+ // set default SDL depth
+ video.default_depth = 32; // (how to determine video depth in SDL2?)
+ //
+ // Code used with SDL 1.2:
+ // video.default_depth = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+}
+
+static void SDLInitVideoBuffer_VideoBuffer(boolean fullscreen)
+{
+ if (program.headless)
+ return;
+
+ video.window_scaling_percent = setup.window_scaling_percent;
+ video.window_scaling_quality = setup.window_scaling_quality;
+
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
+
+ // SDL 2.0: support for (desktop) fullscreen mode available
+ video.fullscreen_available = TRUE;
+
+ // open SDL video output device (window or fullscreen mode)
+ if (!SDLSetVideoMode(fullscreen))
+ Error(ERR_EXIT, "setting video mode failed");
+
+ // !!! SDL2 can only set the window icon if the window already exists !!!
+ // set window icon
+ SDLSetWindowIcon(program.icon_filename);
+
+ // set window and icon title
+ SDLSetWindowTitle();
+}
+
+static void SDLInitVideoBuffer_DrawBuffer(void)
+{
+ /* SDL cannot directly draw to the visible video framebuffer like X11,
+ but always uses a backbuffer, which is then blitted to the visible
+ video framebuffer with 'SDL_UpdateRect' (or replaced with the current
+ visible video framebuffer with 'SDL_Flip', if the hardware supports
+ this). Therefore do not use an additional backbuffer for drawing, but
+ use a symbolic buffer (distinguishable from the SDL backbuffer) called
+ 'window', which indicates that the SDL backbuffer should be updated to
+ the visible video framebuffer when attempting to blit to it.
+
+ For convenience, it seems to be a good idea to create this symbolic
+ buffer 'window' at the same size as the SDL backbuffer. Although it
+ should never be drawn to directly, it would do no harm nevertheless. */
+
+ // create additional (symbolic) buffer for double-buffering
+ ReCreateBitmap(&window, video.width, video.height);
+
+ // create dummy drawing buffer for headless mode, if needed
+ if (program.headless)
+ ReCreateBitmap(&backbuffer, video.width, video.height);
+}
+
+void SDLInitVideoBuffer(boolean fullscreen)
+{
+ SDLInitVideoBuffer_VideoBuffer(fullscreen);
+ SDLInitVideoBuffer_DrawBuffer();
+}
+
+static boolean SDLCreateScreen(boolean fullscreen)
+{
+ SDL_Surface *new_surface = NULL;
+
+ int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE;
+ int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP;
+
+#if 1
+ int renderer_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
+#else
+ /* If SDL_CreateRenderer() is called from within a VirtualBox Windows VM
+ _without_ enabling 2D/3D acceleration and/or guest additions installed,
+ it will crash if flags are *not* set to SDL_RENDERER_SOFTWARE (because
+ it will try to use accelerated graphics and apparently fails miserably) */
+ int renderer_flags = SDL_RENDERER_SOFTWARE;
+#endif
+
+ SDLSetScreenSizeAndOffsets(video.width, video.height);
+
+ int width = video.width;
+ int height = video.height;
+ int screen_width = video.screen_width;
+ int screen_height = video.screen_height;
+ int surface_flags = (fullscreen ? surface_flags_fullscreen :
+ surface_flags_window);
+
+ // default window size is unscaled
+ video.window_width = screen_width;
+ video.window_height = screen_height;
+
+ // store if initial screen mode is fullscreen mode when changing screen size
+ video.fullscreen_initial = fullscreen;
+
+ float window_scaling_factor = (float)setup.window_scaling_percent / 100;
+
+ video.window_width = window_scaling_factor * screen_width;
+ video.window_height = window_scaling_factor * screen_height;
+
+ if (sdl_texture_stream)
+ {
+ SDL_DestroyTexture(sdl_texture_stream);
+ sdl_texture_stream = NULL;
+ }
+
+ if (sdl_texture_target)
+ {
+ SDL_DestroyTexture(sdl_texture_target);
+ sdl_texture_target = NULL;
+ }
+
+ if (!(fullscreen && fullscreen_enabled))
+ {
+ if (sdl_renderer)
+ {
+ SDL_DestroyRenderer(sdl_renderer);
+ sdl_renderer = NULL;
+ }
+
+ if (sdl_window)
+ {
+ SDL_DestroyWindow(sdl_window);
+ sdl_window = NULL;
+ }
+ }
+
+ if (sdl_window == NULL)
+ sdl_window = SDL_CreateWindow(program.window_title,
+ SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED,
+ video.window_width,
+ video.window_height,
+ surface_flags);
+
+ if (sdl_window != NULL)
+ {
+ if (sdl_renderer == NULL)
+ sdl_renderer = SDL_CreateRenderer(sdl_window, -1, renderer_flags);
+
+ if (sdl_renderer != NULL)
+ {
+ SDL_RenderSetLogicalSize(sdl_renderer, screen_width, screen_height);
+ // SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, setup.window_scaling_quality);
+
+ SDLSetScreenVsyncMode(setup.vsync_mode);
+
+ sdl_texture_stream = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_STREAMING,
+ width, height);
+
+ if (SDL_RenderTargetSupported(sdl_renderer))
+ sdl_texture_target = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_TARGET,
+ width, height);
+
+ if (sdl_texture_stream != NULL)
+ {
+ // use SDL default values for RGB masks and no alpha channel
+ new_surface = SDL_CreateRGBSurface(0, width, height, 32, 0,0,0, 0);
+
+ if (new_surface == NULL)
+ Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
+ }
+ else
+ {
+ Error(ERR_WARN, "SDL_CreateTexture() failed: %s", SDL_GetError());
+ }
+ }
+ else
+ {
+ Error(ERR_WARN, "SDL_CreateRenderer() failed: %s", SDL_GetError());
+ }
+ }
+ else
+ {
+ Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError());
+ }
+
+ // store fullscreen state ("video.fullscreen_enabled" may not reflect this!)
+ if (new_surface != NULL)
+ fullscreen_enabled = fullscreen;
+
+ if (backbuffer == NULL)
+ backbuffer = CreateBitmapStruct();
+
+ backbuffer->width = video.width;
+ backbuffer->height = video.height;
+
+ if (backbuffer->surface)
+ SDL_FreeSurface(backbuffer->surface);
+
+ backbuffer->surface = new_surface;
+
+ return (new_surface != NULL);
+}
+
+boolean SDLSetVideoMode(boolean fullscreen)
+{
+ boolean success = FALSE;
+
+ SetWindowTitle();
+
+ if (fullscreen && !video.fullscreen_enabled && video.fullscreen_available)
+ {
+ // switch display to fullscreen mode, if available
+ success = SDLCreateScreen(TRUE);
+
+ if (!success)
+ {
+ // switching display to fullscreen mode failed -- do not try it again
+ video.fullscreen_available = FALSE;
+ }
+ else
+ {
+ video.fullscreen_enabled = TRUE;
+ }
+ }
+
+ if ((!fullscreen && video.fullscreen_enabled) || !success)
+ {
+ // switch display to window mode
+ success = SDLCreateScreen(FALSE);
+
+ if (!success)
+ {
+ // switching display to window mode failed -- should not happen
+ }
+ else
+ {
+ video.fullscreen_enabled = FALSE;
+ video.window_scaling_percent = setup.window_scaling_percent;
+ video.window_scaling_quality = setup.window_scaling_quality;
+
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
+ }
+ }
+
+ SDLRedrawWindow(); // map window
+
+ return success;
+}
+
+void SDLSetWindowTitle(void)
+{
+ if (sdl_window == NULL)
+ return;
+
+ SDL_SetWindowTitle(sdl_window, program.window_title);
+}
+
+void SDLSetWindowScaling(int window_scaling_percent)
+{
+ if (sdl_window == NULL)
+ return;
+
+ float window_scaling_factor = (float)window_scaling_percent / 100;
+ int new_window_width = (int)(window_scaling_factor * video.screen_width);
+ int new_window_height = (int)(window_scaling_factor * video.screen_height);
+
+ SDL_SetWindowSize(sdl_window, new_window_width, new_window_height);
+
+ video.window_scaling_percent = window_scaling_percent;
+ video.window_width = new_window_width;
+ video.window_height = new_window_height;
+
+ SetWindowTitle();
+}
+
+void SDLSetWindowScalingQuality(char *window_scaling_quality)
+{
+ SDL_Texture *new_texture;
+
+ if (sdl_texture_stream == NULL)
+ return;
+
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
+
+ new_texture = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_STREAMING,
+ video.width, video.height);
+
+ if (new_texture != NULL)
+ {
+ SDL_DestroyTexture(sdl_texture_stream);
+
+ sdl_texture_stream = new_texture;
+ }
+
+ if (SDL_RenderTargetSupported(sdl_renderer))
+ new_texture = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_TARGET,
+ video.width, video.height);
+ else
+ new_texture = NULL;
+
+ if (new_texture != NULL)
+ {
+ SDL_DestroyTexture(sdl_texture_target);
+
+ sdl_texture_target = new_texture;
+ }
+
+ SDLRedrawWindow();
+
+ video.window_scaling_quality = window_scaling_quality;
+}
+
+void SDLSetWindowFullscreen(boolean fullscreen)
+{
+ if (sdl_window == NULL)
+ return;
+
+ int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
+
+ if (SDL_SetWindowFullscreen(sdl_window, flags) == 0)
+ video.fullscreen_enabled = fullscreen_enabled = fullscreen;
+
+ // if screen size was changed in fullscreen mode, correct desktop window size
+ if (!fullscreen && video.fullscreen_initial)
+ {
+ SDLSetWindowScaling(setup.window_scaling_percent);
+ SDL_SetWindowPosition(sdl_window,
+ SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+
+ video.fullscreen_initial = FALSE;
+ }
+}
+
+void SDLSetDisplaySize(void)
+{
+ SDL_Rect display_bounds;
+
+ SDL_GetDisplayBounds(0, &display_bounds);
+
+ video.display_width = display_bounds.w;
+ video.display_height = display_bounds.h;
+
+#if 0
+ Error(ERR_DEBUG, "SDL real screen size: %d x %d",
+ video.display_width, video.display_height);
+#endif
+}
+
+void SDLSetScreenSizeAndOffsets(int width, int height)
+{
+ // set default video screen size and offsets
+ video.screen_width = width;
+ video.screen_height = height;
+ video.screen_xoffset = 0;
+ video.screen_yoffset = 0;
+
+#if defined(USE_COMPLETE_DISPLAY)
+ float ratio_video = (float) width / height;
+ float ratio_display = (float) video.display_width / video.display_height;
+
+ if (ratio_video != ratio_display)
+ {
+ // adjust drawable screen size to cover the whole device display
+
+ if (ratio_video < ratio_display)
+ video.screen_width *= ratio_display / ratio_video;
+ else
+ video.screen_height *= ratio_video / ratio_display;
+
+ video.screen_xoffset = (video.screen_width - width) / 2;
+ video.screen_yoffset = (video.screen_height - height) / 2;
+
+#if 0
+ Error(ERR_DEBUG, "Changing screen from %dx%d to %dx%d (%.2f to %.2f)",
+ width, height,
+ video.screen_width, video.screen_height,
+ ratio_video, ratio_display);
+#endif
+ }
+#endif
+}
+
+void SDLSetScreenSizeForRenderer(int width, int height)
+{
+ SDL_RenderSetLogicalSize(sdl_renderer, width, height);
+}
+
+void SDLSetScreenProperties(void)
+{
+ SDLSetScreenSizeAndOffsets(video.width, video.height);
+ SDLSetScreenSizeForRenderer(video.screen_width, video.screen_height);
+}
+
+void SDLSetScreenRenderingMode(char *screen_rendering_mode)
+{
+ video.screen_rendering_mode =
+ (strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
+ SPECIAL_RENDERING_BITMAP :
+ strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
+ SPECIAL_RENDERING_TARGET:
+ strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
+ SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
+}
+
+void SDLSetScreenVsyncMode(char *vsync_mode)
+{
+ int interval =
+ (strEqual(vsync_mode, STR_VSYNC_MODE_NORMAL) ? VSYNC_MODE_NORMAL :
+ strEqual(vsync_mode, STR_VSYNC_MODE_ADAPTIVE) ? VSYNC_MODE_ADAPTIVE :
+ VSYNC_MODE_OFF);
+ int result = SDL_GL_SetSwapInterval(interval);
+
+ // if adaptive vsync requested, but not supported, retry with normal vsync
+ if (result == -1 && interval == VSYNC_MODE_ADAPTIVE)
+ SDL_GL_SetSwapInterval(VSYNC_MODE_NORMAL);
+}
+
+void SDLRedrawWindow(void)
+{
+ UpdateScreen_WithoutFrameDelay(NULL);
+}
+
+void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height,
+ int depth)
+{
+ if (program.headless)
+ return;
+
+ SDL_Surface *surface =
+ SDL_CreateRGBSurface(SURFACE_FLAGS, width, height, depth, 0,0,0, 0);
+
+ if (surface == NULL)
+ Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
+
+ SDLSetNativeSurface(&surface);
+
+ bitmap->surface = surface;
+}
+
+void SDLFreeBitmapPointers(Bitmap *bitmap)
+{
+ if (bitmap->surface)
+ SDL_FreeSurface(bitmap->surface);
+ if (bitmap->surface_masked)
+ SDL_FreeSurface(bitmap->surface_masked);
+
+ bitmap->surface = NULL;
+ bitmap->surface_masked = NULL;
+
+ if (bitmap->texture)
+ SDL_DestroyTexture(bitmap->texture);
+ if (bitmap->texture_masked)
+ SDL_DestroyTexture(bitmap->texture_masked);
+
+ bitmap->texture = NULL;
+ bitmap->texture_masked = NULL;
+}
+
+void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap,
+ int src_x, int src_y, int width, int height,
+ int dst_x, int dst_y, int mask_mode)
+{
+ Bitmap *real_dst_bitmap = (dst_bitmap == window ? backbuffer : dst_bitmap);
+ SDL_Rect src_rect, dst_rect;
+
+ src_rect.x = src_x;
+ src_rect.y = src_y;
+ src_rect.w = width;
+ src_rect.h = height;
+
+ dst_rect.x = dst_x;
+ dst_rect.y = dst_y;
+ dst_rect.w = width;
+ dst_rect.h = height;
+
+ // if (src_bitmap != backbuffer || dst_bitmap != window)
+ if (!(src_bitmap == backbuffer && dst_bitmap == window))
+ SDL_BlitSurface((mask_mode == BLIT_MASKED ?
+ src_bitmap->surface_masked : src_bitmap->surface),
+ &src_rect, real_dst_bitmap->surface, &dst_rect);
+
+ if (dst_bitmap == window)
+ UpdateScreen_WithFrameDelay(&dst_rect);
+}
+
+void SDLBlitTexture(Bitmap *bitmap,
+ int src_x, int src_y, int width, int height,
+ int dst_x, int dst_y, int mask_mode)
+{
+ SDL_Texture *texture;
+ SDL_Rect src_rect;
+ SDL_Rect dst_rect;
+
+ texture =
+ (mask_mode == BLIT_MASKED ? bitmap->texture_masked : bitmap->texture);
+
+ if (texture == NULL)
+ return;
+
+ src_rect.x = src_x;
+ src_rect.y = src_y;
+ src_rect.w = width;
+ src_rect.h = height;
+
+ dst_rect.x = dst_x;
+ dst_rect.y = dst_y;
+ dst_rect.w = width;
+ dst_rect.h = height;
+
+ SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect);
+}
+
+void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,
+ Uint32 color)
+{
+ Bitmap *real_dst_bitmap = (dst_bitmap == window ? backbuffer : dst_bitmap);
+ SDL_Rect rect;
+
+ rect.x = x;
+ rect.y = y;
+ rect.w = width;
+ rect.h = height;
+
+ SDL_FillRect(real_dst_bitmap->surface, &rect, color);
+
+ if (dst_bitmap == window)
+ UpdateScreen_WithFrameDelay(&rect);
+}
+
+void PrepareFadeBitmap(int draw_target)
+{
+ Bitmap *fade_bitmap =
+ (draw_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
+ draw_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
+
+ if (fade_bitmap == NULL)
+ return;
+
+ // copy backbuffer to fading buffer
+ BlitBitmap(backbuffer, fade_bitmap, 0, 0, gfx.win_xsize, gfx.win_ysize, 0, 0);
+
+ // add border and animations to fading buffer
+ FinalizeScreen(draw_target);
+}
+
+void SDLFadeRectangle(int x, int y, int width, int height,
+ int fade_mode, int fade_delay, int post_delay,
+ void (*draw_border_function)(void))
+{
+ SDL_Surface *surface_backup = gfx.fade_bitmap_backup->surface;
+ SDL_Surface *surface_source = gfx.fade_bitmap_source->surface;
+ SDL_Surface *surface_target = gfx.fade_bitmap_target->surface;
+ SDL_Surface *surface_black = gfx.fade_bitmap_black->surface;
+ SDL_Surface *surface_screen = backbuffer->surface;
+ SDL_Rect src_rect, dst_rect;
+ SDL_Rect dst_rect2;
+ int src_x = x, src_y = y;
+ int dst_x = x, dst_y = y;
+ unsigned int time_last, time_current;
+
+ // store function for drawing global masked border
+ void (*draw_global_border_function)(int) = gfx.draw_global_border_function;
+
+ // deactivate drawing of global border while fading, if needed
+ if (draw_border_function == NULL)
+ gfx.draw_global_border_function = NULL;
+
+ src_rect.x = src_x;
+ src_rect.y = src_y;
+ src_rect.w = width;
+ src_rect.h = height;
+
+ dst_rect.x = dst_x;
+ dst_rect.y = dst_y;
+ dst_rect.w = width; // (ignored)
+ dst_rect.h = height; // (ignored)
+
+ dst_rect2 = dst_rect;