mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-12 18:40:29 +00:00
Codechange: [SDL2] Move functions and variables to class-scope
This allows future subdrivers to override them.
This commit is contained in:
parent
0d58bc9384
commit
101e394475
@ -25,7 +25,6 @@
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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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@ -35,20 +34,9 @@
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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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@ -64,22 +52,22 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int 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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void VideoDriver_SDL::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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for (int i = 0; i != this->local_palette.count_dirty; i++) {
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pal[i].r = this->local_palette.palette[this->local_palette.first_dirty + i].r;
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pal[i].g = this->local_palette.palette[this->local_palette.first_dirty + i].g;
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pal[i].b = this->local_palette.palette[this->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_SetPaletteColors(_sdl_palette, pal, this->local_palette.first_dirty, this->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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void VideoDriver_SDL::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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@ -88,8 +76,8 @@ static void MakePalette()
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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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this->local_palette = _cur_palette;
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this->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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@ -120,7 +108,7 @@ 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->local_palette = _cur_palette;
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this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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@ -135,11 +123,11 @@ void VideoDriver_SDL::Paint()
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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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this->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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blitter->PaletteAnimate(this->local_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@ -156,7 +144,7 @@ void VideoDriver_SDL::Paint()
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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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SDL_UpdateWindowSurfaceRects(this->sdl_window, &r, 1);
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_dirty_rect = {};
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}
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@ -164,16 +152,16 @@ void VideoDriver_SDL::Paint()
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void VideoDriver_SDL::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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std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
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this->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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this->draw_signal->wait(*this->draw_mutex);
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while (_draw_continue) {
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while (this->draw_continue) {
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/* Then just draw and wait till we stop */
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this->Paint();
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_draw_signal->wait(lock);
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this->draw_signal->wait(lock);
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}
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}
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@ -262,7 +250,7 @@ static uint FindStartupDisplay(uint startup_display)
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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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if (this->sdl_window != nullptr) return true;
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Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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@ -279,13 +267,13 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
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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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this->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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if (this->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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@ -299,7 +287,7 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
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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_SetWindowIcon(this->sdl_window, icon);
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SDL_FreeSurface(icon);
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}
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}
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@ -313,7 +301,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
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DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h);
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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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if (resize) SDL_SetWindowSize(this->sdl_window, w, h);
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if (!this->AllocateBackingStore(w, h, true)) return false;
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@ -332,7 +320,7 @@ bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
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{
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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_sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
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_sdl_real_surface = SDL_GetWindowSurface(this->sdl_window);
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if (_sdl_real_surface == nullptr) usererror("SDL2: Couldn't get window surface: %s", SDL_GetError());
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if (!force && w == _sdl_real_surface->w && h == _sdl_real_surface->h) return false;
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@ -364,7 +352,7 @@ bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
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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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this->MakePalette();
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return true;
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}
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@ -552,7 +540,7 @@ int VideoDriver_SDL::PollEvent()
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}
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#else
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if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
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SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
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SDL_WarpMouseInWindow(this->sdl_window, _cursor.pos.x, _cursor.pos.y);
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}
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#endif
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HandleMouseEvents();
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@ -721,17 +709,17 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
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MarkWholeScreenDirty();
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_draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
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this->draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
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/* Wayland SDL video driver uses EGL to render the game. SDL created the
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* EGL context from the main-thread, and with EGL you are not allowed to
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* draw in another thread than the context was created. The function of
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* _draw_threaded is to do exactly this: draw in another thread than the
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* draw_threaded is to do exactly this: draw in another thread than the
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* window was created, and as such, this fails on Wayland SDL video
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* driver. So, we disable threading by default if Wayland SDL video
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* driver is detected.
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*/
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if (strcmp(dname, "wayland") == 0) {
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_draw_threaded = false;
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this->draw_threaded = false;
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}
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SDL_StopTextInput();
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@ -801,8 +789,8 @@ void VideoDriver_SDL::LoopOnce()
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}
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if (VideoDriver::Tick()) {
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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if (this->draw_mutex != nullptr && !HasModalProgress()) {
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this->draw_signal->notify_one();
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} else {
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this->Paint();
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}
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@ -817,35 +805,35 @@ void VideoDriver_SDL::LoopOnce()
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void VideoDriver_SDL::MainLoop()
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{
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if (_draw_threaded) {
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if (this->draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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_draw_mutex = new std::recursive_mutex();
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if (_draw_mutex == nullptr) {
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_draw_threaded = false;
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this->draw_mutex = new std::recursive_mutex();
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if (this->draw_mutex == nullptr) {
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this->draw_threaded = false;
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} else {
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draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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_draw_signal = new std::condition_variable_any();
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_draw_continue = true;
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draw_lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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this->draw_signal = new std::condition_variable_any();
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this->draw_continue = true;
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_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
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this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) {
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if (!this->draw_threaded) {
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draw_lock.unlock();
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draw_lock.release();
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delete _draw_mutex;
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delete _draw_signal;
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_draw_mutex = nullptr;
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_draw_signal = nullptr;
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delete this->draw_mutex;
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delete this->draw_signal;
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this->draw_mutex = nullptr;
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this->draw_signal = nullptr;
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} else {
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/* Wait till the draw mutex has started itself. */
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_draw_signal->wait(*_draw_mutex);
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this->draw_signal->wait(*this->draw_mutex);
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}
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}
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}
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DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
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DEBUG(driver, 1, "SDL2: using %sthreads", this->draw_threaded ? "" : "no ");
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#ifdef __EMSCRIPTEN__
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/* Run the main loop event-driven, based on RequestAnimationFrame. */
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@ -861,20 +849,20 @@ void VideoDriver_SDL::MainLoop()
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void VideoDriver_SDL::MainLoopCleanup()
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{
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if (_draw_mutex != nullptr) {
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_draw_continue = false;
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if (this->draw_mutex != nullptr) {
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this->draw_continue = false;
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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_draw_signal->notify_one();
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this->draw_signal->notify_one();
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if (draw_lock.owns_lock()) draw_lock.unlock();
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draw_lock.release();
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draw_thread.join();
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delete _draw_mutex;
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delete _draw_signal;
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delete this->draw_mutex;
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delete this->draw_signal;
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_draw_mutex = nullptr;
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_draw_signal = nullptr;
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this->draw_mutex = nullptr;
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this->draw_signal = nullptr;
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}
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#ifdef __EMSCRIPTEN__
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@ -890,7 +878,7 @@ void VideoDriver_SDL::MainLoopCleanup()
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bool VideoDriver_SDL::ChangeResolution(int w, int h)
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{
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std::unique_lock<std::recursive_mutex> lock;
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if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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return CreateMainSurface(w, h, true);
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}
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@ -898,29 +886,29 @@ bool VideoDriver_SDL::ChangeResolution(int w, int h)
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bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
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{
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std::unique_lock<std::recursive_mutex> lock;
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if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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int w, h;
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/* Remember current window size */
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if (fullscreen) {
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SDL_GetWindowSize(_sdl_window, &w, &h);
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SDL_GetWindowSize(this->sdl_window, &w, &h);
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/* Find fullscreen window size */
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SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) < 0) {
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DEBUG(driver, 0, "SDL_GetCurrentDisplayMode() failed: %s", SDL_GetError());
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} else {
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SDL_SetWindowSize(_sdl_window, dm.w, dm.h);
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SDL_SetWindowSize(this->sdl_window, dm.w, dm.h);
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}
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}
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DEBUG(driver, 1, "SDL2: Setting %s", fullscreen ? "fullscreen" : "windowed");
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int ret = SDL_SetWindowFullscreen(_sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
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int ret = SDL_SetWindowFullscreen(this->sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
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if (ret == 0) {
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/* Switching resolution succeeded, set fullscreen value of window. */
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_fullscreen = fullscreen;
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if (!fullscreen) SDL_SetWindowSize(_sdl_window, w, h);
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if (!fullscreen) SDL_SetWindowSize(this->sdl_window, w, h);
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} else {
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DEBUG(driver, 0, "SDL_SetWindowFullscreen() failed: %s", SDL_GetError());
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}
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@ -932,18 +920,18 @@ bool VideoDriver_SDL::AfterBlitterChange()
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{
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assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
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int w, h;
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SDL_GetWindowSize(_sdl_window, &w, &h);
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SDL_GetWindowSize(this->sdl_window, &w, &h);
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return CreateMainSurface(w, h, false);
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}
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void VideoDriver_SDL::AcquireBlitterLock()
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{
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if (_draw_mutex != nullptr) _draw_mutex->lock();
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if (this->draw_mutex != nullptr) this->draw_mutex->lock();
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}
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void VideoDriver_SDL::ReleaseBlitterLock()
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{
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if (_draw_mutex != nullptr) _draw_mutex->unlock();
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if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
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}
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Dimension VideoDriver_SDL::GetScreenSize() const
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@ -956,11 +944,11 @@ Dimension VideoDriver_SDL::GetScreenSize() const
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bool VideoDriver_SDL::LockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.lock();
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if (this->draw_threaded) this->draw_lock.lock();
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return true;
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}
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void VideoDriver_SDL::UnlockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.unlock();
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if (this->draw_threaded) this->draw_lock.unlock();
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}
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@ -10,11 +10,15 @@
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#ifndef VIDEO_SDL_H
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#define VIDEO_SDL_H
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#include <condition_variable>
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#include "video_driver.hpp"
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/** The SDL video driver. */
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class VideoDriver_SDL : public VideoDriver {
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public:
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VideoDriver_SDL() : sdl_window(nullptr) {}
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const char *Start(const StringList ¶m) override;
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void Stop() override;
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@ -42,6 +46,13 @@ public:
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const char *GetName() const override { return "sdl"; }
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protected:
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struct SDL_Window *sdl_window; ///< Main SDL window.
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Palette local_palette; ///< Copy of _cur_palette.
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bool draw_threaded; ///< Whether the drawing is/may be done in a separate thread.
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std::recursive_mutex *draw_mutex = nullptr; ///< Mutex to keep the access to the shared memory controlled.
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std::condition_variable_any *draw_signal = nullptr; ///< Signal to draw the next frame.
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volatile bool draw_continue; ///< Should we keep continue drawing?
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Dimension GetScreenSize() const override;
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void InputLoop() override;
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bool LockVideoBuffer() override;
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@ -50,14 +61,18 @@ protected:
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void PaintThread() override;
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void CheckPaletteAnim() override;
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/** (Re-)create the backing store. */
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virtual bool AllocateBackingStore(int w, int h, bool force = false);
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private:
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int PollEvent();
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void LoopOnce();
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void MainLoopCleanup();
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bool CreateMainSurface(uint w, uint h, bool resize);
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bool CreateMainWindow(uint w, uint h);
|
||||
const char *Initialize();
|
||||
bool AllocateBackingStore(int w, int h, bool force = false);
|
||||
bool CreateMainWindow(uint w, uint h);
|
||||
void UpdatePalette();
|
||||
void MakePalette();
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/* Convert a constant pointer back to a non-constant pointer to a member function. */
|
||||
|
Loading…
Reference in New Issue
Block a user