#if defined(TARGET_SDL2)
static SDL_Window *sdl_window = NULL;
static SDL_Renderer *sdl_renderer = NULL;
-static SDL_Texture *sdl_texture = NULL;
-
-#define USE_RENDERER TRUE
+static SDL_Texture *sdl_texture_stream = NULL;
+static SDL_Texture *sdl_texture_target = NULL;
+static boolean fullscreen_enabled = FALSE;
#endif
-/* stuff needed to work around SDL/Windows fullscreen drawing bug */
-static int fullscreen_width;
-static int fullscreen_height;
-static int fullscreen_xoffset;
-static int fullscreen_yoffset;
-static int video_xoffset;
-static int video_yoffset;
static boolean limit_screen_updates = FALSE;
/* functions from SGE library */
void sge_Line(SDL_Surface *, Sint16, Sint16, Sint16, Sint16, Uint32);
+#if defined(USE_TOUCH_INPUT_OVERLAY)
+/* functions to draw overlay graphics for touch device input */
+static void DrawTouchInputOverlay();
+#endif
+
void SDLLimitScreenUpdates(boolean enable)
{
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 = 20; /* (milliseconds) */
+ unsigned int update_screen_delay_value = 50; /* (milliseconds) */
+ SDL_Surface *screen = backbuffer->surface;
if (limit_screen_updates &&
!DelayReached(&update_screen_delay, update_screen_delay_value))
LimitScreenUpdates(FALSE);
+#if 0
+ {
+ static int LastFrameCounter = 0;
+ boolean changed = (FrameCounter != LastFrameCounter);
+
+ printf("::: FrameCounter == %d [%s]\n", FrameCounter,
+ (changed ? "-" : "SAME FRAME UPDATED"));
+
+ LastFrameCounter = FrameCounter;
+
+ /*
+ if (FrameCounter % 2)
+ return;
+ */
+ }
+#endif
+
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_BITMAP &&
+ gfx.final_screen_bitmap != NULL) // may not be initialized yet
+ {
+ // 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);
+
+ FinalizeScreen(DRAW_TO_SCREEN);
+
+ screen = gfx.final_screen_bitmap->surface;
+
+ // force full window redraw
+ rect = NULL;
+ }
+
#if defined(TARGET_SDL2)
-#if USE_RENDERER
- SDL_Surface *screen = backbuffer->surface;
+ SDL_Texture *sdl_texture = sdl_texture_stream;
+
+ // 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;
int bytes_y = screen->pitch;
- if (video.fullscreen_enabled)
- bytes_x = screen->pitch / fullscreen_width;
-
SDL_UpdateTexture(sdl_texture, rect,
screen->pixels + rect->x * bytes_x + rect->y * bytes_y,
screen->pitch);
{
SDL_UpdateTexture(sdl_texture, NULL, screen->pixels, screen->pitch);
}
- SDL_RenderClear(sdl_renderer);
- SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
- SDL_RenderPresent(sdl_renderer);
-#else
- if (rect)
- SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1);
- else
- SDL_UpdateWindowSurface(sdl_window);
-#endif
-#else // TARGET_SDL
- if (rect)
- SDL_UpdateRects(backbuffer->surface, 1, rect);
- else
- SDL_UpdateRect(backbuffer->surface, 0, 0, 0, 0);
-#endif
-}
+ int xoff = video.screen_xoffset;
+ int yoff = video.screen_yoffset;
+ SDL_Rect dst_rect_screen = { xoff, yoff, video.width, video.height };
+ SDL_Rect *src_rect1 = NULL, *dst_rect1 = NULL;
+ SDL_Rect *src_rect2 = NULL, *dst_rect2 = NULL;
-static void setFullscreenParameters(char *fullscreen_mode_string)
-{
-#if defined(TARGET_SDL2)
- fullscreen_width = video.width;
- fullscreen_height = video.height;
- fullscreen_xoffset = 0;
- fullscreen_yoffset = 0;
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+ dst_rect2 = &dst_rect_screen;
+ else
+ dst_rect1 = &dst_rect_screen;
-#else
+#if defined(HAS_SCREEN_KEYBOARD)
+ if (video.shifted_up || video.shifted_up_delay)
+ {
+ int time_current = SDL_GetTicks();
+ int pos = video.shifted_up_pos;
+ int pos_last = video.shifted_up_pos_last;
- struct ScreenModeInfo *fullscreen_mode;
- int i;
+ if (!DelayReachedExt(&video.shifted_up_delay, video.shifted_up_delay_value,
+ time_current))
+ {
+ int delay = time_current - video.shifted_up_delay;
+ int delay_value = video.shifted_up_delay_value;
- fullscreen_mode = get_screen_mode_from_string(fullscreen_mode_string);
+ pos = pos_last + (pos - pos_last) * delay / delay_value;
+ }
+ else
+ {
+ video.shifted_up_pos_last = pos;
+ video.shifted_up_delay = 0;
+ }
- if (fullscreen_mode == NULL)
- return;
+ SDL_Rect src_rect_up = { 0, pos, video.width, video.height - pos };
+ SDL_Rect dst_rect_up = { xoff, yoff, video.width, video.height - pos };
- for (i = 0; video.fullscreen_modes[i].width != -1; i++)
- {
- if (fullscreen_mode->width == video.fullscreen_modes[i].width &&
- fullscreen_mode->height == video.fullscreen_modes[i].height)
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+ {
+ src_rect2 = &src_rect_up;
+ dst_rect2 = &dst_rect_up;
+ }
+ else
{
- fullscreen_width = fullscreen_mode->width;
- fullscreen_height = fullscreen_mode->height;
+ src_rect1 = &src_rect_up;
+ dst_rect1 = &dst_rect_up;
+ }
+ }
+#endif
- fullscreen_xoffset = (fullscreen_width - video.width) / 2;
- fullscreen_yoffset = (fullscreen_height - video.height) / 2;
+ // clear render target buffer
+ SDL_RenderClear(sdl_renderer);
- break;
- }
+ // 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 texture to render target buffer
+ if (video.screen_rendering_mode != SPECIAL_RENDERING_TARGET)
+ SDL_RenderCopy(sdl_renderer, sdl_texture_stream, src_rect1, dst_rect1);
+
+ if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP)
+ FinalizeScreen(DRAW_TO_SCREEN);
+
+ // 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, src_rect2, dst_rect2);
}
+
+#if defined(USE_TOUCH_INPUT_OVERLAY)
+ // draw overlay graphics for touch device input, if needed
+ DrawTouchInputOverlay();
+#endif
+
+#endif
+
+ // global synchronization point of the game to align video frame delay
+ if (with_frame_delay)
+ WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
+
+#if defined(TARGET_SDL2)
+ // show render target buffer on screen
+ SDL_RenderPresent(sdl_renderer);
+#else // TARGET_SDL
+ if (rect)
+ SDL_UpdateRects(screen, 1, rect);
+ else
+ SDL_UpdateRect(screen, 0, 0, 0, 0);
#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
format1->BytesPerPixel == format2->BytesPerPixel &&
format1->Rmask == format2->Rmask &&
format1->Gmask == format2->Gmask &&
- format1->Bmask == format2->Bmask &&
- format1->Amask == format2->Amask);
+ format1->Bmask == format2->Bmask);
+}
+
+static Pixel SDLGetColorKey(SDL_Surface *surface)
+{
+ Pixel color_key;
+
+ if (SDL_GetColorKey(surface, &color_key) != 0)
+ return -1;
+
+ return color_key;
+}
+
+static boolean SDLHasColorKey(SDL_Surface *surface)
+{
+ return (SDLGetColorKey(surface) != -1);
+}
+
+static boolean SDLHasAlpha(SDL_Surface *surface)
+{
+ SDL_BlendMode blend_mode;
+
+ if (SDL_GetSurfaceBlendMode(surface, &blend_mode) != 0)
+ return FALSE;
+
+ return (blend_mode == SDL_BLENDMODE_BLEND);
+}
+
+static void SDLSetAlpha(SDL_Surface *surface, boolean set, int alpha)
+{
+ SDL_BlendMode blend_mode = (set ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+
+ SDL_SetSurfaceBlendMode(surface, blend_mode);
+ SDL_SetSurfaceAlphaMod(surface, alpha);
+}
+
+SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
+{
+ SDL_PixelFormat format;
+ SDL_Surface *new_surface;
+
+ if (surface == NULL)
+ return NULL;
+
+ if (backbuffer && backbuffer->surface)
+ {
+ format = *backbuffer->surface->format;
+ format.Amask = surface->format->Amask; // keep alpha channel
+ }
+ else
+ {
+ format = *surface->format;
+ }
+
+ new_surface = SDL_ConvertSurface(surface, &format, 0);
+
+ if (new_surface == NULL)
+ Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
+
+ return new_surface;
}
boolean SDLSetNativeSurface(SDL_Surface **surface)
if (equalSDLPixelFormat((*surface)->format, backbuffer->surface->format))
return FALSE;
- new_surface = SDL_ConvertSurface(*surface, backbuffer->surface->format, 0);
-
- if (new_surface == NULL)
- Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
+ new_surface = SDLGetNativeSurface(*surface);
SDL_FreeSurface(*surface);
return TRUE;
}
+#else
+
+static Pixel SDLGetColorKey(SDL_Surface *surface)
+{
+ if ((surface->flags & SDL_SRCCOLORKEY) == 0)
+ return -1;
+
+ return surface->format->colorkey;
+}
+
+static boolean SDLHasColorKey(SDL_Surface *surface)
+{
+ return (SDLGetColorKey(surface) != -1);
+}
+
+static boolean SDLHasAlpha(SDL_Surface *surface)
+{
+ return ((surface->flags & SDL_SRCALPHA) != 0);
+}
+
+static void SDLSetAlpha(SDL_Surface *surface, boolean set, int alpha)
+{
+ SDL_SetAlpha(surface, (set ? SDL_SRCALPHA : 0), alpha);
+}
+
SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
{
SDL_Surface *new_surface;
if (surface == NULL)
return NULL;
- if (backbuffer && backbuffer->surface)
- new_surface = SDL_ConvertSurface(surface, backbuffer->surface->format, 0);
+ if (!video.initialized)
+ new_surface = SDL_ConvertSurface(surface, surface->format, SURFACE_FLAGS);
+ else if (SDLHasAlpha(surface))
+ new_surface = SDL_DisplayFormatAlpha(surface);
else
- new_surface = SDL_ConvertSurface(surface, surface->format, 0);
+ new_surface = SDL_DisplayFormat(surface);
if (new_surface == NULL)
- Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
+ Error(ERR_EXIT, "%s() failed: %s",
+ (video.initialized ? "SDL_DisplayFormat" : "SDL_ConvertSurface"),
+ SDL_GetError());
return new_surface;
}
-#else
-
boolean SDLSetNativeSurface(SDL_Surface **surface)
{
SDL_Surface *new_surface;
!video.initialized)
return FALSE;
- new_surface = SDL_DisplayFormat(*surface);
-
- if (new_surface == NULL)
- Error(ERR_EXIT, "SDL_DisplayFormat() failed: %s", SDL_GetError());
+ new_surface = SDLGetNativeSurface(*surface);
SDL_FreeSurface(*surface);
return TRUE;
}
-SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
-{
- SDL_Surface *new_surface;
+#endif
- if (video.initialized)
- new_surface = SDL_DisplayFormat(surface);
- else
- new_surface = SDL_ConvertSurface(surface, surface->format, SURFACE_FLAGS);
+#if defined(TARGET_SDL2)
+static SDL_Texture *SDLCreateTextureFromSurface(SDL_Surface *surface)
+{
+ SDL_Texture *texture = SDL_CreateTextureFromSurface(sdl_renderer, surface);
- if (new_surface == NULL)
- Error(ERR_EXIT, "%s() failed: %s",
- (video.initialized ? "SDL_DisplayFormat" : "SDL_ConvertSurface"),
+ if (texture == NULL)
+ Error(ERR_EXIT, "SDL_CreateTextureFromSurface() failed: %s",
SDL_GetError());
- return new_surface;
+ return texture;
+}
+#endif
+
+void SDLCreateBitmapTextures(Bitmap *bitmap)
+{
+#if defined(TARGET_SDL2)
+ if (bitmap == NULL)
+ return;
+
+ if (bitmap->texture)
+ SDL_DestroyTexture(bitmap->texture);
+ if (bitmap->texture_masked)
+ SDL_DestroyTexture(bitmap->texture_masked);
+
+ bitmap->texture = SDLCreateTextureFromSurface(bitmap->surface);
+ bitmap->texture_masked = SDLCreateTextureFromSurface(bitmap->surface_masked);
+#endif
}
+void SDLFreeBitmapTextures(Bitmap *bitmap)
+{
+#if defined(TARGET_SDL2)
+ if (bitmap == NULL)
+ return;
+
+ if (bitmap->texture)
+ SDL_DestroyTexture(bitmap->texture);
+ if (bitmap->texture_masked)
+ SDL_DestroyTexture(bitmap->texture_masked);
+
+ bitmap->texture = NULL;
+ bitmap->texture_masked = NULL;
#endif
+}
void SDLInitVideoDisplay(void)
{
#endif
}
-void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window,
- boolean fullscreen)
+void SDLInitVideoBuffer(boolean fullscreen)
{
-#if !defined(TARGET_SDL2)
- static int screen_xy[][2] =
- {
- { 640, 480 },
- { 800, 600 },
- { 1024, 768 },
- { -1, -1 }
- };
-#endif
- SDL_Rect **modes = NULL;
- boolean hardware_fullscreen_available = TRUE;
- int i, j;
-
- /* default: normal game window size */
- fullscreen_width = video.width;
- fullscreen_height = video.height;
- fullscreen_xoffset = 0;
- fullscreen_yoffset = 0;
-
-#if !defined(TARGET_SDL2)
- /* determine required standard fullscreen mode for game screen size */
- for (i = 0; screen_xy[i][0] != -1; i++)
- {
- if (screen_xy[i][0] >= video.width && screen_xy[i][1] >= video.height)
- {
- fullscreen_width = screen_xy[i][0];
- fullscreen_height = screen_xy[i][1];
-
- break;
- }
- }
-
- fullscreen_xoffset = (fullscreen_width - video.width) / 2;
- fullscreen_yoffset = (fullscreen_height - video.height) / 2;
-#endif
-
- checked_free(video.fullscreen_modes);
-
- video.fullscreen_modes = NULL;
- video.fullscreen_mode_current = NULL;
-
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
-#if defined(TARGET_SDL2)
- int num_displays = SDL_GetNumVideoDisplays();
-
- if (num_displays > 0)
- {
- // currently only display modes of first display supported
- int num_modes = SDL_GetNumDisplayModes(0);
-
- if (num_modes > 0)
- {
- modes = checked_calloc((num_modes + 1) * sizeof(SDL_Rect *));
-
- for (i = 0; i < num_modes; i++)
- {
- SDL_DisplayMode mode;
-
- if (SDL_GetDisplayMode(0, i, &mode) < 0)
- break;
-
- modes[i] = checked_calloc(sizeof(SDL_Rect));
-
- modes[i]->w = mode.w;
- modes[i]->h = mode.h;
- }
- }
- }
-#else
- /* get available hardware supported fullscreen modes */
- modes = SDL_ListModes(NULL, SDL_FULLSCREEN | SDL_HWSURFACE);
-#endif
-
- if (modes == NULL)
- {
- /* no hardware screen modes available => no fullscreen mode support */
- // video.fullscreen_available = FALSE;
- hardware_fullscreen_available = FALSE;
- }
- else if (modes == (SDL_Rect **)-1)
- {
- /* fullscreen resolution is not restricted -- all resolutions available */
- video.fullscreen_modes = checked_calloc(2 * sizeof(struct ScreenModeInfo));
-
- /* use native video buffer size for fullscreen mode */
- video.fullscreen_modes[0].width = video.width;
- video.fullscreen_modes[0].height = video.height;
-
- video.fullscreen_modes[1].width = -1;
- video.fullscreen_modes[1].height = -1;
- }
- else
- {
- /* in this case, a certain number of screen modes is available */
- int num_modes = 0;
-
- for (i = 0; modes[i] != NULL; i++)
- {
- boolean found_mode = FALSE;
-
- /* screen mode is smaller than video buffer size -- skip it */
- if (modes[i]->w < video.width || modes[i]->h < video.height)
- continue;
-
- if (video.fullscreen_modes != NULL)
- for (j = 0; video.fullscreen_modes[j].width != -1; j++)
- if (modes[i]->w == video.fullscreen_modes[j].width &&
- modes[i]->h == video.fullscreen_modes[j].height)
- found_mode = TRUE;
-
- if (found_mode) /* screen mode already stored -- skip it */
- continue;
-
- /* new mode found; add it to list of available fullscreen modes */
-
- num_modes++;
-
- video.fullscreen_modes = checked_realloc(video.fullscreen_modes,
- (num_modes + 1) *
- sizeof(struct ScreenModeInfo));
-
- video.fullscreen_modes[num_modes - 1].width = modes[i]->w;
- video.fullscreen_modes[num_modes - 1].height = modes[i]->h;
-
- video.fullscreen_modes[num_modes].width = -1;
- video.fullscreen_modes[num_modes].height = -1;
- }
-
- if (num_modes == 0)
- {
- /* no appropriate screen modes available => no fullscreen mode support */
- // video.fullscreen_available = FALSE;
- hardware_fullscreen_available = FALSE;
- }
- }
-
- video.fullscreen_available = hardware_fullscreen_available;
-
-#if USE_DESKTOP_FULLSCREEN
- // in SDL 2.0, there is always support for desktop fullscreen mode
- // (in SDL 1.2, there is only support for "real" fullscreen mode)
- video.fullscreen_available = TRUE;
-#endif
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
#if defined(TARGET_SDL2)
- if (modes)
- {
- for (i = 0; modes[i] != NULL; i++)
- checked_free(modes[i]);
-
- checked_free(modes);
- }
+ // SDL 2.0: support for (desktop) fullscreen mode available
+ video.fullscreen_available = TRUE;
+#else
+ // SDL 1.2: no support for fullscreen mode in R'n'D anymore
+ video.fullscreen_available = FALSE;
#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 SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
- boolean fullscreen)
+static boolean SDLCreateScreen(boolean fullscreen)
{
SDL_Surface *new_surface = NULL;
#if defined(TARGET_SDL2)
- static boolean fullscreen_enabled = FALSE;
- int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE;
-#if USE_DESKTOP_FULLSCREEN
+ int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE;
int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP;
#else
- int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN;
+ int surface_flags_window = SURFACE_FLAGS;
+ 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
- int surface_flags_window = SURFACE_FLAGS;
- int surface_flags_fullscreen = SURFACE_FLAGS | SDL_FULLSCREEN;
+ /* 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
- int width = (fullscreen ? fullscreen_width : video.width);
- int height = (fullscreen ? fullscreen_height : video.height);
+ SDLSetScreenSizeAndOffsets(video.width, video.height);
+#endif
+
+ 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 = video.width;
- video.window_height = video.height;
+ video.window_width = screen_width;
+ video.window_height = screen_height;
#if defined(TARGET_SDL2)
- // store if initial screen mode on game start is fullscreen mode
- if (sdl_window == NULL)
- video.fullscreen_initial = fullscreen;
+ // store if initial screen mode is fullscreen mode when changing screen size
+ video.fullscreen_initial = fullscreen;
-#if USE_RENDERER
float window_scaling_factor = (float)setup.window_scaling_percent / 100;
-#if !USE_DESKTOP_FULLSCREEN
- float screen_scaling_factor = (fullscreen ? 1 : window_scaling_factor);
-#endif
- video.window_width = window_scaling_factor * width;
- video.window_height = window_scaling_factor * height;
+ video.window_width = window_scaling_factor * screen_width;
+ video.window_height = window_scaling_factor * screen_height;
- if ((*backbuffer)->surface)
+ if (sdl_texture_stream)
{
- SDL_FreeSurface((*backbuffer)->surface);
- (*backbuffer)->surface = NULL;
+ SDL_DestroyTexture(sdl_texture_stream);
+ sdl_texture_stream = NULL;
}
- if (sdl_texture)
+ if (sdl_texture_target)
{
- SDL_DestroyTexture(sdl_texture);
- sdl_texture = NULL;
+ SDL_DestroyTexture(sdl_texture_target);
+ sdl_texture_target = NULL;
}
if (!(fullscreen && fullscreen_enabled))
sdl_window = SDL_CreateWindow(program.window_title,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
-#if USE_DESKTOP_FULLSCREEN
video.window_width,
video.window_height,
-#else
- (int)(screen_scaling_factor * width),
- (int)(screen_scaling_factor * height),
-#endif
surface_flags);
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_RenderSetLogicalSize(sdl_renderer, width, height);
+ 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);
- sdl_texture = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_STREAMING,
- width, height);
+ 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 != NULL)
+ 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());
+ Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
}
else
{
Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError());
}
-#else
+#else // TARGET_SDL
- if (sdl_window)
- SDL_DestroyWindow(sdl_window);
+ if (gfx.final_screen_bitmap == NULL)
+ gfx.final_screen_bitmap = CreateBitmapStruct();
- sdl_window = SDL_CreateWindow(program.window_title,
- SDL_WINDOWPOS_CENTERED,
- SDL_WINDOWPOS_CENTERED,
- width, height,
- surface_flags);
+ gfx.final_screen_bitmap->width = width;
+ gfx.final_screen_bitmap->height = height;
- if (sdl_window != NULL)
- new_surface = SDL_GetWindowSurface(sdl_window);
+ gfx.final_screen_bitmap->surface =
+ SDL_SetVideoMode(width, height, video.depth, surface_flags);
+
+ if (gfx.final_screen_bitmap->surface != NULL)
+ {
+ new_surface =
+ SDL_CreateRGBSurface(surface_flags, width, height, video.depth, 0,0,0, 0);
+
+ if (new_surface == NULL)
+ Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
+
+#if 0
+ new_surface = gfx.final_screen_bitmap->surface;
+ gfx.final_screen_bitmap = NULL;
#endif
-#else
- new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags);
+ }
+ else
+ {
+ Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
+ }
#endif
#if defined(TARGET_SDL2)
fullscreen_enabled = fullscreen;
#endif
- return new_surface;
+ 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(DrawBuffer **backbuffer, boolean fullscreen)
+boolean SDLSetVideoMode(boolean fullscreen)
{
- boolean success = TRUE;
- SDL_Surface *new_surface = NULL;
+ boolean success = FALSE;
SetWindowTitle();
- if (*backbuffer == NULL)
- *backbuffer = CreateBitmapStruct();
-
- /* (real bitmap might be larger in fullscreen mode with video offsets) */
- (*backbuffer)->width = video.width;
- (*backbuffer)->height = video.height;
-
if (fullscreen && !video.fullscreen_enabled && video.fullscreen_available)
{
- setFullscreenParameters(setup.fullscreen_mode);
-
- video_xoffset = fullscreen_xoffset;
- video_yoffset = fullscreen_yoffset;
-
/* switch display to fullscreen mode, if available */
- new_surface = SDLCreateScreen(backbuffer, TRUE);
-
- if (new_surface == NULL)
- {
- /* switching display to fullscreen mode failed */
- Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
+ success = SDLCreateScreen(TRUE);
- /* do not try it again */
+ if (!success)
+ {
+ /* switching display to fullscreen mode failed -- do not try it again */
video.fullscreen_available = FALSE;
-
- success = FALSE;
}
else
{
- (*backbuffer)->surface = new_surface;
-
video.fullscreen_enabled = TRUE;
- video.fullscreen_mode_current = setup.fullscreen_mode;
-
- success = TRUE;
}
}
- if ((!fullscreen && video.fullscreen_enabled) || new_surface == NULL)
+ if ((!fullscreen && video.fullscreen_enabled) || !success)
{
- video_xoffset = 0;
- video_yoffset = 0;
-
/* switch display to window mode */
- new_surface = SDLCreateScreen(backbuffer, FALSE);
+ success = SDLCreateScreen(FALSE);
- if (new_surface == NULL)
+ if (!success)
{
/* switching display to window mode failed -- should not happen */
- Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
-
- success = FALSE;
}
else
{
- (*backbuffer)->surface = new_surface;
-
video.fullscreen_enabled = FALSE;
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
- success = TRUE;
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
}
}
return;
float window_scaling_factor = (float)window_scaling_percent / 100;
- int new_window_width = (int)(window_scaling_factor * video.width);
- int new_window_height = (int)(window_scaling_factor * video.height);
+ 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);
void SDLSetWindowScalingQuality(char *window_scaling_quality)
{
- if (sdl_texture == NULL)
+ SDL_Texture *new_texture;
+
+ if (sdl_texture_stream == 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);
+ 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_DestroyTexture(sdl_texture_stream);
+
+ sdl_texture_stream = new_texture;
+ }
- sdl_texture = 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);
- SDLRedrawWindow();
+ sdl_texture_target = new_texture;
}
+ SDLRedrawWindow();
+
video.window_scaling_quality = window_scaling_quality;
}
if (sdl_window == NULL)
return;
-#if USE_DESKTOP_FULLSCREEN
int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
-#else
- int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
-#endif
if (SDL_SetWindowFullscreen(sdl_window, flags) == 0)
- video.fullscreen_enabled = fullscreen;
+ video.fullscreen_enabled = fullscreen_enabled = fullscreen;
- // if game started in fullscreen mode, window will also get fullscreen size
+ // if screen size was changed in fullscreen mode, correct desktop window size
if (!fullscreen && video.fullscreen_initial)
{
SDLSetWindowScaling(setup.window_scaling_percent);
}
}
-void SDLRedrawWindow()
+void SDLSetDisplaySize()
+{
+ 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()
{
- UpdateScreen(NULL);
+ SDLSetScreenSizeAndOffsets(video.width, video.height);
+ SDLSetScreenSizeForRenderer(video.screen_width, video.screen_height);
}
+
+#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_WithoutFrameDelay(NULL);
+}
void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height,
int depth)
SDL_FreeSurface(bitmap->surface);
if (bitmap->surface_masked)
SDL_FreeSurface(bitmap->surface_masked);
+
bitmap->surface = NULL;
bitmap->surface_masked = NULL;
+
+#if defined(TARGET_SDL2)
+ if (bitmap->texture)
+ SDL_DestroyTexture(bitmap->texture);
+ if (bitmap->texture_masked)
+ SDL_DestroyTexture(bitmap->texture_masked);
+
+ bitmap->texture = NULL;
+ bitmap->texture_masked = NULL;
+#endif
}
void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap,
Bitmap *real_dst_bitmap = (dst_bitmap == window ? backbuffer : dst_bitmap);
SDL_Rect src_rect, dst_rect;
- if (src_bitmap == backbuffer)
- {
- src_x += video_xoffset;
- src_y += video_yoffset;
- }
-
src_rect.x = src_x;
src_rect.y = src_y;
src_rect.w = width;
src_rect.h = height;
- if (dst_bitmap == backbuffer || dst_bitmap == window)
- {
- dst_x += video_xoffset;
- dst_y += video_yoffset;
- }
-
dst_rect.x = dst_x;
dst_rect.y = dst_y;
dst_rect.w = width;
src_bitmap->surface_masked : src_bitmap->surface),
&src_rect, real_dst_bitmap->surface, &dst_rect);
-#if defined(TARGET_SDL2)
- if (dst_bitmap == window)
- {
- // SDL_UpdateWindowSurface(sdl_window);
- // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect, 1);
- UpdateScreen(&dst_rect);
- }
-#else
if (dst_bitmap == window)
- {
- // SDL_UpdateRect(backbuffer->surface, dst_x, dst_y, width, height);
- UpdateScreen(&dst_rect);
- }
+ 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)
+{
+#if defined(TARGET_SDL2)
+ 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);
#endif
}
Bitmap *real_dst_bitmap = (dst_bitmap == window ? backbuffer : dst_bitmap);
SDL_Rect rect;
- if (dst_bitmap == backbuffer || dst_bitmap == window)
- {
- x += video_xoffset;
- y += video_yoffset;
- }
-
rect.x = x;
rect.y = y;
rect.w = width;
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))
{
- static boolean initialization_needed = TRUE;
- static SDL_Surface *surface_source = NULL;
- static SDL_Surface *surface_target = NULL;
- static SDL_Surface *surface_black = NULL;
+ 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;
int dst_x = x, dst_y = y;
unsigned int time_last, time_current;
- /* check if screen size has changed */
- if (surface_source != NULL && (video.width != surface_source->w ||
- video.height != surface_source->h))
- {
- SDL_FreeSurface(surface_source);
- SDL_FreeSurface(surface_target);
- SDL_FreeSurface(surface_black);
+ // store function for drawing global masked border
+ void (*draw_global_border_function)(int) = gfx.draw_global_border_function;
- initialization_needed = TRUE;
- }
+ // 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_x += video_xoffset;
- dst_y += video_yoffset;
-
dst_rect.x = dst_x;
dst_rect.y = dst_y;
dst_rect.w = width; /* (ignored) */
dst_rect2 = dst_rect;
- if (initialization_needed)
- {
-#if defined(TARGET_SDL2)
- unsigned int flags = 0;
-#else
- unsigned int flags = SDL_SRCALPHA;
-
- /* use same surface type as screen surface */
- if ((surface_screen->flags & SDL_HWSURFACE))
- flags |= SDL_HWSURFACE;
- else
- flags |= SDL_SWSURFACE;
-#endif
-
- /* create surface for temporary copy of screen buffer (source) */
- if ((surface_source =
- SDL_CreateRGBSurface(flags,
- video.width,
- video.height,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
-
- /* create surface for cross-fading screen buffer (target) */
- if ((surface_target =
- SDL_CreateRGBSurface(flags,
- video.width,
- video.height,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
-
- /* create black surface for fading from/to black */
- if ((surface_black =
- SDL_CreateRGBSurface(flags,
- video.width,
- video.height,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
-
- /* completely fill the surface with black color pixels */
- SDL_FillRect(surface_black, NULL,
- SDL_MapRGB(surface_screen->format, 0, 0, 0));
-
- initialization_needed = FALSE;
- }
+ // 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);
+ // (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);
}
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);
}
int i;
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
-#if defined(TARGET_SDL2)
- SDL_SetSurfaceBlendMode(surface_target, SDL_BLENDMODE_NONE);
-#else
- SDL_SetAlpha(surface_target, 0, 0); /* disable alpha blending */
-#endif
+
+ SDLSetAlpha(surface_target, FALSE, 0); /* disable alpha blending */
ypos[0] = -GetSimpleRandom(16);
if (draw_border_function != NULL)
draw_border_function();
-#if defined(TARGET_SDL2)
- // SDL_UpdateWindowSurface(sdl_window);
- // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect2, 1);
- UpdateScreen(&dst_rect2);
-#else
- // SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height);
- UpdateScreen(&dst_rect2);
-#endif
+ UpdateScreen_WithFrameDelay(&dst_rect2);
}
}
}
- else
+ else if (fade_mode == FADE_MODE_CURTAIN)
+ {
+ float xx;
+ int xx_final;
+ int xx_size = width / 2;
+
+ SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
+
+ SDLSetAlpha(surface_source, FALSE, 0); /* disable alpha blending */
+
+ for (xx = 0; xx < xx_size;)
+ {
+ time_last = time_current;
+ time_current = SDL_GetTicks();
+ xx += xx_size * ((float)(time_current - time_last) / fade_delay);
+ xx_final = MIN(MAX(0, xx), xx_size);
+
+ 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;
+
+ /* draw new (target) image to screen buffer */
+ SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
+
+ if (xx_final < xx_size)
+ {
+ src_rect.w = xx_size - xx_final;
+ src_rect.h = height;
+
+ /* draw old (source) image to screen buffer (left side) */
+
+ src_rect.x = src_x + xx_final;
+ dst_rect.x = dst_x;
+
+ SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
+
+ /* draw old (source) image to screen buffer (right side) */
+
+ src_rect.x = src_x + xx_size;
+ dst_rect.x = dst_x + xx_size + xx_final;
+
+ SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
+ }
+
+ if (draw_border_function != NULL)
+ draw_border_function();
+
+ /* only update the region of the screen that is affected from fading */
+ UpdateScreen_WithFrameDelay(&dst_rect2);
+ }
+ }
+ else /* fading in, fading out or cross-fading */
{
float alpha;
int alpha_final;
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
/* draw new (target) image to screen buffer using alpha blending */
-#if defined(TARGET_SDL2)
- SDL_SetSurfaceAlphaMod(surface_target, alpha_final);
- SDL_SetSurfaceBlendMode(surface_target, SDL_BLENDMODE_BLEND);
-#else
- SDL_SetAlpha(surface_target, SDL_SRCALPHA, alpha_final);
-#endif
+ SDLSetAlpha(surface_target, TRUE, alpha_final);
SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
if (draw_border_function != NULL)
draw_border_function();
/* only update the region of the screen that is affected from fading */
- UpdateScreen(&dst_rect);
+ UpdateScreen_WithFrameDelay(&dst_rect);
+ }
+ }
+
+ if (post_delay > 0)
+ {
+ unsigned int time_post_delay;
+
+ time_current = SDL_GetTicks();
+ time_post_delay = time_current + post_delay;
+
+ while (time_current < time_post_delay)
+ {
+ // updating the screen contains waiting for frame delay (non-busy)
+ UpdateScreen_WithFrameDelay(NULL);
+
+ time_current = SDL_GetTicks();
}
}
- Delay(post_delay);
+ // 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,
rect.w = (to_x - from_x + 1);
rect.h = (to_y - from_y + 1);
- if (dst_bitmap == backbuffer || dst_bitmap == window)
- {
- rect.x += video_xoffset;
- rect.y += video_yoffset;
- }
-
SDL_FillRect(surface, &rect, color);
}
void SDLDrawLine(Bitmap *dst_bitmap, int from_x, int from_y,
int to_x, int to_y, Uint32 color)
{
- if (dst_bitmap == backbuffer || dst_bitmap == window)
- {
- from_x += video_xoffset;
- from_y += video_yoffset;
- to_x += video_xoffset;
- to_y += video_yoffset;
- }
-
sge_Line(dst_bitmap->surface, from_x, from_y, to_x, to_y, color);
}
{
SDL_Surface *surface = src_bitmap->surface;
- if (src_bitmap == backbuffer || src_bitmap == window)
- {
- x += video_xoffset;
- y += video_yoffset;
- }
-
switch (surface->format->BytesPerPixel)
{
case 1: /* assuming 8-bpp */
void SDLPutPixel(Bitmap *dst_bitmap, int x, int y, Pixel pixel)
{
- if (dst_bitmap == backbuffer || dst_bitmap == window)
- {
- x += video_xoffset;
- y += video_yoffset;
- }
-
sge_PutPixel(dst_bitmap->surface, x, y, pixel);
}
{
/* new source surface is 32 bit with a defined RGB ordering */
zoom_src = SDL_CreateRGBSurface(SURFACE_FLAGS, src->w, src->h, 32,
- 0x000000ff, 0x0000ff00, 0x00ff0000, 0);
+ 0x000000ff, 0x0000ff00, 0x00ff0000,
+ (src->format->Amask ? 0xff000000 : 0));
SDL_BlitSurface(src, NULL, zoom_src, NULL);
is_32bit = TRUE;
is_converted = TRUE;
zoom_dst = SDL_CreateRGBSurface(SURFACE_FLAGS, dst_width, dst_height, 32,
zoom_src->format->Rmask,
zoom_src->format->Gmask,
- zoom_src->format->Bmask, 0);
+ zoom_src->format->Bmask,
+ zoom_src->format->Amask);
}
else
{
return zoom_dst;
}
+static SDL_Surface *SDLGetOpaqueSurface(SDL_Surface *surface)
+{
+ SDL_Surface *new_surface;
+
+ if (surface == NULL)
+ return NULL;
+
+ if ((new_surface = SDLGetNativeSurface(surface)) == NULL)
+ Error(ERR_EXIT, "SDLGetNativeSurface() failed");
+
+ /* remove alpha channel from native non-transparent surface, if defined */
+ SDLSetAlpha(new_surface, FALSE, 0);
+
+ /* remove transparent color from native non-transparent surface, if defined */
+ SDL_SetColorKey(new_surface, UNSET_TRANSPARENT_PIXEL, 0);
+
+ return new_surface;
+}
+
Bitmap *SDLZoomBitmap(Bitmap *src_bitmap, int dst_width, int dst_height)
{
Bitmap *dst_bitmap = CreateBitmapStruct();
- SDL_Surface **dst_surface = &dst_bitmap->surface;
+ SDL_Surface *src_surface = src_bitmap->surface_masked;
+ SDL_Surface *dst_surface;
dst_width = MAX(1, dst_width); /* prevent zero bitmap width */
dst_height = MAX(1, dst_height); /* prevent zero bitmap height */
dst_bitmap->height = dst_height;
/* create zoomed temporary surface from source surface */
- *dst_surface = zoomSurface(src_bitmap->surface, dst_width, dst_height);
+ dst_surface = zoomSurface(src_surface, dst_width, dst_height);
/* create native format destination surface from zoomed temporary surface */
- SDLSetNativeSurface(dst_surface);
+ SDLSetNativeSurface(&dst_surface);
+
+ /* set color key for zoomed surface from source surface, if defined */
+ if (SDLHasColorKey(src_surface))
+ SDL_SetColorKey(dst_surface, SET_TRANSPARENT_PIXEL,
+ SDLGetColorKey(src_surface));
+
+ /* create native non-transparent surface for opaque blitting */
+ dst_bitmap->surface = SDLGetOpaqueSurface(dst_surface);
+
+ /* set native transparent surface for masked blitting */
+ dst_bitmap->surface_masked = dst_surface;
return dst_bitmap;
}
/* load image to temporary surface */
if ((sdl_image_tmp = IMG_Load(filename)) == NULL)
- {
- SetError("IMG_Load(): %s", SDL_GetError());
-
- return NULL;
- }
+ Error(ERR_EXIT, "IMG_Load() failed: %s", SDL_GetError());
print_timestamp_time("IMG_Load");
UPDATE_BUSY_STATE();
/* create native non-transparent surface for current image */
- if ((new_bitmap->surface = SDLGetNativeSurface(sdl_image_tmp)) == NULL)
- {
- SetError("SDL_DisplayFormat(): %s", SDL_GetError());
-
- return NULL;
- }
+ if ((new_bitmap->surface = SDLGetOpaqueSurface(sdl_image_tmp)) == NULL)
+ Error(ERR_EXIT, "SDLGetOpaqueSurface() failed");
- print_timestamp_time("SDL_DisplayFormat (opaque)");
+ print_timestamp_time("SDLGetNativeSurface (opaque)");
UPDATE_BUSY_STATE();
- /* create native transparent surface for current image */
- SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL,
- SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00));
+ /* set black pixel to transparent if no alpha channel / transparent color */
+ if (!SDLHasAlpha(sdl_image_tmp) &&
+ !SDLHasColorKey(sdl_image_tmp))
+ SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL,
+ SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00));
+ /* create native transparent surface for current image */
if ((new_bitmap->surface_masked = SDLGetNativeSurface(sdl_image_tmp)) == NULL)
- {
- SetError("SDL_DisplayFormat(): %s", SDL_GetError());
-
- return NULL;
- }
+ Error(ERR_EXIT, "SDLGetNativeSurface() failed");
- print_timestamp_time("SDL_DisplayFormat (masked)");
+ print_timestamp_time("SDLGetNativeSurface (masked)");
UPDATE_BUSY_STATE();
void SDLNextEvent(Event *event)
{
SDL_WaitEvent(event);
-
- if (event->type == EVENT_BUTTONPRESS ||
- event->type == EVENT_BUTTONRELEASE)
- {
- if (((ButtonEvent *)event)->x > video_xoffset)
- ((ButtonEvent *)event)->x -= video_xoffset;
- else
- ((ButtonEvent *)event)->x = 0;
- if (((ButtonEvent *)event)->y > video_yoffset)
- ((ButtonEvent *)event)->y -= video_yoffset;
- else
- ((ButtonEvent *)event)->y = 0;
- }
- else if (event->type == EVENT_MOTIONNOTIFY)
- {
- if (((MotionEvent *)event)->x > video_xoffset)
- ((MotionEvent *)event)->x -= video_xoffset;
- else
- ((MotionEvent *)event)->x = 0;
- if (((MotionEvent *)event)->y > video_yoffset)
- ((MotionEvent *)event)->y -= video_yoffset;
- else
- ((MotionEvent *)event)->y = 0;
- }
}
void SDLHandleWindowManagerEvent(Event *event)
return TRUE;
}
+
+#if defined(USE_TOUCH_INPUT_OVERLAY)
+static void DrawTouchInputOverlay()
+{
+ static SDL_Texture *texture = NULL;
+ static boolean initialized = FALSE;
+ static boolean deactivated = TRUE;
+ static int width = 0, height = 0;
+ static int alpha_max = SDL_ALPHA_OPAQUE / 2;
+ static int alpha_step = 5;
+ static int alpha_last = 0;
+ static int alpha = 0;
+
+ if (!overlay.active && deactivated)
+ return;
+
+ if (overlay.active)
+ {
+ if (alpha < alpha_max)
+ alpha = MIN(alpha + alpha_step, alpha_max);
+
+ deactivated = FALSE;
+ }
+ else
+ {
+ alpha = MAX(0, alpha - alpha_step);
+
+ if (alpha == 0)
+ deactivated = TRUE;
+ }
+
+ if (!initialized)
+ {
+ char *basename = "overlay/VirtualButtons.png";
+ char *filename = getCustomImageFilename(basename);
+
+ if (filename == NULL)
+ Error(ERR_EXIT, "LoadCustomImage(): cannot find file '%s'", basename);
+
+ SDL_Surface *surface;
+
+ if ((surface = IMG_Load(filename)) == NULL)
+ Error(ERR_EXIT, "IMG_Load() failed: %s", SDL_GetError());
+
+ width = surface->w;
+ height = surface->h;
+
+ /* set black pixel to transparent if no alpha channel / transparent color */
+ if (!SDLHasAlpha(surface) &&
+ !SDLHasColorKey(surface))
+ SDL_SetColorKey(surface, SET_TRANSPARENT_PIXEL,
+ SDL_MapRGB(surface->format, 0x00, 0x00, 0x00));
+
+ if ((texture = SDLCreateTextureFromSurface(surface)) == NULL)
+ Error(ERR_EXIT, "SDLCreateTextureFromSurface() failed");
+
+ SDL_FreeSurface(surface);
+
+ SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureAlphaMod(texture, alpha_max);
+
+ initialized = TRUE;
+ }
+
+ if (alpha != alpha_last)
+ SDL_SetTextureAlphaMod(texture, alpha);
+
+ alpha_last = alpha;
+
+ float ratio_overlay = (float) width / height;
+ float ratio_screen = (float) video.screen_width / video.screen_height;
+ int width_scaled, height_scaled;
+ int xpos, ypos;
+
+ if (ratio_overlay > ratio_screen)
+ {
+ width_scaled = video.screen_width;
+ height_scaled = video.screen_height * ratio_screen / ratio_overlay;
+ xpos = 0;
+ ypos = video.screen_height - height_scaled;
+ }
+ else
+ {
+ width_scaled = video.screen_width * ratio_overlay / ratio_screen;
+ height_scaled = video.screen_height;
+ xpos = (video.screen_width - width_scaled) / 2;
+ ypos = 0;
+ }
+
+ SDL_Rect src_rect = { 0, 0, width, height };
+ SDL_Rect dst_rect = { xpos, ypos, width_scaled, height_scaled };
+
+ SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect);
+}
+#endif