mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-12 18:40:29 +00:00
Codechange: [SDL2] Split driver in base-part and default backend
This commit is contained in:
parent
a303940372
commit
421b599541
@ -22,6 +22,8 @@ if(NOT OPTION_DEDICATED)
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add_files(
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sdl2_v.cpp
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sdl2_v.h
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sdl2_default_v.cpp
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sdl2_default_v.h
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CONDITION SDL2_FOUND
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)
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199
src/video/sdl2_default_v.cpp
Normal file
199
src/video/sdl2_default_v.cpp
Normal file
@ -0,0 +1,199 @@
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/*
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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_default_v.cpp Implementation of the default backend for 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_default_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_Default iFVideoDriver_SDL_Default;
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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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static SDL_Palette *_sdl_palette;
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void VideoDriver_SDL_Default::UpdatePalette()
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{
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SDL_Color pal[256];
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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, 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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void VideoDriver_SDL_Default::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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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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* 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_Default::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (IsEmptyRect(this->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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this->UpdatePalette();
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER: {
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bool need_buf = _screen.dst_ptr == nullptr;
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if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
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blitter->PaletteAnimate(this->local_palette);
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if (need_buf) {
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this->ReleaseVideoPointer();
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_screen.dst_ptr = nullptr;
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}
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break;
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}
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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 = { this->dirty_rect.left, this->dirty_rect.top, this->dirty_rect.right - this->dirty_rect.left, this->dirty_rect.bottom - this->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(this->sdl_window, &r, 1);
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this->dirty_rect = {};
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}
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void VideoDriver_SDL_Default::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(*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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this->draw_signal->wait(*this->draw_mutex);
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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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this->draw_signal->wait(lock);
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}
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}
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bool VideoDriver_SDL_Default::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(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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/* 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) usererror("SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
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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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this->dirty_rect = {};
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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 = this->GetVideoPointer();
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this->MakePalette();
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return true;
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}
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void *VideoDriver_SDL_Default::GetVideoPointer()
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{
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return _sdl_surface->pixels;
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}
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40
src/video/sdl2_default_v.h
Normal file
40
src/video/sdl2_default_v.h
Normal file
@ -0,0 +1,40 @@
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/*
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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_default_v.h Default backend of the SDL2 video driver. */
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#ifndef VIDEO_SDL2_DEFAULT_H
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#define VIDEO_SDL2_DEFAULT_H
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#include "sdl2_v.h"
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/** The SDL video driver using default SDL backend. */
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class VideoDriver_SDL_Default : public VideoDriver_SDL_Base {
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public:
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const char *GetName() const override { return "sdl"; }
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protected:
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bool AllocateBackingStore(int w, int h, bool force = false) override;
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void *GetVideoPointer() override;
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void Paint() override;
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void PaintThread() override;
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void ReleaseVideoPointer() override {}
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private:
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void UpdatePalette();
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void MakePalette();
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};
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/** Factory for the SDL video driver. */
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class FVideoDriver_SDL_Default : public DriverFactoryBase {
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public:
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FVideoDriver_SDL_Default() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
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Driver *CreateInstance() const override { return new VideoDriver_SDL_Default(); }
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};
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#endif /* VIDEO_SDL2_DEFAULT_H */
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@ -50,12 +50,12 @@ static OGLProc GetOGLProcAddressCallback(const char *proc)
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bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
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{
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return this->VideoDriver_SDL::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
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return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
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}
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const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
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{
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const char *error = VideoDriver_SDL::Start(param);
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const char *error = VideoDriver_SDL_Base::Start(param);
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if (error != nullptr) return error;
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error = this->AllocateContext();
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@ -79,7 +79,7 @@ const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
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void VideoDriver_SDL_OpenGL::Stop()
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{
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this->DestroyContext();
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this->VideoDriver_SDL::Stop();
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this->VideoDriver_SDL_Base::Stop();
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}
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void VideoDriver_SDL_OpenGL::DestroyContext()
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@ -10,7 +10,7 @@
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#include "sdl2_v.h"
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/** The OpenGL video driver for windows. */
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class VideoDriver_SDL_OpenGL : public VideoDriver_SDL {
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class VideoDriver_SDL_OpenGL : public VideoDriver_SDL_Base {
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public:
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VideoDriver_SDL_OpenGL() : gl_context(nullptr), anim_buffer(nullptr) {}
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@ -36,6 +36,8 @@ protected:
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void Paint() override;
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bool CreateMainWindow(uint w, uint h, uint flags) override;
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void PaintThread() override {}
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private:
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void *gl_context; ///< OpenGL context.
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uint8 *anim_buffer; ///< Animation buffer from OpenGL back-end.
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@ -32,77 +32,18 @@
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#include "../safeguards.h"
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static FVideoDriver_SDL iFVideoDriver_SDL;
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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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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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void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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void VideoDriver_SDL_Base::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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this->dirty_rect = BoundingRect(this->dirty_rect, r);
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}
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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 != 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, 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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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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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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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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* 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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void VideoDriver_SDL_Base::CheckPaletteAnim()
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{
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if (_cur_palette.count_dirty == 0) return;
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@ -110,67 +51,7 @@ void VideoDriver_SDL::CheckPaletteAnim()
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this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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void VideoDriver_SDL::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (IsEmptyRect(this->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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this->UpdatePalette();
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER: {
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bool need_buf = _screen.dst_ptr == nullptr;
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if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
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blitter->PaletteAnimate(this->local_palette);
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if (need_buf) {
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this->ReleaseVideoPointer();
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_screen.dst_ptr = nullptr;
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}
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break;
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}
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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 = { this->dirty_rect.left, this->dirty_rect.top, this->dirty_rect.right - this->dirty_rect.left, this->dirty_rect.bottom - this->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(this->sdl_window, &r, 1);
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this->dirty_rect = {};
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}
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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(*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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this->draw_signal->wait(*this->draw_mutex);
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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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this->draw_signal->wait(lock);
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}
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}
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/* static */ void VideoDriver_SDL::PaintThreadThunk(VideoDriver_SDL *drv)
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/* static */ void VideoDriver_SDL_Base::PaintThreadThunk(VideoDriver_SDL_Base *drv)
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{
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drv->PaintThread();
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}
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@ -253,7 +134,7 @@ static uint FindStartupDisplay(uint startup_display)
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return 0;
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}
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void VideoDriver_SDL::ClientSizeChanged(int w, int h, bool force)
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void VideoDriver_SDL_Base::ClientSizeChanged(int w, int h, bool force)
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{
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/* Allocate backing store of the new size. */
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if (this->AllocateBackingStore(w, h, force)) {
|
||||
@ -268,7 +149,7 @@ void VideoDriver_SDL::ClientSizeChanged(int w, int h, bool force)
|
||||
}
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::CreateMainWindow(uint w, uint h, uint flags)
|
||||
bool VideoDriver_SDL_Base::CreateMainWindow(uint w, uint h, uint flags)
|
||||
{
|
||||
if (this->sdl_window != nullptr) return true;
|
||||
|
||||
@ -315,7 +196,7 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h, uint flags)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
|
||||
bool VideoDriver_SDL_Base::CreateMainSurface(uint w, uint h, bool resize)
|
||||
{
|
||||
GetAvailableVideoMode(&w, &h);
|
||||
DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h);
|
||||
@ -332,53 +213,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
|
||||
{
|
||||
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
|
||||
|
||||
_sdl_real_surface = SDL_GetWindowSurface(this->sdl_window);
|
||||
if (_sdl_real_surface == nullptr) usererror("SDL2: Couldn't get window surface: %s", SDL_GetError());
|
||||
|
||||
if (!force && w == _sdl_real_surface->w && h == _sdl_real_surface->h) return false;
|
||||
|
||||
/* Free any previously allocated rgb surface. */
|
||||
if (_sdl_rgb_surface != nullptr) {
|
||||
SDL_FreeSurface(_sdl_rgb_surface);
|
||||
_sdl_rgb_surface = nullptr;
|
||||
}
|
||||
|
||||
if (bpp == 8) {
|
||||
_sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
|
||||
if (_sdl_rgb_surface == nullptr) usererror("SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
|
||||
|
||||
_sdl_surface = _sdl_rgb_surface;
|
||||
} else {
|
||||
_sdl_surface = _sdl_real_surface;
|
||||
}
|
||||
|
||||
/* X11 doesn't appreciate it if we invalidate areas outside the window
|
||||
* if shared memory is enabled (read: it crashes). So, as we might have
|
||||
* gotten smaller, reset our dirty rects. GameSizeChanged() a bit lower
|
||||
* will mark the whole screen dirty again anyway, but this time with the
|
||||
* new dimensions. */
|
||||
this->dirty_rect = {};
|
||||
|
||||
_screen.width = _sdl_surface->w;
|
||||
_screen.height = _sdl_surface->h;
|
||||
_screen.pitch = _sdl_surface->pitch / (bpp / 8);
|
||||
_screen.dst_ptr = this->GetVideoPointer();
|
||||
|
||||
this->MakePalette();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void *VideoDriver_SDL::GetVideoPointer()
|
||||
{
|
||||
return _sdl_surface->pixels;
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::ClaimMousePointer()
|
||||
bool VideoDriver_SDL_Base::ClaimMousePointer()
|
||||
{
|
||||
SDL_ShowCursor(0);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@ -390,7 +225,7 @@ bool VideoDriver_SDL::ClaimMousePointer()
|
||||
/**
|
||||
* This is called to indicate that an edit box has gained focus, text input mode should be enabled.
|
||||
*/
|
||||
void VideoDriver_SDL::EditBoxGainedFocus()
|
||||
void VideoDriver_SDL_Base::EditBoxGainedFocus()
|
||||
{
|
||||
if (!this->edit_box_focused) {
|
||||
SDL_StartTextInput();
|
||||
@ -401,7 +236,7 @@ void VideoDriver_SDL::EditBoxGainedFocus()
|
||||
/**
|
||||
* This is called to indicate that an edit box has lost focus, text input mode should be disabled.
|
||||
*/
|
||||
void VideoDriver_SDL::EditBoxLostFocus()
|
||||
void VideoDriver_SDL_Base::EditBoxLostFocus()
|
||||
{
|
||||
if (this->edit_box_focused) {
|
||||
SDL_StopTextInput();
|
||||
@ -535,7 +370,7 @@ static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
|
||||
return key;
|
||||
}
|
||||
|
||||
int VideoDriver_SDL::PollEvent()
|
||||
int VideoDriver_SDL_Base::PollEvent()
|
||||
{
|
||||
SDL_Event ev;
|
||||
|
||||
@ -699,7 +534,7 @@ static const char *InitializeSDL()
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const char *VideoDriver_SDL::Initialize()
|
||||
const char *VideoDriver_SDL_Base::Initialize()
|
||||
{
|
||||
this->UpdateAutoResolution();
|
||||
|
||||
@ -712,7 +547,7 @@ const char *VideoDriver_SDL::Initialize()
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const char *VideoDriver_SDL::Start(const StringList &parm)
|
||||
const char *VideoDriver_SDL_Base::Start(const StringList &parm)
|
||||
{
|
||||
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
|
||||
|
||||
@ -749,7 +584,7 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::Stop()
|
||||
void VideoDriver_SDL_Base::Stop()
|
||||
{
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
||||
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
|
||||
@ -757,7 +592,7 @@ void VideoDriver_SDL::Stop()
|
||||
}
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::InputLoop()
|
||||
void VideoDriver_SDL_Base::InputLoop()
|
||||
{
|
||||
uint32 mod = SDL_GetModState();
|
||||
const Uint8 *keys = SDL_GetKeyboardState(NULL);
|
||||
@ -790,7 +625,7 @@ void VideoDriver_SDL::InputLoop()
|
||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::LoopOnce()
|
||||
void VideoDriver_SDL_Base::LoopOnce()
|
||||
{
|
||||
InteractiveRandom(); // randomness
|
||||
|
||||
@ -824,7 +659,7 @@ void VideoDriver_SDL::LoopOnce()
|
||||
#endif
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::MainLoop()
|
||||
void VideoDriver_SDL_Base::MainLoop()
|
||||
{
|
||||
if (this->draw_threaded) {
|
||||
/* Initialise the mutex first, because that's the thing we *need*
|
||||
@ -837,7 +672,7 @@ void VideoDriver_SDL::MainLoop()
|
||||
this->draw_signal = new std::condition_variable_any();
|
||||
this->draw_continue = true;
|
||||
|
||||
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL::PaintThreadThunk, this);
|
||||
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL_Base::PaintThreadThunk, this);
|
||||
|
||||
/* Free the mutex if we won't be able to use it. */
|
||||
if (!this->draw_threaded) {
|
||||
@ -868,7 +703,7 @@ void VideoDriver_SDL::MainLoop()
|
||||
#endif
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::MainLoopCleanup()
|
||||
void VideoDriver_SDL_Base::MainLoopCleanup()
|
||||
{
|
||||
if (this->draw_mutex != nullptr) {
|
||||
this->draw_continue = false;
|
||||
@ -896,7 +731,7 @@ void VideoDriver_SDL::MainLoopCleanup()
|
||||
#endif
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::ChangeResolution(int w, int h)
|
||||
bool VideoDriver_SDL_Base::ChangeResolution(int w, int h)
|
||||
{
|
||||
std::unique_lock<std::recursive_mutex> lock;
|
||||
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
|
||||
@ -904,7 +739,7 @@ bool VideoDriver_SDL::ChangeResolution(int w, int h)
|
||||
return CreateMainSurface(w, h, true);
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
|
||||
bool VideoDriver_SDL_Base::ToggleFullscreen(bool fullscreen)
|
||||
{
|
||||
std::unique_lock<std::recursive_mutex> lock;
|
||||
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
|
||||
@ -937,7 +772,7 @@ bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
|
||||
return ret == 0;
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::AfterBlitterChange()
|
||||
bool VideoDriver_SDL_Base::AfterBlitterChange()
|
||||
{
|
||||
assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
|
||||
int w, h;
|
||||
@ -945,17 +780,17 @@ bool VideoDriver_SDL::AfterBlitterChange()
|
||||
return CreateMainSurface(w, h, false);
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::AcquireBlitterLock()
|
||||
void VideoDriver_SDL_Base::AcquireBlitterLock()
|
||||
{
|
||||
if (this->draw_mutex != nullptr) this->draw_mutex->lock();
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::ReleaseBlitterLock()
|
||||
void VideoDriver_SDL_Base::ReleaseBlitterLock()
|
||||
{
|
||||
if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
|
||||
}
|
||||
|
||||
Dimension VideoDriver_SDL::GetScreenSize() const
|
||||
Dimension VideoDriver_SDL_Base::GetScreenSize() const
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize();
|
||||
@ -963,7 +798,7 @@ Dimension VideoDriver_SDL::GetScreenSize() const
|
||||
return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
|
||||
}
|
||||
|
||||
bool VideoDriver_SDL::LockVideoBuffer()
|
||||
bool VideoDriver_SDL_Base::LockVideoBuffer()
|
||||
{
|
||||
if (this->buffer_locked) return false;
|
||||
this->buffer_locked = true;
|
||||
@ -976,7 +811,7 @@ bool VideoDriver_SDL::LockVideoBuffer()
|
||||
return true;
|
||||
}
|
||||
|
||||
void VideoDriver_SDL::UnlockVideoBuffer()
|
||||
void VideoDriver_SDL_Base::UnlockVideoBuffer()
|
||||
{
|
||||
if (_screen.dst_ptr != nullptr) {
|
||||
/* Hand video buffer back to the drawing backend. */
|
||||
|
@ -15,9 +15,9 @@
|
||||
#include "video_driver.hpp"
|
||||
|
||||
/** The SDL video driver. */
|
||||
class VideoDriver_SDL : public VideoDriver {
|
||||
class VideoDriver_SDL_Base : public VideoDriver {
|
||||
public:
|
||||
VideoDriver_SDL() : sdl_window(nullptr) {}
|
||||
VideoDriver_SDL_Base() : sdl_window(nullptr) {}
|
||||
|
||||
const char *Start(const StringList ¶m) override;
|
||||
|
||||
@ -59,19 +59,17 @@ protected:
|
||||
void InputLoop() override;
|
||||
bool LockVideoBuffer() override;
|
||||
void UnlockVideoBuffer() override;
|
||||
void Paint() override;
|
||||
void PaintThread() override;
|
||||
void CheckPaletteAnim() override;
|
||||
|
||||
/** Indicate to the driver the client-side might have changed. */
|
||||
void ClientSizeChanged(int w, int h, bool force);
|
||||
|
||||
/** (Re-)create the backing store. */
|
||||
virtual bool AllocateBackingStore(int w, int h, bool force = false);
|
||||
virtual bool AllocateBackingStore(int w, int h, bool force = false) = 0;
|
||||
/** Get a pointer to the video buffer. */
|
||||
virtual void *GetVideoPointer();
|
||||
virtual void *GetVideoPointer() = 0;
|
||||
/** Hand video buffer back to the painting backend. */
|
||||
virtual void ReleaseVideoPointer() {}
|
||||
virtual void ReleaseVideoPointer() = 0;
|
||||
/** Create the main window. */
|
||||
virtual bool CreateMainWindow(uint w, uint h, uint flags = 0);
|
||||
|
||||
@ -81,13 +79,10 @@ private:
|
||||
void MainLoopCleanup();
|
||||
bool CreateMainSurface(uint w, uint h, bool resize);
|
||||
const char *Initialize();
|
||||
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. */
|
||||
static void EmscriptenLoop(void *self) { ((VideoDriver_SDL *)self)->LoopOnce(); }
|
||||
static void EmscriptenLoop(void *self) { ((VideoDriver_SDL_Base *)self)->LoopOnce(); }
|
||||
#endif
|
||||
|
||||
/**
|
||||
@ -99,14 +94,7 @@ private:
|
||||
std::thread draw_thread;
|
||||
std::unique_lock<std::recursive_mutex> draw_lock;
|
||||
|
||||
static void PaintThreadThunk(VideoDriver_SDL *drv);
|
||||
};
|
||||
|
||||
/** Factory for the SDL video driver. */
|
||||
class FVideoDriver_SDL : public DriverFactoryBase {
|
||||
public:
|
||||
FVideoDriver_SDL() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
|
||||
Driver *CreateInstance() const override { return new VideoDriver_SDL(); }
|
||||
static void PaintThreadThunk(VideoDriver_SDL_Base *drv);
|
||||
};
|
||||
|
||||
#endif /* VIDEO_SDL_H */
|
||||
|
Loading…
Reference in New Issue
Block a user