X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=4b44daa1c53d6ce82c6c59f62cc134800b671d61;hp=2507be4c97da205b22edef149ac0e413b7716091;hb=b4a4b3e959ada7bae876a4a9d78f534e320a7b41;hpb=2176d1de29652bc9e8db1baa283fdc1c4e99e674 diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 2507be4c..4b44daa1 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -42,22 +42,22 @@ void SDLLimitScreenUpdates(boolean enable) limit_screen_updates = enable; } -static void FinalizeScreen() +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_GLOBAL_ANIM_STAGE_1); + 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_BORDER_TO_SCREEN); + 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_GLOBAL_ANIM_STAGE_2); + gfx.draw_global_anim_function(draw_target, DRAW_GLOBAL_ANIM_STAGE_2); } -static void UpdateScreen(SDL_Rect *rect) +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) */ @@ -95,7 +95,7 @@ static void UpdateScreen(SDL_Rect *rect) BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0, gfx.win_xsize, gfx.win_ysize, 0, 0); - FinalizeScreen(); + FinalizeScreen(DRAW_TO_SCREEN); screen = gfx.final_screen_bitmap->surface; @@ -106,6 +106,12 @@ static void UpdateScreen(SDL_Rect *rect) #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; @@ -136,7 +142,7 @@ static void UpdateScreen(SDL_Rect *rect) SDL_RenderCopy(sdl_renderer, sdl_texture_stream, NULL, NULL); if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP) - FinalizeScreen(); + FinalizeScreen(DRAW_TO_SCREEN); // when using target texture, copy it to screen buffer if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET || @@ -145,10 +151,15 @@ static void UpdateScreen(SDL_Rect *rect) SDL_SetRenderTarget(sdl_renderer, NULL); SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL); } +#endif - // show render target buffer on screen - SDL_RenderPresent(sdl_renderer); + // 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); @@ -157,6 +168,16 @@ static void UpdateScreen(SDL_Rect *rect) #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 @@ -202,34 +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) @@ -258,21 +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); @@ -281,10 +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 @@ -298,6 +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) @@ -370,13 +387,8 @@ void SDLInitVideoBuffer(boolean fullscreen) { video.window_scaling_percent = setup.window_scaling_percent; video.window_scaling_quality = setup.window_scaling_quality; - video.screen_rendering_mode = - (strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ? - SPECIAL_RENDERING_BITMAP : - strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ? - SPECIAL_RENDERING_TARGET: - strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ? - SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF); + + SDLSetScreenRenderingMode(setup.screen_rendering_mode); #if defined(TARGET_SDL2) // SDL 2.0: support for (desktop) fullscreen mode available @@ -415,7 +427,7 @@ void SDLInitVideoBuffer(boolean fullscreen) 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 boolean SDLCreateScreen(boolean fullscreen) @@ -430,6 +442,18 @@ static boolean SDLCreateScreen(boolean fullscreen) 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 = video.width; int height = video.height; int surface_flags = (fullscreen ? surface_flags_fullscreen : @@ -486,17 +510,8 @@ static boolean SDLCreateScreen(boolean fullscreen) 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) { @@ -509,13 +524,13 @@ static boolean SDLCreateScreen(boolean fullscreen) SDL_TEXTUREACCESS_STREAMING, width, height); - sdl_texture_target = SDL_CreateTexture(sdl_renderer, - SDL_PIXELFORMAT_ARGB8888, - SDL_TEXTUREACCESS_TARGET, - 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 && - sdl_texture_target != NULL) + 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); @@ -625,13 +640,8 @@ boolean SDLSetVideoMode(boolean fullscreen) video.fullscreen_enabled = FALSE; video.window_scaling_percent = setup.window_scaling_percent; video.window_scaling_quality = setup.window_scaling_quality; - video.screen_rendering_mode = - (strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ? - SPECIAL_RENDERING_BITMAP : - strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ? - SPECIAL_RENDERING_TARGET: - strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ? - SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF); + + SDLSetScreenRenderingMode(setup.screen_rendering_mode); } } @@ -707,8 +717,7 @@ void SDLSetWindowScalingQuality(char *window_scaling_quality) { 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); @@ -725,10 +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) { @@ -742,17 +754,6 @@ void SDLSetWindowScalingQuality(char *window_scaling_quality) video.window_scaling_quality = window_scaling_quality; } -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 SDLSetWindowFullscreen(boolean fullscreen) { if (sdl_window == NULL) @@ -773,12 +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) @@ -839,7 +855,7 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, &src_rect, real_dst_bitmap->surface, &dst_rect); if (dst_bitmap == window) - UpdateScreen(&dst_rect); + UpdateScreen_WithFrameDelay(&dst_rect); } void SDLBlitTexture(Bitmap *bitmap, @@ -885,18 +901,34 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height, SDL_FillRect(real_dst_bitmap->surface, &rect, color); if (dst_bitmap == window) - UpdateScreen(&rect); + 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(Bitmap *bitmap_cross, int x, int y, int width, int height, +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; @@ -922,28 +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(); @@ -1066,7 +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); } } } @@ -1125,7 +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 */ @@ -1156,7 +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); } } @@ -1169,11 +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(); } @@ -1181,6 +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,