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			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			728 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD 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.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file sdl2_v.cpp Implementation of the SDL2 video driver. */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../blitter/factory.hpp"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "../core/geometry_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_v.h"
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#include <SDL.h>
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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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#include "../safeguards.h"
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void VideoDriver_SDL_Base::MakeDirty(int left, int top, int width, int height)
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{
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	Rect r = {left, top, left + width, top + height};
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	this->dirty_rect = BoundingRect(this->dirty_rect, r);
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}
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void VideoDriver_SDL_Base::CheckPaletteAnim()
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{
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	if (!CopyPalette(this->local_palette)) return;
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	this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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static const Dimension default_resolutions[] = {
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	{  640,  480 },
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	{  800,  600 },
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	{ 1024,  768 },
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	{ 1152,  864 },
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	{ 1280,  800 },
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	{ 1280,  960 },
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	{ 1280, 1024 },
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	{ 1400, 1050 },
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	{ 1600, 1200 },
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	{ 1680, 1050 },
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	{ 1920, 1200 }
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};
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static void FindResolutions()
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{
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	_resolutions.clear();
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	for (int display = 0; display < SDL_GetNumVideoDisplays(); display++) {
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		for (int i = 0; i < SDL_GetNumDisplayModes(display); i++) {
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			SDL_DisplayMode mode;
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			SDL_GetDisplayMode(display, i, &mode);
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			if (mode.w < 640 || mode.h < 480) continue;
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			if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(mode.w, mode.h)) != _resolutions.end()) continue;
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			_resolutions.emplace_back(mode.w, mode.h);
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		}
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	}
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	/* We have found no resolutions, show the default list */
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	if (_resolutions.empty()) {
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		_resolutions.assign(std::begin(default_resolutions), std::end(default_resolutions));
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	}
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	SortResolutions();
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}
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static void GetAvailableVideoMode(uint *w, uint *h)
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{
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	/* All modes available? */
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	if (!_fullscreen || _resolutions.empty()) return;
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	/* Is the wanted mode among the available modes? */
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	if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(*w, *h)) != _resolutions.end()) return;
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	/* Use the closest possible resolution */
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	uint best = 0;
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	uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
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	for (uint i = 1; i != _resolutions.size(); ++i) {
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		uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
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		if (newdelta < delta) {
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			best = i;
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			delta = newdelta;
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		}
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	}
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	*w = _resolutions[best].width;
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	*h = _resolutions[best].height;
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}
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static uint FindStartupDisplay(uint startup_display)
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{
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	int num_displays = SDL_GetNumVideoDisplays();
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	/* If the user indicated a valid monitor, use that. */
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	if (IsInsideBS(startup_display, 0, num_displays)) return startup_display;
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	/* Mouse position decides which display to use. */
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	int mx, my;
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	SDL_GetGlobalMouseState(&mx, &my);
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	for (int display = 0; display < num_displays; ++display) {
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		SDL_Rect r;
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		if (SDL_GetDisplayBounds(display, &r) == 0 && IsInsideBS(mx, r.x, r.w) && IsInsideBS(my, r.y, r.h)) {
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			Debug(driver, 1, "SDL2: Mouse is at ({}, {}), use display {} ({}, {}, {}, {})", mx, my, display, r.x, r.y, r.w, r.h);
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			return display;
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		}
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	}
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	return 0;
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}
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void VideoDriver_SDL_Base::ClientSizeChanged(int w, int h, bool force)
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{
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	/* Allocate backing store of the new size. */
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	if (this->AllocateBackingStore(w, h, force)) {
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		CopyPalette(this->local_palette, true);
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		BlitterFactory::GetCurrentBlitter()->PostResize();
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		GameSizeChanged();
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	}
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}
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bool VideoDriver_SDL_Base::CreateMainWindow(uint w, uint h, uint flags)
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{
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	if (this->sdl_window != nullptr) return true;
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	flags |= SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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	if (_fullscreen) {
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		flags |= SDL_WINDOW_FULLSCREEN;
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	}
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	int x = SDL_WINDOWPOS_UNDEFINED, y = SDL_WINDOWPOS_UNDEFINED;
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	SDL_Rect r;
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	if (SDL_GetDisplayBounds(this->startup_display, &r) == 0) {
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		x = r.x + std::max(0, r.w - static_cast<int>(w)) / 2;
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		y = r.y + std::max(0, r.h - static_cast<int>(h)) / 4; // decent desktops have taskbars at the bottom
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	}
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	std::string caption = VideoDriver::GetCaption();
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	this->sdl_window = SDL_CreateWindow(
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		caption.c_str(),
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		x, y,
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		w, h,
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		flags);
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	if (this->sdl_window == nullptr) {
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		Debug(driver, 0, "SDL2: Couldn't allocate a window to draw on: {}", SDL_GetError());
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		return false;
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	}
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	std::string icon_path = FioFindFullPath(BASESET_DIR, "openttd.32.bmp");
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	if (!icon_path.empty()) {
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		/* Give the application an icon */
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		SDL_Surface *icon = SDL_LoadBMP(icon_path.c_str());
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		if (icon != nullptr) {
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			/* Get the colourkey, which will be magenta */
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			uint32_t rgbmap = SDL_MapRGB(icon->format, 255, 0, 255);
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			SDL_SetColorKey(icon, SDL_TRUE, rgbmap);
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			SDL_SetWindowIcon(this->sdl_window, icon);
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			SDL_FreeSurface(icon);
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		}
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	}
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	return true;
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}
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bool VideoDriver_SDL_Base::CreateMainSurface(uint w, uint h, bool resize)
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{
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	GetAvailableVideoMode(&w, &h);
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	Debug(driver, 1, "SDL2: using mode {}x{}", w, h);
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	if (!this->CreateMainWindow(w, h)) return false;
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	if (resize) SDL_SetWindowSize(this->sdl_window, w, h);
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	this->ClientSizeChanged(w, h, true);
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	/* When in full screen, we will always have the mouse cursor
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	 * within the window, even though SDL does not give us the
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	 * appropriate event to know this. */
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	if (_fullscreen) _cursor.in_window = true;
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	return true;
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}
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bool VideoDriver_SDL_Base::ClaimMousePointer()
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{
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	/* Emscripten never claims the pointer, so we do not need to change the cursor visibility. */
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#ifndef __EMSCRIPTEN__
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	SDL_ShowCursor(0);
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#endif
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	return true;
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}
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/**
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 * This is called to indicate that an edit box has gained focus, text input mode should be enabled.
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 */
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void VideoDriver_SDL_Base::EditBoxGainedFocus()
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{
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	if (!this->edit_box_focused) {
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		SDL_StartTextInput();
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		this->edit_box_focused = true;
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	}
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}
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/**
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 * This is called to indicate that an edit box has lost focus, text input mode should be disabled.
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 */
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void VideoDriver_SDL_Base::EditBoxLostFocus()
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{
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	if (this->edit_box_focused) {
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		SDL_StopTextInput();
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		this->edit_box_focused = false;
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	}
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}
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std::vector<int> VideoDriver_SDL_Base::GetListOfMonitorRefreshRates()
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{
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	std::vector<int> rates = {};
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	for (int i = 0; i < SDL_GetNumVideoDisplays(); i++) {
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		SDL_DisplayMode mode = {};
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		if (SDL_GetDisplayMode(i, 0, &mode) != 0) continue;
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		if (mode.refresh_rate != 0) rates.push_back(mode.refresh_rate);
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	}
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	return rates;
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}
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struct SDLVkMapping {
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	SDL_Keycode vk_from;
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	uint8_t vk_count;
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	uint8_t map_to;
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	bool unprintable;
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};
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#define AS(x, z) {x, 1, z, false}
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#define AM(x, y, z, w) {x, (uint8_t)(y - x + 1), z, false}
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#define AS_UP(x, z) {x, 1, z, true}
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#define AM_UP(x, y, z, w) {x, (uint8_t)(y - x + 1), z, true}
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static const SDLVkMapping _vk_mapping[] = {
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	/* Pageup stuff + up/down */
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	AS_UP(SDLK_PAGEUP,   WKC_PAGEUP),
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	AS_UP(SDLK_PAGEDOWN, WKC_PAGEDOWN),
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	AS_UP(SDLK_UP,     WKC_UP),
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	AS_UP(SDLK_DOWN,   WKC_DOWN),
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	AS_UP(SDLK_LEFT,   WKC_LEFT),
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	AS_UP(SDLK_RIGHT,  WKC_RIGHT),
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	AS_UP(SDLK_HOME,   WKC_HOME),
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	AS_UP(SDLK_END,    WKC_END),
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	AS_UP(SDLK_INSERT, WKC_INSERT),
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	AS_UP(SDLK_DELETE, WKC_DELETE),
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	/* Map letters & digits */
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	AM(SDLK_a, SDLK_z, 'A', 'Z'),
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	AM(SDLK_0, SDLK_9, '0', '9'),
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	AS_UP(SDLK_ESCAPE,    WKC_ESC),
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	AS_UP(SDLK_PAUSE,     WKC_PAUSE),
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	AS_UP(SDLK_BACKSPACE, WKC_BACKSPACE),
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	AS(SDLK_SPACE,     WKC_SPACE),
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	AS(SDLK_RETURN,    WKC_RETURN),
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	AS(SDLK_TAB,       WKC_TAB),
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	/* Function keys */
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	AM_UP(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
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	/* Numeric part. */
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	AM(SDLK_KP_0, SDLK_KP_9, '0', '9'),
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	AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
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	AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
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	AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
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	AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
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	AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
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	AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
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	/* Other non-letter keys */
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	AS(SDLK_SLASH,        WKC_SLASH),
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	AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
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	AS(SDLK_EQUALS,       WKC_EQUALS),
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	AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
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	AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
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	AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
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	AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
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	AS(SDLK_COMMA,   WKC_COMMA),
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	AS(SDLK_MINUS,   WKC_MINUS),
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	AS(SDLK_PERIOD,  WKC_PERIOD)
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};
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static uint ConvertSdlKeyIntoMy(SDL_Keysym *sym, char32_t *character)
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{
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	uint key = 0;
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	bool unprintable = false;
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	for (const auto &map : _vk_mapping) {
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		if (IsInsideBS(sym, map.vk_from, map.vk_count)) {
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			key = sym->sym - map.vk_from + map.map_to;
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			unprintable = map.unprintable;
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			break;
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		}
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	}
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	/* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
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	if (sym->scancode == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
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	/* META are the command keys on mac */
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	if (sym->mod & KMOD_GUI)   key |= WKC_META;
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	if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
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	if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
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	if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
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	/* The mod keys have no character. Prevent '?' */
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	if (sym->mod & KMOD_GUI ||
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		sym->mod & KMOD_CTRL ||
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		sym->mod & KMOD_ALT ||
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		unprintable) {
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		*character = WKC_NONE;
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	} else {
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		*character = sym->sym;
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	}
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	return key;
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}
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/**
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 * Like ConvertSdlKeyIntoMy(), but takes an SDL_Keycode as input
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 * instead of an SDL_Keysym.
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 */
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static uint ConvertSdlKeycodeIntoMy(SDL_Keycode kc)
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{
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	uint key = 0;
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	for (const auto &map : _vk_mapping) {
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		if (IsInsideBS(kc, map.vk_from, map.vk_count)) {
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			key = kc - map.vk_from + map.map_to;
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			break;
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		}
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	}
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	/* check scancode for BACKQUOTE key, because we want the key left
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	 * of "1", not anything else (on non-US keyboards) */
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	SDL_Scancode sc = SDL_GetScancodeFromKey(kc);
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	if (sc == SDL_SCANCODE_GRAVE) key = WKC_BACKQUOTE;
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	return key;
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}
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bool VideoDriver_SDL_Base::PollEvent()
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{
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	SDL_Event ev;
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	if (!SDL_PollEvent(&ev)) return false;
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	switch (ev.type) {
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		case SDL_MOUSEMOTION: {
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			int32_t x = ev.motion.x;
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			int32_t y = ev.motion.y;
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			if (_cursor.fix_at) {
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				/* Get all queued mouse events now in case we have to warp the cursor. In the
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				 * end, we only care about the current mouse position and not bygone events. */
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				while (SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_MOUSEMOTION, SDL_MOUSEMOTION)) {
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					x = ev.motion.x;
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					y = ev.motion.y;
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				}
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			}
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			if (_cursor.UpdateCursorPosition(x, y)) {
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				SDL_WarpMouseInWindow(this->sdl_window, _cursor.pos.x, _cursor.pos.y);
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			}
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			HandleMouseEvents();
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			break;
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		}
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		case SDL_MOUSEWHEEL:
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			if (ev.wheel.y > 0) {
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				_cursor.wheel--;
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			} else if (ev.wheel.y < 0) {
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				_cursor.wheel++;
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			}
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			break;
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		case SDL_MOUSEBUTTONDOWN:
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			if (_rightclick_emulate && SDL_GetModState() & KMOD_CTRL) {
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				ev.button.button = SDL_BUTTON_RIGHT;
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			}
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			switch (ev.button.button) {
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				case SDL_BUTTON_LEFT:
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					_left_button_down = true;
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					break;
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				case SDL_BUTTON_RIGHT:
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					_right_button_down = true;
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					_right_button_clicked = true;
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					break;
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				default: break;
 | 
						|
			}
 | 
						|
			HandleMouseEvents();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SDL_MOUSEBUTTONUP:
 | 
						|
			if (_rightclick_emulate) {
 | 
						|
				_right_button_down = false;
 | 
						|
				_left_button_down = false;
 | 
						|
				_left_button_clicked = false;
 | 
						|
			} else if (ev.button.button == SDL_BUTTON_LEFT) {
 | 
						|
				_left_button_down = false;
 | 
						|
				_left_button_clicked = false;
 | 
						|
			} else if (ev.button.button == SDL_BUTTON_RIGHT) {
 | 
						|
				_right_button_down = false;
 | 
						|
			}
 | 
						|
			HandleMouseEvents();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SDL_QUIT:
 | 
						|
			HandleExitGameRequest();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
 | 
						|
			if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_GUI)) &&
 | 
						|
					(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
 | 
						|
				if (ev.key.repeat == 0) ToggleFullScreen(!_fullscreen);
 | 
						|
			} else {
 | 
						|
				char32_t character;
 | 
						|
 | 
						|
				uint keycode = ConvertSdlKeyIntoMy(&ev.key.keysym, &character);
 | 
						|
				// Only handle non-text keys here. Text is handled in
 | 
						|
				// SDL_TEXTINPUT below.
 | 
						|
				if (!this->edit_box_focused ||
 | 
						|
					keycode == WKC_DELETE ||
 | 
						|
					keycode == WKC_NUM_ENTER ||
 | 
						|
					keycode == WKC_LEFT ||
 | 
						|
					keycode == WKC_RIGHT ||
 | 
						|
					keycode == WKC_UP ||
 | 
						|
					keycode == WKC_DOWN ||
 | 
						|
					keycode == WKC_HOME ||
 | 
						|
					keycode == WKC_END ||
 | 
						|
					keycode & WKC_META ||
 | 
						|
					keycode & WKC_CTRL ||
 | 
						|
					keycode & WKC_ALT ||
 | 
						|
					(keycode >= WKC_F1 && keycode <= WKC_F12) ||
 | 
						|
					!IsValidChar(character, CS_ALPHANUMERAL)) {
 | 
						|
					HandleKeypress(keycode, character);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case SDL_TEXTINPUT: {
 | 
						|
			if (!this->edit_box_focused) break;
 | 
						|
			SDL_Keycode kc = SDL_GetKeyFromName(ev.text.text);
 | 
						|
			uint keycode = ConvertSdlKeycodeIntoMy(kc);
 | 
						|
 | 
						|
			if (keycode == WKC_BACKQUOTE && FocusedWindowIsConsole()) {
 | 
						|
				char32_t character;
 | 
						|
				Utf8Decode(&character, ev.text.text);
 | 
						|
				HandleKeypress(keycode, character);
 | 
						|
			} else {
 | 
						|
				HandleTextInput(ev.text.text);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		case SDL_WINDOWEVENT: {
 | 
						|
			if (ev.window.event == SDL_WINDOWEVENT_EXPOSED) {
 | 
						|
				// Force a redraw of the entire screen.
 | 
						|
				this->MakeDirty(0, 0, _screen.width, _screen.height);
 | 
						|
			} else if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
 | 
						|
				int w = std::max(ev.window.data1, 64);
 | 
						|
				int h = std::max(ev.window.data2, 64);
 | 
						|
				CreateMainSurface(w, h, w != ev.window.data1 || h != ev.window.data2);
 | 
						|
			} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
 | 
						|
				// mouse entered the window, enable cursor
 | 
						|
				_cursor.in_window = true;
 | 
						|
				/* Ensure pointer lock will not occur. */
 | 
						|
				SDL_SetRelativeMouseMode(SDL_FALSE);
 | 
						|
			} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
 | 
						|
				// mouse left the window, undraw cursor
 | 
						|
				UndrawMouseCursor();
 | 
						|
				_cursor.in_window = false;
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
static const char *InitializeSDL()
 | 
						|
{
 | 
						|
	/* Check if the video-driver is already initialized. */
 | 
						|
	if (SDL_WasInit(SDL_INIT_VIDEO) != 0) return nullptr;
 | 
						|
 | 
						|
	if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) return SDL_GetError();
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
const char *VideoDriver_SDL_Base::Initialize()
 | 
						|
{
 | 
						|
	this->UpdateAutoResolution();
 | 
						|
 | 
						|
	const char *error = InitializeSDL();
 | 
						|
	if (error != nullptr) return error;
 | 
						|
 | 
						|
	FindResolutions();
 | 
						|
	Debug(driver, 2, "Resolution for display: {}x{}", _cur_resolution.width, _cur_resolution.height);
 | 
						|
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
const char *VideoDriver_SDL_Base::Start(const StringList ¶m)
 | 
						|
{
 | 
						|
	if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported";
 | 
						|
 | 
						|
	const char *error = this->Initialize();
 | 
						|
	if (error != nullptr) return error;
 | 
						|
 | 
						|
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
 | 
						|
	if (GetDriverParamBool(param, "no_mouse_capture")) {
 | 
						|
		/* By default SDL captures the mouse, while a button is pressed.
 | 
						|
		 * This is annoying during debugging, when OpenTTD is suspended while the button was pressed.
 | 
						|
		 */
 | 
						|
		if (!SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0")) return SDL_GetError();
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	this->startup_display = FindStartupDisplay(GetDriverParamInt(param, "display", -1));
 | 
						|
 | 
						|
	if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height, false)) {
 | 
						|
		return SDL_GetError();
 | 
						|
	}
 | 
						|
 | 
						|
	const char *dname = SDL_GetCurrentVideoDriver();
 | 
						|
	Debug(driver, 1, "SDL2: using driver '{}'", dname);
 | 
						|
 | 
						|
	this->driver_info = this->GetName();
 | 
						|
	this->driver_info += " (";
 | 
						|
	this->driver_info += dname;
 | 
						|
	this->driver_info += ")";
 | 
						|
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
 | 
						|
	SDL_StopTextInput();
 | 
						|
	this->edit_box_focused = false;
 | 
						|
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
	this->is_game_threaded = false;
 | 
						|
#else
 | 
						|
	this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
 | 
						|
#endif
 | 
						|
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
void VideoDriver_SDL_Base::Stop()
 | 
						|
{
 | 
						|
	SDL_QuitSubSystem(SDL_INIT_VIDEO);
 | 
						|
	if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
 | 
						|
		SDL_Quit(); // If there's nothing left, quit SDL
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VideoDriver_SDL_Base::InputLoop()
 | 
						|
{
 | 
						|
	uint32_t mod = SDL_GetModState();
 | 
						|
	const Uint8 *keys = SDL_GetKeyboardState(nullptr);
 | 
						|
 | 
						|
	bool old_ctrl_pressed = _ctrl_pressed;
 | 
						|
 | 
						|
	_ctrl_pressed  = !!(mod & KMOD_CTRL);
 | 
						|
	_shift_pressed = !!(mod & KMOD_SHIFT);
 | 
						|
 | 
						|
	/* Speedup when pressing tab, except when using ALT+TAB
 | 
						|
	 * to switch to another application. */
 | 
						|
	this->fast_forward_key_pressed = keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0;
 | 
						|
 | 
						|
	/* Determine which directional keys are down. */
 | 
						|
	_dirkeys =
 | 
						|
		(keys[SDL_SCANCODE_LEFT]  ? 1 : 0) |
 | 
						|
		(keys[SDL_SCANCODE_UP]    ? 2 : 0) |
 | 
						|
		(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
 | 
						|
		(keys[SDL_SCANCODE_DOWN]  ? 8 : 0);
 | 
						|
 | 
						|
	if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
 | 
						|
}
 | 
						|
 | 
						|
void VideoDriver_SDL_Base::LoopOnce()
 | 
						|
{
 | 
						|
	if (_exit_game) {
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
		/* Emscripten is event-driven, and as such the main loop is inside
 | 
						|
		 * the browser. So if _exit_game goes true, the main loop ends (the
 | 
						|
		 * cancel call), but we still have to call the cleanup that is
 | 
						|
		 * normally done at the end of the main loop for non-Emscripten.
 | 
						|
		 * After that, Emscripten just halts, and the HTML shows a nice
 | 
						|
		 * "bye, see you next time" message. */
 | 
						|
		extern void PostMainLoop();
 | 
						|
		PostMainLoop();
 | 
						|
 | 
						|
		emscripten_cancel_main_loop();
 | 
						|
		emscripten_exit_pointerlock();
 | 
						|
		/* In effect, the game ends here. As emscripten_set_main_loop() caused
 | 
						|
		 * the stack to be unwound, the code after MainLoop() in
 | 
						|
		 * openttd_main() is never executed. */
 | 
						|
		if (_game_mode == GM_BOOTSTRAP) {
 | 
						|
			EM_ASM(if (window["openttd_bootstrap_reload"]) openttd_bootstrap_reload());
 | 
						|
		} else {
 | 
						|
			EM_ASM(if (window["openttd_exit"]) openttd_exit());
 | 
						|
		}
 | 
						|
#endif
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	this->Tick();
 | 
						|
 | 
						|
/* Emscripten is running an event-based mainloop; there is already some
 | 
						|
 * downtime between each iteration, so no need to sleep. */
 | 
						|
#ifndef __EMSCRIPTEN__
 | 
						|
	this->SleepTillNextTick();
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void VideoDriver_SDL_Base::MainLoop()
 | 
						|
{
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
	/* Run the main loop event-driven, based on RequestAnimationFrame. */
 | 
						|
	emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
 | 
						|
#else
 | 
						|
	this->StartGameThread();
 | 
						|
 | 
						|
	while (!_exit_game) {
 | 
						|
		LoopOnce();
 | 
						|
	}
 | 
						|
 | 
						|
	this->StopGameThread();
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
bool VideoDriver_SDL_Base::ChangeResolution(int w, int h)
 | 
						|
{
 | 
						|
	return CreateMainSurface(w, h, true);
 | 
						|
}
 | 
						|
 | 
						|
bool VideoDriver_SDL_Base::ToggleFullscreen(bool fullscreen)
 | 
						|
{
 | 
						|
	/* Remember current window size */
 | 
						|
	int w, h;
 | 
						|
	SDL_GetWindowSize(this->sdl_window, &w, &h);
 | 
						|
 | 
						|
	if (fullscreen) {
 | 
						|
		/* Find fullscreen window size */
 | 
						|
		SDL_DisplayMode dm;
 | 
						|
		if (SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(this->sdl_window), &dm) < 0) {
 | 
						|
			Debug(driver, 0, "SDL_GetCurrentDisplayMode() failed: {}", SDL_GetError());
 | 
						|
		} else {
 | 
						|
			SDL_SetWindowSize(this->sdl_window, dm.w, dm.h);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	Debug(driver, 1, "SDL2: Setting {}", fullscreen ? "fullscreen" : "windowed");
 | 
						|
	int ret = SDL_SetWindowFullscreen(this->sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
 | 
						|
	if (ret == 0) {
 | 
						|
		/* Switching resolution succeeded, set fullscreen value of window. */
 | 
						|
		_fullscreen = fullscreen;
 | 
						|
		if (!fullscreen) SDL_SetWindowSize(this->sdl_window, w, h);
 | 
						|
	} else {
 | 
						|
		Debug(driver, 0, "SDL_SetWindowFullscreen() failed: {}", SDL_GetError());
 | 
						|
	}
 | 
						|
 | 
						|
	InvalidateWindowClassesData(WC_GAME_OPTIONS, 3);
 | 
						|
	return ret == 0;
 | 
						|
}
 | 
						|
 | 
						|
bool VideoDriver_SDL_Base::AfterBlitterChange()
 | 
						|
{
 | 
						|
	assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
 | 
						|
	int w, h;
 | 
						|
	SDL_GetWindowSize(this->sdl_window, &w, &h);
 | 
						|
	return CreateMainSurface(w, h, false);
 | 
						|
}
 | 
						|
 | 
						|
Dimension VideoDriver_SDL_Base::GetScreenSize() const
 | 
						|
{
 | 
						|
	SDL_DisplayMode mode;
 | 
						|
	if (SDL_GetCurrentDisplayMode(this->startup_display, &mode) != 0) return VideoDriver::GetScreenSize();
 | 
						|
 | 
						|
	return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
 | 
						|
}
 | 
						|
 | 
						|
bool VideoDriver_SDL_Base::LockVideoBuffer()
 | 
						|
{
 | 
						|
	if (this->buffer_locked) return false;
 | 
						|
	this->buffer_locked = true;
 | 
						|
 | 
						|
	_screen.dst_ptr = this->GetVideoPointer();
 | 
						|
	assert(_screen.dst_ptr != nullptr);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
void VideoDriver_SDL_Base::UnlockVideoBuffer()
 | 
						|
{
 | 
						|
	if (_screen.dst_ptr != nullptr) {
 | 
						|
		/* Hand video buffer back to the drawing backend. */
 | 
						|
		this->ReleaseVideoPointer();
 | 
						|
		_screen.dst_ptr = nullptr;
 | 
						|
	}
 | 
						|
 | 
						|
	this->buffer_locked = false;
 | 
						|
}
 |