/* SDL internal variables */
#if defined(TARGET_SDL2)
-#define USE_TARGET_TEXTURE TRUE
-#define USE_TARGET_TEXTURE_ONLY FALSE
-
static SDL_Window *sdl_window = NULL;
static SDL_Renderer *sdl_renderer = NULL;
-#if USE_TARGET_TEXTURE
static SDL_Texture *sdl_texture_stream = NULL;
static SDL_Texture *sdl_texture_target = NULL;
-#else
-static SDL_Texture *sdl_texture = NULL;
-#endif
static boolean fullscreen_enabled = FALSE;
#endif
limit_screen_updates = enable;
}
-static void UpdateScreen(SDL_Rect *rect)
+static void FinalizeScreen(int draw_target)
+{
+ // copy global animations to render target buffer, if defined (below border)
+ if (gfx.draw_global_anim_function != NULL)
+ gfx.draw_global_anim_function(draw_target, DRAW_GLOBAL_ANIM_STAGE_1);
+
+ // copy global masked border to render target buffer, if defined
+ if (gfx.draw_global_border_function != NULL)
+ gfx.draw_global_border_function(draw_target);
+
+ // copy global animations to render target buffer, if defined (above border)
+ if (gfx.draw_global_anim_function != NULL)
+ gfx.draw_global_anim_function(draw_target, DRAW_GLOBAL_ANIM_STAGE_2);
+}
+
+static void UpdateScreenExt(SDL_Rect *rect, boolean with_frame_delay)
{
static unsigned int update_screen_delay = 0;
unsigned int update_screen_delay_value = 50; /* (milliseconds) */
}
#endif
-#if USE_FINAL_SCREEN_BITMAP
- if (gfx.final_screen_bitmap != NULL) // may not be initialized yet
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_BITMAP &&
+ gfx.final_screen_bitmap != NULL) // may not be initialized yet
{
- // !!! TEST !!!
// draw global animations using bitmaps instead of using textures
// to prevent texture scaling artefacts (this is potentially slower)
BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0,
gfx.win_xsize, gfx.win_ysize, 0, 0);
- // copy global animations to render target buffer, if defined (below border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
-
- // copy global masked border to render target buffer, if defined
- if (gfx.draw_global_border_function != NULL)
- gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
-
- // copy global animations to render target buffer, if defined (above border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+ FinalizeScreen(DRAW_TO_SCREEN);
screen = gfx.final_screen_bitmap->surface;
// force full window redraw
rect = NULL;
}
-#endif
-#if USE_TARGET_TEXTURE
-#if USE_TARGET_TEXTURE_ONLY
- SDL_Texture *sdl_texture = sdl_texture_target;
-#else
+#if defined(TARGET_SDL2)
SDL_Texture *sdl_texture = sdl_texture_stream;
-#endif
-#endif
-#if defined(TARGET_SDL2)
+ // deactivate use of target texture if render targets are not supported
+ if ((video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE) &&
+ sdl_texture_target == NULL)
+ video.screen_rendering_mode = SPECIAL_RENDERING_OFF;
+
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET)
+ sdl_texture = sdl_texture_target;
+
if (rect)
{
int bytes_x = screen->pitch / video.width;
// clear render target buffer
SDL_RenderClear(sdl_renderer);
-#if USE_TARGET_TEXTURE
- SDL_SetRenderTarget(sdl_renderer, sdl_texture_target);
+ // set renderer to use target texture for rendering
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+ SDL_SetRenderTarget(sdl_renderer, sdl_texture_target);
- // copy backbuffer to render target buffer
- if (sdl_texture != sdl_texture_target)
- SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
-#else
- // copy backbuffer to render target buffer
- SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
-#endif
-
-#if !USE_FINAL_SCREEN_BITMAP
- // copy global animations to render target buffer, if defined (below border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
+ // copy backbuffer texture to render target buffer
+ if (video.screen_rendering_mode != SPECIAL_RENDERING_TARGET)
+ SDL_RenderCopy(sdl_renderer, sdl_texture_stream, NULL, NULL);
- // copy global masked border to render target buffer, if defined
- if (gfx.draw_global_border_function != NULL)
- gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
+ if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP)
+ FinalizeScreen(DRAW_TO_SCREEN);
- // copy global animations to render target buffer, if defined (above border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+ // when using target texture, copy it to screen buffer
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+ {
+ SDL_SetRenderTarget(sdl_renderer, NULL);
+ SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL);
+ }
#endif
-#if USE_TARGET_TEXTURE
- SDL_SetRenderTarget(sdl_renderer, NULL);
- SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL);
-#endif
+ // global synchronization point of the game to align video frame delay
+ if (with_frame_delay)
+ WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
- // show render target buffer on screen
+#if defined(TARGET_SDL2)
+ // show render target buffer on screen
SDL_RenderPresent(sdl_renderer);
-
#else // TARGET_SDL
if (rect)
SDL_UpdateRects(screen, 1, rect);
#endif
}
+static void UpdateScreen_WithFrameDelay(SDL_Rect *rect)
+{
+ UpdateScreenExt(rect, TRUE);
+}
+
+static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect)
+{
+ UpdateScreenExt(rect, FALSE);
+}
+
static void SDLSetWindowIcon(char *basename)
{
/* (setting the window icon on Mac OS X would replace the high-quality
#endif
}
-void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window,
- boolean fullscreen)
+void SDLInitVideoBuffer(boolean fullscreen)
{
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
+
#if defined(TARGET_SDL2)
// SDL 2.0: support for (desktop) fullscreen mode available
video.fullscreen_available = TRUE;
#endif
/* open SDL video output device (window or fullscreen mode) */
- if (!SDLSetVideoMode(backbuffer, fullscreen))
+ if (!SDLSetVideoMode(fullscreen))
Error(ERR_EXIT, "setting video mode failed");
/* !!! SDL2 can only set the window icon if the window already exists !!! */
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, video.depth);
+ ReCreateBitmap(&window, video.width, video.height);
}
-static boolean SDLCreateScreen(DrawBuffer **backbuffer, boolean fullscreen)
+static boolean SDLCreateScreen(boolean fullscreen)
{
SDL_Surface *new_surface = NULL;
int surface_flags_fullscreen = SURFACE_FLAGS; // (no fullscreen in SDL 1.2)
#endif
+#if defined(TARGET_SDL2)
+#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
+#endif
+
int width = video.width;
int height = video.height;
int surface_flags = (fullscreen ? surface_flags_fullscreen :
video.window_width = window_scaling_factor * width;
video.window_height = window_scaling_factor * height;
-#if USE_TARGET_TEXTURE
if (sdl_texture_stream)
{
SDL_DestroyTexture(sdl_texture_stream);
SDL_DestroyTexture(sdl_texture_target);
sdl_texture_target = NULL;
}
-#else
- if (sdl_texture)
- {
- SDL_DestroyTexture(sdl_texture);
- sdl_texture = NULL;
- }
-#endif
if (!(fullscreen && fullscreen_enabled))
{
if (sdl_window != NULL)
{
-#if 0
- /* 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) */
if (sdl_renderer == NULL)
- sdl_renderer = SDL_CreateRenderer(sdl_window, -1, SDL_RENDERER_SOFTWARE);
-#else
- if (sdl_renderer == NULL)
- sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
-#endif
+ sdl_renderer = SDL_CreateRenderer(sdl_window, -1, renderer_flags);
if (sdl_renderer != NULL)
{
// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, setup.window_scaling_quality);
-#if USE_TARGET_TEXTURE
sdl_texture_stream = SDL_CreateTexture(sdl_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
width, height);
- sdl_texture_target = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_TARGET,
- width, height);
-#else
- sdl_texture = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_STREAMING,
- width, height);
-#endif
+ if (SDL_RenderTargetSupported(sdl_renderer))
+ sdl_texture_target = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_TARGET,
+ width, height);
-#if USE_TARGET_TEXTURE
- if (sdl_texture_stream != NULL &&
- sdl_texture_target != NULL)
-#else
- if (sdl_texture != NULL)
-#endif
+ 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);
fullscreen_enabled = fullscreen;
#endif
- if (*backbuffer == NULL)
- *backbuffer = CreateBitmapStruct();
+ if (backbuffer == NULL)
+ backbuffer = CreateBitmapStruct();
- (*backbuffer)->width = video.width;
- (*backbuffer)->height = video.height;
+ backbuffer->width = video.width;
+ backbuffer->height = video.height;
- if ((*backbuffer)->surface)
- SDL_FreeSurface((*backbuffer)->surface);
+ if (backbuffer->surface)
+ SDL_FreeSurface(backbuffer->surface);
- (*backbuffer)->surface = new_surface;
+ backbuffer->surface = new_surface;
return (new_surface != NULL);
}
-boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen)
+boolean SDLSetVideoMode(boolean fullscreen)
{
boolean success = FALSE;
if (fullscreen && !video.fullscreen_enabled && video.fullscreen_available)
{
/* switch display to fullscreen mode, if available */
- success = SDLCreateScreen(backbuffer, TRUE);
+ success = SDLCreateScreen(TRUE);
if (!success)
{
if ((!fullscreen && video.fullscreen_enabled) || !success)
{
/* switch display to window mode */
- success = SDLCreateScreen(backbuffer, FALSE);
+ success = SDLCreateScreen(FALSE);
if (!success)
{
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);
}
}
void SDLSetWindowScalingQuality(char *window_scaling_quality)
{
-#if USE_TARGET_TEXTURE
SDL_Texture *new_texture;
- if (sdl_texture_stream == NULL ||
- sdl_texture_target == NULL)
+ if (sdl_texture_stream == NULL)
return;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
sdl_texture_stream = new_texture;
}
- new_texture = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_TARGET,
- video.width, video.height);
+ 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)
{
SDLRedrawWindow();
-#else
- if (sdl_texture == NULL)
- return;
-
- SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
-
- SDL_Texture *new_texture = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_STREAMING,
- video.width, video.height);
-
- if (new_texture != NULL)
- {
- SDL_DestroyTexture(sdl_texture);
-
- sdl_texture = new_texture;
-
- SDLRedrawWindow();
- }
-#endif
-
video.window_scaling_quality = window_scaling_quality;
}
video.fullscreen_initial = FALSE;
}
}
+#endif
+
+void SDLSetScreenRenderingMode(char *screen_rendering_mode)
+{
+#if defined(TARGET_SDL2)
+ 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);
+#else
+ video.screen_rendering_mode = SPECIAL_RENDERING_BITMAP;
+#endif
+}
void SDLRedrawWindow()
{
- UpdateScreen(NULL);
+ UpdateScreen_WithoutFrameDelay(NULL);
}
-#endif
void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height,
int depth)
&src_rect, real_dst_bitmap->surface, &dst_rect);
if (dst_bitmap == window)
- UpdateScreen(&dst_rect);
+ UpdateScreen_WithFrameDelay(&dst_rect);
}
void SDLBlitTexture(Bitmap *bitmap,
SDL_FillRect(real_dst_bitmap->surface, &rect, color);
-#if defined(TARGET_SDL2)
if (dst_bitmap == window)
- {
- // SDL_UpdateWindowSurface(sdl_window);
- // SDL_UpdateWindowSurfaceRects(sdl_window, &rect, 1);
- UpdateScreen(&rect);
- }
-#else
- if (dst_bitmap == window)
- {
- // SDL_UpdateRect(backbuffer->surface, x, y, width, height);
- UpdateScreen(&rect);
- }
-#endif
+ 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(Bitmap *bitmap_cross, int x, int y, int width, int height,
+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_Surface *surface_cross = (bitmap_cross ? bitmap_cross->surface : NULL);
SDL_Rect src_rect, dst_rect;
SDL_Rect dst_rect2;
int src_x = x, src_y = y;
dst_rect2 = dst_rect;
+ // before fading in, store backbuffer (without animation graphics)
+ if (fade_mode & (FADE_TYPE_FADE_IN | FADE_TYPE_TRANSFORM))
+ SDL_BlitSurface(surface_screen, &dst_rect, surface_backup, &src_rect);
+
/* copy source and target surfaces to temporary surfaces for fading */
if (fade_mode & FADE_TYPE_TRANSFORM)
{
- SDL_BlitSurface(surface_cross, &src_rect, surface_source, &src_rect);
- SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
-
- draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
- draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
+ // (source and target fading buffer already prepared)
}
else if (fade_mode & FADE_TYPE_FADE_IN)
{
+ // (target fading buffer already prepared)
SDL_BlitSurface(surface_black, &src_rect, surface_source, &src_rect);
- SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
-
- draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
}
else /* FADE_TYPE_FADE_OUT */
{
- SDL_BlitSurface(surface_screen, &dst_rect, surface_source, &src_rect);
+ // (source fading buffer already prepared)
SDL_BlitSurface(surface_black, &src_rect, surface_target, &src_rect);
-
- draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
}
time_current = SDL_GetTicks();
if (draw_border_function != NULL)
draw_border_function();
- UpdateScreen(&dst_rect2);
+ UpdateScreen_WithFrameDelay(&dst_rect2);
}
}
}
draw_border_function();
/* only update the region of the screen that is affected from fading */
- UpdateScreen(&dst_rect2);
+ UpdateScreen_WithFrameDelay(&dst_rect2);
}
}
else /* fading in, fading out or cross-fading */
draw_border_function();
/* only update the region of the screen that is affected from fading */
- UpdateScreen(&dst_rect);
+ UpdateScreen_WithFrameDelay(&dst_rect);
}
}
while (time_current < time_post_delay)
{
- // do not wait longer than 10 ms at a time to be able to ...
- Delay(MIN(10, time_post_delay - time_current));
-
- // ... continue drawing global animations during post delay
- UpdateScreen(NULL);
+ // updating the screen contains waiting for frame delay (non-busy)
+ UpdateScreen_WithFrameDelay(NULL);
time_current = SDL_GetTicks();
}
// restore function for drawing global masked border
gfx.draw_global_border_function = draw_global_border_function;
+
+ // after fading in, restore backbuffer (without animation graphics)
+ if (fade_mode & (FADE_TYPE_FADE_IN | FADE_TYPE_TRANSFORM))
+ SDL_BlitSurface(surface_backup, &dst_rect, surface_screen, &src_rect);
}
void SDLDrawSimpleLine(Bitmap *dst_bitmap, int from_x, int from_y,