diff src/video/SDL_video.c @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
parents
children cf2af46e9e2a
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/SDL_video.c	Thu Apr 26 16:45:43 2001 +0000
@@ -0,0 +1,1783 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Library General Public
+    License as published by the Free Software Foundation; either
+    version 2 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Library General Public License for more details.
+
+    You should have received a copy of the GNU Library General Public
+    License along with this library; if not, write to the Free
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+    Sam Lantinga
+    slouken@devolution.com
+*/
+
+#ifdef SAVE_RCSID
+static char rcsid =
+ "@(#) $Id$";
+#endif
+
+/* The high-level video driver subsystem */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "SDL.h"
+#include "SDL_error.h"
+#include "SDL_video.h"
+#include "SDL_events.h"
+#include "SDL_mutex.h"
+#include "SDL_sysvideo.h"
+#include "SDL_sysevents.h"
+#include "SDL_blit.h"
+#include "SDL_pixels_c.h"
+#include "SDL_events_c.h"
+#include "SDL_cursor_c.h"
+
+/* Available video drivers */
+static VideoBootStrap *bootstrap[] = {
+#ifdef ENABLE_X11
+	&X11_bootstrap,
+#endif
+#ifdef ENABLE_DGA
+	&DGA_bootstrap,
+#endif
+#ifdef ENABLE_FBCON
+	&FBCON_bootstrap,
+#endif
+#ifdef ENABLE_PS2GS
+	&PS2GS_bootstrap,
+#endif
+#ifdef ENABLE_GGI
+	&GGI_bootstrap,
+#endif
+#ifdef ENABLE_SVGALIB
+	&SVGALIB_bootstrap,
+#endif
+#ifdef ENABLE_AALIB
+    &AALIB_bootstrap,
+#endif
+#ifdef ENABLE_DIRECTX
+	&DIRECTX_bootstrap,
+#endif
+#ifdef ENABLE_WINDIB
+	&WINDIB_bootstrap,
+#endif
+#ifdef ENABLE_BWINDOW
+	&BWINDOW_bootstrap,
+#endif
+#ifdef ENABLE_TOOLBOX
+	&TOOLBOX_bootstrap,
+#endif
+#ifdef ENABLE_DRAWSPROCKET
+	&DSp_bootstrap,
+#endif
+#ifdef ENABLE_CYBERGRAPHICS
+	&CGX_bootstrap,
+#endif
+	NULL
+};
+SDL_VideoDevice *current_video = NULL;
+
+/* Places to store title and icon text for the app */
+static char *wm_title = NULL;
+static char *wm_icon  = NULL;
+
+/* Various local functions */
+int SDL_VideoInit(const char *driver_name, Uint32 flags);
+void SDL_VideoQuit(void);
+void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect* rects);
+
+static SDL_GrabMode SDL_WM_GrabInputOff(void);
+#ifdef HAVE_OPENGL
+static int lock_count = 0;
+#endif
+
+
+/*
+ * Initialize the video and event subsystems -- determine native pixel format
+ */
+int SDL_VideoInit (const char *driver_name, Uint32 flags)
+{
+	SDL_VideoDevice *video;
+	int index;
+	int i;
+	SDL_PixelFormat vformat;
+	Uint32 video_flags;
+
+	/* Toggle the event thread flags, based on OS requirements */
+#if defined(MUST_THREAD_EVENTS)
+	flags |= SDL_INIT_EVENTTHREAD;
+#elif defined(CANT_THREAD_EVENTS)
+	if ( (flags & SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
+		SDL_SetError("OS doesn't support threaded events");
+		return(-1);
+	}
+#endif
+
+	/* Check to make sure we don't overwrite 'current_video' */
+	if ( current_video != NULL ) {
+		SDL_VideoQuit();
+	}
+
+	/* Select the proper video driver */
+	index = 0;
+	video = NULL;
+	if ( driver_name != NULL ) {
+#if 0	/* This will be replaced with a better driver selection API */
+		if ( strrchr(driver_name, ':') != NULL ) {
+			index = atoi(strrchr(driver_name, ':')+1);
+		}
+#endif
+		for ( i=0; bootstrap[i]; ++i ) {
+			if ( strncmp(bootstrap[i]->name, driver_name,
+			             strlen(bootstrap[i]->name)) == 0 ) {
+				if ( bootstrap[i]->available() ) {
+					video = bootstrap[i]->create(index);
+					break;
+				}
+			}
+		}
+	} else {
+		for ( i=0; bootstrap[i]; ++i ) {
+			if ( bootstrap[i]->available() ) {
+				video = bootstrap[i]->create(index);
+				if ( video != NULL ) {
+					break;
+				}
+			}
+		}
+	}
+	if ( video == NULL ) {
+		SDL_SetError("No available video device");
+		return(-1);
+	}
+	current_video = video;
+	current_video->name = bootstrap[i]->name;
+
+	/* Do some basic variable initialization */
+	video->screen = NULL;
+	video->shadow = NULL;
+	video->visible = NULL;
+	video->physpal = NULL;
+	video->gammacols = NULL;
+	video->gamma = NULL;
+	video->wm_title = NULL;
+	video->wm_icon  = NULL;
+	video->offset_x = 0;
+	video->offset_y = 0;
+	memset(&video->info, 0, (sizeof video->info));
+
+	/* Set some very sane GL defaults */
+	video->gl_config.driver_loaded = 0;
+	video->gl_config.dll_handle = NULL;
+	video->gl_config.red_size = 5;
+#if 1 /* This seems to work on more video cards, as a default */
+	video->gl_config.green_size = 5;
+#else
+	video->gl_config.green_size = 6;
+#endif
+	video->gl_config.blue_size = 5;
+	video->gl_config.alpha_size = 0;
+	video->gl_config.buffer_size = 0;
+	video->gl_config.depth_size = 16;
+	video->gl_config.stencil_size = 0;
+	video->gl_config.double_buffer = 1;
+	video->gl_config.accum_red_size = 0;
+	video->gl_config.accum_green_size = 0;
+	video->gl_config.accum_blue_size = 0;
+	video->gl_config.accum_alpha_size = 0;
+	
+	/* Initialize the video subsystem */
+	memset(&vformat, 0, sizeof(vformat));
+	if ( video->VideoInit(video, &vformat) < 0 ) {
+		SDL_VideoQuit();
+		return(-1);
+	}
+
+	/* Create a zero sized video surface of the appropriate format */
+	video_flags = SDL_SWSURFACE;
+	SDL_VideoSurface = SDL_CreateRGBSurface(video_flags, 0, 0,
+				vformat.BitsPerPixel,
+				vformat.Rmask, vformat.Gmask, vformat.Bmask, 0);
+	if ( SDL_VideoSurface == NULL ) {
+		SDL_VideoQuit();
+		return(-1);
+	}
+	SDL_PublicSurface = NULL;	/* Until SDL_SetVideoMode() */
+
+#if 0 /* Don't change the current palette - may be used by other programs.
+       * The application can't do anything with the display surface until
+       * a video mode has been set anyway. :)
+       */
+	/* If we have a palettized surface, create a default palette */
+	if ( SDL_VideoSurface->format->palette ) {
+	        SDL_PixelFormat *vf = SDL_VideoSurface->format;
+		SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
+		video->SetColors(video,
+				 0, vf->palette->ncolors, vf->palette->colors);
+	}
+#endif
+	video->info.vfmt = SDL_VideoSurface->format;
+
+	/* Start the event loop */
+	if ( SDL_StartEventLoop(flags) < 0 ) {
+		SDL_VideoQuit();
+		return(-1);
+	}
+	SDL_CursorInit(flags & SDL_INIT_EVENTTHREAD);
+
+	/* We're ready to go! */
+	return(0);
+}
+
+char *SDL_VideoDriverName(char *namebuf, int maxlen)
+{
+	if ( current_video != NULL ) {
+		strncpy(namebuf, current_video->name, maxlen-1);
+		namebuf[maxlen-1] = '\0';
+		return(namebuf);
+	}
+	return(NULL);
+}
+
+/*
+ * Get the current display surface
+ */
+SDL_Surface *SDL_GetVideoSurface(void)
+{
+	SDL_Surface *visible;
+
+	visible = NULL;
+	if ( current_video ) {
+		visible = current_video->visible;
+	}
+	return(visible);
+}
+
+/*
+ * Get the current information about the video hardware
+ */
+const SDL_VideoInfo *SDL_GetVideoInfo(void)
+{
+	const SDL_VideoInfo *info;
+
+	info = NULL;
+	if ( current_video ) {
+		info = &current_video->info;
+	}
+	return(info);
+}
+
+/*
+ * Return a pointer to an array of available screen dimensions for the
+ * given format, sorted largest to smallest.  Returns NULL if there are
+ * no dimensions available for a particular format, or (SDL_Rect **)-1
+ * if any dimension is okay for the given format.  If 'format' is NULL,
+ * the mode list will be for the format given by SDL_GetVideoInfo()->vfmt
+ */
+SDL_Rect ** SDL_ListModes (SDL_PixelFormat *format, Uint32 flags)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+	SDL_Rect **modes;
+
+	modes = NULL;
+	if ( SDL_VideoSurface ) {
+		if ( format == NULL ) {
+			format = SDL_VideoSurface->format;
+		}
+		modes = video->ListModes(this, format, flags);
+	}
+	return(modes);
+}
+
+/*
+ * Check to see if a particular video mode is supported.
+ * It returns 0 if the requested mode is not supported under any bit depth,
+ * or returns the bits-per-pixel of the closest available mode with the
+ * given width and height.  If this bits-per-pixel is different from the
+ * one used when setting the video mode, SDL_SetVideoMode() will succeed,
+ * but will emulate the requested bits-per-pixel with a shadow surface.
+ */
+static Uint8 SDL_closest_depths[4][8] = {
+	/* 8 bit closest depth ordering */
+	{ 0, 8, 16, 15, 32, 24, 0, 0 },
+	/* 15,16 bit closest depth ordering */
+	{ 0, 16, 15, 32, 24, 8, 0, 0 },
+	/* 24 bit closest depth ordering */
+	{ 0, 24, 32, 16, 15, 8, 0, 0 },
+	/* 32 bit closest depth ordering */
+	{ 0, 32, 16, 15, 24, 8, 0, 0 }
+};
+
+int SDL_VideoModeOK (int width, int height, int bpp, Uint32 flags) 
+{
+	int table, b, i;
+	int supported;
+	SDL_PixelFormat format;
+	SDL_Rect **sizes;
+
+	/* Currently 1 and 4 bpp are not supported */
+	if ( bpp < 8 || bpp > 32 ) {
+		return(0);
+	}
+	if ( (width == 0) || (height == 0) ) {
+		return(0);
+	}
+
+	/* Search through the list valid of modes */
+	memset(&format, 0, sizeof(format));
+	supported = 0;
+	table = ((bpp+7)/8)-1;
+	SDL_closest_depths[table][0] = bpp;
+	SDL_closest_depths[table][7] = 0;
+	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
+		format.BitsPerPixel = SDL_closest_depths[table][b];
+		sizes = SDL_ListModes(&format, flags);
+		if ( sizes == (SDL_Rect **)0 ) {
+			/* No sizes supported at this bit-depth */
+			continue;
+		} else 
+#ifdef macintosh /* MPW optimization bug? */
+		if ( (sizes == (SDL_Rect **)0xFFFFFFFF) ||
+#else
+		if ( (sizes == (SDL_Rect **)-1) ||
+#endif
+		     current_video->handles_any_size ) {
+			/* Any size supported at this bit-depth */
+			supported = 1;
+			continue;
+		} else
+		for ( i=0; sizes[i]; ++i ) {
+			if ((sizes[i]->w == width) && (sizes[i]->h == height)) {
+				supported = 1;
+				break;
+			}
+		}
+	}
+	if ( supported ) {
+		--b;
+		return(SDL_closest_depths[table][b]);
+	} else {
+		return(0);
+	}
+}
+
+/*
+ * Get the closest non-emulated video mode to the one requested
+ */
+static int SDL_GetVideoMode (int *w, int *h, int *BitsPerPixel, Uint32 flags)
+{
+	int table, b, i;
+	int supported;
+	int native_bpp;
+	SDL_PixelFormat format;
+	SDL_Rect **sizes;
+
+	/* Try the original video mode, get the closest depth */
+	native_bpp = SDL_VideoModeOK(*w, *h, *BitsPerPixel, flags);
+	if ( native_bpp == *BitsPerPixel ) {
+		return(1);
+	}
+	if ( native_bpp > 0 ) {
+		*BitsPerPixel = native_bpp;
+		return(1);
+	}
+
+	/* No exact size match at any depth, look for closest match */
+	memset(&format, 0, sizeof(format));
+	supported = 0;
+	table = ((*BitsPerPixel+7)/8)-1;
+	SDL_closest_depths[table][0] = *BitsPerPixel;
+	SDL_closest_depths[table][7] = SDL_VideoSurface->format->BitsPerPixel;
+	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
+		format.BitsPerPixel = SDL_closest_depths[table][b];
+		sizes = SDL_ListModes(&format, flags);
+		if ( sizes == (SDL_Rect **)0 ) {
+			/* No sizes supported at this bit-depth */
+			continue;
+		}
+		for ( i=0; sizes[i]; ++i ) {
+			if ((sizes[i]->w < *w) || (sizes[i]->h < *h)) {
+				if ( i > 0 ) {
+					--i;
+					*w = sizes[i]->w;
+					*h = sizes[i]->h;
+					*BitsPerPixel = SDL_closest_depths[table][b];
+					supported = 1;
+				} else {
+					/* Largest mode too small... */;
+				}
+				break;
+			}
+		}
+		if ( (i > 0) && ! sizes[i] ) {
+			/* The smallest mode was larger than requested, OK */
+			--i;
+			*w = sizes[i]->w;
+			*h = sizes[i]->h;
+			*BitsPerPixel = SDL_closest_depths[table][b];
+			supported = 1;
+		}
+	}
+	if ( ! supported ) {
+		SDL_SetError("No video mode large enough for %dx%d", *w, *h);
+	}
+	return(supported);
+}
+
+/* This should probably go somewhere else -- like SDL_surface.c */
+static void SDL_ClearSurface(SDL_Surface *surface)
+{
+	Uint32 black;
+
+	black = SDL_MapRGB(surface->format, 0, 0, 0);
+	SDL_FillRect(surface, NULL, black);
+	if ((surface->flags&SDL_HWSURFACE) && (surface->flags&SDL_DOUBLEBUF)) {
+		SDL_Flip(surface);
+		SDL_FillRect(surface, NULL, black);
+	}
+	SDL_Flip(surface);
+}
+
+/*
+ * Create a shadow surface suitable for fooling the app. :-)
+ */
+static void SDL_CreateShadowSurface(int depth)
+{
+	Uint32 Rmask, Gmask, Bmask;
+
+	/* Allocate the shadow surface */
+	if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
+		Rmask = (SDL_VideoSurface->format)->Rmask;
+		Gmask = (SDL_VideoSurface->format)->Gmask;
+		Bmask = (SDL_VideoSurface->format)->Bmask;
+	} else {
+		Rmask = Gmask = Bmask = 0;
+	}
+	SDL_ShadowSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
+				SDL_VideoSurface->w, SDL_VideoSurface->h,
+						depth, Rmask, Gmask, Bmask, 0);
+	if ( SDL_ShadowSurface == NULL ) {
+		return;
+	}
+
+	/* 8-bit shadow surfaces report that they have exclusive palette */
+	if ( SDL_ShadowSurface->format->palette ) {
+		SDL_ShadowSurface->flags |= SDL_HWPALETTE;
+		if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
+			memcpy(SDL_ShadowSurface->format->palette->colors,
+				SDL_VideoSurface->format->palette->colors,
+				SDL_VideoSurface->format->palette->ncolors*
+							sizeof(SDL_Color));
+		} else {
+			SDL_DitherColors(
+			SDL_ShadowSurface->format->palette->colors, depth);
+		}
+	}
+
+	/* If the video surface is resizable, the shadow should say so */
+	if ( (SDL_VideoSurface->flags & SDL_RESIZABLE) == SDL_RESIZABLE ) {
+		SDL_ShadowSurface->flags |= SDL_RESIZABLE;
+	}
+	/* If the video surface has no frame, the shadow should say so */
+	if ( (SDL_VideoSurface->flags & SDL_NOFRAME) == SDL_NOFRAME ) {
+		SDL_ShadowSurface->flags |= SDL_NOFRAME;
+	}
+	/* If the video surface is fullscreen, the shadow should say so */
+	if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
+		SDL_ShadowSurface->flags |= SDL_FULLSCREEN;
+	}
+	/* If the video surface is flippable, the shadow should say so */
+	if ( (SDL_VideoSurface->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+		SDL_ShadowSurface->flags |= SDL_DOUBLEBUF;
+	}
+	return;
+}
+
+/*
+ * Set the requested video mode, allocating a shadow buffer if necessary.
+ */
+SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
+{
+	SDL_VideoDevice *video, *this;
+	SDL_Surface *prev_mode, *mode;
+	int video_w;
+	int video_h;
+	int video_bpp;
+	int is_opengl;
+	SDL_GrabMode saved_grab;
+
+	/* Start up the video driver, if necessary..
+	   WARNING: This is the only function protected this way!
+	 */
+	if ( ! current_video ) {
+		if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE) < 0 ) {
+			return(NULL);
+		}
+	}
+	this = video = current_video;
+
+	/* Default to the current video bpp */
+	if ( bpp == 0 ) {
+		flags |= SDL_ANYFORMAT;
+		bpp = SDL_VideoSurface->format->BitsPerPixel;
+	}
+
+	/* Get a good video mode, the closest one possible */
+	video_w = width;
+	video_h = height;
+	video_bpp = bpp;
+	if ( ! SDL_GetVideoMode(&video_w, &video_h, &video_bpp, flags) ) {
+		return(NULL);
+	}
+
+	/* Check the requested flags */
+	/* There's no palette in > 8 bits-per-pixel mode */
+	if ( video_bpp > 8 ) {
+		flags &= ~SDL_HWPALETTE;
+	}
+#if 0
+	if ( (flags&SDL_FULLSCREEN) != SDL_FULLSCREEN ) {
+		/* There's no windowed double-buffering */
+		flags &= ~SDL_DOUBLEBUF;
+	}
+#endif
+	if ( (flags&SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+		/* Use hardware surfaces when double-buffering */
+		flags |= SDL_HWSURFACE;
+	}
+
+	is_opengl = ( ( flags & SDL_OPENGL ) == SDL_OPENGL );
+	if ( is_opengl ) {
+		/* These flags are for 2D video modes only */
+		flags &= ~(SDL_HWSURFACE|SDL_DOUBLEBUF);
+	}
+
+	/* Clean up any previous video mode */
+	if ( SDL_PublicSurface != NULL ) {
+		SDL_PublicSurface = NULL;
+	}
+	if ( SDL_ShadowSurface != NULL ) {
+		SDL_Surface *ready_to_go;
+		ready_to_go = SDL_ShadowSurface;
+		SDL_ShadowSurface = NULL;
+		SDL_FreeSurface(ready_to_go);
+	}
+	if ( video->physpal ) {
+		free(video->physpal->colors);
+		free(video->physpal);
+		video->physpal = NULL;
+	}
+	if( video->gammacols) {
+	        free(video->gammacols);
+		video->gammacols = NULL;
+	}
+
+	/* Save the previous grab state and turn off grab for mode switch */
+	saved_grab = SDL_WM_GrabInputOff();
+
+	/* Try to set the video mode, along with offset and clipping */
+	prev_mode = SDL_VideoSurface;
+	SDL_LockCursor();
+	SDL_VideoSurface = NULL;	/* In case it's freed by driver */
+	mode = video->SetVideoMode(this, prev_mode,video_w,video_h,video_bpp,flags);
+	if ( mode ) { /* Prevent resize events from mode change */
+	    SDL_PrivateResize(mode->w, mode->h);
+        }
+	/*
+	 * rcg11292000
+	 * If you try to set an SDL_OPENGL surface, and fail to find a
+	 * matching  visual, then the next call to SDL_SetVideoMode()
+	 * will segfault, since  we no longer point to a dummy surface,
+	 * but rather NULL.
+	 * Sam 11/29/00
+	 * WARNING, we need to make sure that the previous mode hasn't
+	 * already been freed by the video driver.  What do we do in
+	 * that case?  Should we call SDL_VideoInit() again?
+	 */
+	SDL_VideoSurface = (mode != NULL) ? mode : prev_mode;
+
+	if ( (mode != NULL) && (!is_opengl) ) {
+		/* Sanity check */
+		if ( (mode->w < width) || (mode->h < height) ) {
+			SDL_SetError("Video mode smaller than requested");
+			return(NULL);
+		}
+
+		/* If we have a palettized surface, create a default palette */
+		if ( mode->format->palette ) {
+	        	SDL_PixelFormat *vf = mode->format;
+			SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
+			video->SetColors(this, 0, vf->palette->ncolors,
+			                           vf->palette->colors);
+		}
+
+		/* Clear the surface to black */
+		video->offset_x = 0;
+		video->offset_y = 0;
+		mode->offset = 0;
+		SDL_SetClipRect(mode, NULL);
+		SDL_ClearSurface(mode);
+
+		/* Now adjust the offsets to match the desired mode */
+		video->offset_x = (mode->w-width)/2;
+		video->offset_y = (mode->h-height)/2;
+		mode->offset = video->offset_y*mode->pitch +
+				video->offset_x*mode->format->BytesPerPixel;
+#ifdef DEBUG_VIDEO
+  fprintf(stderr,
+	"Requested mode: %dx%dx%d, obtained mode %dx%dx%d (offset %d)\n",
+		width, height, bpp,
+		mode->w, mode->h, mode->format->BitsPerPixel, mode->offset);
+#endif
+		mode->w = width;
+		mode->h = height;
+		SDL_SetClipRect(mode, NULL);
+	}
+	SDL_ResetCursor();
+	SDL_UnlockCursor();
+
+	/* If we failed setting a video mode, return NULL... (Uh Oh!) */
+	if ( mode == NULL ) {
+		return(NULL);
+	}
+
+	/* If there is no window manager, set the SDL_NOFRAME flag */
+	if ( ! video->info.wm_available ) {
+		mode->flags |= SDL_NOFRAME;
+	}
+
+	/* Reset the mouse cursor and grab for new video mode */
+	SDL_SetCursor(NULL);
+	if ( video->UpdateMouse ) {
+		video->UpdateMouse(this);
+	}
+	SDL_WM_GrabInput(saved_grab);
+	SDL_GetRelativeMouseState(NULL, NULL); /* Clear first large delta */
+
+	/* If we're running OpenGL, make the context current */
+	if ( (video->screen->flags & SDL_OPENGL) &&
+	      video->GL_MakeCurrent ) {
+		if ( video->GL_MakeCurrent(this) < 0 ) {
+			return(NULL);
+		}
+	}
+
+	/* Set up a fake SDL surface for OpenGL "blitting" */
+	if ( (flags & SDL_OPENGLBLIT) == SDL_OPENGLBLIT ) {
+		/* Load GL functions for performing the texture updates */
+#ifdef HAVE_OPENGL
+#define SDL_PROC(ret,func,params) \
+do { \
+	video->func = SDL_GL_GetProcAddress(#func); \
+	if ( ! video->func ) { \
+		SDL_SetError("Couldn't load GL function: %s\n", #func); \
+		return(NULL); \
+	} \
+} while ( 0 );
+#include "SDL_glfuncs.h"
+#undef SDL_PROC	
+
+		/* Create a software surface for blitting */
+#ifdef GL_VERSION_1_2
+		/* If the implementation either supports the packed pixels
+		   extension, or implements the core OpenGL 1.2 API, it will
+		   support the GL_UNSIGNED_SHORT_5_6_5 texture format.
+		 */
+		if ( (bpp == 16) &&
+		     (strstr((const char *)video->glGetString(GL_EXTENSIONS),
+		                           "GL_EXT_packed_pixels") ||
+		     (strncmp((const char *)video->glGetString(GL_VERSION),
+		              "1.2", 3) == 0)) )
+		{
+			video->is_32bit = 0;
+			SDL_VideoSurface = SDL_CreateRGBSurface(
+				flags, 
+				width, 
+				height,  
+				16,
+				31 << 11,
+				63 << 5,
+				31,
+				0
+				);
+		}
+		else
+#endif /* OpenGL 1.2 */
+		{
+			video->is_32bit = 1;
+			SDL_VideoSurface = SDL_CreateRGBSurface(
+				flags, 
+				width, 
+				height, 
+				32, 
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+				0x000000FF,
+				0x0000FF00,
+				0x00FF0000,
+				0xFF000000
+#else
+				0xFF000000,
+				0x00FF0000,
+				0x0000FF00,
+				0x000000FF
+#endif
+				);
+		}
+		if ( ! SDL_VideoSurface ) {
+			return(NULL);
+		}
+		SDL_VideoSurface->flags = mode->flags | SDL_OPENGLBLIT;
+
+		/* Free the original video mode surface (is this safe?) */
+		SDL_FreeSurface(mode);
+
+                /* Set the surface completely opaque & white by default */
+		memset( SDL_VideoSurface->pixels, 255, SDL_VideoSurface->h * SDL_VideoSurface->pitch );
+		video->glGenTextures( 1, &video->texture );
+		video->glBindTexture( GL_TEXTURE_2D, video->texture );
+		video->glTexImage2D(
+			GL_TEXTURE_2D,
+			0,
+			video->is_32bit ? GL_RGBA : GL_RGB,
+			256,
+			256,
+			0,
+			video->is_32bit ? GL_RGBA : GL_RGB,
+#ifdef GL_VERSION_1_2
+			video->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
+#else
+			GL_UNSIGNED_BYTE,
+#endif
+			NULL);
+
+		video->UpdateRects = SDL_GL_UpdateRectsLock;
+#else
+		SDL_SetError("Somebody forgot to #define HAVE_OPENGL");
+		return(NULL);
+#endif
+	}
+
+	/* Create a shadow surface if necessary */
+	/* There are three conditions under which we create a shadow surface:
+		1.  We need a particular bits-per-pixel that we didn't get.
+		2.  We need a hardware palette and didn't get one.
+		3.  We need a software surface and got a hardware surface.
+	*/
+	if ( !(SDL_VideoSurface->flags & SDL_OPENGL) &&
+	     (
+	     (  !(flags&SDL_ANYFORMAT) &&
+			(SDL_VideoSurface->format->BitsPerPixel != bpp)) ||
+	     (   (flags&SDL_HWPALETTE) && 
+				!(SDL_VideoSurface->flags&SDL_HWPALETTE)) ||
+		/* If the surface is in hardware, video writes are visible
+		   as soon as they are performed, so we need to buffer them
+		 */
+	     (   ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) &&
+				(SDL_VideoSurface->flags&SDL_HWSURFACE))
+	     ) ) {
+		SDL_CreateShadowSurface(bpp);
+		if ( SDL_ShadowSurface == NULL ) {
+			SDL_SetError("Couldn't create shadow surface");
+			return(NULL);
+		}
+		SDL_PublicSurface = SDL_ShadowSurface;
+	} else {
+		SDL_PublicSurface = SDL_VideoSurface;
+	}
+	video->info.vfmt = SDL_VideoSurface->format;
+
+	/* We're done! */
+	return(SDL_PublicSurface);
+}
+
+/* 
+ * Convert a surface into the video pixel format.
+ */
+SDL_Surface * SDL_DisplayFormat (SDL_Surface *surface)
+{
+	Uint32 flags;
+
+	if ( ! SDL_PublicSurface ) {
+		SDL_SetError("No video mode has been set");
+		return(NULL);
+	}
+	/* Set the flags appropriate for copying to display surface */
+	flags  = (SDL_PublicSurface->flags&SDL_HWSURFACE);
+#ifdef AUTORLE_DISPLAYFORMAT
+	flags |= (surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA));
+	flags |= SDL_RLEACCELOK;
+#else
+	flags |= surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA|SDL_RLEACCELOK);
+#endif
+	return(SDL_ConvertSurface(surface, SDL_PublicSurface->format, flags));
+}
+
+/*
+ * Convert a surface into a format that's suitable for blitting to
+ * the screen, but including an alpha channel.
+ */
+SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface)
+{
+	SDL_PixelFormat *vf;
+	SDL_PixelFormat *format;
+	SDL_Surface *converted;
+	Uint32 flags;
+	/* default to ARGB8888 */
+	Uint32 amask = 0xff000000;
+	Uint32 rmask = 0x00ff0000;
+	Uint32 gmask = 0x0000ff00;
+	Uint32 bmask = 0x000000ff;
+
+	if ( ! SDL_PublicSurface ) {
+		SDL_SetError("No video mode has been set");
+		return(NULL);
+	}
+	vf = SDL_PublicSurface->format;
+
+	switch(vf->BytesPerPixel) {
+	    case 2:
+		/* For XGY5[56]5, use, AXGY8888, where {X, Y} = {R, B}.
+		   For anything else (like ARGB4444) it doesn't matter
+		   since we have no special code for it anyway */
+		if ( (vf->Rmask == 0x1f) &&
+		     (vf->Bmask == 0xf800 || vf->Bmask == 0x7c00)) {
+			rmask = 0xff;
+			bmask = 0xff0000;
+		}
+		break;
+
+	    case 3:
+	    case 4:
+		/* Keep the video format, as long as the high 8 bits are
+		   unused or alpha */
+		if ( (vf->Rmask == 0xff) && (vf->Bmask == 0xff0000) ) {
+			rmask = 0xff;
+			bmask = 0xff0000;
+		}
+		break;
+
+	    default:
+		/* We have no other optimised formats right now. When/if a new
+		   optimised alpha format is written, add the converter here */
+		break;
+	}
+	format = SDL_AllocFormat(32, rmask, gmask, bmask, amask);
+	flags = SDL_PublicSurface->flags & SDL_HWSURFACE;
+	flags |= surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
+	converted = SDL_ConvertSurface(surface, format, flags);
+	SDL_FreeFormat(format);
+	return(converted);
+}
+
+/*
+ * Update a specific portion of the physical screen
+ */
+void SDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h)
+{
+	if ( screen ) {
+		SDL_Rect rect;
+
+		/* Perform some checking */
+		if ( w == 0 )
+			w = screen->w;
+		if ( h == 0 )
+			h = screen->h;
+		if ( (int)(x+w) > screen->w )
+			return;
+		if ( (int)(y+h) > screen->h )
+			return;
+
+		/* Fill the rectangle */
+		rect.x = x;
+		rect.y = y;
+		rect.w = w;
+		rect.h = h;
+		SDL_UpdateRects(screen, 1, &rect);
+	}
+}
+void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
+{
+	int i;
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this = current_video;
+
+	if ( screen == SDL_ShadowSurface ) {
+		/* Blit the shadow surface using saved mapping */
+	        SDL_Palette *pal = screen->format->palette;
+		SDL_Color *saved_colors = NULL;
+	        if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
+			/* simulated 8bpp, use correct physical palette */
+			saved_colors = pal->colors;
+			if ( video->gammacols ) {
+				/* gamma-corrected palette */
+				pal->colors = video->gammacols;
+			} else if ( video->physpal ) {
+				/* physical palette different from logical */
+				pal->colors = video->physpal->colors;
+			}
+		}
+		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
+			SDL_LockCursor();
+			SDL_DrawCursor(SDL_ShadowSurface);
+			for ( i=0; i<numrects; ++i ) {
+				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
+						SDL_VideoSurface, &rects[i]);
+			}
+			SDL_EraseCursor(SDL_ShadowSurface);
+			SDL_UnlockCursor();
+		} else {
+			for ( i=0; i<numrects; ++i ) {
+				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
+						SDL_VideoSurface, &rects[i]);
+			}
+		}
+		if ( saved_colors )
+			pal->colors = saved_colors;
+
+		/* Fall through to video surface update */
+		screen = SDL_VideoSurface;
+	}
+	if ( screen == SDL_VideoSurface ) {
+		/* Update the video surface */
+		if ( screen->offset ) {
+			for ( i=0; i<numrects; ++i ) {
+				rects[i].x += video->offset_x;
+				rects[i].y += video->offset_y;
+			}
+			video->UpdateRects(this, numrects, rects);
+			for ( i=0; i<numrects; ++i ) {
+				rects[i].x -= video->offset_x;
+				rects[i].y -= video->offset_y;
+			}
+		} else {
+			video->UpdateRects(this, numrects, rects);
+		}
+	}
+}
+
+/*
+ * Performs hardware double buffering, if possible, or a full update if not.
+ */
+int SDL_Flip(SDL_Surface *screen)
+{
+	SDL_VideoDevice *video = current_video;
+	/* Copy the shadow surface to the video surface */
+	if ( screen == SDL_ShadowSurface ) {
+		SDL_Rect rect;
+	        SDL_Palette *pal = screen->format->palette;
+		SDL_Color *saved_colors = NULL;
+	        if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
+			/* simulated 8bpp, use correct physical palette */
+			saved_colors = pal->colors;
+			if ( video->gammacols ) {
+				/* gamma-corrected palette */
+				pal->colors = video->gammacols;
+			} else if ( video->physpal ) {
+				/* physical palette different from logical */
+				pal->colors = video->physpal->colors;
+			}
+		}
+
+		rect.x = 0;
+		rect.y = 0;
+		rect.w = screen->w;
+		rect.h = screen->h;
+		SDL_LowerBlit(SDL_ShadowSurface,&rect, SDL_VideoSurface,&rect);
+
+		if ( saved_colors )
+			pal->colors = saved_colors;
+		screen = SDL_VideoSurface;
+	}
+	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+		SDL_VideoDevice *this  = current_video;
+		return(video->FlipHWSurface(this, SDL_VideoSurface));
+	} else {
+		SDL_UpdateRect(screen, 0, 0, 0, 0);
+	}
+	return(0);
+}
+
+static void SetPalette_logical(SDL_Surface *screen, SDL_Color *colors,
+			       int firstcolor, int ncolors)
+{
+        SDL_Palette *pal = screen->format->palette;
+	SDL_Palette *vidpal;
+
+	if ( colors != (pal->colors + firstcolor) ) {
+	        memcpy(pal->colors + firstcolor, colors,
+		       ncolors * sizeof(*colors));
+	}
+
+	vidpal = SDL_VideoSurface->format->palette;
+	if ( (screen == SDL_ShadowSurface) && vidpal ) {
+	        /*
+		 * This is a shadow surface, and the physical
+		 * framebuffer is also indexed. Propagate the
+		 * changes to its logical palette so that
+		 * updates are always identity blits
+		 */
+		memcpy(vidpal->colors + firstcolor, colors,
+		       ncolors * sizeof(*colors));
+	}
+	SDL_FormatChanged(screen);
+}
+
+static int SetPalette_physical(SDL_Surface *screen,
+                               SDL_Color *colors, int firstcolor, int ncolors)
+{
+	SDL_VideoDevice *video = current_video;
+	int gotall = 1;
+
+	if ( video->physpal ) {
+		/* We need to copy the new colors, since we haven't
+		 * already done the copy in the logical set above.
+		 */
+		memcpy(video->physpal->colors + firstcolor,
+		       colors, ncolors * sizeof(*colors));
+	}
+	if ( screen == SDL_ShadowSurface ) {
+		if ( SDL_VideoSurface->flags & SDL_HWPALETTE ) {
+			/*
+			 * The real screen is also indexed - set its physical
+			 * palette. The physical palette does not include the
+			 * gamma modification, we apply it directly instead,
+			 * but this only happens if we have hardware palette.
+			 */
+			screen = SDL_VideoSurface;
+		} else {
+			/*
+			 * The video surface is not indexed - invalidate any
+			 * active shadow-to-video blit mappings.
+			 */
+			if ( screen->map->dst == SDL_VideoSurface ) {
+				SDL_InvalidateMap(screen->map);
+			}
+			if ( video->gamma ) {
+				if( ! video->gammacols ) {
+					SDL_Palette *pp = video->physpal;
+					if(!pp)
+						pp = screen->format->palette;
+					video->gammacols = malloc(pp->ncolors
+							  * sizeof(SDL_Color));
+					SDL_ApplyGamma(video->gamma,
+						       pp->colors,
+						       video->gammacols,
+						       pp->ncolors);
+				} else {
+					SDL_ApplyGamma(video->gamma, colors,
+						       video->gammacols
+						       + firstcolor,
+						       ncolors);
+				}
+			}
+			SDL_UpdateRect(screen, 0, 0, 0, 0);
+		}
+	}
+
+	if ( screen == SDL_VideoSurface ) {
+		SDL_Color gcolors[256];
+
+	        if ( video->gamma ) {
+		        SDL_ApplyGamma(video->gamma, colors, gcolors, ncolors);
+			colors = gcolors;
+		}
+		gotall = video->SetColors(video, firstcolor, ncolors, colors);
+		if ( ! gotall ) {
+			/* The video flags shouldn't have SDL_HWPALETTE, and
+			   the video driver is responsible for copying back the
+			   correct colors into the video surface palette.
+			*/
+			;
+		}
+		SDL_CursorPaletteChanged();
+	}
+	return gotall;
+}
+
+/*
+ * Set the physical and/or logical colormap of a surface:
+ * Only the screen has a physical colormap. It determines what is actually
+ * sent to the display.
+ * The logical colormap is used to map blits to/from the surface.
+ * 'which' is one or both of SDL_LOGPAL, SDL_PHYSPAL
+ *
+ * Return nonzero if all colours were set as requested, or 0 otherwise.
+ */
+int SDL_SetPalette(SDL_Surface *screen, int which,
+		   SDL_Color *colors, int firstcolor, int ncolors)
+{
+        SDL_Palette *pal;
+	int gotall;
+	int palsize;
+
+	if ( screen != SDL_PublicSurface ) {
+	        /* only screens have physical palettes */
+	        which &= ~SDL_PHYSPAL;
+	} else if( (screen->flags & SDL_HWPALETTE) != SDL_HWPALETTE ) {
+	        /* hardware palettes required for split colormaps */
+	        which |= SDL_PHYSPAL | SDL_LOGPAL;
+	}
+
+	/* Verify the parameters */
+	pal = screen->format->palette;
+	if( !pal ) {
+	        return 0;	/* not a palettized surface */
+	}
+	gotall = 1;
+	palsize = 1 << screen->format->BitsPerPixel;
+	if ( ncolors > (palsize - firstcolor) ) {
+	        ncolors = (palsize - firstcolor);
+		gotall = 0;
+	}
+
+	if ( which & SDL_LOGPAL ) {
+		/*
+		 * Logical palette change: The actual screen isn't affected,
+		 * but the internal colormap is altered so that the
+		 * interpretation of the pixel values (for blits etc) is
+		 * changed.
+		 */
+	        SetPalette_logical(screen, colors, firstcolor, ncolors);
+	}
+	if ( which & SDL_PHYSPAL ) {
+		SDL_VideoDevice *video = current_video;
+	        /*
+		 * Physical palette change: This doesn't affect the
+		 * program's idea of what the screen looks like, but changes
+		 * its actual appearance.
+		 */
+	        if(!video)
+		        return gotall;	/* video not yet initialized */
+		if(!video->physpal && !(which & SDL_LOGPAL) ) {
+			/* Lazy physical palette allocation */
+		        int size;
+			SDL_Palette *pp = malloc(sizeof(*pp));
+			current_video->physpal = pp;
+			pp->ncolors = pal->ncolors;
+			size = pp->ncolors * sizeof(SDL_Color);
+			pp->colors = malloc(size);
+			memcpy(pp->colors, pal->colors, size);
+		}
+		if ( ! SetPalette_physical(screen,
+		                           colors, firstcolor, ncolors) ) {
+			gotall = 0;
+		}
+	}
+	return gotall;
+}
+
+int SDL_SetColors(SDL_Surface *screen, SDL_Color *colors, int firstcolor,
+		  int ncolors)
+{
+        return SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL,
+			      colors, firstcolor, ncolors);
+}
+
+/*
+ * Clean up the video subsystem
+ */
+void SDL_VideoQuit (void)
+{
+	SDL_Surface *ready_to_go;
+
+	if ( current_video ) {
+		SDL_VideoDevice *video = current_video;
+		SDL_VideoDevice *this  = current_video;
+
+		/* Halt event processing before doing anything else */
+		SDL_StopEventLoop();
+
+		/* Clean up allocated window manager items */
+		if ( SDL_PublicSurface ) {
+			SDL_PublicSurface = NULL;
+		}
+		SDL_CursorQuit();
+
+		/* Just in case... */
+		SDL_WM_GrabInputOff();
+
+		/* Clean up the system video */
+		video->VideoQuit(this);
+
+		/* Free any lingering surfaces */
+		ready_to_go = SDL_ShadowSurface;
+		SDL_ShadowSurface = NULL;
+		SDL_FreeSurface(ready_to_go);
+		if ( SDL_VideoSurface != NULL ) {
+			ready_to_go = SDL_VideoSurface;
+			SDL_VideoSurface = NULL;
+			SDL_FreeSurface(ready_to_go);
+		}
+		SDL_PublicSurface = NULL;
+
+		/* Clean up miscellaneous memory */
+		if ( video->physpal ) {
+			free(video->physpal->colors);
+			free(video->physpal);
+			video->physpal = NULL;
+		}
+		if ( video->gammacols ) {
+			free(video->gammacols);
+			video->gammacols = NULL;
+		}
+		if ( video->gamma ) {
+			free(video->gamma);
+			video->gamma = NULL;
+		}
+		if ( wm_title != NULL ) {
+			free(wm_title);
+			wm_title = NULL;
+		}
+		if ( wm_icon != NULL ) {
+			free(wm_icon);
+			wm_icon = NULL;
+		}
+
+		/* Finish cleaning up video subsystem */
+		video->free(this);
+		current_video = NULL;
+	}
+	return;
+}
+
+/* Load the GL driver library */
+int SDL_GL_LoadLibrary(const char *path)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this = current_video;
+	int retval;
+
+	retval = -1;
+	if ( video->GL_LoadLibrary ) {
+		retval = video->GL_LoadLibrary(this, path);
+	} else {
+		SDL_SetError("No dynamic GL support in video driver");
+	}
+	return(retval);
+}
+
+void *SDL_GL_GetProcAddress(const char* proc)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this = current_video;
+	void *func;
+
+	func = NULL;
+	if ( video->GL_GetProcAddress ) {
+		if ( video->gl_config.driver_loaded ) {
+			func = video->GL_GetProcAddress(this, proc);
+		} else {
+			SDL_SetError("No GL driver has been loaded");
+		}
+	} else {
+		SDL_SetError("No dynamic GL support in video driver");
+	}
+	return func;
+}
+
+/* Set the specified GL attribute for setting up a GL video mode */
+int SDL_GL_SetAttribute( SDL_GLattr attr, int value )
+{
+	int retval;
+	SDL_VideoDevice *video = current_video;
+
+	retval = 0;
+	switch (attr) {
+		case SDL_GL_RED_SIZE:
+			video->gl_config.red_size = value;
+			break;
+		case SDL_GL_GREEN_SIZE:
+			video->gl_config.green_size = value;
+			break;
+		case SDL_GL_BLUE_SIZE:
+			video->gl_config.blue_size = value;
+			break;
+		case SDL_GL_ALPHA_SIZE:
+			video->gl_config.alpha_size = value;
+			break;
+		case SDL_GL_DOUBLEBUFFER:
+			video->gl_config.double_buffer = value;
+			break;
+        	case SDL_GL_BUFFER_SIZE:
+	        	video->gl_config.buffer_size = value;
+			break;
+		case SDL_GL_DEPTH_SIZE:
+			video->gl_config.depth_size = value;
+			break;
+		case SDL_GL_STENCIL_SIZE:
+			video->gl_config.stencil_size = value;
+			break;
+	        case SDL_GL_ACCUM_RED_SIZE:
+			video->gl_config.accum_red_size = value;
+			break;
+	        case SDL_GL_ACCUM_GREEN_SIZE:
+			video->gl_config.accum_green_size = value;
+			break;
+	        case SDL_GL_ACCUM_BLUE_SIZE:
+			video->gl_config.accum_blue_size = value;
+			break;
+	        case SDL_GL_ACCUM_ALPHA_SIZE:
+			video->gl_config.accum_alpha_size = value;
+			break;
+		default:
+			SDL_SetError("Unknown OpenGL attribute");
+			retval = -1;
+			break;
+	}
+	return(retval);
+}
+
+/* Retrieve an attribute value from the windowing system. */
+int SDL_GL_GetAttribute(SDL_GLattr attr, int* value)
+{
+	int retval = -1;
+	SDL_VideoDevice* video = current_video;
+	SDL_VideoDevice* this = current_video;
+
+	if ( video->GL_GetAttribute ) {
+		retval = this->GL_GetAttribute(this, attr, value);
+	}
+
+	return retval;
+}
+
+/* Perform a GL buffer swap on the current GL context */
+void SDL_GL_SwapBuffers(void)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this = current_video;
+
+	if ( video->screen->flags & SDL_OPENGL ) {
+		video->GL_SwapBuffers( this );
+	}
+}
+
+/* Update rects with locking */
+void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect *rects)
+{
+	SDL_GL_Lock();
+ 	SDL_GL_UpdateRects(numrects, rects);
+	SDL_GL_Unlock();
+}
+
+/* Update rects without state setting and changing (the caller is responsible for it) */
+void SDL_GL_UpdateRects(int numrects, SDL_Rect *rects)
+{
+#ifdef HAVE_OPENGL
+	SDL_VideoDevice *this = current_video;
+	SDL_Rect update, tmp;
+	int x, y, i;
+
+	for ( i = 0; i < numrects; i++ )
+	{
+		tmp.y = rects[i].y;
+		tmp.h = rects[i].h;
+		for ( y = 0; y <= rects[i].h / 256; y++ )
+		{
+			tmp.x = rects[i].x;
+			tmp.w = rects[i].w;
+			for ( x = 0; x <= rects[i].w / 256; x++ )
+			{
+				update.x = tmp.x;
+				update.y = tmp.y;
+				update.w = tmp.w;
+				update.h = tmp.h;
+
+				if ( update.w > 256 )
+					update.w = 256;
+
+				if ( update.h > 256 )
+					update.h = 256;
+			
+				this->glFlush();
+				this->glTexSubImage2D( 
+					GL_TEXTURE_2D, 
+					0, 
+					0, 
+					0, 
+					update.w, 
+					update.h, 
+					this->is_32bit? GL_RGBA : GL_RGB,
+#ifdef GL_VERSION_1_2
+					this->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
+#else
+					GL_UNSIGNED_BYTE,
+#endif
+					(Uint8 *)this->screen->pixels + 
+						this->screen->format->BytesPerPixel * update.x + 
+						update.y * this->screen->pitch );
+	
+				this->glFlush();
+				/*
+				* Note the parens around the function name:
+				* This is because some OpenGL implementations define glTexCoord etc 
+				* as macros, and we don't want them expanded here.
+				*/
+				this->glBegin(GL_TRIANGLE_STRIP);
+					(this->glTexCoord2f)( 0.0, 0.0 );	
+					(this->glVertex2i)( update.x, update.y );
+					(this->glTexCoord2f)( (float)(update.w / 256.0), 0.0 );	
+					(this->glVertex2i)( update.x + update.w, update.y );
+					(this->glTexCoord2f)( 0.0, (float)(update.h / 256.0) );
+					(this->glVertex2i)( update.x, update.y + update.h );
+					(this->glTexCoord2f)( (float)(update.w / 256.0), (float)(update.h / 256.0) );	
+					(this->glVertex2i)( update.x + update.w	, update.y + update.h );
+				this->glEnd();	
+			
+				tmp.x += 256;
+				tmp.w -= 256;
+			}
+			tmp.y += 256;
+			tmp.h -= 256;
+		}
+	}
+#endif
+}
+
+/* Lock == save current state */
+void SDL_GL_Lock()
+{
+#ifdef HAVE_OPENGL
+	lock_count--;
+	if (lock_count==-1)
+	{
+		SDL_VideoDevice *this = current_video;
+
+		this->glPushAttrib( GL_ALL_ATTRIB_BITS );	/* TODO: narrow range of what is saved */
+		this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
+
+		this->glEnable(GL_TEXTURE_2D);
+		this->glEnable(GL_BLEND);
+		this->glDisable(GL_FOG);
+		this->glDisable(GL_ALPHA_TEST);
+		this->glDisable(GL_DEPTH_TEST);
+		this->glDisable(GL_SCISSOR_TEST);	
+		this->glDisable(GL_STENCIL_TEST);
+		this->glDisable(GL_CULL_FACE);
+
+		this->glBindTexture( GL_TEXTURE_2D, this->texture );
+		this->glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+
+		this->glPixelStorei( GL_UNPACK_ROW_LENGTH, this->screen->pitch / this->screen->format->BytesPerPixel );
+		this->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+		(this->glColor4f)(1.0, 1.0, 1.0, 1.0);		/* Solaris workaround */
+
+		this->glViewport(0, 0, this->screen->w, this->screen->h);
+		this->glMatrixMode(GL_PROJECTION);
+		this->glPushMatrix();
+		this->glLoadIdentity();
+
+		this->glOrtho(0.0, (GLdouble) this->screen->w, (GLdouble) this->screen->h, 0.0, 0.0, 1.0);
+
+		this->glMatrixMode(GL_MODELVIEW);
+		this->glPushMatrix();
+		this->glLoadIdentity();
+	}
+#endif
+}
+
+/* Unlock == restore saved state */
+void SDL_GL_Unlock()
+{
+#ifdef HAVE_OPENGL
+	lock_count++;
+	if (lock_count==0)
+	{
+		SDL_VideoDevice *this = current_video;
+
+		this->glPopMatrix();
+		this->glMatrixMode(GL_PROJECTION);
+		this->glPopMatrix();
+
+		this->glPopClientAttrib();
+		this->glPopAttrib();
+	}
+#endif
+}
+
+/*
+ * Sets/Gets the title and icon text of the display window, if any.
+ */
+void SDL_WM_SetCaption (const char *title, const char *icon)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+
+	if ( title ) {
+		if ( wm_title ) {
+			free(wm_title);
+		}
+		wm_title = (char *)malloc(strlen(title)+1);
+		if ( wm_title != NULL ) {
+			strcpy(wm_title, title);
+		}
+	}
+	if ( icon ) {
+		if ( wm_icon ) {
+			free(wm_icon);
+		}
+		wm_icon = (char *)malloc(strlen(icon)+1);
+		if ( wm_icon != NULL ) {
+			strcpy(wm_icon, icon);
+		}
+	}
+	if ( (title || icon) && video && (video->SetCaption != NULL) ) {
+		video->SetCaption(this, wm_title, wm_icon);
+	}
+}
+void SDL_WM_GetCaption (char **title, char **icon)
+{
+	if ( title ) {
+		*title = wm_title;
+	}
+	if ( icon ) {
+		*icon = wm_icon;
+	}
+}
+
+/* Utility function used by SDL_WM_SetIcon() */
+static void CreateMaskFromColorKey(SDL_Surface *icon, Uint8 *mask)
+{
+	int x, y;
+	Uint32 colorkey;
+#define SET_MASKBIT(icon, x, y, mask) \
+	mask[(y*((icon->w+7)/8))+(x/8)] &= ~(0x01<<(7-(x%8)))
+
+	colorkey = icon->format->colorkey;
+	switch (icon->format->BytesPerPixel) {
+		case 1: { Uint8 *pixels;
+			for ( y=0; y<icon->h; ++y ) {
+				pixels = (Uint8 *)icon->pixels + y*icon->pitch;
+				for ( x=0; x<icon->w; ++x ) {
+					if ( *pixels++ == colorkey ) {
+						SET_MASKBIT(icon, x, y, mask);
+					}
+				}
+			}
+		}
+		break;
+
+		case 2: { Uint16 *pixels;
+			for ( y=0; y<icon->h; ++y ) {
+				pixels = (Uint16 *)icon->pixels +
+				                   y*icon->pitch/2;
+				for ( x=0; x<icon->w; ++x ) {
+					if ( *pixels++ == colorkey ) {
+						SET_MASKBIT(icon, x, y, mask);
+					}
+				}
+			}
+		}
+		break;
+
+		case 4: { Uint32 *pixels;
+			for ( y=0; y<icon->h; ++y ) {
+				pixels = (Uint32 *)icon->pixels +
+				                   y*icon->pitch/4;
+				for ( x=0; x<icon->w; ++x ) {
+					if ( *pixels++ == colorkey ) {
+						SET_MASKBIT(icon, x, y, mask);
+					}
+				}
+			}
+		}
+		break;
+	}
+}
+
+/*
+ * Sets the window manager icon for the display window.
+ */
+void SDL_WM_SetIcon (SDL_Surface *icon, Uint8 *mask)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+
+	if ( icon && video->SetIcon ) {
+		/* Generate a mask if necessary, and create the icon! */
+		if ( mask == NULL ) {
+			int mask_len = icon->h*(icon->w+7)/8;
+			mask = (Uint8 *)malloc(mask_len);
+			if ( mask == NULL ) {
+				return;
+			}
+			memset(mask, ~0, mask_len);
+			if ( icon->flags & SDL_SRCCOLORKEY ) {
+				CreateMaskFromColorKey(icon, mask);
+			}
+			video->SetIcon(video, icon, mask);
+			free(mask);
+		} else {
+			video->SetIcon(this, icon, mask);
+		}
+	}
+}
+
+/*
+ * Grab or ungrab the keyboard and mouse input.
+ * This function returns the final grab mode after calling the
+ * driver dependent function.
+ */
+static SDL_GrabMode SDL_WM_GrabInputRaw(SDL_GrabMode mode)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+
+	/* Only do something if we have support for grabs */
+	if ( video->GrabInput == NULL ) {
+		return(video->input_grab);
+	}
+
+	/* If the final grab mode if off, only then do we actually grab */
+#ifdef DEBUG_GRAB
+  printf("SDL_WM_GrabInputRaw(%d) ... ", mode);
+#endif
+	if ( mode == SDL_GRAB_OFF ) {
+		if ( video->input_grab != SDL_GRAB_OFF ) {
+			mode = video->GrabInput(this, mode);
+		}
+	} else {
+		if ( video->input_grab == SDL_GRAB_OFF ) {
+			mode = video->GrabInput(this, mode);
+		}
+	}
+	if ( mode != video->input_grab ) {
+		video->input_grab = mode;
+		if ( video->CheckMouseMode ) {
+			video->CheckMouseMode(this);
+		}
+	}
+#ifdef DEBUG_GRAB
+  printf("Final mode %d\n", video->input_grab);
+#endif
+
+	/* Return the final grab state */
+	if ( mode >= SDL_GRAB_FULLSCREEN ) {
+		mode -= SDL_GRAB_FULLSCREEN;
+	}
+	return(mode);
+}
+SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode)
+{
+	SDL_VideoDevice *video = current_video;
+
+    /* If the video isn't initialized yet, we can't do anything */
+    if ( ! video ) {
+        return SDL_GRAB_OFF;
+    }
+
+	/* Return the current mode on query */
+	if ( mode == SDL_GRAB_QUERY ) {
+		mode = video->input_grab;
+		if ( mode >= SDL_GRAB_FULLSCREEN ) {
+			mode -= SDL_GRAB_FULLSCREEN;
+		}
+		return(mode);
+	}
+
+#ifdef DEBUG_GRAB
+  printf("SDL_WM_GrabInput(%d) ... ", mode);
+#endif
+	/* If the video surface is fullscreen, we always grab */
+	if ( mode >= SDL_GRAB_FULLSCREEN ) {
+		mode -= SDL_GRAB_FULLSCREEN;
+	}
+	if ( SDL_VideoSurface && (SDL_VideoSurface->flags & SDL_FULLSCREEN) ) {
+		mode += SDL_GRAB_FULLSCREEN;
+	}
+	return(SDL_WM_GrabInputRaw(mode));
+}
+static SDL_GrabMode SDL_WM_GrabInputOff(void)
+{
+	SDL_GrabMode mode;
+
+	/* First query the current grab state */
+	mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
+
+	/* Now explicitly turn off input grab */
+	SDL_WM_GrabInputRaw(SDL_GRAB_OFF);
+
+	/* Return the old state */
+	return(mode);
+}
+
+/*
+ * Iconify the window in window managed environments.
+ * A successful iconification will result in an SDL_APPACTIVE loss event.
+ */
+int SDL_WM_IconifyWindow(void)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+	int retval;
+
+	retval = 0;
+	if ( video->IconifyWindow ) {
+		retval = video->IconifyWindow(this);
+	}
+	return(retval);
+}
+
+/*
+ * Toggle fullscreen mode
+ */
+int SDL_WM_ToggleFullScreen(SDL_Surface *surface)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+	int toggled;
+
+	toggled = 0;
+	if ( SDL_PublicSurface && (surface == SDL_PublicSurface) &&
+	     video->ToggleFullScreen ) {
+		if ( surface->flags & SDL_FULLSCREEN ) {
+			toggled = video->ToggleFullScreen(this, 0);
+			if ( toggled ) {
+				SDL_VideoSurface->flags &= ~SDL_FULLSCREEN;
+				SDL_PublicSurface->flags &= ~SDL_FULLSCREEN;
+			}
+		} else {
+			toggled = video->ToggleFullScreen(this, 1);
+			if ( toggled ) {
+				SDL_VideoSurface->flags |= SDL_FULLSCREEN;
+				SDL_PublicSurface->flags |= SDL_FULLSCREEN;
+			}
+		}
+		/* Double-check the grab state inside SDL_WM_GrabInput() */
+		if ( toggled ) {
+			SDL_WM_GrabInput(video->input_grab);
+		}
+	}
+	return(toggled);
+}
+
+/*
+ * Get some platform dependent window manager information
+ */
+int SDL_GetWMInfo (SDL_SysWMinfo *info)
+{
+	SDL_VideoDevice *video = current_video;
+	SDL_VideoDevice *this  = current_video;
+
+	if ( video && video->GetWMInfo ) {
+		return(video->GetWMInfo(this, info));
+	} else {
+		return(0);
+	}
+}