part. */
00309   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
00310   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
00311   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
00312   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
00313   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
00314   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
00315   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
00316 
00317   /* Other non-letter keys */
00318   AS(SDLK_SLASH,        WKC_SLASH),
00319   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
00320   AS(SDLK_EQUALS,       WKC_EQUALS),
00321   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
00322   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
00323   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
00324 
00325   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
00326   AS(SDLK_COMMA,   WKC_COMMA),
00327   AS(SDLK_MINUS,   WKC_MINUS),
00328   AS(SDLK_PERIOD,  WKC_PERIOD)
00329 };
00330 
00331 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
00332 {
00333   const VkMapping *map;
00334   uint key = 0;
00335 
00336   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
00337     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
00338       key = sym->sym - map->vk_from + map->map_to;
00339       break;
00340     }
00341   }
00342 
00343   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
00344 #if defined(WIN32) || defined(__OS2__)
00345   if (sym->scancode == 41) key = WKC_BACKQUOTE;
00346 #elif defined(__APPLE__)
00347   if (sym->scancode == 10) key = WKC_BACKQUOTE;
00348 #elif defined(__MORPHOS__)
00349   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
00350 #elif defined(__BEOS__)
00351   if (sym->scancode == 17) key = WKC_BACKQUOTE;
00352 #elif defined(__SVR4) && defined(__sun)
00353   if (sym->scancode == 60) key = WKC_BACKQUOTE;
00354   if (sym->scancode == 49) key = WKC_BACKSPACE;
00355 #elif defined(__sgi__)
00356   if (sym->scancode == 22) key = WKC_BACKQUOTE;
00357 #else
00358   if (sym->scancode == 49) key = WKC_BACKQUOTE;
00359 #endif
00360 
00361   /* META are the command keys on mac */
00362   if (sym->mod & KMOD_META)  key |= WKC_META;
00363   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
00364   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
00365   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
00366 
00367   return (key << 16) + sym->unicode;
00368 }
00369 
00370 static int PollEvent()
00371 {
00372   SDL_Event ev;
00373 
00374   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
00375 
00376   switch (ev.type) {
00377     case SDL_MOUSEMOTION:
00378       if (_cursor.fix_at) {
00379         int dx = ev.motion.x - _cursor.pos.x;
00380         int dy = ev.motion.y - _cursor.pos.y;
00381         if (dx != 0 || dy != 0) {
00382           _cursor.delta.x = dx;
00383           _cursor.delta.y = dy;
00384           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
00385         }
00386       } else {
00387         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
00388         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
00389         _cursor.pos.x = ev.motion.x;
00390         _cursor.pos.y = ev.motion.y;
00391         _cursor.dirty = true;
00392       }
00393       HandleMouseEvents();
00394       break;
00395 
00396     case SDL_MOUSEBUTTONDOWN:
00397       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
00398         ev.button.button = SDL_BUTTON_RIGHT;
00399       }
00400 
00401       switch (ev.button.button) {
00402         case SDL_BUTTON_LEFT:
00403           _left_button_down = true;
00404           break;
00405 
00406         case SDL_BUTTON_RIGHT:
00407           _right_button_down = true;
00408           _right_button_clicked = true;
00409           break;
00410 
00411         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
00412         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
00413 
00414         default: break;
00415       }
00416       HandleMouseEvents();
00417       break;
00418 
00419     case SDL_MOUSEBUTTONUP:
00420       if (_rightclick_emulate) {
00421         _right_button_down = false;
00422         _left_button_down = false;
00423         _left_button_clicked = false;
00424       } else if (ev.button.button == SDL_BUTTON_LEFT) {
00425         _left_button_down = false;
00426         _left_button_clicked = false;
00427       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
00428         _right_button_down = false;
00429       }
00430       HandleMouseEvents();
00431       break;
00432 
00433     case SDL_ACTIVEEVENT:
00434       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
00435 
00436       if (ev.active.gain) { // mouse entered the window, enable cursor
00437         _cursor.in_window = true;
00438       } else {
00439         UndrawMouseCursor(); // mouse left the window, undraw cursor
00440         _cursor.in_window = false;
00441       }
00442       break;
00443 
00444     case SDL_QUIT:
00445       HandleExitGameRequest();
00446       break;
00447 
00448     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
00449       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
00450           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
00451         ToggleFullScreen(!_fullscreen);
00452       } else {
00453         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
00454       }
00455       break;
00456 
00457     case SDL_VIDEORESIZE: {
00458       int w = max(ev.resize.w, 64);
00459       int h = max(ev.resize.h, 64);
00460       CreateMainSurface(w, h);
00461       break;
00462     }
00463   }
00464   return -1;
00465 }
00466 
00467 const char *VideoDriver_SDL::Start(const char * const *parm)
00468 {
00469   char buf[30];
00470 
00471   const char *s = SdlOpen(SDL_INIT_VIDEO);
00472   if (s != NULL) return s;
00473 
00474   GetVideoModes();
00475   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00476     return SDL_CALL SDL_GetError();
00477   }
00478 
00479   SDL_CALL SDL_VideoDriverName(buf, 30);
00480   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
00481 
00482   MarkWholeScreenDirty();
00483 
00484   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
00485   SDL_CALL SDL_EnableUNICODE(1);
00486 
00487   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
00488 
00489   return NULL;
00490 }
00491 
00492 void VideoDriver_SDL::Stop()
00493 {
00494   SdlClose(SDL_INIT_VIDEO);
00495 }
00496 
00497 void VideoDriver_SDL::MainLoop()
00498 {
00499   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
00500   uint32 last_cur_ticks = cur_ticks;
00501   uint32 next_tick = cur_ticks + 30;
00502   uint32 pal_tick = 0;
00503   uint32 mod;
00504   int numkeys;
00505   Uint8 *keys;
00506 
00507   if (_draw_threaded) {
00508     /* Initialise the mutex first, because that's the thing we *need*
00509      * directly in the newly created thread. */
00510     _draw_mutex = ThreadMutex::New();
00511     if (_draw_mutex == NULL) {
00512       _draw_threaded = false;
00513     } else {
00514       _draw_mutex->BeginCritical();
00515       _draw_continue = true;
00516 
00517       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
00518 
00519       /* Free the mutex if we won't be able to use it. */
00520       if (!_draw_threaded) {
00521         _draw_mutex->EndCritical();
00522         delete _draw_mutex;
00523       } else {
00524         /* Wait till the draw mutex has started itself. */
00525         _draw_mutex->WaitForSignal();
00526       }
00527     }
00528   }
00529 
00530   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
00531 
00532   for (;;) {
00533     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00534     InteractiveRandom(); // randomness
00535 
00536     while (PollEvent() == -1) {}
00537     if (_exit_game) break;
00538 
00539     mod = SDL_CALL SDL_GetModState();
00540     keys = SDL_CALL SDL_GetKeyState(&numkeys);
00541 #if defined(_DEBUG)
00542     if (_shift_pressed)
00543 #else
00544     /* Speedup when pressing tab, except when using ALT+TAB
00545      * to switch to another application */
00546     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
00547 #endif
00548     {
00549       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
00550     } else if (_fast_forward & 2) {
00551       _fast_forward = 0;
00552     }
00553 
00554     cur_ticks = SDL_CALL SDL_GetTicks();
00555     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
00556       _realtime_tick += cur_ticks - last_cur_ticks;
00557       last_cur_ticks = cur_ticks;
00558       next_tick = cur_ticks + 30;
00559 
00560       bool old_ctrl_pressed = _ctrl_pressed;
00561 
00562       _ctrl_pressed  = !!(mod & KMOD_CTRL);
00563       _shift_pressed = !!(mod & KMOD_SHIFT);
00564 
00565       /* determine which directional keys are down */
00566       _dirkeys =
00567         (keys[SDLK_LEFT]  ? 1 : 0) |
00568         (keys[SDLK_UP]    ? 2 : 0) |
00569         (keys[SDLK_RIGHT] ? 4 : 0) |
00570         (keys[SDLK_DOWN]  ? 8 : 0);
00571 
00572       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
00573 
00574       /* The gameloop is the part that can run asynchroniously. The rest
00575        * except sleeping can't. */
00576       if (_draw_threaded) _draw_mutex->EndCritical();
00577 
00578       GameLoop();
00579 
00580       if (_draw_threaded) _draw_mutex->BeginCritical();
00581 
00582       UpdateWindows();
00583       if (++pal_tick > 4) {
00584         CheckPaletteAnim();
00585         pal_tick = 1;
00586       }
00587     } else {
00588       /* Release the thread while sleeping */
00589       if (_draw_threaded) _draw_mutex->EndCritical();
00590       CSleep(1);
00591       if (_draw_threaded) _draw_mutex->BeginCritical();
00592 
00593       NetworkDrawChatMessage();
00594       DrawMouseCursor();
00595     }
00596 
00597     /* End of the critical part. */
00598     if (_draw_threaded && !IsGeneratingWorld()) {
00599       _draw_mutex->SendSignal();
00600     } else {
00601       /* Oh, we didn't have threads, then just draw unthreaded */
00602       DrawSurfaceToScreen();
00603     }
00604   }
00605 
00606   if (_draw_threaded) {
00607     _draw_continue = false;
00608     /* Sending signal if there is no thread blocked
00609      * is very valid and results in noop */
00610     _draw_mutex->SendSignal();
00611     _draw_mutex->EndCritical();
00612     _draw_thread->Join();
00613 
00614     delete _draw_mutex;
00615     delete _draw_thread;
00616   }
00617 }
00618 
00619 bool VideoDriver_SDL::ChangeResolution(int w, int h)
00620 {
00621   if (_draw_threaded) _draw_mutex->BeginCritical();
00622   bool ret = CreateMainSurface(w, h);
00623   if (_draw_threaded) _draw_mutex->EndCritical();
00624   return ret;
00625 }
00626 
00627 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
00628 {
00629   _fullscreen = fullscreen;
00630   GetVideoModes(); // get the list of available video modes
00631   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00632     /* switching resolution failed, put back full_screen to original status */
00633     _fullscreen ^= true;
00634     return false;
00635   }
00636   return true;
00637 }
00638 
00639 #endif /* WITH_SDL */

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