# 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 "../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   BlitterFactoryBase::GetCurrentBlitter()->PostResize();
    00262
    00263   InitPalette();
    00264
    00265   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
    00266   SDL_CALL SDL_WM_SetCaption(caption, caption);
    00267
    00268   GameSizeChanged();
    00269
    00270   return true;
    00271 }
    00272
    00273 bool VideoDriver_SDL::ClaimMousePointer()
    00274 {
    00275   SDL_CALL SDL_ShowCursor(0);
    00276   return true;
    00277 }
    00278
    00279 struct VkMapping {
    00280   uint16 vk_from;
    00281   byte vk_count;
    00282   byte map_to;
    00283 };
    00284
    00285 #define AS(x, z) {x, 0, z}
    00286 #define AM(x, y, z, w) {x, y - x, z}
    00287
    00288 static const VkMapping _vk_mapping[] = {
    00289   /* Pageup stuff + up/down */
    00290   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
    00291   AS(SDLK_UP,     WKC_UP),
    00292   AS(SDLK_DOWN,   WKC_DOWN),
    00293   AS(SDLK_LEFT,   WKC_LEFT),
    00294   AS(SDLK_RIGHT,  WKC_RIGHT),
    00295
    00296   AS(SDLK_HOME,   WKC_HOME),
    00297   AS(SDLK_END,    WKC_END),
    00298
    00299   AS(SDLK_INSERT, WKC_INSERT),
    00300   AS(SDLK_DELETE, WKC_DELETE),
    00301
    00302   /* Map letters & digits */
    00303   AM(SDLK_a, SDLK_z, 'A', 'Z'),
    00304   AM(SDLK_0, SDLK_9, '0', '9'),
    00305
    00306   AS(SDLK_ESCAPE,    WKC_ESC),
    00307   AS(SDLK_PAUSE,     WKC_PAUSE),
    00308   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
    00309
    00310   AS(SDLK_SPACE,     WKC_SPACE),
    00311   AS(SDLK_RETURN,    WKC_RETURN),
    00312   AS(SDLK_TAB,       WKC_TAB),
    00313
    00314   /* Function keys */
    00315   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
    00316
    00317   /* Numeric part. */
    00318   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
    00319   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
    00320   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
    00321   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
    00322   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
    00323   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
    00324   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
    00325
    00326   /* Other non-letter keys */
    00327   AS(SDLK_SLASH,        WKC_SLASH),
    00328   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
    00329   AS(SDLK_EQUALS,       WKC_EQUALS),
    00330   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
    00331   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
    00332   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
    00333
    00334   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
    00335   AS(SDLK_COMMA,   WKC_COMMA),
    00336   AS(SDLK_MINUS,   WKC_MINUS),
    00337   AS(SDLK_PERIOD,  WKC_PERIOD)
    00338 };
    00339
    00340 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
    00341 {
    00342   const VkMapping *map;
    00343   uint key = 0;
    00344
    00345   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
    00346     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
    00347       key = sym->sym - map->vk_from + map->map_to;
    00348       break;
    00349     }
    00350   }
    00351
    00352   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
    00353 #if defined(WIN32) || defined(__OS2__)
    00354   if (sym->scancode == 41) key = WKC_BACKQUOTE;
    00355 #elif defined(__APPLE__)
    00356   if (sym->scancode == 10) key = WKC_BACKQUOTE;
    00357 #elif defined(__MORPHOS__)
    00358   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
    00359 #elif defined(__BEOS__)
    00360   if (sym->scancode == 17) key = WKC_BACKQUOTE;
    00361 #elif defined(__SVR4) && defined(__sun)
    00362   if (sym->scancode == 60) key = WKC_BACKQUOTE;
    00363   if (sym->scancode == 49) key = WKC_BACKSPACE;
    00364 #elif defined(__sgi__)
    00365   if (sym->scancode == 22) key = WKC_BACKQUOTE;
    00366 #else
    00367   if (sym->scancode == 49) key = WKC_BACKQUOTE;
    00368 #endif
    00369
    00370   /* META are the command keys on mac */
    00371   if (sym->mod & KMOD_META)  key |= WKC_META;
    00372   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
    00373   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
    00374   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
    00375
    00376   return (key << 16) + sym->unicode;
    00377 }
    00378
    00379 static int PollEvent()
    00380 {
    00381   SDL_Event ev;
    00382
    00383   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
    00384
    00385   switch (ev.type) {
    00386     case SDL_MOUSEMOTION:
    00387       if (_cursor.fix_at) {
    00388         int dx = ev.motion.x - _cursor.pos.x;
    00389         int dy = ev.motion.y - _cursor.pos.y;
    00390         if (dx != 0 || dy != 0) {
    00391           _cursor.delta.x = dx;
    00392           _cursor.delta.y = dy;
    00393           SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
    00394         }
    00395       } else {
    00396         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
    00397         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
    00398         _cursor.pos.x = ev.motion.x;
    00399         _cursor.pos.y = ev.motion.y;
    00400         _cursor.dirty = true;
    00401       }
    00402       HandleMouseEvents();
    00403       break;
    00404
    00405     case SDL_MOUSEBUTTONDOWN:
    00406       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
    00407         ev.button.button = SDL_BUTTON_RIGHT;
    00408       }
    00409
    00410       switch (ev.button.button) {
    00411         case SDL_BUTTON_LEFT:
    00412           _left_button_down = true;
    00413           break;
    00414
    00415         case SDL_BUTTON_RIGHT:
    00416           _right_button_down = true;
    00417           _right_button_clicked = true;
    00418           break;
    00419
    00420         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
    00421         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
    00422
    00423         default: break;
    00424       }
    00425       HandleMouseEvents();
    00426       break;
    00427
    00428     case SDL_MOUSEBUTTONUP:
    00429       if (_rightclick_emulate) {
    00430         _right_button_down = false;
    00431         _left_button_down = false;
    00432         _left_button_clicked = false;
    00433       } else if (ev.button.button == SDL_BUTTON_LEFT) {
    00434         _left_button_down = false;
    00435         _left_button_clicked = false;
    00436       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
    00437         _right_button_down = false;
    00438       }
    00439       HandleMouseEvents();
    00440       break;
    00441
    00442     case SDL_ACTIVEEVENT:
    00443       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
    00444
    00445       if (ev.active.gain) { // mouse entered the window, enable cursor
    00446         _cursor.in_window = true;
    00447       } else {
    00448         UndrawMouseCursor(); // mouse left the window, undraw cursor
    00449         _cursor.in_window = false;
    00450       }
    00451       break;
    00452
    00453     case SDL_QUIT:
    00454       HandleExitGameRequest();
    00455       break;
    00456
    00457     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
    00458       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
    00459           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
    00460         ToggleFullScreen(!_fullscreen);
    00461       } else {
    00462         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
    00463       }
    00464       break;
    00465
    00466     case SDL_VIDEORESIZE: {
    00467       int w = max(ev.resize.w, 64);
    00468       int h = max(ev.resize.h, 64);
    00469       CreateMainSurface(w, h);
    00470       break;
    00471     }
    00472   }
    00473   return -1;
    00474 }
    00475
    00476 const char *VideoDriver_SDL::Start(const char * const *parm)
    00477 {
    00478   char buf[30];
    00479
    00480   const char *s = SdlOpen(SDL_INIT_VIDEO);
    00481   if (s != NULL) return s;
    00482
    00483   GetVideoModes();
    00484   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00485     return SDL_CALL SDL_GetError();
    00486   }
    00487
    00488   SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
    00489   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
    00490
    00491   MarkWholeScreenDirty();
    00492
    00493   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
    00494   SDL_CALL SDL_EnableUNICODE(1);
    00495
    00496   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
    00497
    00498   return NULL;
    00499 }
    00500
    00501 void VideoDriver_SDL::Stop()
    00502 {
    00503   SdlClose(SDL_INIT_VIDEO);
    00504 }
    00505
    00506 void VideoDriver_SDL::MainLoop()
    00507 {
    00508   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
    00509   uint32 last_cur_ticks = cur_ticks;
    00510   uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00511   uint32 mod;
    00512   int numkeys;
    00513   Uint8 *keys;
    00514
    00515   CheckPaletteAnim();
    00516
    00517   if (_draw_threaded) {
    00518     /* Initialise the mutex first, because that's the thing we *need*
    00519      * directly in the newly created thread. */
    00520     _draw_mutex = ThreadMutex::New();
    00521     if (_draw_mutex == NULL) {
    00522       _draw_threaded = false;
    00523     } else {
    00524       _draw_mutex->BeginCritical();
    00525       _draw_continue = true;
    00526
    00527       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
    00528
    00529       /* Free the mutex if we won't be able to use it. */
    00530       if (!_draw_threaded) {
    00531         _draw_mutex->EndCritical();
    00532         delete _draw_mutex;
    00533       } else {
    00534         /* Wait till the draw mutex has started itself. */
    00535         _draw_mutex->WaitForSignal();
    00536       }
    00537     }
    00538   }
    00539
    00540   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
    00541
    00542   for (;;) {
    00543     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
    00544     InteractiveRandom(); // randomness
    00545
    00546     while (PollEvent() == -1) {}
    00547     if (_exit_game) break;
    00548
    00549     mod = SDL_CALL SDL_GetModState();
    00550     keys = SDL_CALL SDL_GetKeyState(&numkeys);
    00551 #if defined(_DEBUG)
    00552     if (_shift_pressed)
    00553 #else
    00554     /* Speedup when pressing tab, except when using ALT+TAB
    00555      * to switch to another application */
    00556     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
    00557 #endif
    00558     {
    00559       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
    00560     } else if (_fast_forward & 2) {
    00561       _fast_forward = 0;
    00562     }
    00563
    00564     cur_ticks = SDL_CALL SDL_GetTicks();
    00565     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
    00566       _realtime_tick += cur_ticks - last_cur_ticks;
    00567       last_cur_ticks = cur_ticks;
    00568       next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00569
    00570       bool old_ctrl_pressed = _ctrl_pressed;
    00571
    00572       _ctrl_pressed  = !!(mod & KMOD_CTRL);
    00573       _shift_pressed = !!(mod & KMOD_SHIFT);
    00574
    00575       /* determine which directional keys are down */
    00576       _dirkeys =
    00577         (keys[SDLK_LEFT]  ? 1 : 0) |
    00578         (keys[SDLK_UP]    ? 2 : 0) |
    00579         (keys[SDLK_RIGHT] ? 4 : 0) |
    00580         (keys[SDLK_DOWN]  ? 8 : 0);
    00581
    00582       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
    00583
    00584       /* The gameloop is the part that can run asynchroniously. The rest
    00585        * except sleeping can't. */
    00586       if (_draw_threaded) _draw_mutex->EndCritical();
    00587
    00588       GameLoop();
    00589
    00590       if (_draw_threaded) _draw_mutex->BeginCritical();
    00591
    00592       UpdateWindows();
    00593       _local_palette = _cur_palette;
    00594     } else {
    00595       /* Release the thread while sleeping */
    00596       if (_draw_threaded) _draw_mutex->EndCritical();
    00597       CSleep(1);
    00598       if (_draw_threaded) _draw_mutex->BeginCritical();
    00599
    00600       NetworkDrawChatMessage();
    00601       DrawMouseCursor();
    00602     }
    00603
    00604     /* End of the critical part. */
    00605     if (_draw_threaded && !HasModalProgress()) {
    00606       _draw_mutex->SendSignal();
    00607     } else {
    00608       /* Oh, we didn't have threads, then just draw unthreaded */
    00609       CheckPaletteAnim();
    00610       DrawSurfaceToScreen();
    00611     }
    00612   }
    00613
    00614   if (_draw_threaded) {
    00615     _draw_continue = false;
    00616     /* Sending signal if there is no thread blocked
    00617      * is very valid and results in noop */
    00618     _draw_mutex->SendSignal();
    00619     _draw_mutex->EndCritical();
    00620     _draw_thread->Join();
    00621
    00622     delete _draw_mutex;
    00623     delete _draw_thread;
    00624   }
    00625 }
    00626
    00627 bool VideoDriver_SDL::ChangeResolution(int w, int h)
    00628 {
    00629   if (_draw_threaded) _draw_mutex->BeginCritical();
    00630   bool ret = CreateMainSurface(w, h);
    00631   if (_draw_threaded) _draw_mutex->EndCritical();
    00632   return ret;
    00633 }
    00634
    00635 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
    00636 {
    00637   _fullscreen = fullscreen;
    00638   GetVideoModes(); // get the list of available video modes
    00639   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
    00640     /* switching resolution failed, put back full_screen to original status */
    00641     _fullscreen ^= true;
    00642     return false;
    00643   }
    00644   return true;
    00645 }
    00646
    00647 bool VideoDriver_SDL::AfterBlitterChange()
    00648 {
    00649   return this->ChangeResolution(_screen.width, _screen.height);
    00650 }
    00651
    00652 #endif /* WITH_SDL */