changed setting native surface to use internal conversion function (SDL1)
[rocksndiamonds.git] / src / libgame / sdl.c
index 5a8277a555663e66e9993d58990cc65b517623ae..4b44daa1c53d6ce82c6c59f62cc134800b671d61 100644 (file)
 
 /* SDL internal variables */
 #if defined(TARGET_SDL2)
-#define USE_TARGET_TEXTURE             TRUE
-#define USE_TARGET_TEXTURE_ONLY                FALSE
-
 static SDL_Window *sdl_window = NULL;
 static SDL_Renderer *sdl_renderer = NULL;
-#if USE_TARGET_TEXTURE
 static SDL_Texture *sdl_texture_stream = NULL;
 static SDL_Texture *sdl_texture_target = NULL;
-#else
-static SDL_Texture *sdl_texture = NULL;
-#endif
 static boolean fullscreen_enabled = FALSE;
 #endif
 
-/* 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;
 
 
@@ -56,7 +42,22 @@ 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 = 50;         /* (milliseconds) */
@@ -85,52 +86,40 @@ static void UpdateScreen(SDL_Rect *rect)
   }
 #endif
 
-#if USE_FINAL_SCREEN_BITMAP
-  if (gfx.final_screen_bitmap != NULL) // may not be initialized yet
+  if (video.screen_rendering_mode == SPECIAL_RENDERING_BITMAP &&
+      gfx.final_screen_bitmap != NULL) // may not be initialized yet
   {
-    // !!! TEST !!!
     // draw global animations using bitmaps instead of using textures
     // to prevent texture scaling artefacts (this is potentially slower)
 
     BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0,
               gfx.win_xsize, gfx.win_ysize, 0, 0);
 
-    // copy global animations to render target buffer, if defined (below border)
-    if (gfx.draw_global_anim_function != NULL)
-      gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
-
-    // copy global masked border to render target buffer, if defined
-    if (gfx.draw_global_border_function != NULL)
-      gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
-
-    // copy global animations to render target buffer, if defined (above border)
-    if (gfx.draw_global_anim_function != NULL)
-      gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+    FinalizeScreen(DRAW_TO_SCREEN);
 
     screen = gfx.final_screen_bitmap->surface;
 
     // force full window redraw
     rect = NULL;
   }
-#endif
 
-#if USE_TARGET_TEXTURE
-#if USE_TARGET_TEXTURE_ONLY
-  SDL_Texture *sdl_texture = sdl_texture_target;
-#else
+#if defined(TARGET_SDL2)
   SDL_Texture *sdl_texture = sdl_texture_stream;
-#endif
-#endif
 
-#if defined(TARGET_SDL2)
+  // deactivate use of target texture if render targets are not supported
+  if ((video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+       video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE) &&
+      sdl_texture_target == NULL)
+    video.screen_rendering_mode = SPECIAL_RENDERING_OFF;
+
+  if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET)
+    sdl_texture = sdl_texture_target;
+
   if (rect)
   {
     int bytes_x = screen->pitch / video.width;
     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);
@@ -143,39 +132,34 @@ static void UpdateScreen(SDL_Rect *rect)
   // clear render target buffer
   SDL_RenderClear(sdl_renderer);
 
-#if USE_TARGET_TEXTURE
-  SDL_SetRenderTarget(sdl_renderer, sdl_texture_target);
+  // set renderer to use target texture for rendering
+  if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+      video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+    SDL_SetRenderTarget(sdl_renderer, sdl_texture_target);
 
-  // copy backbuffer to render target buffer
-  if (sdl_texture != sdl_texture_target)
-    SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
-#else
-  // copy backbuffer to render target buffer
-  SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
-#endif
-
-#if !USE_FINAL_SCREEN_BITMAP
-  // copy global animations to render target buffer, if defined (below border)
-  if (gfx.draw_global_anim_function != NULL)
-    gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
+  // copy backbuffer texture to render target buffer
+  if (video.screen_rendering_mode != SPECIAL_RENDERING_TARGET)
+    SDL_RenderCopy(sdl_renderer, sdl_texture_stream, NULL, NULL);
 
-  // copy global masked border to render target buffer, if defined
-  if (gfx.draw_global_border_function != NULL)
-    gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
+  if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP)
+    FinalizeScreen(DRAW_TO_SCREEN);
 
-  // copy global animations to render target buffer, if defined (above border)
-  if (gfx.draw_global_anim_function != NULL)
-    gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+  // when using target texture, copy it to screen buffer
+  if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+      video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+  {
+    SDL_SetRenderTarget(sdl_renderer, NULL);
+    SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL);
+  }
 #endif
 
-#if USE_TARGET_TEXTURE
-  SDL_SetRenderTarget(sdl_renderer, NULL);
-  SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL);
-#endif
+  // global synchronization point of the game to align video frame delay
+  if (with_frame_delay)
+    WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
 
-  // show render target buffer on screen
+#if defined(TARGET_SDL2)
+ // show render target buffer on screen
   SDL_RenderPresent(sdl_renderer);
-
 #else  // TARGET_SDL
   if (rect)
     SDL_UpdateRects(screen, 1, rect);
@@ -184,39 +168,14 @@ static void UpdateScreen(SDL_Rect *rect)
 #endif
 }
 
-static void setFullscreenParameters(char *fullscreen_mode_string)
+static void UpdateScreen_WithFrameDelay(SDL_Rect *rect)
 {
-#if defined(TARGET_SDL2)
-  fullscreen_width = video.width;
-  fullscreen_height = video.height;
-  fullscreen_xoffset = 0;
-  fullscreen_yoffset = 0;  
-
-#else
-
-  struct ScreenModeInfo *fullscreen_mode;
-  int i;
-
-  fullscreen_mode = get_screen_mode_from_string(fullscreen_mode_string);
-
-  if (fullscreen_mode == NULL)
-    return;
-
-  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)
-    {
-      fullscreen_width  = fullscreen_mode->width;
-      fullscreen_height = fullscreen_mode->height;
-
-      fullscreen_xoffset = (fullscreen_width  - video.width)  / 2;
-      fullscreen_yoffset = (fullscreen_height - video.height) / 2;
+  UpdateScreenExt(rect, TRUE);
+}
 
-      break;
-    }
-  }
-#endif
+static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect)
+{
+  UpdateScreenExt(rect, FALSE);
 }
 
 static void SDLSetWindowIcon(char *basename)
@@ -264,34 +223,7 @@ static boolean equalSDLPixelFormat(SDL_PixelFormat *format1,
          format1->BytesPerPixel == format2->BytesPerPixel &&
          format1->Rmask         == format2->Rmask &&
          format1->Gmask         == format2->Gmask &&
-         format1->Bmask         == format2->Bmask &&
-         format1->Amask         == format2->Amask);
-}
-
-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 = SDL_ConvertSurface(*surface, backbuffer->surface->format, 0);
-
-  if (new_surface == NULL)
-    Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
-
-  SDL_FreeSurface(*surface);
-
-  *surface = new_surface;
-
-  return TRUE;
+         format1->Bmask         == format2->Bmask);
 }
 
 SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
@@ -320,21 +252,21 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
   return new_surface;
 }
 
-#else
-
 boolean SDLSetNativeSurface(SDL_Surface **surface)
 {
   SDL_Surface *new_surface;
 
   if (surface == NULL ||
       *surface == NULL ||
-      !video.initialized)
+      backbuffer == NULL ||
+      backbuffer->surface == NULL)
     return FALSE;
 
-  new_surface = SDL_DisplayFormat(*surface);
+  // if pixel format already optimized for destination surface, do nothing
+  if (equalSDLPixelFormat((*surface)->format, backbuffer->surface->format))
+    return FALSE;
 
-  if (new_surface == NULL)
-    Error(ERR_EXIT, "SDL_DisplayFormat() failed: %s", SDL_GetError());
+  new_surface = SDLGetNativeSurface(*surface);
 
   SDL_FreeSurface(*surface);
 
@@ -343,10 +275,15 @@ boolean SDLSetNativeSurface(SDL_Surface **surface)
   return TRUE;
 }
 
+#else
+
 SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
 {
   SDL_Surface *new_surface;
 
+  if (surface == NULL)
+    return NULL;
+
   if (video.initialized)
     new_surface = SDL_DisplayFormat(surface);
   else
@@ -360,6 +297,24 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
   return new_surface;
 }
 
+boolean SDLSetNativeSurface(SDL_Surface **surface)
+{
+  SDL_Surface *new_surface;
+
+  if (surface == NULL ||
+      *surface == NULL ||
+      !video.initialized)
+    return FALSE;
+
+  new_surface = SDLGetNativeSurface(*surface);
+
+  SDL_FreeSurface(*surface);
+
+  *surface = new_surface;
+
+  return TRUE;
+}
+
 #endif
 
 #if defined(TARGET_SDL2)
@@ -428,167 +383,23 @@ 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;
+  SDLSetScreenRenderingMode(setup.screen_rendering_mode);
 
 #if defined(TARGET_SDL2)
-  // in SDL 2.0, there is always support for desktop fullscreen mode
-  // (in SDL 1.2, there is only support for "real" fullscreen mode)
+  // SDL 2.0: support for (desktop) fullscreen mode available
   video.fullscreen_available = TRUE;
-#endif
-
-#if defined(TARGET_SDL2)
-  if (modes)
-  {
-    for (i = 0; modes[i] != NULL; i++)
-      checked_free(modes[i]);
-
-    checked_free(modes);
-  }
+#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 !!! */
@@ -616,24 +427,35 @@ void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window,
      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)
-  int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE;
+  int surface_flags_window     = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE;
   int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP;
 #else
-  int surface_flags_window = SURFACE_FLAGS;
-  int surface_flags_fullscreen = SURFACE_FLAGS | SDL_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
+  /* If SDL_CreateRenderer() is called from within a VirtualBox Windows VM
+     _without_ enabling 2D/3D acceleration and/or guest additions installed,
+     it will crash if flags are *not* set to SDL_RENDERER_SOFTWARE (because
+     it will try to use accelerated graphics and apparently fails miserably) */
+  int renderer_flags = SDL_RENDERER_SOFTWARE;
+#endif
 #endif
 
-  int width  = (fullscreen ? fullscreen_width  : video.width);
-  int height = (fullscreen ? fullscreen_height : video.height);
+  int width  = video.width;
+  int height = video.height;
   int surface_flags = (fullscreen ? surface_flags_fullscreen :
                       surface_flags_window);
 
@@ -651,13 +473,6 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
   video.window_width  = window_scaling_factor * width;
   video.window_height = window_scaling_factor * height;
 
-  if ((*backbuffer)->surface)
-  {
-    SDL_FreeSurface((*backbuffer)->surface);
-    (*backbuffer)->surface = NULL;
-  }
-
-#if USE_TARGET_TEXTURE
   if (sdl_texture_stream)
   {
     SDL_DestroyTexture(sdl_texture_stream);
@@ -669,13 +484,6 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
     SDL_DestroyTexture(sdl_texture_target);
     sdl_texture_target = NULL;
   }
-#else
-  if (sdl_texture)
-  {
-    SDL_DestroyTexture(sdl_texture);
-    sdl_texture = NULL;
-  }
-#endif
 
   if (!(fullscreen && fullscreen_enabled))
   {
@@ -702,17 +510,8 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
 
   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)
     {
@@ -720,36 +519,24 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
       // SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
       SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, setup.window_scaling_quality);
 
-#if USE_TARGET_TEXTURE
       sdl_texture_stream = SDL_CreateTexture(sdl_renderer,
                                             SDL_PIXELFORMAT_ARGB8888,
                                             SDL_TEXTUREACCESS_STREAMING,
                                             width, height);
 
-      sdl_texture_target = SDL_CreateTexture(sdl_renderer,
-                                            SDL_PIXELFORMAT_ARGB8888,
-                                            SDL_TEXTUREACCESS_TARGET,
-                                            width, height);
-#else
-      sdl_texture = SDL_CreateTexture(sdl_renderer,
-                                     SDL_PIXELFORMAT_ARGB8888,
-                                     SDL_TEXTUREACCESS_STREAMING,
-                                     width, height);
-#endif
+      if (SDL_RenderTargetSupported(sdl_renderer))
+       sdl_texture_target = SDL_CreateTexture(sdl_renderer,
+                                              SDL_PIXELFORMAT_ARGB8888,
+                                              SDL_TEXTUREACCESS_TARGET,
+                                              width, height);
 
-#if USE_TARGET_TEXTURE
-      if (sdl_texture_stream != NULL &&
-         sdl_texture_target != NULL)
-#else
-      if (sdl_texture != NULL)
-#endif
+      if (sdl_texture_stream != NULL)
       {
        // use SDL default values for RGB masks and no alpha channel
        new_surface = SDL_CreateRGBSurface(0, width, height, 32, 0,0,0, 0);
 
        if (new_surface == NULL)
-         Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s",
-               SDL_GetError());
+         Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", SDL_GetError());
       }
       else
       {
@@ -766,8 +553,35 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
     Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError());
   }
 
-#else
-  new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags);
+#else  // TARGET_SDL
+
+  if (gfx.final_screen_bitmap == NULL)
+    gfx.final_screen_bitmap = CreateBitmapStruct();
+
+  gfx.final_screen_bitmap->width = width;
+  gfx.final_screen_bitmap->height = height;
+
+  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
+  {
+    Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
+  }
 #endif
 
 #if defined(TARGET_SDL2)
@@ -776,78 +590,58 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
     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);
+    success = SDLCreateScreen(TRUE);
 
-    if (new_surface == NULL)
+    if (!success)
     {
-      /* switching display to fullscreen mode failed */
-      Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError());
-
-      /* do not try it again */
+      /* 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);
     }
   }
 
@@ -921,11 +715,9 @@ void SDLSetWindowScaling(int window_scaling_percent)
 
 void SDLSetWindowScalingQuality(char *window_scaling_quality)
 {
-#if USE_TARGET_TEXTURE
   SDL_Texture *new_texture;
 
-  if (sdl_texture_stream == NULL ||
-      sdl_texture_target == NULL)
+  if (sdl_texture_stream == NULL)
     return;
 
   SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
@@ -942,10 +734,13 @@ void SDLSetWindowScalingQuality(char *window_scaling_quality)
     sdl_texture_stream = new_texture;
   }
 
-  new_texture = SDL_CreateTexture(sdl_renderer,
-                                 SDL_PIXELFORMAT_ARGB8888,
-                                 SDL_TEXTUREACCESS_TARGET,
-                                 video.width, video.height);
+  if (SDL_RenderTargetSupported(sdl_renderer))
+    new_texture = SDL_CreateTexture(sdl_renderer,
+                                   SDL_PIXELFORMAT_ARGB8888,
+                                   SDL_TEXTUREACCESS_TARGET,
+                                   video.width, video.height);
+  else
+    new_texture = NULL;
 
   if (new_texture != NULL)
   {
@@ -956,27 +751,6 @@ void SDLSetWindowScalingQuality(char *window_scaling_quality)
 
   SDLRedrawWindow();
 
-#else
-  if (sdl_texture == NULL)
-    return;
-
-  SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
-
-  SDL_Texture *new_texture = SDL_CreateTexture(sdl_renderer,
-                                              SDL_PIXELFORMAT_ARGB8888,
-                                              SDL_TEXTUREACCESS_STREAMING,
-                                              video.width, video.height);
-
-  if (new_texture != NULL)
-  {
-    SDL_DestroyTexture(sdl_texture);
-
-    sdl_texture = new_texture;
-
-    SDLRedrawWindow();
-  }
-#endif
-
   video.window_scaling_quality = window_scaling_quality;
 }
 
@@ -1000,12 +774,27 @@ void SDLSetWindowFullscreen(boolean fullscreen)
     video.fullscreen_initial = FALSE;
   }
 }
+#endif
+
+void SDLSetScreenRenderingMode(char *screen_rendering_mode)
+{
+#if defined(TARGET_SDL2)
+  video.screen_rendering_mode =
+    (strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
+     SPECIAL_RENDERING_BITMAP :
+     strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
+     SPECIAL_RENDERING_TARGET:
+     strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
+     SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
+#else
+  video.screen_rendering_mode = SPECIAL_RENDERING_BITMAP;
+#endif
+}
 
 void SDLRedrawWindow()
 {
-  UpdateScreen(NULL);
+  UpdateScreen_WithoutFrameDelay(NULL);
 }
-#endif
 
 void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height,
                            int depth)
@@ -1049,23 +838,11 @@ 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;
@@ -1077,20 +854,8 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap,
                     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);
-  }
-#endif
+    UpdateScreen_WithFrameDelay(&dst_rect);
 }
 
 void SDLBlitTexture(Bitmap *bitmap,
@@ -1128,12 +893,6 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,
   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;
@@ -1141,31 +900,35 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,
 
   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 SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
+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_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;
@@ -1184,9 +947,6 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
   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) */
@@ -1194,28 +954,24 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
 
   dst_rect2 = dst_rect;
 
+  // before fading in, store backbuffer (without animation graphics)
+  if (fade_mode & (FADE_TYPE_FADE_IN | FADE_TYPE_TRANSFORM))
+    SDL_BlitSurface(surface_screen, &dst_rect, surface_backup, &src_rect);
+
   /* copy source and target surfaces to temporary surfaces for fading */
   if (fade_mode & FADE_TYPE_TRANSFORM)
   {
-    SDL_BlitSurface(surface_cross,  &src_rect, surface_source, &src_rect);
-    SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
-
-    draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
-    draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
+    // (source and target fading buffer already prepared)
   }
   else if (fade_mode & FADE_TYPE_FADE_IN)
   {
+    // (target fading buffer already prepared)
     SDL_BlitSurface(surface_black,  &src_rect, surface_source, &src_rect);
-    SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
-
-    draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
   }
   else         /* FADE_TYPE_FADE_OUT */
   {
-    SDL_BlitSurface(surface_screen, &dst_rect, surface_source, &src_rect);
+    // (source fading buffer already prepared)
     SDL_BlitSurface(surface_black,  &src_rect, surface_target, &src_rect);
-
-    draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
   }
 
   time_current = SDL_GetTicks();
@@ -1338,7 +1094,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
        if (draw_border_function != NULL)
          draw_border_function();
 
-       UpdateScreen(&dst_rect2);
+       UpdateScreen_WithFrameDelay(&dst_rect2);
       }
     }
   }
@@ -1397,7 +1153,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
        draw_border_function();
 
       /* only update the region of the screen that is affected from fading */
-      UpdateScreen(&dst_rect2);
+      UpdateScreen_WithFrameDelay(&dst_rect2);
     }
   }
   else         /* fading in, fading out or cross-fading */
@@ -1428,7 +1184,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
        draw_border_function();
 
       /* only update the region of the screen that is affected from fading */
-      UpdateScreen(&dst_rect);
+      UpdateScreen_WithFrameDelay(&dst_rect);
     }
   }
 
@@ -1441,11 +1197,8 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
 
     while (time_current < time_post_delay)
     {
-      // do not wait longer than 10 ms at a time to be able to ...
-      Delay(MIN(10, time_post_delay - time_current));
-
-      // ... continue drawing global animations during post delay
-      UpdateScreen(NULL);
+      // updating the screen contains waiting for frame delay (non-busy)
+      UpdateScreen_WithFrameDelay(NULL);
 
       time_current = SDL_GetTicks();
     }
@@ -1453,6 +1206,10 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
 
   // 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,
@@ -1472,26 +1229,12 @@ 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);
 }
 
@@ -1529,12 +1272,6 @@ Pixel SDLGetPixel(Bitmap *src_bitmap, int x, int y)
 {
   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 */
@@ -2026,12 +1763,6 @@ void sge_LineRGB(SDL_Surface *Surface, Sint16 x1, Sint16 y1, Sint16 x2,
 
 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);
 }
 
@@ -2578,30 +2309,6 @@ void SDLCloseAudio(void)
 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)