X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=4b44daa1c53d6ce82c6c59f62cc134800b671d61;hp=327d20b5be58a33ef9d664a594d4ae13dde4e73d;hb=b4a4b3e959ada7bae876a4a9d78f534e320a7b41;hpb=8b685a52cd9bdf6ad20d1fb6e4c8f8d70c99603e diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 327d20b5..4b44daa1 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -26,18 +26,11 @@ #if defined(TARGET_SDL2) static SDL_Window *sdl_window = NULL; static SDL_Renderer *sdl_renderer = NULL; -static SDL_Texture *sdl_texture = NULL; - -#define USE_RENDERER TRUE +static SDL_Texture *sdl_texture_stream = NULL; +static SDL_Texture *sdl_texture_target = NULL; +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; @@ -49,10 +42,26 @@ 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 = 20; /* (milliseconds) */ + 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)) @@ -60,18 +69,57 @@ 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 (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) -#if USE_RENDERER - SDL_Surface *screen = backbuffer->surface; + 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; - 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); @@ -80,57 +128,54 @@ static void UpdateScreen(SDL_Rect *rect) { SDL_UpdateTexture(sdl_texture, NULL, screen->pixels, screen->pitch); } + + // clear render target buffer SDL_RenderClear(sdl_renderer); - SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); - SDL_RenderPresent(sdl_renderer); -#else - if (rect) - SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1); - else - SDL_UpdateWindowSurface(sdl_window); + + // 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(backbuffer->surface, 1, rect); + SDL_UpdateRects(screen, 1, rect); else - SDL_UpdateRect(backbuffer->surface, 0, 0, 0, 0); + SDL_UpdateRect(screen, 0, 0, 0, 0); #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) @@ -178,8 +223,33 @@ 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); + format1->Bmask == format2->Bmask); +} + +SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) +{ + SDL_PixelFormat format; + SDL_Surface *new_surface; + + if (surface == NULL) + return NULL; + + if (backbuffer && backbuffer->surface) + { + format = *backbuffer->surface->format; + format.Amask = surface->format->Amask; // keep alpha channel + } + else + { + format = *surface->format; + } + + new_surface = SDL_ConvertSurface(surface, &format, 0); + + if (new_surface == NULL) + Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError()); + + return new_surface; } boolean SDLSetNativeSurface(SDL_Surface **surface) @@ -196,10 +266,7 @@ boolean SDLSetNativeSurface(SDL_Surface **surface) 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()); + new_surface = SDLGetNativeSurface(*surface); SDL_FreeSurface(*surface); @@ -208,6 +275,8 @@ boolean SDLSetNativeSurface(SDL_Surface **surface) return TRUE; } +#else + SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) { SDL_Surface *new_surface; @@ -215,19 +284,19 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) if (surface == NULL) return NULL; - if (backbuffer && backbuffer->surface) - new_surface = SDL_ConvertSurface(surface, backbuffer->surface->format, 0); + if (video.initialized) + new_surface = SDL_DisplayFormat(surface); else - new_surface = SDL_ConvertSurface(surface, surface->format, 0); + new_surface = SDL_ConvertSurface(surface, surface->format, SURFACE_FLAGS); if (new_surface == NULL) - Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError()); + Error(ERR_EXIT, "%s() failed: %s", + (video.initialized ? "SDL_DisplayFormat" : "SDL_ConvertSurface"), + SDL_GetError()); return new_surface; } -#else - boolean SDLSetNativeSurface(SDL_Surface **surface) { SDL_Surface *new_surface; @@ -237,10 +306,7 @@ boolean SDLSetNativeSurface(SDL_Surface **surface) !video.initialized) return FALSE; - new_surface = SDL_DisplayFormat(*surface); - - if (new_surface == NULL) - Error(ERR_EXIT, "SDL_DisplayFormat() failed: %s", SDL_GetError()); + new_surface = SDLGetNativeSurface(*surface); SDL_FreeSurface(*surface); @@ -249,24 +315,52 @@ boolean SDLSetNativeSurface(SDL_Surface **surface) return TRUE; } -SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) -{ - SDL_Surface *new_surface; +#endif - if (video.initialized) - new_surface = SDL_DisplayFormat(surface); - else - new_surface = SDL_ConvertSurface(surface, surface->format, SURFACE_FLAGS); +#if defined(TARGET_SDL2) +static SDL_Texture *SDLCreateTextureFromSurface(SDL_Surface *surface) +{ + SDL_Texture *texture = SDL_CreateTextureFromSurface(sdl_renderer, surface); - if (new_surface == NULL) - Error(ERR_EXIT, "%s() failed: %s", - (video.initialized ? "SDL_DisplayFormat" : "SDL_ConvertSurface"), + if (texture == NULL) + Error(ERR_EXIT, "SDL_CreateTextureFromSurface() failed: %s", SDL_GetError()); - return new_surface; + return texture; +} +#endif + +void SDLCreateBitmapTextures(Bitmap *bitmap) +{ +#if defined(TARGET_SDL2) + if (bitmap == NULL) + return; + + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = SDLCreateTextureFromSurface(bitmap->surface); + bitmap->texture_masked = SDLCreateTextureFromSurface(bitmap->surface_masked); +#endif } +void SDLFreeBitmapTextures(Bitmap *bitmap) +{ +#if defined(TARGET_SDL2) + if (bitmap == NULL) + return; + + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = NULL; + bitmap->texture_masked = NULL; #endif +} void SDLInitVideoDisplay(void) { @@ -289,172 +383,28 @@ 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; - -#if USE_DESKTOP_FULLSCREEN - // in SDL 2.0, there is always support for desktop fullscreen mode - // (in SDL 1.2, there is only support for "real" fullscreen mode) - video.fullscreen_available = TRUE; -#endif + SDLSetScreenRenderingMode(setup.screen_rendering_mode); #if defined(TARGET_SDL2) - if (modes) - { - for (i = 0; modes[i] != NULL; i++) - checked_free(modes[i]); - - checked_free(modes); - } + // SDL 2.0: support for (desktop) fullscreen mode available + video.fullscreen_available = TRUE; +#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 !!! */ /* set window icon */ - SDLSetWindowIcon(program.sdl_icon_filename); + SDLSetWindowIcon(program.icon_filename); /* set window and icon title */ #if defined(TARGET_SDL2) @@ -477,30 +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) - static boolean fullscreen_enabled = FALSE; - int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE; -#if USE_DESKTOP_FULLSCREEN + int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE; int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP; #else - int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_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 - int surface_flags_window = SURFACE_FLAGS; - int surface_flags_fullscreen = SURFACE_FLAGS | SDL_FULLSCREEN; + /* 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); @@ -510,29 +465,24 @@ 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; -#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 ((*backbuffer)->surface) + if (sdl_texture_stream) { - SDL_FreeSurface((*backbuffer)->surface); - (*backbuffer)->surface = NULL; + SDL_DestroyTexture(sdl_texture_stream); + sdl_texture_stream = NULL; } - if (sdl_texture) + if (sdl_texture_target) { - SDL_DestroyTexture(sdl_texture); - sdl_texture = NULL; + SDL_DestroyTexture(sdl_texture_target); + sdl_texture_target = NULL; } if (!(fullscreen && fullscreen_enabled)) @@ -554,28 +504,14 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, sdl_window = SDL_CreateWindow(program.window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, -#if USE_DESKTOP_FULLSCREEN video.window_width, video.window_height, -#else - (int)(screen_scaling_factor * width), - (int)(screen_scaling_factor * height), -#endif surface_flags); 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) { @@ -583,19 +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); - sdl_texture = SDL_CreateTexture(sdl_renderer, - SDL_PIXELFORMAT_ARGB8888, - SDL_TEXTUREACCESS_STREAMING, - width, height); + sdl_texture_stream = SDL_CreateTexture(sdl_renderer, + SDL_PIXELFORMAT_ARGB8888, + SDL_TEXTUREACCESS_STREAMING, + 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 != 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); if (new_surface == NULL) - Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", - SDL_GetError()); + Error(ERR_WARN, "SDL_CreateRGBSurface() failed: %s", SDL_GetError()); } else { @@ -612,23 +553,35 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError()); } -#else +#else // TARGET_SDL - if (sdl_window) - SDL_DestroyWindow(sdl_window); + if (gfx.final_screen_bitmap == NULL) + gfx.final_screen_bitmap = CreateBitmapStruct(); - sdl_window = SDL_CreateWindow(program.window_title, - SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, - width, height, - surface_flags); + gfx.final_screen_bitmap->width = width; + gfx.final_screen_bitmap->height = height; - if (sdl_window != NULL) - new_surface = SDL_GetWindowSurface(sdl_window); + 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 - new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags); + } + else + { + Error(ERR_WARN, "SDL_SetVideoMode() failed: %s", SDL_GetError()); + } #endif #if defined(TARGET_SDL2) @@ -637,78 +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); } } @@ -782,25 +715,42 @@ void SDLSetWindowScaling(int window_scaling_percent) void SDLSetWindowScalingQuality(char *window_scaling_quality) { - if (sdl_texture == NULL) + SDL_Texture *new_texture; + + if (sdl_texture_stream == 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); + 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_DestroyTexture(sdl_texture_stream); + + sdl_texture_stream = new_texture; + } + + 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; - sdl_texture = new_texture; + if (new_texture != NULL) + { + SDL_DestroyTexture(sdl_texture_target); - SDLRedrawWindow(); + sdl_texture_target = new_texture; } + SDLRedrawWindow(); + video.window_scaling_quality = window_scaling_quality; } @@ -809,16 +759,12 @@ void SDLSetWindowFullscreen(boolean fullscreen) if (sdl_window == NULL) return; -#if USE_DESKTOP_FULLSCREEN int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); -#else - int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN : 0); -#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); @@ -828,12 +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) @@ -855,8 +816,19 @@ void SDLFreeBitmapPointers(Bitmap *bitmap) SDL_FreeSurface(bitmap->surface); if (bitmap->surface_masked) SDL_FreeSurface(bitmap->surface_masked); + bitmap->surface = NULL; bitmap->surface_masked = NULL; + +#if defined(TARGET_SDL2) + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = NULL; + bitmap->texture_masked = NULL; +#endif } void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, @@ -866,23 +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; @@ -894,19 +854,36 @@ 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); - } + UpdateScreen_WithFrameDelay(&dst_rect); +} + +void SDLBlitTexture(Bitmap *bitmap, + int src_x, int src_y, int width, int height, + int dst_x, int dst_y, int mask_mode) +{ +#if defined(TARGET_SDL2) + SDL_Texture *texture; + SDL_Rect src_rect; + SDL_Rect dst_rect; + + texture = + (mask_mode == BLIT_MASKED ? bitmap->texture_masked : bitmap->texture); + + if (texture == NULL) + return; + + 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; + dst_rect.w = width; + dst_rect.h = height; + + SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect); #endif } @@ -916,12 +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; @@ -929,57 +900,53 @@ 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 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)) { - static boolean initialization_needed = TRUE; - static SDL_Surface *surface_source = NULL; - static SDL_Surface *surface_target = NULL; - static SDL_Surface *surface_black = NULL; + 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; int dst_x = x, dst_y = y; unsigned int time_last, time_current; - /* check if screen size has changed */ - if (surface_source != NULL && (video.width != surface_source->w || - video.height != surface_source->h)) - { - SDL_FreeSurface(surface_source); - SDL_FreeSurface(surface_target); - SDL_FreeSurface(surface_black); + // store function for drawing global masked border + void (*draw_global_border_function)(int) = gfx.draw_global_border_function; - initialization_needed = TRUE; - } + // deactivate drawing of global border while fading, if needed + if (draw_border_function == NULL) + gfx.draw_global_border_function = NULL; src_rect.x = src_x; src_rect.y = src_y; 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) */ @@ -987,77 +954,23 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, dst_rect2 = dst_rect; - if (initialization_needed) - { -#if defined(TARGET_SDL2) - unsigned int flags = 0; -#else - unsigned int flags = SDL_SRCALPHA; - - /* use same surface type as screen surface */ - if ((surface_screen->flags & SDL_HWSURFACE)) - flags |= SDL_HWSURFACE; - else - flags |= SDL_SWSURFACE; -#endif - - /* create surface for temporary copy of screen buffer (source) */ - if ((surface_source = - SDL_CreateRGBSurface(flags, - video.width, - video.height, - surface_screen->format->BitsPerPixel, - surface_screen->format->Rmask, - surface_screen->format->Gmask, - surface_screen->format->Bmask, - surface_screen->format->Amask)) == NULL) - Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError()); - - /* create surface for cross-fading screen buffer (target) */ - if ((surface_target = - SDL_CreateRGBSurface(flags, - video.width, - video.height, - surface_screen->format->BitsPerPixel, - surface_screen->format->Rmask, - surface_screen->format->Gmask, - surface_screen->format->Bmask, - surface_screen->format->Amask)) == NULL) - Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError()); - - /* create black surface for fading from/to black */ - if ((surface_black = - SDL_CreateRGBSurface(flags, - video.width, - video.height, - surface_screen->format->BitsPerPixel, - surface_screen->format->Rmask, - surface_screen->format->Gmask, - surface_screen->format->Bmask, - surface_screen->format->Amask)) == NULL) - Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError()); - - /* completely fill the surface with black color pixels */ - SDL_FillRect(surface_black, NULL, - SDL_MapRGB(surface_screen->format, 0, 0, 0)); - - initialization_needed = FALSE; - } + // 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); + // (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); } 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); } @@ -1181,18 +1094,69 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, if (draw_border_function != NULL) draw_border_function(); + UpdateScreen_WithFrameDelay(&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_UpdateWindowSurface(sdl_window); - // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect2, 1); - UpdateScreen(&dst_rect2); + 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_WithFrameDelay(&dst_rect2); } } - else + else /* fading in, fading out or cross-fading */ { float alpha; int alpha_final; @@ -1220,11 +1184,32 @@ 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); } } - Delay(post_delay); + if (post_delay > 0) + { + unsigned int time_post_delay; + + time_current = SDL_GetTicks(); + time_post_delay = time_current + post_delay; + + while (time_current < time_post_delay) + { + // updating the screen contains waiting for frame delay (non-busy) + UpdateScreen_WithFrameDelay(NULL); + + time_current = SDL_GetTicks(); + } + } + + // 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, @@ -1244,26 +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); } @@ -1301,12 +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 */ @@ -1798,12 +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); } @@ -2231,8 +2190,9 @@ Bitmap *SDLLoadImage(char *filename) UPDATE_BUSY_STATE(); /* create native transparent surface for current image */ - SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL, - SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00)); + if (sdl_image_tmp->format->Amask == 0) + SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL, + SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00)); if ((new_bitmap->surface_masked = SDLGetNativeSurface(sdl_image_tmp)) == NULL) { @@ -2349,30 +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)