X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=3ab03783ba16a33a1da73c7c76362b368118368b;hp=8b8720c320fcfe182b5bdbbb3958d03034aeb9ce;hb=4c97b1045b53135f75e9324747abb5e9286b813d;hpb=6b8e0388206475c9fae364474c84624fa5a49599 diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 8b8720c3..3ab03783 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -27,6 +27,7 @@ static SDL_Window *sdl_window = NULL; static SDL_Renderer *sdl_renderer = NULL; static SDL_Texture *sdl_texture = NULL; +static boolean fullscreen_enabled = FALSE; #define USE_RENDERER TRUE #endif @@ -60,6 +61,23 @@ static void UpdateScreen(SDL_Rect *rect) 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 defined(TARGET_SDL2) #if USE_RENDERER SDL_Surface *screen = backbuffer->surface; @@ -454,7 +472,7 @@ void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window, /* !!! SDL2 can only set the window icon if the window already exists !!! */ /* set window icon */ - SDLSetWindowIcon(program.sdl_icon_filename); + SDLSetWindowIcon(program.icon_filename); /* set window and icon title */ #if defined(TARGET_SDL2) @@ -486,7 +504,6 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, SDL_Surface *new_surface = NULL; #if defined(TARGET_SDL2) - static boolean fullscreen_enabled = FALSE; int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE; #if USE_DESKTOP_FULLSCREEN int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP; @@ -510,9 +527,8 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, #if defined(TARGET_SDL2) - // store if initial screen mode on game start is fullscreen mode - if (sdl_window == NULL) - video.fullscreen_initial = fullscreen; + // store if initial screen mode is fullscreen mode when changing screen size + video.fullscreen_initial = fullscreen; #if USE_RENDERER float window_scaling_factor = (float)setup.window_scaling_percent / 100; @@ -716,9 +732,12 @@ boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen) SDLRedrawWindow(); // map window #endif +#ifdef DEBUG +#if defined(PLATFORM_WIN32) + // experimental drag and drop code + SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE); -#if defined(PLATFORM_WIN32) { SDL_SysWMinfo wminfo; HWND hwnd; @@ -743,6 +762,7 @@ boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen) DragAcceptFiles(hwnd, TRUE); } } +#endif #endif return success; @@ -812,9 +832,9 @@ void SDLSetWindowFullscreen(boolean fullscreen) #endif if (SDL_SetWindowFullscreen(sdl_window, flags) == 0) - video.fullscreen_enabled = fullscreen; + video.fullscreen_enabled = fullscreen_enabled = fullscreen; - // if game started in fullscreen mode, window will also get fullscreen size + // if screen size was changed in fullscreen mode, correct desktop window size if (!fullscreen && video.fullscreen_initial) { SDLSetWindowScaling(setup.window_scaling_percent); @@ -1177,18 +1197,69 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, if (draw_border_function != NULL) draw_border_function(); -#if defined(TARGET_SDL2) - // SDL_UpdateWindowSurface(sdl_window); - // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect2, 1); UpdateScreen(&dst_rect2); + } + } + } + else 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); +#if defined(TARGET_SDL2) + SDL_SetSurfaceBlendMode(surface_source, SDL_BLENDMODE_NONE); #else - // SDL_UpdateRect(surface_screen, dst_x, dst_y, width, height); - UpdateScreen(&dst_rect2); + SDL_SetAlpha(surface_source, 0, 0); /* disable alpha blending */ #endif + + 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(&dst_rect2); } } - else + else /* fading in, fading out or cross-fading */ { float alpha; int alpha_final; @@ -2373,7 +2444,10 @@ void SDLNextEvent(Event *event) void SDLHandleWindowManagerEvent(Event *event) { +#ifdef DEBUG #if defined(PLATFORM_WIN32) + // experimental drag and drop code + SDL_SysWMEvent *syswmevent = (SDL_SysWMEvent *)event; SDL_SysWMmsg *syswmmsg = (SDL_SysWMmsg *)(syswmevent->msg); @@ -2411,6 +2485,7 @@ void SDLHandleWindowManagerEvent(Event *event) #endif } #endif +#endif }