Merge branch 'master' into jgrpp
# Conflicts: # .gitignore # CMakeLists.txt # src/3rdparty/optional/optional.hpp # src/group_cmd.cpp # src/industry_cmd.cpp # src/misc_gui.cpp # src/video/sdl2_v.cpp
This commit is contained in:
@@ -31,6 +31,10 @@
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#include "../3rdparty/mingw-std-threads/mingw.mutex.h"
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#include "../3rdparty/mingw-std-threads/mingw.condition_variable.h"
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#endif
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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# include <emscripten/html5.h>
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#endif
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#if defined(WITH_FCITX)
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#include <fcitx/frontend.h>
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@@ -61,6 +65,11 @@ static volatile bool _draw_continue;
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static Palette _local_palette;
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static SDL_Palette *_sdl_palette;
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#ifdef __EMSCRIPTEN__
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/** Whether we just had a window-enter event. */
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static bool _cursor_new_in_window = false;
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#endif
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#define MAX_DIRTY_RECTS 100
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static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
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static int _num_dirty_rects;
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@@ -578,6 +587,9 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
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bool VideoDriver_SDL::ClaimMousePointer()
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{
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SDL_ShowCursor(0);
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#ifdef __EMSCRIPTEN__
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SDL_SetRelativeMouseMode(SDL_TRUE);
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#endif
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return true;
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}
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@@ -796,9 +808,27 @@ int VideoDriver_SDL::PollEvent()
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switch (ev.type) {
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case SDL_MOUSEMOTION:
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#ifdef __EMSCRIPTEN__
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if (_cursor_new_in_window) {
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/* The cursor just moved into the window; this means we don't
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* know the absolutely position yet to move relative from.
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* Before this time, SDL didn't know it either, and this is
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* why we postpone it till now. Update the absolute position
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* for this once, and work relative after. */
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_cursor.pos.x = ev.motion.x;
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_cursor.pos.y = ev.motion.y;
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_cursor.dirty = true;
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_cursor_new_in_window = false;
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SDL_SetRelativeMouseMode(SDL_TRUE);
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} else {
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_cursor.UpdateCursorPositionRelative(ev.motion.xrel, ev.motion.yrel);
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}
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#else
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if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
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SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
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}
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#endif
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HandleMouseEvents();
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break;
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@@ -932,6 +962,12 @@ int VideoDriver_SDL::PollEvent()
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} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
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// mouse entered the window, enable cursor
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_cursor.in_window = true;
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#ifdef __EMSCRIPTEN__
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/* Disable relative mouse mode for the first mouse motion,
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* so we can pick up the absolutely position again. */
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_cursor_new_in_window = true;
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SDL_SetRelativeMouseMode(SDL_FALSE);
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#endif
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} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
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// mouse left the window, undraw cursor
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UndrawMouseCursor();
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@@ -968,7 +1004,8 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
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/* Explicitly disable hardware acceleration. Enabling this causes
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* UpdateWindowSurface() to update the window's texture instead of
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* its surface. */
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SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION , "0");
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SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "0");
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
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/* Just on the offchance the audio subsystem started before the video system,
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* check whether any part of SDL has been initialised before getting here.
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@@ -1012,19 +1049,114 @@ void VideoDriver_SDL::Stop()
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}
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}
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void VideoDriver_SDL::MainLoop()
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void VideoDriver_SDL::LoopOnce()
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{
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uint32 cur_ticks = SDL_GetTicks();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 mod;
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int numkeys;
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const Uint8 *keys;
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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while (PollEvent() == -1) {}
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if (_exit_game) {
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#ifdef __EMSCRIPTEN__
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/* Emscripten is event-driven, and as such the main loop is inside
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* the browser. So if _exit_game goes true, the main loop ends (the
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* cancel call), but we still have to call the cleanup that is
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* normally done at the end of the main loop for non-Emscripten.
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* After that, Emscripten just halts, and the HTML shows a nice
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* "bye, see you next time" message. */
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emscripten_cancel_main_loop();
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MainLoopCleanup();
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#endif
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return;
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}
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mod = SDL_GetModState();
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keys = SDL_GetKeyboardState(&numkeys);
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#if defined(_DEBUG)
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if (_shift_pressed)
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = SDL_GetTicks();
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if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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bool old_ctrl_pressed = _ctrl_pressed;
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bool old_shift_pressed = _shift_pressed;
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_ctrl_pressed = !!(mod & KMOD_CTRL) != _invert_ctrl;
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_shift_pressed = !!(mod & KMOD_SHIFT) != _invert_shift;
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/* determine which directional keys are down */
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_dirkeys =
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(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
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(keys[SDL_SCANCODE_UP] ? 2 : 0) |
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(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
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(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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if (old_shift_pressed != _shift_pressed) HandleShiftChanged();
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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GameLoopPaletteAnimations();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != nullptr) {
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draw_lock.unlock();
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CSleep(1);
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draw_lock.lock();
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} else {
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/* Emscripten is running an event-based mainloop; there is already some
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* downtime between each iteration, so no need to sleep. */
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#ifndef __EMSCRIPTEN__
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CSleep(1);
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#endif
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}
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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}
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void VideoDriver_SDL::MainLoop()
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{
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cur_ticks = SDL_GetTicks();
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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CheckPaletteAnim();
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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@@ -1055,82 +1187,20 @@ void VideoDriver_SDL::MainLoop()
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DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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while (PollEvent() == -1) {}
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if (_exit_game) break;
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mod = SDL_GetModState();
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keys = SDL_GetKeyboardState(&numkeys);
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#if defined(_DEBUG)
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if (_shift_pressed)
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#ifdef __EMSCRIPTEN__
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/* Run the main loop event-driven, based on RequestAnimationFrame. */
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emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = SDL_GetTicks();
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if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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bool old_ctrl_pressed = _ctrl_pressed;
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bool old_shift_pressed = _shift_pressed;
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_ctrl_pressed = !!(mod & KMOD_CTRL) != _invert_ctrl;
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_shift_pressed = !!(mod & KMOD_SHIFT) != _invert_shift;
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/* determine which directional keys are down */
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_dirkeys =
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(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
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(keys[SDL_SCANCODE_UP] ? 2 : 0) |
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(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
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(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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if (old_shift_pressed != _shift_pressed) HandleShiftChanged();
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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GameLoopPaletteAnimations();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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CSleep(1);
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if (_draw_mutex != nullptr) draw_lock.lock();
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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while (!_exit_game) {
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LoopOnce();
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}
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MainLoopCleanup();
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#endif
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}
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void VideoDriver_SDL::MainLoopCleanup()
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{
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if (_draw_mutex != nullptr) {
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_draw_continue = false;
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/* Sending signal if there is no thread blocked
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@@ -1146,6 +1216,15 @@ void VideoDriver_SDL::MainLoop()
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_draw_mutex = nullptr;
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_draw_signal = nullptr;
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}
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#ifdef __EMSCRIPTEN__
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emscripten_exit_pointerlock();
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/* In effect, the game ends here. As emscripten_set_main_loop() caused
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* the stack to be unwound, the code after MainLoop() in
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* openttd_main() is never executed. */
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EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
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EM_ASM(if (window["openttd_exit"]) openttd_exit());
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#endif
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}
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bool VideoDriver_SDL::ChangeResolution(int w, int h)
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