# sdl_v.cpp

Go to the documentation of this file.

    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 "../progress.h"
    00023 #include "../core/random_func.hpp"
    00024 #include "../core/math_func.hpp"
    00025 #include "../fileio_func.h"
    00026 #include "sdl_v.h"
    00027 #include <SDL.h>
    00028
    00029 static FVideoDriver_SDL iFVideoDriver_SDL;
    00030
    00031 static SDL_Surface *_sdl_screen;
    00032 static bool _all_modes;
    00033
    00035 static bool _draw_threaded;
    00037 static ThreadObject *_draw_thread = NULL;
    00039 static ThreadMutex *_draw_mutex = NULL;
    00041 static volatile bool _draw_continue;
    00042 static Palette _local_palette;
    00043
    00044 #define MAX_DIRTY_RECTS 100
    00045 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
    00046 static int _num_dirty_rects;
    00047
    00048 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
    00049 {
    00050   if (_num_dirty_rects < MAX_DIRTY_RECTS) {
    00051     _dirty_rects[_num_dirty_rects].x = left;
    00052     _dirty_rects[_num_dirty_rects].y = top;
    00053     _dirty_rects[_num_dirty_rects].w = width;
    00054     _dirty_rects[_num_dirty_rects].h = height;
    00055   }
    00056   _num_dirty_rects++;
    00057 }
    00058
    00059 static void UpdatePalette()
    00060 {
    00061   SDL_Color pal[256];
    00062
    00063   for (int i = 0; i != _local_palette.count_dirty; i++) {
    00064     pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
    00065     pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
    00066     pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
    00067     pal[i].unused = 0;
    00068   }
    00069
    00070   SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
    00071 }
    00072
    00073 static void InitPalette()
    00074 {
    00075   _local_palette = _cur_palette;
    00076   _local_palette.first_dirty = 0;
    00077   _local_palette.count_dirty = 256;
    00078   UpdatePalette();
    00079 }
    00080
    00081 static void CheckPaletteAnim()
    00082 {
    00083   if (_cur_palette.count_dirty != 0) {
    00084     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
    00085
    00086     switch (blitter->UsePaletteAnimation()) {
    00087       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
    00088         UpdatePalette();
    00089         break;
    00090
    00091       case Blitter::PALETTE_ANIMATION_BLITTER:
    00092         blitter->PaletteAnimate(_local_palette);
    00093         break;
    00094
    00095       case Blitter::PALETTE_ANIMATION_NONE:
    00096         break;
    00097
    00098       default:
    00099         NOT_REACHED();
    00100     }
    00101     _cur_palette.count_dirty = 0;
    00102   }
    00103 }
    00104
    00105 static void DrawSurfaceToScreen()
    00106 {
    00107   int n = _num_dirty_rects;
    00108   if (n == 0) return;
    00109
    00110   _num_dirty_rects = 0;
    00111   if (n > MAX_DIRTY_RECTS) {
    00112     SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
    00113   } else {
    00114     SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
    00115   }
    00116 }
    00117
    00118 static void DrawSurfaceToScreenThread(void *)
    00119 {
    00120   /* First tell the main thread we're started */
    00121   _draw_mutex->BeginCritical();
    00122   _draw_mutex->SendSignal();
    00123
    00124   /* Now wait for the first thing to draw! */
    00125   _draw_mutex->WaitForSignal();
    00126
    00127   while (_draw_continue) {
    00128     CheckPaletteAnim();
    00129     /* Then just draw and wait till we stop */
    00130     DrawSurfaceToScreen();
    00131     _draw_mutex->WaitForSignal();
    00132   }
    00133
    00134   _draw_mutex->EndCritical();
    00135   _draw_thread->Exit();
    00136 }
    00137
    00138 static const Dimension _default_resolutions[] = {
    00139   { 640,  480},
    00140   { 800,  600},
    00141   {1024,  768},
    00142   {1152,  864},
    00143   {1280,  800},
    00144   {1280,  960},
    00145   {1280, 1024},
    00146   {1400, 1050},
    00147   {1600, 1200},
    00148   {1680, 1050},
    00149   {1920, 1200}
    00150 };
    00151
    00152 static void GetVideoModes()
    00153 {
    00154   SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
    00155   if (modes == NULL) usererror("sdl: no modes available");
    00156
    00157   _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
    00158   if (modes == (void*)-1) {
    00159     int n = 0;
    00160     for (uint i = 0; i < lengthof(_default_resolutions); i++) {
    00161       if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
    00162         _resolutions[n] = _default_resolutions[i];
    00163         if (++n == lengthof(_resolutions)) break;
    00164       }
    00165     }
    00166     _num_resolutions = n;
    00167   } else {
    00168     int n = 0;
    00169     for (int i = 0; modes[i]; i++) {
    00170       uint w = modes[i]->w;
    00171       uint h = modes[i]->h;
    00172       int j;
    00173       for (j = 0; j < n; j++) {
    00174         if (_resolutions[j].width == w && _resolutions[j].height == h) break;
    00175       }
    00176
    00177       if (j == n) {
    00178         _resolutions[j].width  = w;
    00179         _resolutions[j].height = h;
    00180         if (++n == lengthof(_resolutions)) break;
    00181       }
    00182     }
    00183     _num_resolutions = n;
    00184     SortResolutions(_num_resolutions);
    00185   }
    00186 }
    00187
    00188 static void GetAvailableVideoMode(uint *w, uint *h)
    00189 {
    00190   /* All modes available? */
    00191   if (_all_modes || _num_resolutions == 0) return;
    00192
    00193   /* Is the wanted mode among the available modes? */
    00194   for (int i = 0; i != _num_resolutions; i++) {
    00195     if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
    00196   }
    00197
    00198   /* Use the closest possible resolution */
    00199   int best = 0;
    00200   uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
    00201   for (int i = 1; i != _num_resolutions; ++i) {
    00202     uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
    00203     if (newdelta < delta) {
    00204       best = i;
    00205       delta = newdelta;
    00206     }
    00207   }
    00208   *w = _resolutions[best].width;
    00209   *h = _resolutions[best].height;
    00210 }
    00211
    00212 #ifdef WIN32
    00213 /* Let's redefine the LoadBMP macro with because we are dynamically
    00214  * loading SDL and need to 'SDL_CALL' all functions */
    00215 #undef SDL_LoadBMP
    00216 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
    00217 #endif
    00218
    00219 static bool CreateMainSurface(uint w, uint h)
    00220 {
    00221   SDL_Surface *newscreen, *icon;
    00222   char caption[50];
    00223   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
    00224
    00225   GetAvailableVideoMode(&w, &h);
    00226
    00227   DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
    00228
    00229   if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
    00230
    00231   char icon_path[MAX_PATH];
    00232   if (FioFindFullPath(icon_path, lengthof(icon_path), BASESET_DIR, "openttd.32.bmp") != NULL) {
    00233     /* Give the application an icon */
    00234     icon = SDL_CALL SDL_LoadBMP(icon_path);
    00235     if (icon != NULL) {
    00236       /* Get the colourkey, which will be magenta */
    00237       uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
    00238
    00239       SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
    00240       SDL_CALL SDL_WM_SetIcon(icon, NULL);
    00241       SDL_CALL SDL_FreeSurface(icon);
    00242     }
    00243   }
    00244
    00245   /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
    00246   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
    00247   if (newscreen == NULL) {
    00248     DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
    00249     return false;
    00250   }
    00251
    00252   /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
    00253   _num_dirty_rects = 0;
    00254
    00255   _screen.width = newscreen->w;
    00256   _screen.height = newscreen->h;
    00257   _screen.pitch = newscreen->pitch / (bpp / 8);
    00258   _screen.dst_ptr = newscreen->pixels;
    00259   _sdl_screen = newscreen;
    00260
    00261   Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
    00262   blitter->PostResize();
    00263
    00264   InitPalette();
    00265   switch (blitter->UsePaletteAnimation()) {
    00266     case Blitter::PALETTE_ANIMATION_NONE:
    00267     case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
    00268       UpdatePalette();
    00269       break;
    00270
    00271     case Blitter::PALETTE_ANIMATION_BLITTER:
    00272       if (_video_driver != NULL) blitter->PaletteAnimate(_local_palette);
    00273       break;
    00274
    00275     default:
    00276       NOT_REACHED();
    00277   }
    00278
    00279   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
    00280   SDL_CALL SDL_WM_SetCaption(caption, caption);
    00281
    00282   GameSizeChanged();
    00283
    00284   return true;
    00285 }
    00286
    00287 bool VideoDriver_SDL::ClaimMousePointer()
    00288 {
    00289   SDL_CALL SDL_ShowCursor(0);
    00290   return true;
    00291 }
    00292
    00293 struct VkMapping {
    00294 #if SDL_VERSION_ATLEAST(1, 3, 0)
    00295   SDL_Keycode vk_from;
    00296 #else
    00297   uint16 vk_from;
    00298 #endif
    00299   byte vk_count;
    00300   byte map_to;
    00301 };
    00302
    00303 #define AS(x, z) {x, 0, z}
    00304 #define AM(x, y, z, w) {x, (byte)(y - x), z}
    00305
    00306 static const VkMapping _vk_mapping[] = {
    00307   /* Pageup stuff + up/down */
    00308   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
    00309   AS(SDLK_UP,     WKC_UP),
    00310   AS(SDLK_DOWN,   WKC_DOWN),
    00311   AS(SDLK_LEFT,   WKC_LEFT),
    00312   AS(SDLK_RIGHT,  WKC_RIGHT),
    00313
    00314   AS(SDLK_HOME,   WKC_HOME),
    00315   AS(SDLK_END,    WKC_END),
    00316
    00317   AS(SDLK_INSERT, WKC_INSERT),
    00318   AS(SDLK_DELETE, WKC_DELETE),
    00319
    00320   /* Map letters & digits */
    00321   AM(SDLK_a, SDLK_z, 'A', 'Z'),
    00322   AM(SDLK_0, SDLK_9, '0', '9'),
    00323
    00324   AS(SDLK_ESCAPE,    WKC_ESC),
    00325   AS(SDLK_PAUSE,     WKC_PAUSE),
    00326   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
    00327
    00328   AS(SDLK_SPACE,     WKC_SPACE),
    00329   AS(SDLK_RETURN,    WKC_RETURN),
    00330   AS(SDLK_TAB,       WKC_TAB),
    00331
    00332   /* Function keys */
    00333   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
    00334
    00335   /* Numeric part. */
    00336   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
    00337   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
    00338   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
    00339   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
    00340   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
    00341   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
    00342   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
    00343
    00344   /* Other non-letter keys */
    00345   AS(SDLK_SLASH,        WKC_SLASH),
    00346   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
    00347   AS(SDLK_EQUALS,       WKC_EQUALS),
    00348   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
    00349   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
    00350   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
    00351
    00352   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
    00353   AS(SDLK_COMMA,   WKC_COMMA),
    00354   AS(SDLK_MINUS,   WKC_MINUS),
    00355   AS(SDLK_PERIOD,  WKC_PERIOD)
    00356 };
    00357
    00358 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
    00359 {
    00360   const VkMapping *map;
    00361   uint key = 0;
    00362
    00363   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
    00364     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
    00365       key = sym->sym - map->vk_from + map->map_to;
    00366       break;
    00367     }
    00368   }
    00369
    00370   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
    00371 #if defined(WIN32) || defined(__OS2__)
    00372   if (sym->scancode == 41) key = WKC_BACKQUOTE;
    00373 #elif defined(__APPLE__)
    00374   if (sym->scancode == 10) key = WKC_BACKQUOTE;
    00375 #elif defined(__MORPHOS__)
    00376   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
    00377 #elif defined(__BEOS__)
    00378   if (sym->scancode == 17) key = WKC_BACKQUOTE;
    00379 #elif defined(__SVR4) && defined(__sun)
    00380   if (sym->scancode == 60) key = WKC_BACKQUOTE;
    00381   if (sym->scancode == 49) key = WKC_BACKSPACE;
    00382 #elif defined(__sgi__)
    00383   if (sym->scancode == 22) key = WKC_BACKQUOTE;
    00384 #else
    00385   if (sym->scancode == 49) key = WKC_BACKQUOTE;
    00386 #endif
    00387
    00388   /* META are the command keys on mac */
    00389   if (sym->mod & KMOD_META)  key |= WKC_META;
    00390   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
    00391   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
    00392   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
    00393
    00394   return (key << 16) + sym->unicode;
    00395 }
    00396
    00397 static int PollEvent()
    00398 {
    00399   SDL_Event ev;
    00400
    00401   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
    00402
    00403   switch (ev.type) {
    00404     case SDL_MOUSEMOTION:
    00405       if (_cursor.fix_at) {
    00406         int dx = ev.motion.x - _cursor.pos.x;
    00407         int dy = ev.motion.y - _cursor.pos.y;
    00408         if (dx != 0 || dy != 0) {
    00409           _cursor.delta.x = dx;
    00410           _cursor.delta.y = dy;
    00411           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
    00412         }
    00413       } else {
    00414         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
    00415         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
    00416         _cursor.pos.x = ev.motion.x;
    00417         _cursor.pos.y = ev.motion.y;
    00418         _cursor.dirty = true;
    00419       }
    00420       HandleMouseEvents();
    00421       break;
    00422
    00423     case SDL_MOUSEBUTTONDOWN:
    00424       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
    00425         ev.button.button = SDL_BUTTON_RIGHT;
    00426       }
    00427
    00428       switch (ev.button.button) {
    00429         case SDL_BUTTON_LEFT:
    00430           _left_button_down = true;
    00431           break;
    00432
    00433         case SDL_BUTTON_RIGHT:
    00434           _right_button_down = true;
    00435           _right_button_clicked = true;
    00436           break;
    00437
    00438         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
    00439         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
    00440
    00441         default: break;
    00442       }
    00443       HandleMouseEvents();
    00444       break;
    00445
    00446     case SDL_MOUSEBUTTONUP:
    00447       if (_rightclick_emulate) {
    00448         _right_button_down = false;
    00449         _left_button_down = false;
    00450         _left_button_clicked = false;
    00451       } else if (ev.button.button == SDL_BUTTON_LEFT) {
    00452         _left_button_down = false;
    00453         _left_button_clicked = false;
    00454       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
    00455         _right_button_down = false;
    00456       }
    00457       HandleMouseEvents();
    00458       break;
    00459
    00460     case SDL_ACTIVEEVENT:
    00461       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
    00462
    00463       if (ev.active.gain) { // mouse entered the window, enable cursor
    00464         _cursor.in_window = true;
    00465       } else {
    00466         UndrawMouseCursor(); // mouse left the window, undraw cursor
    00467         _cursor.in_window = false;
    00468       }
    00469       break;
    00470
    00471     case SDL_QUIT:
    00472       HandleExitGameRequest();
    00473       break;
    00474
    00475     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
    00476       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
    00477           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
    00478         ToggleFullScreen(!_fullscreen);
    00479       } else {
    00480         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
    00481       }
    00482       break;
    00483
    00484     case SDL_VIDEORESIZE: {
    00485       int w = max(ev.resize.w, 64);
    00486       int h = max(ev.resize.h, 64);
    00487       CreateMainSurface(w, h);
    00488       break;
    00489     }
    00490     case SDL_VIDEOEXPOSE: {
    00491       /* Force a redraw of the entire screen. Note
    00492        * that SDL 1.2 seems to do this automatically
    00493        * in most cases, but 1.3 / 2.0 does not. */
    00494             _num_dirty_rects = MAX_DIRTY_RECTS + 1;
    00495       break;
    00496     }
    00497   }
    00498   return -1;
    00499 }
    00500
    00501 const char *VideoDriver_SDL::Start(const char * const *parm)
    00502 {
    00503   char buf[30];
    00504
    00505   const char *s = SdlOpen(SDL_INIT_VIDEO);
    00506   if (s != NULL) return s;
    00507
    00508   GetVideoModes();
    00509   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00510     return SDL_CALL SDL_GetError();
    00511   }
    00512
    00513   SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
    00514   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
    00515
    00516   MarkWholeScreenDirty();
    00517
    00518   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
    00519   SDL_CALL SDL_EnableUNICODE(1);
    00520
    00521   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
    00522
    00523   return NULL;
    00524 }
    00525
    00526 void VideoDriver_SDL::Stop()
    00527 {
    00528   SdlClose(SDL_INIT_VIDEO);
    00529 }
    00530
    00531 void VideoDriver_SDL::MainLoop()
    00532 {
    00533   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
    00534   uint32 last_cur_ticks = cur_ticks;
    00535   uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00536   uint32 mod;
    00537   int numkeys;
    00538   Uint8 *keys;
    00539
    00540   CheckPaletteAnim();
    00541
    00542   if (_draw_threaded) {
    00543     /* Initialise the mutex first, because that's the thing we *need*
    00544      * directly in the newly created thread. */
    00545     _draw_mutex = ThreadMutex::New();
    00546     if (_draw_mutex == NULL) {
    00547       _draw_threaded = false;
    00548     } else {
    00549       _draw_mutex->BeginCritical();
    00550       _draw_continue = true;
    00551
    00552       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
    00553
    00554       /* Free the mutex if we won't be able to use it. */
    00555       if (!_draw_threaded) {
    00556         _draw_mutex->EndCritical();
    00557         delete _draw_mutex;
    00558       } else {
    00559         /* Wait till the draw mutex has started itself. */
    00560         _draw_mutex->WaitForSignal();
    00561       }
    00562     }
    00563   }
    00564
    00565   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
    00566
    00567   for (;;) {
    00568     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
    00569     InteractiveRandom(); // randomness
    00570
    00571     while (PollEvent() == -1) {}
    00572     if (_exit_game) break;
    00573
    00574     mod = SDL_CALL SDL_GetModState();
    00575 #if SDL_VERSION_ATLEAST(1, 3, 0)
    00576     keys = SDL_CALL SDL_GetKeyboardState(&numkeys);
    00577 #else
    00578     keys = SDL_CALL SDL_GetKeyState(&numkeys);
    00579 #endif
    00580 #if defined(_DEBUG)
    00581     if (_shift_pressed)
    00582 #else
    00583     /* Speedup when pressing tab, except when using ALT+TAB
    00584      * to switch to another application */
    00585 #if SDL_VERSION_ATLEAST(1, 3, 0)
    00586     if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
    00587 #else
    00588     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
    00589 #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */
    00590 #endif /* defined(_DEBUG) */
    00591     {
    00592       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
    00593     } else if (_fast_forward & 2) {
    00594       _fast_forward = 0;
    00595     }
    00596
    00597     cur_ticks = SDL_CALL SDL_GetTicks();
    00598     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
    00599       _realtime_tick += cur_ticks - last_cur_ticks;
    00600       last_cur_ticks = cur_ticks;
    00601       next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00602
    00603       bool old_ctrl_pressed = _ctrl_pressed;
    00604
    00605       _ctrl_pressed  = !!(mod & KMOD_CTRL);
    00606       _shift_pressed = !!(mod & KMOD_SHIFT);
    00607
    00608       /* determine which directional keys are down */
    00609       _dirkeys =
    00610 #if SDL_VERSION_ATLEAST(1, 3, 0)
    00611         (keys[SDL_SCANCODE_LEFT]  ? 1 : 0) |
    00612         (keys[SDL_SCANCODE_UP]    ? 2 : 0) |
    00613         (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
    00614         (keys[SDL_SCANCODE_DOWN]  ? 8 : 0);
    00615 #else
    00616         (keys[SDLK_LEFT]  ? 1 : 0) |
    00617         (keys[SDLK_UP]    ? 2 : 0) |
    00618         (keys[SDLK_RIGHT] ? 4 : 0) |
    00619         (keys[SDLK_DOWN]  ? 8 : 0);
    00620 #endif
    00621       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
    00622
    00623       /* The gameloop is the part that can run asynchroniously. The rest
    00624        * except sleeping can't. */
    00625       if (_draw_threaded) _draw_mutex->EndCritical();
    00626
    00627       GameLoop();
    00628
    00629       if (_draw_threaded) _draw_mutex->BeginCritical();
    00630
    00631       UpdateWindows();
    00632       _local_palette = _cur_palette;
    00633     } else {
    00634       /* Release the thread while sleeping */
    00635       if (_draw_threaded) _draw_mutex->EndCritical();
    00636       CSleep(1);
    00637       if (_draw_threaded) _draw_mutex->BeginCritical();
    00638
    00639       NetworkDrawChatMessage();
    00640       DrawMouseCursor();
    00641     }
    00642
    00643     /* End of the critical part. */
    00644     if (_draw_threaded && !HasModalProgress()) {
    00645       _draw_mutex->SendSignal();
    00646     } else {
    00647       /* Oh, we didn't have threads, then just draw unthreaded */
    00648       CheckPaletteAnim();
    00649       DrawSurfaceToScreen();
    00650     }
    00651   }
    00652
    00653   if (_draw_threaded) {
    00654     _draw_continue = false;
    00655     /* Sending signal if there is no thread blocked
    00656      * is very valid and results in noop */
    00657     _draw_mutex->SendSignal();
    00658     _draw_mutex->EndCritical();
    00659     _draw_thread->Join();
    00660
    00661     delete _draw_mutex;
    00662     delete _draw_thread;
    00663   }
    00664 }
    00665
    00666 bool VideoDriver_SDL::ChangeResolution(int w, int h)
    00667 {
    00668   if (_draw_threaded) _draw_mutex->BeginCritical();
    00669   bool ret = CreateMainSurface(w, h);
    00670   if (_draw_threaded) _draw_mutex->EndCritical();
    00671   return ret;
    00672 }
    00673
    00674 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
    00675 {
    00676   _fullscreen = fullscreen;
    00677   GetVideoModes(); // get the list of available video modes
    00678   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00679     /* switching resolution failed, put back full_screen to original status */
    00680     _fullscreen ^= true;
    00681     return false;
    00682   }
    00683   return true;
    00684 }
    00685
    00686 bool VideoDriver_SDL::AfterBlitterChange()
    00687 {
    00688   return this->ChangeResolution(_screen.width, _screen.height);
    00689 }
    00690
    00691 #endif /* WITH_SDL */