ddnet/src/engine/client/backend_sdl.cpp

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#include <base/detect.h>
#if defined(CONF_FAMILY_WINDOWS)
// For FlashWindowEx, FLASHWINFO, FLASHW_TRAY
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#endif
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#include <base/detect.h>
#include <base/math.h>
#include <stdlib.h>
#include "SDL.h"
#include "SDL_syswm.h"
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#if defined(__ANDROID__)
#define GL_GLEXT_PROTOTYPES
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GL/glu.h>
#define glOrtho glOrthof
#else
#include "SDL_opengl.h"
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#if defined(CONF_PLATFORM_MACOSX)
#include "OpenGL/glu.h"
#else
#include "GL/glu.h"
#endif
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#endif
#if defined(SDL_VIDEO_DRIVER_X11)
#include <X11/Xutil.h>
#include <X11/Xlib.h>
#endif
#include <engine/shared/config.h>
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#include <base/tl/threading.h>
#include "graphics_threaded.h"
#include "backend_sdl.h"
// ------------ CGraphicsBackend_Threaded
void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
{
CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
while(!pThis->m_Shutdown)
{
pThis->m_Activity.wait();
if(pThis->m_pBuffer)
{
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#ifdef CONF_PLATFORM_MACOSX
CAutoreleasePool AutoreleasePool;
#endif
pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer);
sync_barrier();
pThis->m_pBuffer = 0x0;
pThis->m_BufferDone.signal();
}
}
}
CGraphicsBackend_Threaded::CGraphicsBackend_Threaded()
{
m_pBuffer = 0x0;
m_pProcessor = 0x0;
m_pThread = 0x0;
}
void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor)
{
m_Shutdown = false;
m_pProcessor = pProcessor;
m_pThread = thread_init(ThreadFunc, this);
m_BufferDone.signal();
}
void CGraphicsBackend_Threaded::StopProcessor()
{
m_Shutdown = true;
m_Activity.signal();
thread_wait(m_pThread);
thread_destroy(m_pThread);
}
void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer)
{
WaitForIdle();
m_pBuffer = pBuffer;
m_Activity.signal();
}
bool CGraphicsBackend_Threaded::IsIdle() const
{
return m_pBuffer == 0x0;
}
void CGraphicsBackend_Threaded::WaitForIdle()
{
while(m_pBuffer != 0x0)
m_BufferDone.wait();
}
// ------------ CCommandProcessorFragment_General
void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand)
{
pCommand->m_pSemaphore->signal();
}
bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_NOP: break;
case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast<const CCommandBuffer::SCommand_Signal *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL
int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_ALPHA;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
return GL_RGBA;
}
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unsigned char CCommandProcessorFragment_OpenGL::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp)
{
int Value = 0;
for(int x = 0; x < ScaleW; x++)
for(int y = 0; y < ScaleH; y++)
Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
return Value/(ScaleW*ScaleH);
}
void *CCommandProcessorFragment_OpenGL::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
unsigned char *pTmpData;
int ScaleW = Width/NewWidth;
int ScaleH = Height/NewHeight;
int Bpp = 3;
if(Format == CCommandBuffer::TEXFORMAT_RGBA)
Bpp = 4;
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
if(Bpp == 4)
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
}
return pTmpData;
}
void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
}
else
glDisable(GL_SCISSOR_TEST);
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// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
}
else
glDisable(GL_TEXTURE_2D);
switch(State.m_WrapMode)
{
case CCommandBuffer::WRAP_REPEAT:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case CCommandBuffer::WRAP_CLAMP:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
default:
dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode);
};
// screen mapping
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, 1.0f, 10.f);
}
void CCommandProcessorFragment_OpenGL::Cmd_Init(const SCommand_Init *pCommand)
{
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
mem_free(pCommand->m_pData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
glDeleteTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
*m_pTextureMemoryUsage -= m_aTextures[pCommand->m_Slot].m_MemSize;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
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int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
void *pTexData = pCommand->m_pData;
// resample if needed
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB)
{
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int MaxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize);
if(Width > MaxTexSize || Height > MaxTexSize)
{
do
{
Width>>=1;
Height>>=1;
}
while(Width > MaxTexSize || Height > MaxTexSize);
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0)
{
Width>>=1;
Height>>=1;
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
}
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
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#if defined(__ANDROID__)
StoreOglformat = Oglformat;
#else
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if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
{
switch(StoreOglformat)
{
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case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB_ARB; break;
case GL_ALPHA: StoreOglformat = GL_COMPRESSED_ALPHA_ARB; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA_ARB; break;
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default: StoreOglformat = GL_COMPRESSED_RGBA_ARB;
}
}
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#endif
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
// calculate memory usage
m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
{
Width>>=1;
Height>>=1;
m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize;
}
*m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize;
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mem_free(pTexData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
SetState(pCommand->m_State);
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glVertexPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices);
glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*3);
glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*5);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_QUADS:
#if defined(__ANDROID__)
for( unsigned i = 0, j = pCommand->m_PrimCount; i < j; i++ )
glDrawArrays(GL_TRIANGLE_FAN, i*4, 4);
#else
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4);
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#endif
break;
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount*3);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
};
}
void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0,0,0,0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *pTempRow = pPixelData+w*h*3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h/2; y++)
{
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL()
{
mem_zero(m_aTextures, sizeof(m_aTextures));
m_pTextureMemoryUsage = 0;
}
bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_SDL
void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand)
{
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m_GLContext = pCommand->m_GLContext;
m_pWindow = pCommand->m_pWindow;
SDL_GL_MakeCurrent(m_pWindow, m_GLContext);
// set some default settings
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
}
void CCommandProcessorFragment_SDL::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
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SDL_GL_MakeCurrent(NULL, NULL);
}
void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand)
{
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SDL_GL_SwapWindow(m_pWindow);
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if(pCommand->m_Finish)
glFinish();
}
void CCommandProcessorFragment_SDL::Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand)
{
*pCommand->m_pRetOk = SDL_GL_SetSwapInterval(pCommand->m_VSync) == 0;
}
void CCommandProcessorFragment_SDL::Cmd_Resize(const CCommandBuffer::SCommand_Resize *pCommand)
{
SDL_SetWindowSize(m_pWindow, pCommand->m_Width, pCommand->m_Height);
glViewport(0, 0, pCommand->m_Width, pCommand->m_Height);
}
void CCommandProcessorFragment_SDL::Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand)
{
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SDL_DisplayMode mode;
int maxModes = SDL_GetNumDisplayModes(pCommand->m_Screen),
numModes = 0;
for(int i = 0; i < maxModes; i++)
{
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if(SDL_GetDisplayMode(pCommand->m_Screen, i, &mode) < 0)
{
dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError());
continue;
}
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bool AlreadyFound = false;
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for(int j = 0; j < numModes; j++)
{
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if(pCommand->m_pModes[j].m_Width == mode.w && pCommand->m_pModes[j].m_Height == mode.h)
{
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AlreadyFound = true;
break;
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}
}
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if(AlreadyFound)
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continue;
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pCommand->m_pModes[numModes].m_Width = mode.w;
pCommand->m_pModes[numModes].m_Height = mode.h;
pCommand->m_pModes[numModes].m_Red = 8;
pCommand->m_pModes[numModes].m_Green = 8;
pCommand->m_pModes[numModes].m_Blue = 8;
numModes++;
}
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*pCommand->m_pNumModes = numModes;
}
CCommandProcessorFragment_SDL::CCommandProcessorFragment_SDL()
{
}
bool CCommandProcessorFragment_SDL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_SWAP: Cmd_Swap(static_cast<const CCommandBuffer::SCommand_Swap *>(pBaseCommand)); break;
case CCommandBuffer::CMD_VSYNC: Cmd_VSync(static_cast<const CCommandBuffer::SCommand_VSync *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RESIZE: Cmd_Resize(static_cast<const CCommandBuffer::SCommand_Resize *>(pBaseCommand)); break;
case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast<const CCommandBuffer::SCommand_VideoModes *>(pBaseCommand)); break;
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessor_SDL_OpenGL
void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
{
unsigned CmdIndex = 0;
while(1)
{
const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex);
if(pBaseCommand == 0x0)
break;
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if(m_OpenGL.RunCommand(pBaseCommand))
continue;
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if(m_SDL.RunCommand(pBaseCommand))
continue;
if(m_General.RunCommand(pBaseCommand))
continue;
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dbg_msg("graphics", "unknown command %d", pBaseCommand->m_Cmd);
}
}
// ------------ CGraphicsBackend_SDL_OpenGL
int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight)
{
if(!SDL_WasInit(SDL_INIT_VIDEO))
{
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "unable to init SDL video: %s", SDL_GetError());
return -1;
}
#ifdef CONF_FAMILY_WINDOWS
if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
putenv("SDL_VIDEO_WINDOW_POS=center"); // ignore_convention
#endif
}
// set screen
SDL_Rect ScreenPos;
m_NumScreens = SDL_GetNumVideoDisplays();
if(m_NumScreens > 0)
{
if(*Screen < 0 || *Screen >= m_NumScreens)
*Screen = 0;
if(SDL_GetDisplayBounds(*Screen, &ScreenPos) != 0)
{
dbg_msg("gfx", "unable to retrieve screen information: %s", SDL_GetError());
return -1;
}
}
else
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{
dbg_msg("gfx", "unable to retrieve number of screens: %s", SDL_GetError());
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return -1;
}
// store desktop resolution for settings reset button
SDL_DisplayMode DisplayMode;
if(SDL_GetDesktopDisplayMode(*Screen, &DisplayMode))
{
dbg_msg("gfx", "unable to get desktop resolution: %s", SDL_GetError());
return -1;
}
*pDesktopWidth = DisplayMode.w;
*pDesktopHeight = DisplayMode.h;
// use desktop resolution as default resolution
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#ifndef __ANDROID__
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if(*pWidth == 0 || *pHeight == 0)
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#endif
{
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
}
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// set flags
int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
#if defined(SDL_VIDEO_DRIVER_X11)
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if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE)
SdlFlags |= SDL_WINDOW_RESIZABLE;
#endif
if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS)
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SdlFlags |= SDL_WINDOW_BORDERLESS;
if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
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{
#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // always use "fake" fullscreen
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*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
#else
SdlFlags |= SDL_WINDOW_FULLSCREEN;
#endif
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}
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if(Flags&IGraphicsBackend::INITFLAG_HIGHDPI)
SdlFlags |= SDL_WINDOW_ALLOW_HIGHDPI;
else
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
// set gl attributes
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(FsaaSamples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
if(g_Config.m_InpMouseOld)
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
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m_pWindow = SDL_CreateWindow(
pName,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
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*pWidth,
*pHeight,
SdlFlags);
// set caption
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if(m_pWindow == NULL)
{
dbg_msg("gfx", "unable to create window: %s", SDL_GetError());
return -1;
}
m_GLContext = SDL_GL_CreateContext(m_pWindow);
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if(m_GLContext == NULL)
{
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dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError());
return -1;
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}
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SDL_GL_GetDrawableSize(m_pWindow, pWidth, pHeight);
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SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0);
SDL_GL_MakeCurrent(NULL, NULL);
// start the command processor
m_pProcessor = new CCommandProcessor_SDL_OpenGL;
StartProcessor(m_pProcessor);
// issue init commands for OpenGL and SDL
CCommandBuffer CmdBuffer(1024, 512);
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdBuffer.AddCommand(CmdOpenGL);
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
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CmdSDL.m_pWindow = m_pWindow;
CmdSDL.m_GLContext = m_GLContext;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
WaitForIdle();
SDL_ShowWindow(m_pWindow);
SetWindowScreen(g_Config.m_GfxScreen);
// return
return 0;
}
int CGraphicsBackend_SDL_OpenGL::Shutdown()
{
// issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512);
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
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// stop and delete the processor
StopProcessor();
delete m_pProcessor;
m_pProcessor = 0;
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SDL_GL_DeleteContext(m_GLContext);
SDL_DestroyWindow(m_pWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
int CGraphicsBackend_SDL_OpenGL::MemoryUsage() const
{
return m_TextureMemoryUsage;
}
void CGraphicsBackend_SDL_OpenGL::Minimize()
{
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SDL_MinimizeWindow(m_pWindow);
}
void CGraphicsBackend_SDL_OpenGL::Maximize()
{
// TODO: SDL
}
bool CGraphicsBackend_SDL_OpenGL::Fullscreen(bool State)
{
#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0) == 0;
#else
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN : 0) == 0;
#endif
}
void CGraphicsBackend_SDL_OpenGL::SetWindowBordered(bool State)
{
SDL_SetWindowBordered(m_pWindow, SDL_bool(State));
}
bool CGraphicsBackend_SDL_OpenGL::SetWindowScreen(int Index)
{
if(Index >= 0 && Index < m_NumScreens)
{
SDL_Rect ScreenPos;
if(SDL_GetDisplayBounds(Index, &ScreenPos) == 0)
{
SDL_SetWindowPosition(m_pWindow,
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SDL_WINDOWPOS_CENTERED_DISPLAY(Index),
SDL_WINDOWPOS_CENTERED_DISPLAY(Index));
return true;
}
}
return false;
}
int CGraphicsBackend_SDL_OpenGL::GetWindowScreen()
{
return SDL_GetWindowDisplayIndex(m_pWindow);
}
int CGraphicsBackend_SDL_OpenGL::WindowActive()
{
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return SDL_GetWindowFlags(m_pWindow)&SDL_WINDOW_INPUT_FOCUS;
}
int CGraphicsBackend_SDL_OpenGL::WindowOpen()
{
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return SDL_GetWindowFlags(m_pWindow)&SDL_WINDOW_SHOWN;
}
void CGraphicsBackend_SDL_OpenGL::SetWindowGrab(bool Grab)
{
SDL_SetWindowGrab(m_pWindow, Grab ? SDL_TRUE : SDL_FALSE);
}
void CGraphicsBackend_SDL_OpenGL::NotifyWindow()
{
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// get window handle
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if(!SDL_GetWindowWMInfo(m_pWindow, &info))
{
dbg_msg("gfx", "unable to obtain window handle");
return;
}
#if defined(CONF_FAMILY_WINDOWS)
FLASHWINFO desc;
desc.cbSize = sizeof(desc);
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desc.hwnd = info.info.win.window;
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desc.dwFlags = FLASHW_TRAY;
desc.uCount = 3; // flash 3 times
desc.dwTimeout = 0;
FlashWindowEx(&desc);
#elif defined(SDL_VIDEO_DRIVER_X11) && !defined(CONF_PLATFORM_MACOSX)
Display *dpy = info.info.x11.display;
Window win = info.info.x11.window;
// Old hints
XWMHints *wmhints;
wmhints = XAllocWMHints();
wmhints->flags = XUrgencyHint;
XSetWMHints(dpy, win, wmhints);
XFree(wmhints);
// More modern way of notifying
static Atom demandsAttention = XInternAtom(dpy, "_NET_WM_STATE_DEMANDS_ATTENTION", true);
static Atom wmState = XInternAtom(dpy, "_NET_WM_STATE", true);
XChangeProperty(dpy, win, wmState, XA_ATOM, 32, PropModeReplace,
(unsigned char *) &demandsAttention, 1);
#endif
}
IGraphicsBackend *CreateGraphicsBackend() { return new CGraphicsBackend_SDL_OpenGL; }