Mercurial > sdl-ios-xcode
view src/video/SDL_video.c @ 1446:47bf1767c4ca
Date: Mon, 27 Feb 2006 02:17:29 +0100
From: "William Petiot [exoide]"
Subject: Re: [SDL] cvs version: questions regarding HAVE_STDIO_H in standard w
I managed to get a first implementation of it, which I tested for "simple" use
with tests sample apps, they work ok. I think this needs more tests.
Here is the diff against CVS/SDL12, attached.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 27 Feb 2006 03:48:48 +0000 |
parents | 5f52867ba65c |
children | cf23b92602aa |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* The high-level video driver subsystem */ #include "SDL.h" #include "SDL_sysvideo.h" #include "SDL_blit.h" #include "SDL_pixels_c.h" #include "SDL_cursor_c.h" #include "../events/SDL_sysevents.h" #include "../events/SDL_events_c.h" /* Available video drivers */ static VideoBootStrap *bootstrap[] = { #if SDL_VIDEO_DRIVER_QUARTZ &QZ_bootstrap, #endif #if SDL_VIDEO_DRIVER_X11 &X11_bootstrap, #endif #if SDL_VIDEO_DRIVER_DGA &DGA_bootstrap, #endif #if SDL_VIDEO_DRIVER_NANOX &NX_bootstrap, #endif #if SDL_VIDEO_DRIVER_IPOD &iPod_bootstrap, #endif #if SDL_VIDEO_DRIVER_QTOPIA &Qtopia_bootstrap, #endif #if SDL_VIDEO_DRIVER_WSCONS &WSCONS_bootstrap, #endif #if SDL_VIDEO_DRIVER_FBCON &FBCON_bootstrap, #endif #if SDL_VIDEO_DRIVER_DIRECTFB &DirectFB_bootstrap, #endif #if SDL_VIDEO_DRIVER_PS2GS &PS2GS_bootstrap, #endif #if SDL_VIDEO_DRIVER_GGI &GGI_bootstrap, #endif #if SDL_VIDEO_DRIVER_VGL &VGL_bootstrap, #endif #if SDL_VIDEO_DRIVER_SVGALIB &SVGALIB_bootstrap, #endif #if SDL_VIDEO_DRIVER_GAPI &GAPI_bootstrap, #endif #if SDL_VIDEO_DRIVER_WINDIB &WINDIB_bootstrap, #endif #if SDL_VIDEO_DRIVER_DDRAW &DIRECTX_bootstrap, #endif #if SDL_VIDEO_DRIVER_BWINDOW &BWINDOW_bootstrap, #endif #if SDL_VIDEO_DRIVER_TOOLBOX &TOOLBOX_bootstrap, #endif #if SDL_VIDEO_DRIVER_DRAWSPROCKET &DSp_bootstrap, #endif #if SDL_VIDEO_DRIVER_CYBERGRAPHICS &CGX_bootstrap, #endif #if SDL_VIDEO_DRIVER_PHOTON &ph_bootstrap, #endif #if SDL_VIDEO_DRIVER_EPOC &EPOC_bootstrap, #endif #if SDL_VIDEO_DRIVER_XBIOS &XBIOS_bootstrap, #endif #if SDL_VIDEO_DRIVER_GEM &GEM_bootstrap, #endif #if SDL_VIDEO_DRIVER_PICOGUI &PG_bootstrap, #endif #if SDL_VIDEO_DRIVER_DC &DC_bootstrap, #endif #if SDL_VIDEO_DRIVER_RISCOS &RISCOS_bootstrap, #endif #if SDL_VIDEO_DRIVER_OS2FS &OS2FSLib_bootstrap, #endif #if SDL_VIDEO_DRIVER_AALIB &AALIB_bootstrap, #endif #if SDL_VIDEO_DRIVER_DUMMY &DUMMY_bootstrap, #endif NULL }; SDL_VideoDevice *current_video = 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); #if SDL_VIDEO_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 ( SDL_strrchr(driver_name, ':') != NULL ) { index = atoi(SDL_strrchr(driver_name, ':')+1); } #endif for ( i=0; bootstrap[i]; ++i ) { if ( SDL_strncmp(bootstrap[i]->name, driver_name, SDL_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; SDL_memset(&video->info, 0, (sizeof video->info)); video->displayformatalphapixel = NULL; /* Set some very sane GL defaults */ video->gl_config.driver_loaded = 0; video->gl_config.dll_handle = NULL; video->gl_config.red_size = 3; video->gl_config.green_size = 3; video->gl_config.blue_size = 2; 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; video->gl_config.stereo = 0; video->gl_config.multisamplebuffers = 0; video->gl_config.multisamplesamples = 0; /* Initialize the video subsystem */ SDL_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 ) { SDL_strlcpy(namebuf, current_video->name, maxlen); 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 = ¤t_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 } }; #ifdef __MACOS__ /* MPW optimization bug? */ #define NEGATIVE_ONE 0xFFFFFFFF #else #define NEGATIVE_ONE -1 #endif 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 */ SDL_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 if (sizes == (SDL_Rect **)NEGATIVE_ONE) { /* Any size supported at this bit-depth */ supported = 1; continue; } else if (current_video->handles_any_size) { /* Driver can center a smaller surface to simulate fullscreen */ for ( i=0; sizes[i]; ++i ) { if ((sizes[i]->w >= width) && (sizes[i]->h >= height)) { supported = 1; /* this mode can fit the centered window. */ break; } } } 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; /* Check parameters */ if ( *BitsPerPixel < 8 || *BitsPerPixel > 32 ) { SDL_SetError("Invalid bits per pixel (range is {8...32})"); return(0); } if ((*w <= 0) || (*h <= 0)) { SDL_SetError("Invalid width or height"); return(0); } /* 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 */ SDL_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 ) { int best; 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; } best=0; for ( i=0; sizes[i]; ++i ) { /* Mode with both dimensions bigger or equal than asked ? */ if ((sizes[i]->w >= *w) && (sizes[i]->h >= *h)) { /* Mode with any dimension smaller or equal than current best ? */ if ((sizes[i]->w <= sizes[best]->w) || (sizes[i]->h <= sizes[best]->h)) { /* Now choose the mode that has less pixels */ if ((sizes[i]->w * sizes[i]->h) <= (sizes[best]->w * sizes[best]->h)) { best=i; supported = 1; } } } } if (supported) { *w=sizes[best]->w; *h=sizes[best]->h; *BitsPerPixel = SDL_closest_depths[table][b]; } } 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 ) { SDL_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; } #ifdef __QNXNTO__ #include <sys/neutrino.h> #endif /* __QNXNTO__ */ /* * 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); } /* Reset the keyboard here so event callbacks can run */ SDL_ResetKeyboard(); SDL_ResetMouse(); SDL_cursorstate &= ~CURSOR_USINGSW; /* 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 ) { SDL_free(video->physpal->colors); SDL_free(video->physpal); video->physpal = NULL; } if( video->gammacols) { SDL_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 */ /* But not on OS/2 */ #ifndef __OS2__ SDL_PrivateResize(mode->w, mode->h); #endif /* Sam - If we asked for OpenGL mode, and didn't get it, fail */ if ( is_opengl && !(mode->flags & SDL_OPENGL) ) { mode = NULL; SDL_SetError("OpenGL not available"); } } /* * 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 SDL_VIDEO_OPENGL /* Load GL symbols (before MakeCurrent, where we need glGetString). */ if ( flags & (SDL_OPENGL | SDL_OPENGLBLIT) ) { #if defined(__QNXNTO__) && (_NTO_VERSION < 630) #define __SDL_NOGETPROCADDR__ #elif defined(__MINT__) #define __SDL_NOGETPROCADDR__ #endif #ifdef __SDL_NOGETPROCADDR__ #define SDL_PROC(ret,func,params) video->func=func; #else #define SDL_PROC(ret,func,params) \ do { \ video->func = SDL_GL_GetProcAddress(#func); \ if ( ! video->func ) { \ SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \ return(NULL); \ } \ } while ( 0 ); #endif /* __SDL_NOGETPROCADDR__ */ #include "SDL_glfuncs.h" #undef SDL_PROC } #endif /* SDL_VIDEO_OPENGL */ /* 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 */ #if SDL_VIDEO_OPENGL /* 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) && (SDL_strstr((const char *)video->glGetString(GL_EXTENSIONS), "GL_EXT_packed_pixels") || (SDL_atof((const char *)video->glGetString(GL_VERSION)) >= 1.2f)) ) { 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 */ SDL_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 SDL_VIDEO_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)) || ( (flags&SDL_DOUBLEBUF) && (SDL_VideoSurface->flags&SDL_HWSURFACE) && !(SDL_VideoSurface->flags&SDL_DOUBLEBUF)) ) ) { 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 */ if (((SDL_PublicSurface->flags&SDL_HWSURFACE) == SDL_HWSURFACE) && current_video->info.blit_hw) flags = SDL_HWSURFACE; else flags = SDL_SWSURFACE; #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 = (Sint16)x; rect.y = (Sint16)y; rect.w = (Uint16)w; rect.h = (Uint16)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; if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) { SDL_LockCursor(); SDL_DrawCursor(SDL_ShadowSurface); SDL_LowerBlit(SDL_ShadowSurface, &rect, SDL_VideoSurface, &rect); SDL_EraseCursor(SDL_ShadowSurface); SDL_UnlockCursor(); } else { SDL_LowerBlit(SDL_ShadowSurface, &rect, SDL_VideoSurface, &rect); } if ( saved_colors ) { pal->colors = saved_colors; } /* Fall through to video surface update */ 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) ) { SDL_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 */ SDL_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. */ SDL_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 = SDL_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 ( ! current_video ) { return 0; } 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 = SDL_malloc(sizeof(*pp)); if ( !pp ) { return 0; } current_video->physpal = pp; pp->ncolors = pal->ncolors; size = pp->ncolors * sizeof(SDL_Color); pp->colors = SDL_malloc(size); if ( !pp->colors ) { return 0; } SDL_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 ) { SDL_free(video->physpal->colors); SDL_free(video->physpal); video->physpal = NULL; } if ( video->gammacols ) { SDL_free(video->gammacols); video->gammacols = NULL; } if ( video->gamma ) { SDL_free(video->gamma); video->gamma = NULL; } if ( video->wm_title != NULL ) { SDL_free(video->wm_title); video->wm_title = NULL; } if ( video->wm_icon != NULL ) { SDL_free(video->wm_icon); video->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 == NULL ) { SDL_SetError("Video subsystem has not been initialized"); } else { 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; case SDL_GL_STEREO: video->gl_config.stereo = value; break; case SDL_GL_MULTISAMPLEBUFFERS: video->gl_config.multisamplebuffers = value; break; case SDL_GL_MULTISAMPLESAMPLES: video->gl_config.multisamplesamples = 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); } else { *value = 0; SDL_SetError("GL_GetAttribute not supported"); } 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); } else { SDL_SetError("OpenGL video mode has not been set"); } } /* 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) { #if SDL_VIDEO_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() { #if SDL_VIDEO_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 */ #ifdef GL_CLIENT_PIXEL_STORE_BIT this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT ); #endif 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() { #if SDL_VIDEO_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 ( video ) { if ( title ) { if ( video->wm_title ) { SDL_free(video->wm_title); } video->wm_title = SDL_strdup(title); } if ( icon ) { if ( video->wm_icon ) { SDL_free(video->wm_icon); } video->wm_icon = SDL_strdup(icon); } if ( (title || icon) && (video->SetCaption != NULL) ) { video->SetCaption(this, video->wm_title,video->wm_icon); } } } void SDL_WM_GetCaption (char **title, char **icon) { SDL_VideoDevice *video = current_video; if ( video ) { if ( title ) { *title = video->wm_title; } if ( icon ) { *icon = video->wm_icon; } } } /* Utility function used by SDL_WM_SetIcon(); * flags & 1 for color key, flags & 2 for alpha channel. */ static void CreateMaskFromColorKeyOrAlpha(SDL_Surface *icon, Uint8 *mask, int flags) { 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 ( (flags & 1) && *pixels == colorkey ) { SET_MASKBIT(icon, x, y, mask); } else if((flags & 2) && (*pixels & icon->format->Amask) == 0) { SET_MASKBIT(icon, x, y, mask); } pixels++; } } } 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 ( (flags & 1) && *pixels == colorkey ) { SET_MASKBIT(icon, x, y, mask); } else if((flags & 2) && (*pixels & icon->format->Amask) == 0) { SET_MASKBIT(icon, x, y, mask); } pixels++; } } } 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; int flags = 0; mask = (Uint8 *)SDL_malloc(mask_len); if ( mask == NULL ) { return; } SDL_memset(mask, ~0, mask_len); if ( icon->flags & SDL_SRCCOLORKEY ) flags |= 1; if ( icon->flags & SDL_SRCALPHA ) flags |= 2; if( flags ) { CreateMaskFromColorKeyOrAlpha(icon, mask, flags); } video->SetIcon(video, icon, mask); SDL_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); } }