# sdl_v.cpp

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    00001 /* $Id$ */
    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 "../rev.h"
    00019 #include "../blitter/factory.hpp"
    00020 #include "../network/network.h"
    00021 #include "../thread/thread.h"
    00022 #include "../genworld.h"
    00023 #include "../core/random_func.hpp"
    00024 #include "../core/math_func.hpp"
    00025 #include "sdl_v.h"
    00026 #include <SDL.h>
    00027
    00028 static FVideoDriver_SDL iFVideoDriver_SDL;
    00029
    00030 static SDL_Surface *_sdl_screen;
    00031 static bool _all_modes;
    00032
    00034 static bool _draw_threaded;
    00036 static ThreadObject *_draw_thread = NULL;
    00038 static ThreadMutex *_draw_mutex = NULL;
    00040 static volatile bool _draw_continue;
    00041
    00042 #define MAX_DIRTY_RECTS 100
    00043 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
    00044 static int _num_dirty_rects;
    00045
    00046 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
    00047 {
    00048   if (_num_dirty_rects < MAX_DIRTY_RECTS) {
    00049     _dirty_rects[_num_dirty_rects].x = left;
    00050     _dirty_rects[_num_dirty_rects].y = top;
    00051     _dirty_rects[_num_dirty_rects].w = width;
    00052     _dirty_rects[_num_dirty_rects].h = height;
    00053   }
    00054   _num_dirty_rects++;
    00055 }
    00056
    00057 static void UpdatePalette(uint start, uint count)
    00058 {
    00059   SDL_Color pal[256];
    00060
    00061   for (uint i = 0; i != count; i++) {
    00062     pal[i].r = _cur_palette[start + i].r;
    00063     pal[i].g = _cur_palette[start + i].g;
    00064     pal[i].b = _cur_palette[start + i].b;
    00065     pal[i].unused = 0;
    00066   }
    00067
    00068   SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
    00069 }
    00070
    00071 static void InitPalette()
    00072 {
    00073   UpdatePalette(0, 256);
    00074 }
    00075
    00076 static void CheckPaletteAnim()
    00077 {
    00078   if (_pal_count_dirty != 0) {
    00079     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
    00080
    00081     switch (blitter->UsePaletteAnimation()) {
    00082       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
    00083         UpdatePalette(_pal_first_dirty, _pal_count_dirty);
    00084         break;
    00085
    00086       case Blitter::PALETTE_ANIMATION_BLITTER:
    00087         blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
    00088         break;
    00089
    00090       case Blitter::PALETTE_ANIMATION_NONE:
    00091         break;
    00092
    00093       default:
    00094         NOT_REACHED();
    00095     }
    00096     _pal_count_dirty = 0;
    00097   }
    00098 }
    00099
    00100 static void DrawSurfaceToScreen()
    00101 {
    00102   int n = _num_dirty_rects;
    00103   if (n == 0) return;
    00104
    00105   _num_dirty_rects = 0;
    00106   if (n > MAX_DIRTY_RECTS) {
    00107     SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
    00108   } else {
    00109     SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
    00110   }
    00111 }
    00112
    00113 static void DrawSurfaceToScreenThread(void *)
    00114 {
    00115   /* First tell the main thread we're started */
    00116   _draw_mutex->BeginCritical();
    00117   _draw_mutex->SendSignal();
    00118
    00119   /* Now wait for the first thing to draw! */
    00120   _draw_mutex->WaitForSignal();
    00121
    00122   while (_draw_continue) {
    00123     /* Then just draw and wait till we stop */
    00124     DrawSurfaceToScreen();
    00125     _draw_mutex->WaitForSignal();
    00126   }
    00127
    00128   _draw_mutex->EndCritical();
    00129   _draw_thread->Exit();
    00130 }
    00131
    00132 static const Dimension _default_resolutions[] = {
    00133   { 640,  480},
    00134   { 800,  600},
    00135   {1024,  768},
    00136   {1152,  864},
    00137   {1280,  800},
    00138   {1280,  960},
    00139   {1280, 1024},
    00140   {1400, 1050},
    00141   {1600, 1200},
    00142   {1680, 1050},
    00143   {1920, 1200}
    00144 };
    00145
    00146 static void GetVideoModes()
    00147 {
    00148   SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
    00149   if (modes == NULL) usererror("sdl: no modes available");
    00150
    00151   _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
    00152   if (modes == (void*)-1) {
    00153     int n = 0;
    00154     for (uint i = 0; i < lengthof(_default_resolutions); i++) {
    00155       if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
    00156         _resolutions[n] = _default_resolutions[i];
    00157         if (++n == lengthof(_resolutions)) break;
    00158       }
    00159     }
    00160     _num_resolutions = n;
    00161   } else {
    00162     int n = 0;
    00163     for (int i = 0; modes[i]; i++) {
    00164       uint w = modes[i]->w;
    00165       uint h = modes[i]->h;
    00166       int j;
    00167       for (j = 0; j < n; j++) {
    00168         if (_resolutions[j].width == w && _resolutions[j].height == h) break;
    00169       }
    00170
    00171       if (j == n) {
    00172         _resolutions[j].width  = w;
    00173         _resolutions[j].height = h;
    00174         if (++n == lengthof(_resolutions)) break;
    00175       }
    00176     }
    00177     _num_resolutions = n;
    00178     SortResolutions(_num_resolutions);
    00179   }
    00180 }
    00181
    00182 static void GetAvailableVideoMode(uint *w, uint *h)
    00183 {
    00184   /* All modes available? */
    00185   if (_all_modes || _num_resolutions == 0) return;
    00186
    00187   /* Is the wanted mode among the available modes? */
    00188   for (int i = 0; i != _num_resolutions; i++) {
    00189     if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
    00190   }
    00191
    00192   /* Use the closest possible resolution */
    00193   int best = 0;
    00194   uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
    00195   for (int i = 1; i != _num_resolutions; ++i) {
    00196     uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
    00197     if (newdelta < delta) {
    00198       best = i;
    00199       delta = newdelta;
    00200     }
    00201   }
    00202   *w = _resolutions[best].width;
    00203   *h = _resolutions[best].height;
    00204 }
    00205
    00206 #ifndef ICON_DIR
    00207 #define ICON_DIR "media"
    00208 #endif
    00209
    00210 #ifdef WIN32
    00211 /* Let's redefine the LoadBMP macro with because we are dynamically
    00212  * loading SDL and need to 'SDL_CALL' all functions */
    00213 #undef SDL_LoadBMP
    00214 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
    00215 #endif
    00216
    00217 static bool CreateMainSurface(uint w, uint h)
    00218 {
    00219   SDL_Surface *newscreen, *icon;
    00220   char caption[50];
    00221   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
    00222
    00223   GetAvailableVideoMode(&w, &h);
    00224
    00225   DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
    00226
    00227   if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
    00228
    00229   /* Give the application an icon */
    00230   icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
    00231   if (icon != NULL) {
    00232     /* Get the colourkey, which will be magenta */
    00233     uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
    00234
    00235     SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
    00236     SDL_CALL SDL_WM_SetIcon(icon, NULL);
    00237     SDL_CALL SDL_FreeSurface(icon);
    00238   }
    00239
    00240   /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
    00241   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
    00242   if (newscreen == NULL) {
    00243     DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
    00244     return false;
    00245   }
    00246
    00247   /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
    00248   _num_dirty_rects = 0;
    00249
    00250   _screen.width = newscreen->w;
    00251   _screen.height = newscreen->h;
    00252   _screen.pitch = newscreen->pitch / (bpp / 8);
    00253   _screen.dst_ptr = newscreen->pixels;
    00254   _sdl_screen = newscreen;
    00255
    00256   BlitterFactoryBase::GetCurrentBlitter()->PostResize();
    00257
    00258   InitPalette();
    00259
    00260   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
    00261   SDL_CALL SDL_WM_SetCaption(caption, caption);
    00262   SDL_CALL SDL_ShowCursor(0);
    00263
    00264   GameSizeChanged();
    00265
    00266   return true;
    00267 }
    00268
    00269 struct VkMapping {
    00270   uint16 vk_from;
    00271   byte vk_count;
    00272   byte map_to;
    00273 };
    00274
    00275 #define AS(x, z) {x, 0, z}
    00276 #define AM(x, y, z, w) {x, y - x, z}
    00277
    00278 static const VkMapping _vk_mapping[] = {
    00279   /* Pageup stuff + up/down */
    00280   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
    00281   AS(SDLK_UP,     WKC_UP),
    00282   AS(SDLK_DOWN,   WKC_DOWN),
    00283   AS(SDLK_LEFT,   WKC_LEFT),
    00284   AS(SDLK_RIGHT,  WKC_RIGHT),
    00285
    00286   AS(SDLK_HOME,   WKC_HOME),
    00287   AS(SDLK_END,    WKC_END),
    00288
    00289   AS(SDLK_INSERT, WKC_INSERT),
    00290   AS(SDLK_DELETE, WKC_DELETE),
    00291
    00292   /* Map letters & digits */
    00293   AM(SDLK_a, SDLK_z, 'A', 'Z'),
    00294   AM(SDLK_0, SDLK_9, '0', '9'),
    00295
    00296   AS(SDLK_ESCAPE,    WKC_ESC),
    00297   AS(SDLK_PAUSE,     WKC_PAUSE),
    00298   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
    00299
    00300   AS(SDLK_SPACE,     WKC_SPACE),
    00301   AS(SDLK_RETURN,    WKC_RETURN),
    00302   AS(SDLK_TAB,       WKC_TAB),
    00303
    00304   /* Function keys */
    00305   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
    00306
    00307   /* Numeric part. */
    00308   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
    00309   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
    00310   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
    00311   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
    00312   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
    00313   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
    00314   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
    00315
    00316   /* Other non-letter keys */
    00317   AS(SDLK_SLASH,        WKC_SLASH),
    00318   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
    00319   AS(SDLK_EQUALS,       WKC_EQUALS),
    00320   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
    00321   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
    00322   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
    00323
    00324   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
    00325   AS(SDLK_COMMA,   WKC_COMMA),
    00326   AS(SDLK_MINUS,   WKC_MINUS),
    00327   AS(SDLK_PERIOD,  WKC_PERIOD)
    00328 };
    00329
    00330 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
    00331 {
    00332   const VkMapping *map;
    00333   uint key = 0;
    00334
    00335   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
    00336     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
    00337       key = sym->sym - map->vk_from + map->map_to;
    00338       break;
    00339     }
    00340   }
    00341
    00342   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
    00343 #if defined(WIN32) || defined(__OS2__)
    00344   if (sym->scancode == 41) key = WKC_BACKQUOTE;
    00345 #elif defined(__APPLE__)
    00346   if (sym->scancode == 10) key = WKC_BACKQUOTE;
    00347 #elif defined(__MORPHOS__)
    00348   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
    00349 #elif defined(__BEOS__)
    00350   if (sym->scancode == 17) key = WKC_BACKQUOTE;
    00351 #elif defined(__SVR4) && defined(__sun)
    00352   if (sym->scancode == 60) key = WKC_BACKQUOTE;
    00353   if (sym->scancode == 49) key = WKC_BACKSPACE;
    00354 #elif defined(__sgi__)
    00355   if (sym->scancode == 22) key = WKC_BACKQUOTE;
    00356 #else
    00357   if (sym->scancode == 49) key = WKC_BACKQUOTE;
    00358 #endif
    00359
    00360   /* META are the command keys on mac */
    00361   if (sym->mod & KMOD_META)  key |= WKC_META;
    00362   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
    00363   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
    00364   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
    00365
    00366   return (key << 16) + sym->unicode;
    00367 }
    00368
    00369 static int PollEvent()
    00370 {
    00371   SDL_Event ev;
    00372
    00373   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
    00374
    00375   switch (ev.type) {
    00376     case SDL_MOUSEMOTION:
    00377       if (_cursor.fix_at) {
    00378         int dx = ev.motion.x - _cursor.pos.x;
    00379         int dy = ev.motion.y - _cursor.pos.y;
    00380         if (dx != 0 || dy != 0) {
    00381           _cursor.delta.x = dx;
    00382           _cursor.delta.y = dy;
    00383           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
    00384         }
    00385       } else {
    00386         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
    00387         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
    00388         _cursor.pos.x = ev.motion.x;
    00389         _cursor.pos.y = ev.motion.y;
    00390         _cursor.dirty = true;
    00391       }
    00392       HandleMouseEvents();
    00393       break;
    00394
    00395     case SDL_MOUSEBUTTONDOWN:
    00396       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
    00397         ev.button.button = SDL_BUTTON_RIGHT;
    00398       }
    00399
    00400       switch (ev.button.button) {
    00401         case SDL_BUTTON_LEFT:
    00402           _left_button_down = true;
    00403           break;
    00404
    00405         case SDL_BUTTON_RIGHT:
    00406           _right_button_down = true;
    00407           _right_button_clicked = true;
    00408           break;
    00409
    00410         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
    00411         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
    00412
    00413         default: break;
    00414       }
    00415       HandleMouseEvents();
    00416       break;
    00417
    00418     case SDL_MOUSEBUTTONUP:
    00419       if (_rightclick_emulate) {
    00420         _right_button_down = false;
    00421         _left_button_down = false;
    00422         _left_button_clicked = false;
    00423       } else if (ev.button.button == SDL_BUTTON_LEFT) {
    00424         _left_button_down = false;
    00425         _left_button_clicked = false;
    00426       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
    00427         _right_button_down = false;
    00428       }
    00429       HandleMouseEvents();
    00430       break;
    00431
    00432     case SDL_ACTIVEEVENT:
    00433       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
    00434
    00435       if (ev.active.gain) { // mouse entered the window, enable cursor
    00436         _cursor.in_window = true;
    00437       } else {
    00438         UndrawMouseCursor(); // mouse left the window, undraw cursor
    00439         _cursor.in_window = false;
    00440       }
    00441       break;
    00442
    00443     case SDL_QUIT:
    00444       HandleExitGameRequest();
    00445       break;
    00446
    00447     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
    00448       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
    00449           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
    00450         ToggleFullScreen(!_fullscreen);
    00451       } else {
    00452         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
    00453       }
    00454       break;
    00455
    00456     case SDL_VIDEORESIZE: {
    00457       int w = max(ev.resize.w, 64);
    00458       int h = max(ev.resize.h, 64);
    00459       CreateMainSurface(w, h);
    00460       break;
    00461     }
    00462   }
    00463   return -1;
    00464 }
    00465
    00466 const char *VideoDriver_SDL::Start(const char * const *parm)
    00467 {
    00468   char buf[30];
    00469
    00470   const char *s = SdlOpen(SDL_INIT_VIDEO);
    00471   if (s != NULL) return s;
    00472
    00473   GetVideoModes();
    00474   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00475     return SDL_CALL SDL_GetError();
    00476   }
    00477
    00478   SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
    00479   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
    00480
    00481   MarkWholeScreenDirty();
    00482
    00483   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
    00484   SDL_CALL SDL_EnableUNICODE(1);
    00485
    00486   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
    00487
    00488   return NULL;
    00489 }
    00490
    00491 void VideoDriver_SDL::Stop()
    00492 {
    00493   SdlClose(SDL_INIT_VIDEO);
    00494 }
    00495
    00496 void VideoDriver_SDL::MainLoop()
    00497 {
    00498   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
    00499   uint32 last_cur_ticks = cur_ticks;
    00500   uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00501   uint32 pal_tick = 0;
    00502   uint32 mod;
    00503   int numkeys;
    00504   Uint8 *keys;
    00505
    00506   if (_draw_threaded) {
    00507     /* Initialise the mutex first, because that's the thing we *need*
    00508      * directly in the newly created thread. */
    00509     _draw_mutex = ThreadMutex::New();
    00510     if (_draw_mutex == NULL) {
    00511       _draw_threaded = false;
    00512     } else {
    00513       _draw_mutex->BeginCritical();
    00514       _draw_continue = true;
    00515
    00516       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
    00517
    00518       /* Free the mutex if we won't be able to use it. */
    00519       if (!_draw_threaded) {
    00520         _draw_mutex->EndCritical();
    00521         delete _draw_mutex;
    00522       } else {
    00523         /* Wait till the draw mutex has started itself. */
    00524         _draw_mutex->WaitForSignal();
    00525       }
    00526     }
    00527   }
    00528
    00529   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
    00530
    00531   for (;;) {
    00532     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
    00533     InteractiveRandom(); // randomness
    00534
    00535     while (PollEvent() == -1) {}
    00536     if (_exit_game) break;
    00537
    00538     mod = SDL_CALL SDL_GetModState();
    00539     keys = SDL_CALL SDL_GetKeyState(&numkeys);
    00540 #if defined(_DEBUG)
    00541     if (_shift_pressed)
    00542 #else
    00543     /* Speedup when pressing tab, except when using ALT+TAB
    00544      * to switch to another application */
    00545     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
    00546 #endif
    00547     {
    00548       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
    00549     } else if (_fast_forward & 2) {
    00550       _fast_forward = 0;
    00551     }
    00552
    00553     cur_ticks = SDL_CALL SDL_GetTicks();
    00554     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
    00555       _realtime_tick += cur_ticks - last_cur_ticks;
    00556       last_cur_ticks = cur_ticks;
    00557       next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00558
    00559       bool old_ctrl_pressed = _ctrl_pressed;
    00560
    00561       _ctrl_pressed  = !!(mod & KMOD_CTRL);
    00562       _shift_pressed = !!(mod & KMOD_SHIFT);
    00563
    00564       /* determine which directional keys are down */
    00565       _dirkeys =
    00566         (keys[SDLK_LEFT]  ? 1 : 0) |
    00567         (keys[SDLK_UP]    ? 2 : 0) |
    00568         (keys[SDLK_RIGHT] ? 4 : 0) |
    00569         (keys[SDLK_DOWN]  ? 8 : 0);
    00570
    00571       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
    00572
    00573       /* The gameloop is the part that can run asynchroniously. The rest
    00574        * except sleeping can't. */
    00575       if (_draw_threaded) _draw_mutex->EndCritical();
    00576
    00577       GameLoop();
    00578
    00579       if (_draw_threaded) _draw_mutex->BeginCritical();
    00580
    00581       UpdateWindows();
    00582       if (++pal_tick > 4) {
    00583         CheckPaletteAnim();
    00584         pal_tick = 1;
    00585       }
    00586     } else {
    00587       /* Release the thread while sleeping */
    00588       if (_draw_threaded) _draw_mutex->EndCritical();
    00589       CSleep(1);
    00590       if (_draw_threaded) _draw_mutex->BeginCritical();
    00591
    00592       NetworkDrawChatMessage();
    00593       DrawMouseCursor();
    00594     }
    00595
    00596     /* End of the critical part. */
    00597     if (_draw_threaded && !IsGeneratingWorld()) {
    00598       _draw_mutex->SendSignal();
    00599     } else {
    00600       /* Oh, we didn't have threads, then just draw unthreaded */
    00601       DrawSurfaceToScreen();
    00602     }
    00603   }
    00604
    00605   if (_draw_threaded) {
    00606     _draw_continue = false;
    00607     /* Sending signal if there is no thread blocked
    00608      * is very valid and results in noop */
    00609     _draw_mutex->SendSignal();
    00610     _draw_mutex->EndCritical();
    00611     _draw_thread->Join();
    00612
    00613     delete _draw_mutex;
    00614     delete _draw_thread;
    00615   }
    00616 }
    00617
    00618 bool VideoDriver_SDL::ChangeResolution(int w, int h)
    00619 {
    00620   if (_draw_threaded) _draw_mutex->BeginCritical();
    00621   bool ret = CreateMainSurface(w, h);
    00622   if (_draw_threaded) _draw_mutex->EndCritical();
    00623   return ret;
    00624 }
    00625
    00626 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
    00627 {
    00628   _fullscreen = fullscreen;
    00629   GetVideoModes(); // get the list of available video modes
    00630   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00631     /* switching resolution failed, put back full_screen to original status */
    00632     _fullscreen ^= true;
    00633     return false;
    00634   }
    00635   return true;
    00636 }
    00637
    00638 #endif /* WITH_SDL */