+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);
+}
+
+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;
+ }
+
+#if defined(TARGET_SDL2)
+ 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);
+ }
+
+ // 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, NULL, NULL);
+
+ 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, 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);
+
+#if defined(TARGET_SDL2)
+ // show render target buffer on screen
+ SDL_RenderPresent(sdl_renderer);
+#else // TARGET_SDL
+ if (rect)
+ SDL_UpdateRects(screen, 1, rect);
+ else
+ SDL_UpdateRect(screen, 0, 0, 0, 0);
+#endif
+}
+
+static void UpdateScreen_WithFrameDelay(SDL_Rect *rect)
+{
+ UpdateScreenExt(rect, TRUE);
+}
+
+static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect)
+{
+ UpdateScreenExt(rect, FALSE);
+}
+
+static void SDLSetWindowIcon(char *basename)
+{
+ /* (setting the window icon on Mac OS X would replace the high-quality
+ 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() failed: %s", SDL_GetError());
+
+ return;
+ }