rnd-20140127-1-src
[rocksndiamonds.git] / src / libgame / sdl.c
index a9fd895907da1116f0c2af362c91c439fabd3ea8..120fe30c072926736442aa0bd26d3b1f21a4a482 100644 (file)
@@ -40,13 +40,31 @@ 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(TARGET_SDL2)
+void SDLLimitScreenUpdates(boolean enable)
+{
+  limit_screen_updates = enable;
+}
+
 static void UpdateScreen(SDL_Rect *rect)
 {
+  static unsigned int update_screen_delay = 0;
+  unsigned int update_screen_delay_value = 20;         /* (milliseconds) */
+
+#if 1
+  if (limit_screen_updates &&
+      !DelayReached(&update_screen_delay, update_screen_delay_value))
+    return;
+
+  LimitScreenUpdates(FALSE);
+#endif
+
+#if defined(TARGET_SDL2)
 #if USE_RENDERER
   SDL_Surface *screen = backbuffer->surface;
 
@@ -79,8 +97,14 @@ static void UpdateScreen(SDL_Rect *rect)
   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
+}
 
 static void setFullscreenParameters(char *fullscreen_mode_string)
 {
@@ -231,6 +255,7 @@ void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window,
 #endif
 
   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();
@@ -391,9 +416,9 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
                                    boolean fullscreen)
 {
   SDL_Surface *new_surface = NULL;
-  static boolean fullscreen_enabled = FALSE;
 
 #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_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP;
@@ -420,19 +445,23 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
   // store if initial screen mode on game start is fullscreen mode
   if (sdl_window == NULL)
   {
+#if 0
     printf("::: GAME STARTS WITH FULLSCREEN %d\n", fullscreen);
+#endif
 
     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;
 
-#if 1
+#if 0
   printf("::: use window scaling factor %f\n", screen_scaling_factor);
 #endif
 
@@ -492,7 +521,8 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
     if (sdl_renderer != NULL)
     {
       SDL_RenderSetLogicalSize(sdl_renderer, width, height);
-      SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
+      // 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,
@@ -555,9 +585,11 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
   new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags);
 #endif
 
+#if defined(TARGET_SDL2)
   // store fullscreen state ("video.fullscreen_enabled" may not reflect this!)
   if (new_surface != NULL)
     fullscreen_enabled = fullscreen;
+#endif
 
   return new_surface;
 }
@@ -764,6 +796,7 @@ boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen)
 
       video.fullscreen_enabled = FALSE;
       video.window_scaling_percent = setup.window_scaling_percent;
+      video.window_scaling_quality = setup.window_scaling_quality;
 
       success = TRUE;
     }
@@ -805,7 +838,9 @@ void SDLSetWindowScaling(int window_scaling_percent)
   int new_window_width  = (int)(window_scaling_factor * video.width);
   int new_window_height = (int)(window_scaling_factor * video.height);
 
+#if 0
   Error(ERR_DEBUG, "::: SDLSetWindowScaling(%d) ...", window_scaling_percent);
+#endif
 
   SDL_SetWindowSize(sdl_window, new_window_width, new_window_height);
 
@@ -814,6 +849,30 @@ void SDLSetWindowScaling(int window_scaling_percent)
   video.window_height = new_window_height;
 }
 
+void SDLSetWindowScalingQuality(char *window_scaling_quality)
+{
+  if (sdl_texture == NULL)
+    return;
+
+  SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
+
+  SDL_Texture *new_texture = SDL_CreateTexture(sdl_renderer,
+                                              SDL_PIXELFORMAT_ARGB8888,
+                                              SDL_TEXTUREACCESS_STREAMING,
+                                              video.width, video.height);
+
+  if (new_texture != NULL)
+  {
+    SDL_DestroyTexture(sdl_texture);
+
+    sdl_texture = new_texture;
+
+    SDLRedrawWindow();
+  }
+
+  video.window_scaling_quality = window_scaling_quality;
+}
+
 void SDLSetWindowFullscreen(boolean fullscreen)
 {
   if (sdl_window == NULL)
@@ -825,13 +884,17 @@ void SDLSetWindowFullscreen(boolean fullscreen)
   int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
 #endif
 
+#if 0
   Error(ERR_DEBUG, "::: SDL_SetWindowFullscreen(%d) ...", fullscreen);
+#endif
 
   if (SDL_SetWindowFullscreen(sdl_window, flags) == 0)
     video.fullscreen_enabled = fullscreen;
 
+#if 0
   printf("::: SDLSetWindowFullscreen: %d, %d\n",
         fullscreen, video.fullscreen_initial);
+#endif
 
 #if 1
   // if game started in fullscreen mode, window will also get fullscreen size
@@ -924,7 +987,10 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap,
   }
 #else
   if (dst_bitmap == window)
-    SDL_UpdateRect(backbuffer->surface, dst_x, dst_y, width, height);
+  {
+    // SDL_UpdateRect(backbuffer->surface, dst_x, dst_y, width, height);
+    UpdateScreen(&dst_rect);
+  }
 #endif
 }
 
@@ -956,7 +1022,10 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,
   }
 #else
   if (dst_bitmap == window)
-    SDL_UpdateRect(backbuffer->surface, x, y, width, height);
+  {
+    // SDL_UpdateRect(backbuffer->surface, x, y, width, height);
+    UpdateScreen(&rect);
+  }
 #endif
 }
 
@@ -971,9 +1040,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
   SDL_Surface *surface_screen = backbuffer->surface;
   SDL_Surface *surface_cross = (bitmap_cross ? bitmap_cross->surface : NULL);
   SDL_Rect src_rect, dst_rect;
-#if defined(TARGET_SDL2)
   SDL_Rect dst_rect2;
-#endif
   int src_x = x, src_y = y;
   int dst_x = x, dst_y = y;
   unsigned int time_last, time_current;
@@ -1002,9 +1069,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
   dst_rect.w = width;          /* (ignored) */
   dst_rect.h = height;         /* (ignored) */
 
-#if defined(TARGET_SDL2)
   dst_rect2 = dst_rect;
-#endif
 
   if (initialization_needed)
   {
@@ -1205,7 +1270,8 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
        // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect2, 1);
        UpdateScreen(&dst_rect2);
 #else
-       SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height);
+       // SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height);
+       UpdateScreen(&dst_rect2);
 #endif
       }
     }
@@ -1244,7 +1310,8 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
       // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect, 1);
       UpdateScreen(&dst_rect);
 #else
-      SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height);
+      // SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height);
+      UpdateScreen(&dst_rect);
 #endif
 #else
       SDL_Flip(surface_screen);