-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
-*----------------------------------------------------------*
-* sdl.c *
-***********************************************************/
+// ============================================================================
+// Artsoft Retro-Game Library
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// sdl.c
+// ============================================================================
-#include "libgame.h"
+#include "system.h"
+#include "sound.h"
+#include "joystick.h"
+#include "misc.h"
+#include "setup.h"
+#include "gadgets.h"
-#ifdef TARGET_SDL
+#define ENABLE_UNUSED_CODE 0 // currently unused functions
-inline void SDLInitVideoDisplay(void)
+#define DEBUG_JOYSTICKS 0
+
+
+// ============================================================================
+// video functions
+// ============================================================================
+
+// SDL internal variables
+static SDL_Window *sdl_window = NULL;
+static SDL_Renderer *sdl_renderer = NULL;
+static SDL_Texture *sdl_texture_stream = NULL;
+static SDL_Texture *sdl_texture_target = NULL;
+static boolean fullscreen_enabled = FALSE;
+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(void);
+static void DrawTouchGadgetsOverlay(void);
+#endif
+
+void SDLLimitScreenUpdates(boolean enable)
+{
+ limit_screen_updates = enable;
+}
+
+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);
+
+ // copy tile selection cursor to render target buffer, if defined (above all)
+ if (gfx.draw_tile_cursor_function != NULL)
+ gfx.draw_tile_cursor_function(draw_target);
+}
+
+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)
+ SDL_Surface *screen = backbuffer->surface;
+
+ if (limit_screen_updates &&
+ !DelayReached(&update_screen_delay, update_screen_delay_value))
+ return;
+
+ 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;
+ }
+
+ 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;
+
+ SDL_UpdateTexture(sdl_texture, rect,
+ screen->pixels + rect->x * bytes_x + rect->y * bytes_y,
+ screen->pitch);
+ }
+ else
+ {
+ SDL_UpdateTexture(sdl_texture, NULL, screen->pixels, screen->pitch);
+ }
+
+ 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;
+
+ 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;
+
+#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;
+
+ 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;
+
+ pos = pos_last + (pos - pos_last) * delay / delay_value;
+ }
+ else
+ {
+ video.shifted_up_pos_last = pos;
+ video.shifted_up_delay = 0;
+ }
+
+ SDL_Rect src_rect_up = { 0, pos, video.width, video.height - pos };
+ SDL_Rect dst_rect_up = { xoff, yoff, video.width, video.height - pos };
+
+ 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
+ {
+ src_rect1 = &src_rect_up;
+ dst_rect1 = &dst_rect_up;
+ }
+ }
+#endif
+
+ // clear render target buffer
+ SDL_RenderClear(sdl_renderer);
+
+ // 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();
+
+ // draw overlay gadgets for touch device input, if needed
+ DrawTouchGadgetsOverlay();
+#endif
+
+ // global synchronization point of the game to align video frame delay
+ if (with_frame_delay)
+ WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
+
+ video.frame_counter++;
+
+ // show render target buffer on screen
+ SDL_RenderPresent(sdl_renderer);
+}
+
+static void UpdateScreen_WithFrameDelay(SDL_Rect *rect)
+{
+ PumpEvents(); // execute event filter actions while waiting
+
+ UpdateScreenExt(rect, TRUE);
+}
+
+static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect)
+{
+ UpdateScreenExt(rect, FALSE);
+}
+
+void Delay_WithScreenUpdates(unsigned int delay)
+{
+ unsigned int time_current = SDL_GetTicks();
+ unsigned int time_delayed = time_current + delay;
+
+ while (time_current < time_delayed)
+ {
+ // updating the screen contains waiting for frame delay (non-busy)
+ UpdateScreen_WithFrameDelay(NULL);
+
+ time_current = SDL_GetTicks();
+ }
+}
+
+static void SDLSetWindowIcon(char *basename)
+{
+ // (setting the window icon on Mac OS X would replace the high-quality
+ // dock icon with the currently smaller (and uglier) icon from file)
+
+#if !defined(PLATFORM_MACOSX)
+ char *filename = getCustomImageFilename(basename);
+ SDL_Surface *surface;
+
+ if (filename == NULL)
+ {
+ Error(ERR_WARN, "SDLSetWindowIcon(): cannot find file '%s'", basename);
+
+ return;
+ }
+
+ if ((surface = IMG_Load(filename)) == NULL)
+ {
+ Error(ERR_WARN, "IMG_Load('%s') failed: %s", basename, SDL_GetError());
+
+ return;
+ }
+
+ // set transparent color
+ SDL_SetColorKey(surface, SET_TRANSPARENT_PIXEL,
+ SDL_MapRGB(surface->format, 0x00, 0x00, 0x00));
+
+ SDL_SetWindowIcon(sdl_window, surface);
+#endif
+}
+
+static boolean equalSDLPixelFormat(SDL_PixelFormat *format1,
+ SDL_PixelFormat *format2)
+{
+ return (format1->format == format2->format &&
+ format1->BitsPerPixel == format2->BitsPerPixel &&
+ format1->BytesPerPixel == format2->BytesPerPixel &&
+ format1->Rmask == format2->Rmask &&
+ format1->Gmask == format2->Gmask &&
+ 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);
+}
+
+const char *SDLGetRendererName(void)
+{
+ static SDL_RendererInfo renderer_info;
+
+ SDL_GetRendererInfo(sdl_renderer, &renderer_info);
+
+ return renderer_info.name;
+}
+
+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());
+
+ // workaround for a bug in SDL 2.0.12 (which does not convert the color key)
+ if (SDLHasColorKey(surface) && !SDLHasColorKey(new_surface))
+ SDL_SetColorKey(new_surface, SET_TRANSPARENT_PIXEL,
+ SDLGetColorKey(surface));
+
+ return new_surface;
+}
+
+boolean SDLSetNativeSurface(SDL_Surface **surface)
+{
+ SDL_Surface *new_surface;
+
+ if (surface == NULL ||
+ *surface == NULL ||
+ backbuffer == NULL ||
+ backbuffer->surface == NULL)
+ return FALSE;
+
+ // if pixel format already optimized for destination surface, do nothing
+ if (equalSDLPixelFormat((*surface)->format, backbuffer->surface->format))
+ return FALSE;
+
+ new_surface = SDLGetNativeSurface(*surface);
+
+ SDL_FreeSurface(*surface);
+
+ *surface = new_surface;
+
+ return TRUE;
+}
+
+static SDL_Texture *SDLCreateTextureFromSurface(SDL_Surface *surface)
+{
+ if (program.headless)
+ return NULL;
+
+ SDL_Texture *texture = SDL_CreateTextureFromSurface(sdl_renderer, surface);
+
+ if (texture == NULL)
+ Error(ERR_EXIT, "SDL_CreateTextureFromSurface() failed: %s",
+ SDL_GetError());
+
+ return texture;
+}
+
+void SDLCreateBitmapTextures(Bitmap *bitmap)
+{
+ 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);
+}
+
+void SDLFreeBitmapTextures(Bitmap *bitmap)
+{
+ 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;
+}
+
+void SDLInitVideoDisplay(void)
+{
+ // initialize SDL video
+ if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
+ Error(ERR_EXIT, "SDL_InitSubSystem() failed: %s", SDL_GetError());
+
+ // 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;
+ 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
+
+ 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_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());
+ }
+
+ SDLSetScreenProperties();
+
+ // 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)
+{
+ if (sdl_renderer != NULL)
+ {
+ int w, h;
+
+ SDL_GetRendererOutputSize(sdl_renderer, &w, &h);
+
+ video.display_width = w;
+ video.display_height = h;
+
+#if 0
+ Error(ERR_DEBUG, "SDL renderer size: %d x %d",
+ video.display_width, video.display_height);
+#endif
+ }
+ else
+ {
+ 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 display 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)
+{
+ SDLSetDisplaySize();
+ 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;
+
+ // 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)
+ {
+ // (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);
+ }
+ else // FADE_TYPE_FADE_OUT
+ {
+ // (source fading buffer already prepared)
+ SDL_BlitSurface(surface_black, &src_rect, surface_target, &src_rect);
+ }
+
+ time_current = SDL_GetTicks();
+
+ if (fade_delay <= 0)
+ {
+ // immediately draw final target frame without delay
+ fade_mode &= (FADE_MODE_FADE | FADE_MODE_TRANSFORM);
+ fade_delay = 1;
+ time_current -= 1;
+
+ // when fading without delay, also skip post delay
+ post_delay = 0;
+ }
+
+ if (fade_mode == FADE_MODE_MELT)
+ {
+ boolean done = FALSE;
+ int melt_pixels = 2;
+ int melt_columns = width / melt_pixels;
+ int ypos[melt_columns];
+ int max_steps = height / 8 + 32;
+ int steps_done = 0;
+ float steps = 0;
+ int i;
+
+ SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
+
+ SDLSetAlpha(surface_target, FALSE, 0); // disable alpha blending
+
+ ypos[0] = -GetSimpleRandom(16);
+
+ for (i = 1 ; i < melt_columns; i++)
+ {
+ int r = GetSimpleRandom(3) - 1; // randomly choose from { -1, 0, -1 }
+
+ ypos[i] = ypos[i - 1] + r;
+
+ if (ypos[i] > 0)
+ ypos[i] = 0;
+ else
+ if (ypos[i] == -16)
+ ypos[i] = -15;
+ }
+
+ while (!done)
+ {
+ int steps_final;
+
+ time_last = time_current;
+ time_current = SDL_GetTicks();
+ steps += max_steps * ((float)(time_current - time_last) / fade_delay);
+ steps_final = MIN(MAX(0, steps), max_steps);
+
+ steps_done++;
+
+ done = (steps_done >= steps_final);
+
+ for (i = 0 ; i < melt_columns; i++)
+ {
+ if (ypos[i] < 0)
+ {
+ ypos[i]++;
+
+ done = FALSE;
+ }
+ else if (ypos[i] < height)
+ {
+ int y1 = 16;
+ int y2 = 8;
+ int y3 = 8;
+ int dy = (ypos[i] < y1) ? ypos[i] + 1 : y2 + GetSimpleRandom(y3);
+
+ if (ypos[i] + dy >= height)
+ dy = height - ypos[i];
+
+ // copy part of (appearing) target surface to upper area
+ src_rect.x = src_x + i * melt_pixels;
+ // src_rect.y = src_y + ypos[i];
+ src_rect.y = src_y;
+ src_rect.w = melt_pixels;
+ // src_rect.h = dy;
+ src_rect.h = ypos[i] + dy;
+
+ dst_rect.x = dst_x + i * melt_pixels;
+ // dst_rect.y = dst_y + ypos[i];
+ dst_rect.y = dst_y;
+
+ if (steps_done >= steps_final)
+ SDL_BlitSurface(surface_target, &src_rect,
+ surface_screen, &dst_rect);
+
+ ypos[i] += dy;
+
+ // copy part of (disappearing) source surface to lower area
+ src_rect.x = src_x + i * melt_pixels;
+ src_rect.y = src_y;
+ src_rect.w = melt_pixels;
+ src_rect.h = height - ypos[i];
+
+ dst_rect.x = dst_x + i * melt_pixels;
+ dst_rect.y = dst_y + ypos[i];
+
+ if (steps_done >= steps_final)
+ SDL_BlitSurface(surface_source, &src_rect,
+ surface_screen, &dst_rect);
+
+ done = FALSE;
+ }
+ else
+ {
+ src_rect.x = src_x + i * melt_pixels;
+ src_rect.y = src_y;
+ src_rect.w = melt_pixels;
+ src_rect.h = height;
+
+ dst_rect.x = dst_x + i * melt_pixels;
+ dst_rect.y = dst_y;
+
+ if (steps_done >= steps_final)
+ SDL_BlitSurface(surface_target, &src_rect,
+ surface_screen, &dst_rect);
+ }
+ }
+
+ if (steps_done >= steps_final)
+ {
+ if (draw_border_function != NULL)
+ draw_border_function();
+
+ UpdateScreen_WithFrameDelay(&dst_rect2);
+ }
+ }
+ }
+ 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;
+
+ for (alpha = 0.0; alpha < 255.0;)
+ {
+ time_last = time_current;
+ time_current = SDL_GetTicks();
+ alpha += 255 * ((float)(time_current - time_last) / fade_delay);
+ alpha_final = MIN(MAX(0, alpha), 255);
+
+ // draw existing (source) image to screen buffer
+ SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
+
+ // draw new (target) image to screen buffer using alpha blending
+ 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_WithFrameDelay(&dst_rect);
+ }
+ }
+
+ if (post_delay > 0)
+ Delay_WithScreenUpdates(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,
+ int to_x, int to_y, Uint32 color)
+{
+ SDL_Surface *surface = dst_bitmap->surface;
+ SDL_Rect rect;
+
+ if (from_x > to_x)
+ swap_numbers(&from_x, &to_x);
+
+ if (from_y > to_y)
+ swap_numbers(&from_y, &to_y);
+
+ rect.x = from_x;
+ rect.y = from_y;
+ rect.w = (to_x - from_x + 1);
+ rect.h = (to_y - from_y + 1);
+
+ SDL_FillRect(surface, &rect, color);
+}
+
+void SDLDrawLine(Bitmap *dst_bitmap, int from_x, int from_y,
+ int to_x, int to_y, Uint32 color)
+{
+ sge_Line(dst_bitmap->surface, from_x, from_y, to_x, to_y, color);
+}
+
+#if ENABLE_UNUSED_CODE
+void SDLDrawLines(SDL_Surface *surface, struct XY *points,
+ int num_points, Uint32 color)
+{
+ int i, x, y;
+ int line_width = 4;
+
+ for (i = 0; i < num_points - 1; i++)
+ {
+ for (x = 0; x < line_width; x++)
+ {
+ for (y = 0; y < line_width; y++)
+ {
+ int dx = x - line_width / 2;
+ int dy = y - line_width / 2;
+
+ if ((x == 0 && y == 0) ||
+ (x == 0 && y == line_width - 1) ||
+ (x == line_width - 1 && y == 0) ||
+ (x == line_width - 1 && y == line_width - 1))
+ continue;
+
+ sge_Line(surface, points[i].x + dx, points[i].y + dy,
+ points[i+1].x + dx, points[i+1].y + dy, color);
+ }
+ }
+ }
+}
+#endif
+
+Pixel SDLGetPixel(Bitmap *src_bitmap, int x, int y)
+{
+ SDL_Surface *surface = src_bitmap->surface;
+
+ switch (surface->format->BytesPerPixel)
+ {
+ case 1: // assuming 8-bpp
+ {
+ return *((Uint8 *)surface->pixels + y * surface->pitch + x);
+ }
+ break;
+
+ case 2: // probably 15-bpp or 16-bpp
+ {
+ return *((Uint16 *)surface->pixels + y * surface->pitch / 2 + x);
+ }
+ break;
+
+ case 3: // slow 24-bpp mode; usually not used
+ {
+ // does this work?
+ Uint8 *pix = (Uint8 *)surface->pixels + y * surface->pitch + x * 3;
+ Uint32 color = 0;
+ int shift;
+
+ shift = surface->format->Rshift;
+ color |= *(pix + shift / 8) >> shift;
+ shift = surface->format->Gshift;
+ color |= *(pix + shift / 8) >> shift;
+ shift = surface->format->Bshift;
+ color |= *(pix + shift / 8) >> shift;
+
+ return color;
+ }
+ break;
+
+ case 4: // probably 32-bpp
+ {
+ return *((Uint32 *)surface->pixels + y * surface->pitch / 4 + x);
+ }
+ break;
+ }
+
+ return 0;
+}
+
+
+// ============================================================================
+// The following functions were taken from the SGE library
+// (SDL Graphics Extension Library) by Anders Lindström
+// http://www.etek.chalmers.se/~e8cal1/sge/index.html
+// ============================================================================
+
+static void _PutPixel(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ if (x >= 0 && x <= surface->w - 1 && y >= 0 && y <= surface->h - 1)
+ {
+ switch (surface->format->BytesPerPixel)
+ {
+ case 1:
+ {
+ // Assuming 8-bpp
+ *((Uint8 *)surface->pixels + y*surface->pitch + x) = color;
+ }
+ break;
+
+ case 2:
+ {
+ // Probably 15-bpp or 16-bpp
+ *((Uint16 *)surface->pixels + y*surface->pitch/2 + x) = color;
+ }
+ break;
+
+ case 3:
+ {
+ // Slow 24-bpp mode, usually not used
+ Uint8 *pix;
+ int shift;
+
+ // Gack - slow, but endian correct
+ pix = (Uint8 *)surface->pixels + y * surface->pitch + x*3;
+ shift = surface->format->Rshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Gshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Bshift;
+ *(pix+shift/8) = color>>shift;
+ }
+ break;
+
+ case 4:
+ {
+ // Probably 32-bpp
+ *((Uint32 *)surface->pixels + y*surface->pitch/4 + x) = color;
+ }
+ break;
+ }
+ }
+}
+
+#if 0
+static void _PutPixelRGB(SDL_Surface *surface, Sint16 x, Sint16 y,
+ Uint8 R, Uint8 G, Uint8 B)
+{
+ _PutPixel(surface, x, y, SDL_MapRGB(surface->format, R, G, B));
+}
+
+static void _PutPixel8(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ *((Uint8 *)surface->pixels + y*surface->pitch + x) = color;
+}
+
+static void _PutPixel16(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ *((Uint16 *)surface->pixels + y*surface->pitch/2 + x) = color;
+}
+
+static void _PutPixel24(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ Uint8 *pix;
+ int shift;
+
+ // Gack - slow, but endian correct
+ pix = (Uint8 *)surface->pixels + y * surface->pitch + x*3;
+ shift = surface->format->Rshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Gshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Bshift;
+ *(pix+shift/8) = color>>shift;
+}
+
+static void _PutPixel32(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ *((Uint32 *)surface->pixels + y*surface->pitch/4 + x) = color;
+}
+
+static void _PutPixelX(SDL_Surface *dest,Sint16 x,Sint16 y,Uint32 color)
+{
+ switch (dest->format->BytesPerPixel)
+ {
+ case 1:
+ *((Uint8 *)dest->pixels + y*dest->pitch + x) = color;
+ break;
+
+ case 2:
+ *((Uint16 *)dest->pixels + y*dest->pitch/2 + x) = color;
+ break;
+
+ case 3:
+ _PutPixel24(dest,x,y,color);
+ break;
+
+ case 4:
+ *((Uint32 *)dest->pixels + y*dest->pitch/4 + x) = color;
+ break;
+ }
+}
+#endif
+
+static void sge_PutPixel(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color)
+{
+ if (SDL_MUSTLOCK(surface))
+ {
+ if (SDL_LockSurface(surface) < 0)
+ {
+ return;
+ }
+ }
+
+ _PutPixel(surface, x, y, color);
+
+ if (SDL_MUSTLOCK(surface))
+ {
+ SDL_UnlockSurface(surface);
+ }
+}
+
+#if 0
+static void sge_PutPixelRGB(SDL_Surface *surface, Sint16 x, Sint16 y,
+ Uint8 r, Uint8 g, Uint8 b)
+{
+ sge_PutPixel(surface, x, y, SDL_MapRGB(surface->format, r, g, b));
+}
+
+static Sint32 sge_CalcYPitch(SDL_Surface *dest, Sint16 y)
+{
+ if (y >= 0 && y <= dest->h - 1)
+ {
+ switch (dest->format->BytesPerPixel)
+ {
+ case 1:
+ return y*dest->pitch;
+ break;
+
+ case 2:
+ return y*dest->pitch/2;
+ break;
+
+ case 3:
+ return y*dest->pitch;
+ break;
+
+ case 4:
+ return y*dest->pitch/4;
+ break;
+ }
+ }
+
+ return -1;
+}
+
+static void sge_pPutPixel(SDL_Surface *surface, Sint16 x, Sint32 ypitch,
+ Uint32 color)
+{
+ if (x >= 0 && x <= surface->w - 1 && ypitch >= 0)
+ {
+ switch (surface->format->BytesPerPixel)
+ {
+ case 1:
+ {
+ // Assuming 8-bpp
+ *((Uint8 *)surface->pixels + ypitch + x) = color;
+ }
+ break;
+
+ case 2:
+ {
+ // Probably 15-bpp or 16-bpp
+ *((Uint16 *)surface->pixels + ypitch + x) = color;
+ }
+ break;
+
+ case 3:
+ {
+ // Slow 24-bpp mode, usually not used
+ Uint8 *pix;
+ int shift;
+
+ // Gack - slow, but endian correct
+ pix = (Uint8 *)surface->pixels + ypitch + x*3;
+ shift = surface->format->Rshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Gshift;
+ *(pix+shift/8) = color>>shift;
+ shift = surface->format->Bshift;
+ *(pix+shift/8) = color>>shift;
+ }
+ break;
+
+ case 4:
+ {
+ // Probably 32-bpp
+ *((Uint32 *)surface->pixels + ypitch + x) = color;
+ }
+ break;
+ }
+ }
+}
+
+static void sge_HLine(SDL_Surface *Surface, Sint16 x1, Sint16 x2, Sint16 y,
+ Uint32 Color)
+{
+ SDL_Rect l;
+
+ if (SDL_MUSTLOCK(Surface))
+ {
+ if (SDL_LockSurface(Surface) < 0)
+ {
+ return;
+ }
+ }
+
+ if (x1 > x2)
+ {
+ Sint16 tmp = x1;
+ x1 = x2;
+ x2 = tmp;
+ }
+
+ // Do the clipping
+ if (y < 0 || y > Surface->h - 1 || x1 > Surface->w - 1 || x2 < 0)
+ return;
+ if (x1 < 0)
+ x1 = 0;
+ if (x2 > Surface->w - 1)
+ x2 = Surface->w - 1;
+
+ l.x = x1;
+ l.y = y;
+ l.w = x2 - x1 + 1;
+ l.h = 1;
+
+ SDL_FillRect(Surface, &l, Color);
+
+ if (SDL_MUSTLOCK(Surface))
+ {
+ SDL_UnlockSurface(Surface);
+ }
+}
+
+static void sge_HLineRGB(SDL_Surface *Surface, Sint16 x1, Sint16 x2, Sint16 y,
+ Uint8 R, Uint8 G, Uint8 B)
+{
+ sge_HLine(Surface, x1, x2, y, SDL_MapRGB(Surface->format, R, G, B));
+}
+
+static void _HLine(SDL_Surface *Surface, Sint16 x1, Sint16 x2, Sint16 y,
+ Uint32 Color)
+{
+ SDL_Rect l;
+
+ if (x1 > x2)
+ {
+ Sint16 tmp = x1;
+ x1 = x2;
+ x2 = tmp;
+ }
+
+ // Do the clipping
+ if (y < 0 || y > Surface->h - 1 || x1 > Surface->w - 1 || x2 < 0)
+ return;
+ if (x1 < 0)
+ x1 = 0;
+ if (x2 > Surface->w - 1)
+ x2 = Surface->w - 1;
+
+ l.x = x1;
+ l.y = y;
+ l.w = x2 - x1 + 1;
+ l.h = 1;
+
+ SDL_FillRect(Surface, &l, Color);
+}
+
+static void sge_VLine(SDL_Surface *Surface, Sint16 x, Sint16 y1, Sint16 y2,
+ Uint32 Color)
+{
+ SDL_Rect l;
+
+ if (SDL_MUSTLOCK(Surface))
+ {
+ if (SDL_LockSurface(Surface) < 0)
+ {
+ return;
+ }
+ }
+
+ if (y1 > y2)
+ {
+ Sint16 tmp = y1;
+ y1 = y2;
+ y2 = tmp;
+ }
+
+ // Do the clipping
+ if (x < 0 || x > Surface->w - 1 || y1 > Surface->h - 1 || y2 < 0)
+ return;
+ if (y1 < 0)
+ y1 = 0;
+ if (y2 > Surface->h - 1)
+ y2 = Surface->h - 1;
+
+ l.x = x;
+ l.y = y1;
+ l.w = 1;
+ l.h = y2 - y1 + 1;
+
+ SDL_FillRect(Surface, &l, Color);
+
+ if (SDL_MUSTLOCK(Surface))
+ {
+ SDL_UnlockSurface(Surface);
+ }
+}
+
+static void sge_VLineRGB(SDL_Surface *Surface, Sint16 x, Sint16 y1, Sint16 y2,
+ Uint8 R, Uint8 G, Uint8 B)
+{
+ sge_VLine(Surface, x, y1, y2, SDL_MapRGB(Surface->format, R, G, B));
+}
+
+static void _VLine(SDL_Surface *Surface, Sint16 x, Sint16 y1, Sint16 y2,
+ Uint32 Color)
+{
+ SDL_Rect l;
+
+ if (y1 > y2)
+ {
+ Sint16 tmp = y1;
+ y1 = y2;
+ y2 = tmp;
+ }
+
+ // Do the clipping
+ if (x < 0 || x > Surface->w - 1 || y1 > Surface->h - 1 || y2 < 0)
+ return;
+ if (y1 < 0)
+ y1 = 0;
+ if (y2 > Surface->h - 1)
+ y2 = Surface->h - 1;
+
+ l.x = x;
+ l.y = y1;
+ l.w = 1;
+ l.h = y2 - y1 + 1;
+
+ SDL_FillRect(Surface, &l, Color);
+}
+#endif
+
+static void sge_DoLine(SDL_Surface *Surface, Sint16 x1, Sint16 y1,
+ Sint16 x2, Sint16 y2, Uint32 Color,
+ void Callback(SDL_Surface *Surf, Sint16 X, Sint16 Y,
+ Uint32 Color))
+{
+ Sint16 dx, dy, sdx, sdy, x, y, px, py;
+
+ dx = x2 - x1;
+ dy = y2 - y1;
+
+ sdx = (dx < 0) ? -1 : 1;
+ sdy = (dy < 0) ? -1 : 1;
+
+ dx = sdx * dx + 1;
+ dy = sdy * dy + 1;
+
+ x = y = 0;
+
+ px = x1;
+ py = y1;
+
+ if (dx >= dy)
+ {
+ for (x = 0; x < dx; x++)
+ {
+ Callback(Surface, px, py, Color);
+
+ y += dy;
+ if (y >= dx)
+ {
+ y -= dx;
+ py += sdy;
+ }
+
+ px += sdx;
+ }
+ }
+ else
+ {
+ for (y = 0; y < dy; y++)
+ {
+ Callback(Surface, px, py, Color);
+
+ x += dx;
+ if (x >= dy)
+ {
+ x -= dy;
+ px += sdx;
+ }
+
+ py += sdy;
+ }
+ }
+}
+
+#if 0
+static void sge_DoLineRGB(SDL_Surface *Surface, Sint16 X1, Sint16 Y1,
+ Sint16 X2, Sint16 Y2, Uint8 R, Uint8 G, Uint8 B,
+ void Callback(SDL_Surface *Surf, Sint16 X, Sint16 Y,
+ Uint32 Color))
+{
+ sge_DoLine(Surface, X1, Y1, X2, Y2,
+ SDL_MapRGB(Surface->format, R, G, B), Callback);
+}
+#endif
+
+void sge_Line(SDL_Surface *Surface, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2,
+ Uint32 Color)
+{
+ if (SDL_MUSTLOCK(Surface))
+ {
+ if (SDL_LockSurface(Surface) < 0)
+ return;
+ }
+
+ // Draw the line
+ sge_DoLine(Surface, x1, y1, x2, y2, Color, _PutPixel);
+
+ // unlock the display
+ if (SDL_MUSTLOCK(Surface))
+ {
+ SDL_UnlockSurface(Surface);
+ }
+}
+
+#if 0
+static void sge_LineRGB(SDL_Surface *Surface, Sint16 x1, Sint16 y1, Sint16 x2,
+ Sint16 y2, Uint8 R, Uint8 G, Uint8 B)
+{
+ sge_Line(Surface, x1, y1, x2, y2, SDL_MapRGB(Surface->format, R, G, B));
+}
+#endif
+
+void SDLPutPixel(Bitmap *dst_bitmap, int x, int y, Pixel pixel)
+{
+ sge_PutPixel(dst_bitmap->surface, x, y, pixel);
+}
+
+
+// ----------------------------------------------------------------------------
+// quick (no, it's slow) and dirty hack to "invert" rectangle inside SDL surface
+// ----------------------------------------------------------------------------
+
+void SDLInvertArea(Bitmap *bitmap, int src_x, int src_y,
+ int width, int height, Uint32 color)
+{
+ int x, y;
+
+ for (y = src_y; y < src_y + height; y++)
+ {
+ for (x = src_x; x < src_x + width; x++)
+ {
+ Uint32 pixel = SDLGetPixel(bitmap, x, y);
+
+ SDLPutPixel(bitmap, x, y, pixel == BLACK_PIXEL ? color : BLACK_PIXEL);
+ }
+ }
+}
+
+void SDLCopyInverseMasked(Bitmap *src_bitmap, Bitmap *dst_bitmap,
+ int src_x, int src_y, int width, int height,
+ int dst_x, int dst_y)
+{
+ int x, y;
+
+ for (y = 0; y < height; y++)
+ {
+ for (x = 0; x < width; x++)
+ {
+ Uint32 pixel = SDLGetPixel(src_bitmap, src_x + x, src_y + y);
+
+ if (pixel != BLACK_PIXEL)
+ SDLPutPixel(dst_bitmap, dst_x + x, dst_y + y, BLACK_PIXEL);
+ }
+ }
+}
+
+
+// ============================================================================
+// The following functions were taken from the SDL_gfx library version 2.0.3
+// (Rotozoomer) by Andreas Schiffler
+// http://www.ferzkopp.net/Software/SDL_gfx-2.0/index.html
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// 32 bit zoomer
+//
+// zoomes 32bit RGBA/ABGR 'src' surface to 'dst' surface.
+// ----------------------------------------------------------------------------
+
+typedef struct
+{
+ Uint8 r;
+ Uint8 g;
+ Uint8 b;
+ Uint8 a;
+} tColorRGBA;
+
+static int zoomSurfaceRGBA_scaleDownBy2(SDL_Surface *src, SDL_Surface *dst)
+{
+ int x, y;
+ tColorRGBA *sp, *csp, *dp;
+ int dgap;
+
+ // pointer setup
+ sp = csp = (tColorRGBA *) src->pixels;
+ dp = (tColorRGBA *) dst->pixels;
+ dgap = dst->pitch - dst->w * 4;
+
+ for (y = 0; y < dst->h; y++)
+ {
+ sp = csp;
+
+ for (x = 0; x < dst->w; x++)
+ {
+ tColorRGBA *sp0 = sp;
+ tColorRGBA *sp1 = (tColorRGBA *) ((Uint8 *) sp + src->pitch);
+ tColorRGBA *sp00 = &sp0[0];
+ tColorRGBA *sp01 = &sp0[1];
+ tColorRGBA *sp10 = &sp1[0];
+ tColorRGBA *sp11 = &sp1[1];
+ tColorRGBA new;
+
+ // create new color pixel from all four source color pixels
+ new.r = (sp00->r + sp01->r + sp10->r + sp11->r) / 4;
+ new.g = (sp00->g + sp01->g + sp10->g + sp11->g) / 4;
+ new.b = (sp00->b + sp01->b + sp10->b + sp11->b) / 4;
+ new.a = (sp00->a + sp01->a + sp10->a + sp11->a) / 4;
+
+ // draw
+ *dp = new;
+
+ // advance source pointers
+ sp += 2;
+
+ // advance destination pointer
+ dp++;
+ }
+
+ // advance source pointer
+ csp = (tColorRGBA *) ((Uint8 *) csp + 2 * src->pitch);
+
+ // advance destination pointers
+ dp = (tColorRGBA *) ((Uint8 *) dp + dgap);
+ }
+
+ return 0;
+}
+
+static int zoomSurfaceRGBA(SDL_Surface *src, SDL_Surface *dst)
+{
+ int x, y, *sax, *say, *csax, *csay;
+ float sx, sy;
+ tColorRGBA *sp, *csp, *csp0, *dp;
+ int dgap;
+
+ // use specialized zoom function when scaling down to exactly half size
+ if (src->w == 2 * dst->w &&
+ src->h == 2 * dst->h)
+ return zoomSurfaceRGBA_scaleDownBy2(src, dst);
+
+ // variable setup
+ sx = (float) src->w / (float) dst->w;
+ sy = (float) src->h / (float) dst->h;
+
+ // allocate memory for row increments
+ csax = sax = (int *)checked_malloc((dst->w + 1) * sizeof(Uint32));
+ csay = say = (int *)checked_malloc((dst->h + 1) * sizeof(Uint32));
+
+ // precalculate row increments
+ for (x = 0; x <= dst->w; x++)
+ *csax++ = (int)(sx * x);
+
+ for (y = 0; y <= dst->h; y++)
+ *csay++ = (int)(sy * y);
+
+ // pointer setup
+ sp = csp = csp0 = (tColorRGBA *) src->pixels;
+ dp = (tColorRGBA *) dst->pixels;
+ dgap = dst->pitch - dst->w * 4;
+
+ csay = say;
+ for (y = 0; y < dst->h; y++)
+ {
+ sp = csp;
+ csax = sax;
+
+ for (x = 0; x < dst->w; x++)
+ {
+ // draw
+ *dp = *sp;
+
+ // advance source pointers
+ csax++;
+ sp = csp + *csax;
+
+ // advance destination pointer
+ dp++;
+ }
+
+ // advance source pointer
+ csay++;
+ csp = (tColorRGBA *) ((Uint8 *) csp0 + *csay * src->pitch);
+
+ // advance destination pointers
+ dp = (tColorRGBA *) ((Uint8 *) dp + dgap);
+ }
+
+ free(sax);
+ free(say);
+
+ return 0;
+}
+
+// ----------------------------------------------------------------------------
+// 8 bit zoomer
+//
+// zoomes 8 bit palette/Y 'src' surface to 'dst' surface
+// ----------------------------------------------------------------------------
+
+static int zoomSurfaceY(SDL_Surface * src, SDL_Surface * dst)
+{
+ Uint32 x, y, sx, sy, *sax, *say, *csax, *csay, csx, csy;
+ Uint8 *sp, *dp, *csp;
+ int dgap;
+
+ // variable setup
+ sx = (Uint32) (65536.0 * (float) src->w / (float) dst->w);
+ sy = (Uint32) (65536.0 * (float) src->h / (float) dst->h);
+
+ // allocate memory for row increments
+ sax = (Uint32 *)checked_malloc(dst->w * sizeof(Uint32));
+ say = (Uint32 *)checked_malloc(dst->h * sizeof(Uint32));
+
+ // precalculate row increments
+ csx = 0;
+ csax = sax;
+ for (x = 0; x < dst->w; x++)
+ {
+ csx += sx;
+ *csax = (csx >> 16);
+ csx &= 0xffff;
+ csax++;
+ }
+
+ csy = 0;
+ csay = say;
+ for (y = 0; y < dst->h; y++)
+ {
+ csy += sy;
+ *csay = (csy >> 16);
+ csy &= 0xffff;
+ csay++;
+ }
+
+ csx = 0;
+ csax = sax;
+ for (x = 0; x < dst->w; x++)
+ {
+ csx += (*csax);
+ csax++;
+ }
+
+ csy = 0;
+ csay = say;
+ for (y = 0; y < dst->h; y++)
+ {
+ csy += (*csay);
+ csay++;
+ }
+
+ // pointer setup
+ sp = csp = (Uint8 *) src->pixels;
+ dp = (Uint8 *) dst->pixels;
+ dgap = dst->pitch - dst->w;
+
+ // draw
+ csay = say;
+ for (y = 0; y < dst->h; y++)
+ {
+ csax = sax;
+ sp = csp;
+ for (x = 0; x < dst->w; x++)
+ {
+ // draw
+ *dp = *sp;
+
+ // advance source pointers
+ sp += (*csax);
+ csax++;
+
+ // advance destination pointer
+ dp++;
+ }
+
+ // advance source pointer (for row)
+ csp += ((*csay) * src->pitch);
+ csay++;
+
+ // advance destination pointers
+ dp += dgap;
+ }
+
+ free(sax);
+ free(say);
+
+ return 0;
+}
+
+// ----------------------------------------------------------------------------
+// zoomSurface()
+//
+// Zooms a 32bit or 8bit 'src' surface to newly created 'dst' surface.
+// 'zoomx' and 'zoomy' are scaling factors for width and height.
+// If the surface is not 8bit or 32bit RGBA/ABGR it will be converted
+// into a 32bit RGBA format on the fly.
+// ----------------------------------------------------------------------------
+
+static SDL_Surface *zoomSurface(SDL_Surface *src, int dst_width, int dst_height)
+{
+ SDL_Surface *zoom_src = NULL;
+ SDL_Surface *zoom_dst = NULL;
+ boolean is_converted = FALSE;
+ boolean is_32bit;
+ int i;
+
+ if (src == NULL)
+ return NULL;
+
+ // determine if source surface is 32 bit or 8 bit
+ is_32bit = (src->format->BitsPerPixel == 32);
+
+ if (is_32bit || src->format->BitsPerPixel == 8)
+ {
+ // use source surface 'as is'
+ zoom_src = src;
+ }
+ else
+ {
+ // 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,
+ (src->format->Amask ? 0xff000000 : 0));
+ SDL_BlitSurface(src, NULL, zoom_src, NULL);
+ is_32bit = TRUE;
+ is_converted = TRUE;
+ }
+
+ // allocate surface to completely contain the zoomed surface
+ if (is_32bit)
+ {
+ // target surface is 32 bit with source RGBA/ABGR ordering
+ zoom_dst = SDL_CreateRGBSurface(SURFACE_FLAGS, dst_width, dst_height, 32,
+ zoom_src->format->Rmask,
+ zoom_src->format->Gmask,
+ zoom_src->format->Bmask,
+ zoom_src->format->Amask);
+ }
+ else
+ {
+ // target surface is 8 bit
+ zoom_dst = SDL_CreateRGBSurface(SURFACE_FLAGS, dst_width, dst_height, 8,
+ 0, 0, 0, 0);
+ }
+
+ // lock source surface
+ SDL_LockSurface(zoom_src);
+
+ // check which kind of surface we have
+ if (is_32bit)
+ {
+ // call the 32 bit transformation routine to do the zooming
+ zoomSurfaceRGBA(zoom_src, zoom_dst);
+ }
+ else
+ {
+ // copy palette
+ for (i = 0; i < zoom_src->format->palette->ncolors; i++)
+ zoom_dst->format->palette->colors[i] =
+ zoom_src->format->palette->colors[i];
+ zoom_dst->format->palette->ncolors = zoom_src->format->palette->ncolors;
+
+ // call the 8 bit transformation routine to do the zooming
+ zoomSurfaceY(zoom_src, zoom_dst);
+ }
+
+ // unlock source surface
+ SDL_UnlockSurface(zoom_src);
+
+ // free temporary surface
+ if (is_converted)
+ SDL_FreeSurface(zoom_src);
+
+ // return destination surface
+ 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)
{
- /* initialize SDL video */
- if (SDL_Init(SDL_INIT_VIDEO) < 0)
- Error(ERR_EXIT, "SDL_Init() failed: %s", SDL_GetError());
+ Bitmap *dst_bitmap = CreateBitmapStruct();
+ SDL_Surface *src_surface = src_bitmap->surface_masked;
+ SDL_Surface *dst_surface;
- /* set default SDL depth */
- video.default_depth = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+ dst_width = MAX(1, dst_width); // prevent zero bitmap width
+ dst_height = MAX(1, dst_height); // prevent zero bitmap height
- /* set exit function to automatically cleanup SDL stuff after exit() */
- atexit(SDL_Quit);
+ dst_bitmap->width = dst_width;
+ dst_bitmap->height = dst_height;
+
+ // create zoomed temporary surface from source surface
+ dst_surface = zoomSurface(src_surface, dst_width, dst_height);
+
+ // create native format destination surface from zoomed temporary 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;
}
-inline void SDLInitVideoBuffer(DrawBuffer *backbuffer, DrawWindow *window,
- boolean fullscreen)
+
+// ============================================================================
+// load image to bitmap
+// ============================================================================
+
+Bitmap *SDLLoadImage(char *filename)
{
- /* open SDL video output device (window or fullscreen mode) */
- if (!SDLSetVideoMode(backbuffer, fullscreen))
- Error(ERR_EXIT, "setting video mode failed");
+ Bitmap *new_bitmap = CreateBitmapStruct();
+ SDL_Surface *sdl_image_tmp;
- /* set window and icon title */
- SDL_WM_SetCaption(program.window_title, program.window_title);
+ if (program.headless)
+ {
+ // prevent sanity check warnings at later stage
+ new_bitmap->width = new_bitmap->height = 1;
- /* 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.
+ return new_bitmap;
+ }
- 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. */
+ print_timestamp_init("SDLLoadImage");
+
+ print_timestamp_time(getBaseNamePtr(filename));
+
+ // load image to temporary surface
+ if ((sdl_image_tmp = IMG_Load(filename)) == NULL)
+ Error(ERR_EXIT, "IMG_Load('%s') failed: %s", getBaseNamePtr(filename),
+ SDL_GetError());
+
+ print_timestamp_time("IMG_Load");
+
+ UPDATE_BUSY_STATE();
+
+ // create native non-transparent surface for current image
+ if ((new_bitmap->surface = SDLGetOpaqueSurface(sdl_image_tmp)) == NULL)
+ Error(ERR_EXIT, "SDLGetOpaqueSurface() failed");
+
+ print_timestamp_time("SDLGetNativeSurface (opaque)");
+
+ UPDATE_BUSY_STATE();
+
+ // 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)
+ Error(ERR_EXIT, "SDLGetNativeSurface() failed");
+
+ print_timestamp_time("SDLGetNativeSurface (masked)");
- /* create additional (symbolic) buffer for double-buffering */
- *window = CreateBitmap(video.width, video.height, video.depth);
+ UPDATE_BUSY_STATE();
+
+ // free temporary surface
+ SDL_FreeSurface(sdl_image_tmp);
+
+ new_bitmap->width = new_bitmap->surface->w;
+ new_bitmap->height = new_bitmap->surface->h;
+
+ print_timestamp_done("SDLLoadImage");
+
+ return new_bitmap;
}
-inline boolean SDLSetVideoMode(DrawBuffer *backbuffer, boolean fullscreen)
+
+// ----------------------------------------------------------------------------
+// custom cursor fuctions
+// ----------------------------------------------------------------------------
+
+static SDL_Cursor *create_cursor(struct MouseCursorInfo *cursor_info)
{
- boolean success = TRUE;
- int surface_flags = SDL_HWSURFACE | (fullscreen ? SDL_FULLSCREEN : 0);
+ return SDL_CreateCursor(cursor_info->data, cursor_info->mask,
+ cursor_info->width, cursor_info->height,
+ cursor_info->hot_x, cursor_info->hot_y);
+}
- if (fullscreen && !video.fullscreen_enabled && video.fullscreen_available)
+void SDLSetMouseCursor(struct MouseCursorInfo *cursor_info)
+{
+ static struct MouseCursorInfo *last_cursor_info = NULL;
+ static struct MouseCursorInfo *last_cursor_info2 = NULL;
+ static SDL_Cursor *cursor_default = NULL;
+ static SDL_Cursor *cursor_current = NULL;
+
+ // if invoked for the first time, store the SDL default cursor
+ if (cursor_default == NULL)
+ cursor_default = SDL_GetCursor();
+
+ // only create new cursor if cursor info (custom only) has changed
+ if (cursor_info != NULL && cursor_info != last_cursor_info)
+ {
+ cursor_current = create_cursor(cursor_info);
+ last_cursor_info = cursor_info;
+ }
+
+ // only set new cursor if cursor info (custom or NULL) has changed
+ if (cursor_info != last_cursor_info2)
+ SDL_SetCursor(cursor_info ? cursor_current : cursor_default);
+
+ last_cursor_info2 = cursor_info;
+}
+
+
+// ============================================================================
+// audio functions
+// ============================================================================
+
+void SDLOpenAudio(void)
+{
+ if (program.headless)
+ return;
+
+ if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
+ {
+ Error(ERR_WARN, "SDL_InitSubSystem() failed: %s", SDL_GetError());
+ return;
+ }
+
+ if (Mix_OpenAudio(DEFAULT_AUDIO_SAMPLE_RATE, MIX_DEFAULT_FORMAT,
+ AUDIO_NUM_CHANNELS_STEREO,
+ setup.system.audio_fragment_size) < 0)
{
- /* switch display to fullscreen mode, if available */
- DrawWindow window_old = *backbuffer;
- DrawWindow window_new = CreateBitmapStruct();
+ Error(ERR_WARN, "Mix_OpenAudio() failed: %s", SDL_GetError());
+ return;
+ }
+
+ audio.sound_available = TRUE;
+ audio.music_available = TRUE;
+ audio.loops_available = TRUE;
+ audio.sound_enabled = TRUE;
+
+ // set number of available mixer channels
+ audio.num_channels = Mix_AllocateChannels(NUM_MIXER_CHANNELS);
+ audio.music_channel = MUSIC_CHANNEL;
+ audio.first_sound_channel = FIRST_SOUND_CHANNEL;
+
+ Mixer_InitChannels();
+}
+
+void SDLCloseAudio(void)
+{
+ Mix_HaltMusic();
+ Mix_HaltChannel(-1);
+
+ Mix_CloseAudio();
+ SDL_QuitSubSystem(SDL_INIT_AUDIO);
+}
+
+
+// ============================================================================
+// event functions
+// ============================================================================
+
+void SDLWaitEvent(Event *event)
+{
+ SDL_WaitEvent(event);
+}
+
+void SDLCorrectRawMousePosition(int *x, int *y)
+{
+ if (sdl_renderer == NULL)
+ return;
+
+ // this corrects the raw mouse position for logical screen size within event
+ // filters (correction done later by SDL library when handling mouse events)
+
+ SDL_Rect viewport;
+ float scale_x, scale_y;
+
+ SDL_RenderGetViewport(sdl_renderer, &viewport);
+ SDL_RenderGetScale(sdl_renderer, &scale_x, &scale_y);
+
+ *x = (int)(*x / scale_x);
+ *y = (int)(*y / scale_y);
- if ((window_new->surface = SDL_SetVideoMode(video.width, video.height,
- video.depth, surface_flags))
- == NULL)
+ *x -= viewport.x;
+ *y -= viewport.y;
+}
+
+
+// ============================================================================
+// joystick functions
+// ============================================================================
+
+static void *sdl_joystick[MAX_PLAYERS]; // game controller or joystick
+static int sdl_js_axis_raw[MAX_PLAYERS][2];
+static int sdl_js_axis[MAX_PLAYERS][2];
+static int sdl_js_button[MAX_PLAYERS][2];
+static boolean sdl_is_controller[MAX_PLAYERS];
+
+void SDLClearJoystickState(void)
+{
+ int i, j;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ for (j = 0; j < 2; j++)
{
- /* switching display to fullscreen mode failed */
- Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
+ sdl_js_axis_raw[i][j] = -1;
+ sdl_js_axis[i][j] = 0;
+ sdl_js_button[i][j] = 0;
+ }
+ }
+}
- /* do not try it again */
- video.fullscreen_available = FALSE;
- success = FALSE;
+boolean SDLOpenJoystick(int nr)
+{
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return FALSE;
+
+ sdl_is_controller[nr] = SDL_IsGameController(nr);
+
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "opening joystick %d (%s)",
+ nr, (sdl_is_controller[nr] ? "game controller" : "joystick"));
+#endif
+
+ if (sdl_is_controller[nr])
+ sdl_joystick[nr] = SDL_GameControllerOpen(nr);
+ else
+ sdl_joystick[nr] = SDL_JoystickOpen(nr);
+
+ return (sdl_joystick[nr] != NULL);
+}
+
+void SDLCloseJoystick(int nr)
+{
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return;
+
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "closing joystick %d", nr);
+#endif
+
+ if (sdl_is_controller[nr])
+ SDL_GameControllerClose(sdl_joystick[nr]);
+ else
+ SDL_JoystickClose(sdl_joystick[nr]);
+
+ sdl_joystick[nr] = NULL;
+}
+
+boolean SDLCheckJoystickOpened(int nr)
+{
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return FALSE;
+
+ return (sdl_joystick[nr] != NULL ? TRUE : FALSE);
+}
+
+static void setJoystickAxis(int nr, int axis_id_raw, int axis_value)
+{
+ int axis_id = (axis_id_raw == SDL_CONTROLLER_AXIS_LEFTX ||
+ axis_id_raw == SDL_CONTROLLER_AXIS_RIGHTX ? 0 :
+ axis_id_raw == SDL_CONTROLLER_AXIS_LEFTY ||
+ axis_id_raw == SDL_CONTROLLER_AXIS_RIGHTY ? 1 : -1);
+
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return;
+
+ if (axis_id == -1)
+ return;
+
+ // prevent (slightly jittering, but centered) axis A from resetting axis B
+ if (ABS(axis_value) < JOYSTICK_PERCENT * JOYSTICK_MAX_AXIS_POS / 100 &&
+ axis_id_raw != sdl_js_axis_raw[nr][axis_id])
+ return;
+
+ sdl_js_axis[nr][axis_id] = axis_value;
+ sdl_js_axis_raw[nr][axis_id] = axis_id_raw;
+}
+
+static void setJoystickButton(int nr, int button_id_raw, int button_state)
+{
+ int button_id = (button_id_raw == SDL_CONTROLLER_BUTTON_A ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_X ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_LEFTSHOULDER ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_LEFTSTICK ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_RIGHTSTICK ? 0 :
+ button_id_raw == SDL_CONTROLLER_BUTTON_B ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_Y ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ? 1 :
+ -1);
+
+ if (button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_LEFT)
+ sdl_js_axis[nr][0] = button_state * JOYSTICK_XLEFT;
+ else if (button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_RIGHT)
+ sdl_js_axis[nr][0] = button_state * JOYSTICK_XRIGHT;
+ else if (button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_UP)
+ sdl_js_axis[nr][1] = button_state * JOYSTICK_YUPPER;
+ else if (button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_DOWN)
+ sdl_js_axis[nr][1] = button_state * JOYSTICK_YLOWER;
+
+ if (button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_RIGHT ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_UP ||
+ button_id_raw == SDL_CONTROLLER_BUTTON_DPAD_DOWN)
+ sdl_js_axis_raw[nr][0] = sdl_js_axis_raw[nr][1] = -1;
+
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return;
+
+ if (button_id == -1)
+ return;
+
+ sdl_js_button[nr][button_id] = button_state;
+}
+
+void HandleJoystickEvent(Event *event)
+{
+ // when using joystick, disable overlay touch buttons
+ runtime.uses_touch_device = FALSE;
+
+ switch (event->type)
+ {
+ case SDL_CONTROLLERDEVICEADDED:
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_CONTROLLERDEVICEADDED: device %d added",
+ event->cdevice.which);
+#endif
+ InitJoysticks();
+ break;
+
+ case SDL_CONTROLLERDEVICEREMOVED:
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_CONTROLLERDEVICEREMOVED: device %d removed",
+ event->cdevice.which);
+#endif
+ InitJoysticks();
+ break;
+
+ case SDL_CONTROLLERAXISMOTION:
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_CONTROLLERAXISMOTION: device %d, axis %d: %d",
+ event->caxis.which, event->caxis.axis, event->caxis.value);
+#endif
+ setJoystickAxis(event->caxis.which,
+ event->caxis.axis,
+ event->caxis.value);
+ break;
+
+ case SDL_CONTROLLERBUTTONDOWN:
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_CONTROLLERBUTTONDOWN: device %d, button %d",
+ event->cbutton.which, event->cbutton.button);
+#endif
+ setJoystickButton(event->cbutton.which,
+ event->cbutton.button,
+ TRUE);
+ break;
+
+ case SDL_CONTROLLERBUTTONUP:
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_CONTROLLERBUTTONUP: device %d, button %d",
+ event->cbutton.which, event->cbutton.button);
+#endif
+ setJoystickButton(event->cbutton.which,
+ event->cbutton.button,
+ FALSE);
+ break;
+
+ case SDL_JOYAXISMOTION:
+ if (sdl_is_controller[event->jaxis.which])
+ break;
+
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_JOYAXISMOTION: device %d, axis %d: %d",
+ event->jaxis.which, event->jaxis.axis, event->jaxis.value);
+#endif
+ if (event->jaxis.axis < 4)
+ setJoystickAxis(event->jaxis.which,
+ event->jaxis.axis,
+ event->jaxis.value);
+ break;
+
+ case SDL_JOYBUTTONDOWN:
+ if (sdl_is_controller[event->jaxis.which])
+ break;
+
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_JOYBUTTONDOWN: device %d, button %d",
+ event->jbutton.which, event->jbutton.button);
+#endif
+ if (event->jbutton.button < 4)
+ setJoystickButton(event->jbutton.which,
+ event->jbutton.button,
+ TRUE);
+ break;
+
+ case SDL_JOYBUTTONUP:
+ if (sdl_is_controller[event->jaxis.which])
+ break;
+
+#if DEBUG_JOYSTICKS
+ Error(ERR_DEBUG, "SDL_JOYBUTTONUP: device %d, button %d",
+ event->jbutton.which, event->jbutton.button);
+#endif
+ if (event->jbutton.button < 4)
+ setJoystickButton(event->jbutton.which,
+ event->jbutton.button,
+ FALSE);
+ break;
+
+ default:
+ break;
+ }
+}
+
+void SDLInitJoysticks(void)
+{
+ static boolean sdl_joystick_subsystem_initialized = FALSE;
+ boolean print_warning = !sdl_joystick_subsystem_initialized;
+ char *mappings_file_base = getPath2(options.conf_directory,
+ GAMECONTROLLER_BASENAME);
+ char *mappings_file_user = getPath2(getUserGameDataDir(),
+ GAMECONTROLLER_BASENAME);
+ int num_mappings;
+ int i;
+
+ if (!sdl_joystick_subsystem_initialized)
+ {
+ sdl_joystick_subsystem_initialized = TRUE;
+
+ SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
+
+ if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0)
+ {
+ Error(ERR_EXIT, "SDL_Init() failed: %s", SDL_GetError());
+ return;
}
+
+ num_mappings = SDL_GameControllerAddMappingsFromFile(mappings_file_base);
+
+ // the included game controller base mappings should always be found
+ if (num_mappings == -1)
+ Error(ERR_WARN, "no game controller base mappings found");
+#if DEBUG_JOYSTICKS
+ else
+ Error(ERR_INFO, "%d game controller base mapping(s) added", num_mappings);
+#endif
+
+ num_mappings = SDL_GameControllerAddMappingsFromFile(mappings_file_user);
+
+#if DEBUG_JOYSTICKS
+ // the personal game controller user mappings may or may not be found
+ if (num_mappings == -1)
+ Error(ERR_WARN, "no game controller user mappings found");
else
+ Error(ERR_INFO, "%d game controller user mapping(s) added", num_mappings);
+
+ Error(ERR_INFO, "%d joystick(s) found:", SDL_NumJoysticks());
+#endif
+
+ checked_free(mappings_file_base);
+ checked_free(mappings_file_user);
+
+#if DEBUG_JOYSTICKS
+ for (i = 0; i < SDL_NumJoysticks(); i++)
{
- if (window_old)
- FreeBitmap(window_old);
- *backbuffer = window_new;
+ const char *name, *type;
- video.fullscreen_enabled = TRUE;
- success = TRUE;
+ if (SDL_IsGameController(i))
+ {
+ name = SDL_GameControllerNameForIndex(i);
+ type = "game controller";
+ }
+ else
+ {
+ name = SDL_JoystickNameForIndex(i);
+ type = "joystick";
+ }
+
+ Error(ERR_INFO, "- joystick %d (%s): '%s'",
+ i, type, (name ? name : "(Unknown)"));
}
+#endif
}
- if ((!fullscreen && video.fullscreen_enabled) || !*backbuffer)
+ // assign joysticks from configured to connected joystick for all players
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- /* switch display to window mode */
- DrawWindow window_old = *backbuffer;
- DrawWindow window_new = CreateBitmapStruct();
+ // get configured joystick for this player
+ char *device_name = setup.input[i].joy.device_name;
+ int joystick_nr = getJoystickNrFromDeviceName(device_name);
- if ((window_new->surface = SDL_SetVideoMode(video.width, video.height,
- video.depth, surface_flags))
- == NULL)
+ if (joystick_nr >= SDL_NumJoysticks())
{
- /* switching display to window mode failed -- should not happen */
- Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
+ if (setup.input[i].use_joystick && print_warning)
+ Error(ERR_WARN, "cannot find joystick %d", joystick_nr);
- success = FALSE;
+ joystick_nr = -1;
}
- else
- {
- if (window_old)
- FreeBitmap(window_old);
- *backbuffer = window_new;
- video.fullscreen_enabled = FALSE;
- success = TRUE;
- }
+ // store configured joystick number for each player
+ joystick.nr[i] = joystick_nr;
}
- return success;
+ // now open all connected joysticks (regardless if configured or not)
+ for (i = 0; i < SDL_NumJoysticks(); i++)
+ {
+ // this allows subsequent calls to 'InitJoysticks' for re-initialization
+ if (SDLCheckJoystickOpened(i))
+ SDLCloseJoystick(i);
+
+ if (SDLOpenJoystick(i))
+ joystick.status = JOYSTICK_ACTIVATED;
+ else if (print_warning)
+ Error(ERR_WARN, "cannot open joystick %d", i);
+ }
+
+ SDLClearJoystickState();
}
-inline 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 copy_mode)
+boolean SDLReadJoystick(int nr, int *x, int *y, boolean *b1, boolean *b2)
{
- 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;
+ if (nr < 0 || nr >= MAX_PLAYERS)
+ return FALSE;
- dst_rect.x = dst_x;
- dst_rect.y = dst_y;
- dst_rect.w = width;
- dst_rect.h = height;
+ if (x != NULL)
+ *x = sdl_js_axis[nr][0];
+ if (y != NULL)
+ *y = sdl_js_axis[nr][1];
- if (src_bitmap != backbuffer || dst_bitmap != window)
- SDL_BlitSurface((copy_mode == SDLCOPYAREA_MASKED ?
- src_bitmap->surface_masked : src_bitmap->surface),
- &src_rect, real_dst_bitmap->surface, &dst_rect);
+ if (b1 != NULL)
+ *b1 = sdl_js_button[nr][0];
+ if (b2 != NULL)
+ *b2 = sdl_js_button[nr][1];
- if (dst_bitmap == window)
- SDL_UpdateRect(backbuffer->surface, dst_x, dst_y, width, height);
+ return TRUE;
}
-inline void SDLFillRectangle(Bitmap dst_bitmap, int x, int y,
- int width, int height, unsigned int color)
+
+// ============================================================================
+// touch input overlay functions
+// ============================================================================
+
+#if defined(USE_TOUCH_INPUT_OVERLAY)
+static void DrawTouchInputOverlay_ShowGrid(int alpha)
{
- Bitmap real_dst_bitmap = (dst_bitmap == window ? backbuffer : dst_bitmap);
SDL_Rect rect;
- unsigned int color_r = (color >> 16) && 0xff;
- unsigned int color_g = (color >> 8) && 0xff;
- unsigned int color_b = (color >> 0) && 0xff;
+ int grid_xsize = overlay.grid_xsize;
+ int grid_ysize = overlay.grid_ysize;
+ int x, y;
- rect.x = x;
- rect.y = y;
- rect.w = width;
- rect.h = height;
+ SDL_SetRenderDrawColor(sdl_renderer, 255, 255, 255, alpha);
+ SDL_SetRenderDrawBlendMode(sdl_renderer, SDL_BLENDMODE_BLEND);
- SDL_FillRect(real_dst_bitmap->surface, &rect,
- SDL_MapRGB(real_dst_bitmap->surface->format,
- color_r, color_g, color_b));
+ for (x = 0; x < grid_xsize; x++)
+ {
+ rect.x = (x + 0) * video.screen_width / grid_xsize;
+ rect.w = (x + 1) * video.screen_width / grid_xsize - rect.x;
- if (dst_bitmap == window)
- SDL_UpdateRect(backbuffer->surface, x, y, width, height);
+ for (y = 0; y < grid_ysize; y++)
+ {
+ rect.y = (y + 0) * video.screen_height / grid_ysize;
+ rect.h = (y + 1) * video.screen_height / grid_ysize - rect.y;
+
+ if (overlay.grid_button[x][y] == CHAR_GRID_BUTTON_NONE)
+ SDL_RenderDrawRect(sdl_renderer, &rect);
+ }
+ }
+
+ SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 255);
+}
+
+static void RenderFillRectangle(int x, int y, int width, int height)
+{
+ SDL_Rect rect = { x, y, width, height };
+
+ SDL_RenderFillRect(sdl_renderer, &rect);
}
-inline void SDLDrawSimpleLine(SDL_Surface *surface, int from_x, int from_y,
- int to_x, int to_y, unsigned int color)
+static void DrawTouchInputOverlay_ShowGridButtons(int alpha)
{
+ static int alpha_direction = 0;
+ static int alpha_highlight = 0;
+ int alpha_max = ALPHA_FROM_TRANSPARENCY(setup.touch.transparency);
+ int alpha_step = ALPHA_FADING_STEPSIZE(alpha_max);
SDL_Rect rect;
- unsigned int color_r = (color >> 16) & 0xff;
- unsigned int color_g = (color >> 8) & 0xff;
- unsigned int color_b = (color >> 0) & 0xff;
+ int grid_xsize = overlay.grid_xsize;
+ int grid_ysize = overlay.grid_ysize;
+ int x, y;
- if (from_x > to_x)
- swap_numbers(&from_x, &to_x);
+ if (alpha == alpha_max)
+ {
+ if (alpha_direction < 0)
+ {
+ alpha_highlight = MAX(0, alpha_highlight - alpha_step);
- if (from_y > to_y)
- swap_numbers(&from_y, &to_y);
+ if (alpha_highlight == 0)
+ alpha_direction = 1;
+ }
+ else
+ {
+ alpha_highlight = MIN(alpha_highlight + alpha_step, alpha_max);
- rect.x = from_x;
- rect.y = from_y;
- rect.w = (to_x - from_x + 1);
- rect.h = (to_y - from_y + 1);
+ if (alpha_highlight == alpha_max)
+ alpha_direction = -1;
+ }
+ }
+ else
+ {
+ alpha_direction = 1;
+ alpha_highlight = alpha;
+ }
+
+ SDL_SetRenderDrawBlendMode(sdl_renderer, SDL_BLENDMODE_BLEND);
+
+ for (x = 0; x < grid_xsize; x++)
+ {
+ for (y = 0; y < grid_ysize; y++)
+ {
+ int grid_button = overlay.grid_button[x][y];
+ int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
+ int alpha_draw = alpha;
+ int outline_border = MV_NONE;
+ int border_size = 2;
+ boolean draw_outlined = setup.touch.draw_outlined;
+ boolean draw_pressed = setup.touch.draw_pressed;
+
+ if (grid_button == CHAR_GRID_BUTTON_NONE)
+ continue;
+
+ if (grid_button == overlay.grid_button_highlight)
+ {
+ draw_outlined = FALSE;
+ alpha_draw = MIN((float)alpha_highlight * 1.5, SDL_ALPHA_OPAQUE);
+ }
+
+ if (draw_pressed && overlay.grid_button_action & grid_button_action)
+ {
+ if (draw_outlined)
+ draw_outlined = FALSE;
+ else
+ alpha_draw = MIN((float)alpha_draw * 1.5, SDL_ALPHA_OPAQUE);
+ }
- SDL_FillRect(surface, &rect,
- SDL_MapRGB(surface->format, color_r, color_g, color_b));
+ SDL_SetRenderDrawColor(sdl_renderer, 255, 255, 255, alpha_draw);
+
+ rect.x = (x + 0) * video.screen_width / grid_xsize;
+ rect.y = (y + 0) * video.screen_height / grid_ysize;
+ rect.w = (x + 1) * video.screen_width / grid_xsize - rect.x;
+ rect.h = (y + 1) * video.screen_height / grid_ysize - rect.y;
+
+ if (x == 0 || overlay.grid_button[x - 1][y] != grid_button)
+ {
+ rect.x += border_size;
+ rect.w -= border_size;
+
+ outline_border |= MV_LEFT;
+ }
+
+ if (x == grid_xsize - 1 || overlay.grid_button[x + 1][y] != grid_button)
+ {
+ rect.w -= border_size;
+
+ outline_border |= MV_RIGHT;
+ }
+
+ if (y == 0 || overlay.grid_button[x][y - 1] != grid_button)
+ {
+ rect.y += border_size;
+ rect.h -= border_size;
+
+ outline_border |= MV_UP;
+ }
+
+ if (y == grid_ysize - 1 || overlay.grid_button[x][y + 1] != grid_button)
+ {
+ rect.h -= border_size;
+
+ outline_border |= MV_DOWN;
+ }
+
+ if (draw_outlined)
+ {
+ int rect_x = rect.x +
+ (outline_border & MV_LEFT ? border_size : 0);
+ int rect_w = rect.w -
+ (outline_border & MV_LEFT ? border_size : 0) -
+ (outline_border & MV_RIGHT ? border_size : 0);
+
+ if (outline_border & MV_LEFT)
+ RenderFillRectangle(rect.x, rect.y, border_size, rect.h);
+
+ if (outline_border & MV_RIGHT)
+ RenderFillRectangle(rect.x + rect.w - border_size, rect.y,
+ border_size, rect.h);
+
+ if (outline_border & MV_UP)
+ RenderFillRectangle(rect_x, rect.y, rect_w, border_size);
+
+ if (outline_border & MV_DOWN)
+ RenderFillRectangle(rect_x, rect.y + rect.h - border_size,
+ rect_w, border_size);
+ }
+ else
+ {
+ SDL_RenderFillRect(sdl_renderer, &rect);
+ }
+ }
+ }
+
+ SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 255);
}
-inline boolean SDLOpenAudio(void)
+static void DrawTouchInputOverlay(void)
{
- if (SDL_Init(SDL_INIT_AUDIO) < 0)
+ static boolean deactivated = TRUE;
+ static boolean show_grid = FALSE;
+ static int alpha = 0;
+ int alpha_max = ALPHA_FROM_TRANSPARENCY(setup.touch.transparency);
+ int alpha_step = ALPHA_FADING_STEPSIZE(alpha_max);
+ boolean active = (overlay.enabled && overlay.active);
+
+ if (!active && deactivated)
+ return;
+
+ if (active)
{
- Error(ERR_WARN, "SDL_Init() failed: %s", SDL_GetError());
- return FALSE;
- }
+ if (alpha < alpha_max)
+ alpha = MIN(alpha + alpha_step, alpha_max);
- if (Mix_OpenAudio(22050, AUDIO_S16, 2, 512) < 0)
+ deactivated = FALSE;
+ }
+ else
{
- Error(ERR_WARN, "Mix_OpenAudio() failed: %s", SDL_GetError());
- return FALSE;
+ alpha = MAX(0, alpha - alpha_step);
+
+ if (alpha == 0)
+ deactivated = TRUE;
}
- Mix_Volume(-1, SDL_MIX_MAXVOLUME / 4);
- Mix_VolumeMusic(SDL_MIX_MAXVOLUME / 4);
+ if (overlay.show_grid)
+ show_grid = TRUE;
+ else if (deactivated)
+ show_grid = FALSE;
- return TRUE;
+ if (show_grid)
+ DrawTouchInputOverlay_ShowGrid(alpha);
+
+ DrawTouchInputOverlay_ShowGridButtons(alpha);
}
-inline void SDLCloseAudio(void)
+static void DrawTouchGadgetsOverlay(void)
{
- Mix_HaltMusic();
- Mix_HaltChannel(-1);
-
- Mix_CloseAudio();
+ DrawGadgets_OverlayTouchButtons();
}
-
-#endif /* TARGET_SDL */
+#endif