ref: 3d641baeb5a3cfce3c35b23af3486e28541c2aac
dir: /src/i_video.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program 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; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // DOOM graphics stuff for SDL. // //----------------------------------------------------------------------------- #include "SDL.h" #include <stdlib.h> #include <ctype.h> #include <math.h> #include "icon.c" #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomstat.h" #include "d_main.h" #include "i_joystick.h" #include "i_system.h" #include "i_swap.h" #include "i_timer.h" #include "i_video.h" #include "i_scale.h" #include "m_argv.h" #include "s_sound.h" #include "sounds.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #define LOADING_DISK_W 16 #define LOADING_DISK_H 16 // Non aspect ratio-corrected modes (direct multiples of 320x200) static screen_mode_t *screen_modes[] = { &mode_scale_1x, &mode_scale_2x, &mode_scale_3x, &mode_scale_4x, &mode_scale_5x, }; // Aspect ratio corrected modes (4:3 ratio) static screen_mode_t *screen_modes_corrected[] = { // Vertically stretched modes (320x200 -> 320x240 and multiples) &mode_stretch_1x, &mode_stretch_2x, &mode_stretch_3x, &mode_stretch_4x, &mode_stretch_5x, // Horizontally squashed modes (320x200 -> 256x200 and multiples) &mode_squash_1x, &mode_squash_2x, &mode_squash_3x, &mode_squash_4x, &mode_squash_5x, }; extern void M_QuitDOOM(); extern boolean advancedemo; // SDL video driver name char *video_driver = ""; static SDL_Surface *screen; // Intermediate 8-bit buffer that we draw to instead of 'screen'. // This is used when we are rendering in 32-bit screen mode. // When in a real 8-bit screen mode, screenbuffer == screen. static SDL_Surface *screenbuffer = NULL; // palette static SDL_Color palette[256]; static boolean palette_to_set; // display has been set up? static boolean initialized = false; // disable mouse? static boolean nomouse = false; extern int usemouse; // Bit mask of mouse button state. static unsigned int mouse_button_state = 0; // if true, screens[0] is screen->pixel static boolean native_surface; // Screen width and height, from configuration file. int screen_width = SCREENWIDTH; int screen_height = SCREENHEIGHT; // Color depth. int screen_bpp = 8; // Automatically adjust video settings if the selected mode is // not a valid video mode. int autoadjust_video_settings = 1; // Run in full screen mode? (int type for config code) int fullscreen = true; // Aspect ratio correction mode int aspect_ratio_correct = true; // Time to wait for the screen to settle on startup before starting the // game (ms) int startup_delay = 1000; // Grab the mouse? (int type for config code) int grabmouse = true; // Flag indicating whether the screen is currently visible: // when the screen isnt visible, don't render the screen boolean screenvisible; // disk image data and background overwritten by the disk to be // restored by EndRead static byte *disk_image = NULL; static byte *saved_background; static boolean window_focused; // Empty mouse cursor static SDL_Cursor *cursors[2]; // The screen mode and scale functions being used static screen_mode_t *screen_mode; // Window resize state. static boolean need_resize = false; static unsigned int resize_w, resize_h; static unsigned int last_resize_time; // If true, keyboard mapping is ignored, like in Vanilla Doom. // The sensible thing to do is to disable this if you have a non-US // keyboard. int vanilla_keyboard_mapping = true; // Mouse acceleration // // This emulates some of the behavior of DOS mouse drivers by increasing // the speed when the mouse is moved fast. // // The mouse input values are input directly to the game, but when // the values exceed the value of mouse_threshold, they are multiplied // by mouse_acceleration to increase the speed. float mouse_acceleration = 2.0; int mouse_threshold = 10; static void ApplyWindowResize(unsigned int w, unsigned int h); static boolean MouseShouldBeGrabbed() { // never grab the mouse when in screensaver mode if (screensaver_mode) return false; // if the window doesn't have focus, never grab it if (!window_focused) return false; // always grab the mouse when full screen (dont want to // see the mouse pointer) if (fullscreen) return true; #ifdef _WIN32_WCE // On Windows CE, always grab input. This is because hardware // button events are only acquired by SDL when the input is grabbed. // Almost all Windows CE devices should have touch screens anyway, // so this shouldn't affect mouse grabbing behavior. return true; #else // Don't grab the mouse if mouse input is disabled if (!usemouse || nomouse) return false; // Drone players don't need mouse focus if (drone) return false; // if we specify not to grab the mouse, never grab if (!grabmouse) return false; // when menu is active or game is paused, release the mouse if (menuactive || paused) return false; // only grab mouse when playing levels (but not demos) return (gamestate == GS_LEVEL) && !demoplayback && !advancedemo; #endif /* #ifndef _WIN32_WCE */ } // Update the value of window_focused when we get a focus event // // We try to make ourselves be well-behaved: the grab on the mouse // is removed if we lose focus (such as a popup window appearing), // and we dont move the mouse around if we aren't focused either. static void UpdateFocus(void) { Uint8 state; state = SDL_GetAppState(); // We should have input (keyboard) focus and be visible // (not minimized) window_focused = (state & SDL_APPINPUTFOCUS) && (state & SDL_APPACTIVE); // Should the screen be grabbed? screenvisible = (state & SDL_APPACTIVE) != 0; } static void LoadDiskImage(void) { patch_t *disk; char *disk_name; int y; int xoffset = SCREENWIDTH - LOADING_DISK_W; int yoffset = SCREENHEIGHT - LOADING_DISK_H; char buf[20]; SDL_VideoDriverName(buf, 15); if (!strcmp(buf, "Quartz")) { // MacOS Quartz gives us pageflipped graphics that screw up the // display when we use the loading disk. Disable it. // This is a gross hack. return; } if (M_CheckParm("-cdrom") > 0) disk_name = DEH_String("STCDROM"); else disk_name = DEH_String("STDISK"); disk = W_CacheLumpName(disk_name, PU_STATIC); // Draw the disk to the screen: V_DrawPatch(SCREENWIDTH - LOADING_DISK_W, SCREENHEIGHT - LOADING_DISK_H, 0, disk); disk_image = Z_Malloc(LOADING_DISK_W * LOADING_DISK_H, PU_STATIC, NULL); saved_background = Z_Malloc(LOADING_DISK_W * LOADING_DISK_H, PU_STATIC, NULL); for (y=0; y<LOADING_DISK_H; ++y) { memcpy(disk_image + LOADING_DISK_W * y, screens[0] + SCREENWIDTH * (y + yoffset) + xoffset, LOADING_DISK_W); } W_ReleaseLumpName(disk_name); } // // Translates the SDL key // static int TranslateKey(SDL_keysym *sym) { switch(sym->sym) { case SDLK_LEFT: return KEY_LEFTARROW; case SDLK_RIGHT: return KEY_RIGHTARROW; case SDLK_DOWN: return KEY_DOWNARROW; case SDLK_UP: return KEY_UPARROW; case SDLK_ESCAPE: return KEY_ESCAPE; case SDLK_RETURN: return KEY_ENTER; case SDLK_TAB: return KEY_TAB; case SDLK_F1: return KEY_F1; case SDLK_F2: return KEY_F2; case SDLK_F3: return KEY_F3; case SDLK_F4: return KEY_F4; case SDLK_F5: return KEY_F5; case SDLK_F6: return KEY_F6; case SDLK_F7: return KEY_F7; case SDLK_F8: return KEY_F8; case SDLK_F9: return KEY_F9; case SDLK_F10: return KEY_F10; case SDLK_F11: return KEY_F11; case SDLK_F12: return KEY_F12; case SDLK_BACKSPACE: return KEY_BACKSPACE; case SDLK_DELETE: return KEY_DEL; case SDLK_PAUSE: return KEY_PAUSE; #if !SDL_VERSION_ATLEAST(1, 3, 0) case SDLK_EQUALS: return KEY_EQUALS; #endif case SDLK_MINUS: return KEY_MINUS; case SDLK_LSHIFT: case SDLK_RSHIFT: return KEY_RSHIFT; case SDLK_LCTRL: case SDLK_RCTRL: return KEY_RCTRL; case SDLK_LALT: case SDLK_RALT: #if !SDL_VERSION_ATLEAST(1, 3, 0) case SDLK_LMETA: case SDLK_RMETA: #endif return KEY_RALT; case SDLK_CAPSLOCK: return KEY_CAPSLOCK; case SDLK_SCROLLOCK: return KEY_SCRLCK; case SDLK_KP0: return KEYP_0; case SDLK_KP1: return KEYP_1; case SDLK_KP2: return KEYP_2; case SDLK_KP3: return KEYP_3; case SDLK_KP4: return KEYP_4; case SDLK_KP5: return KEYP_5; case SDLK_KP6: return KEYP_6; case SDLK_KP7: return KEYP_7; case SDLK_KP8: return KEYP_8; case SDLK_KP9: return KEYP_9; case SDLK_KP_PERIOD: return KEYP_PERIOD; case SDLK_KP_MULTIPLY: return KEYP_MULTIPLY; case SDLK_KP_PLUS: return KEYP_PLUS; case SDLK_KP_MINUS: return KEYP_MINUS; case SDLK_KP_DIVIDE: return KEYP_DIVIDE; case SDLK_KP_EQUALS: return KEYP_EQUALS; case SDLK_KP_ENTER: return KEYP_ENTER; case SDLK_HOME: return KEY_HOME; case SDLK_INSERT: return KEY_INS; case SDLK_END: return KEY_END; case SDLK_PAGEUP: return KEY_PGUP; case SDLK_PAGEDOWN: return KEY_PGDN; #ifdef SDL_HAVE_APP_KEYS case SDLK_APP1: return KEY_F1; case SDLK_APP2: return KEY_F2; case SDLK_APP3: return KEY_F3; case SDLK_APP4: return KEY_F4; case SDLK_APP5: return KEY_F5; case SDLK_APP6: return KEY_F6; #endif default: return tolower(sym->sym); } } void I_ShutdownGraphics(void) { if (initialized) { SDL_SetCursor(cursors[1]); SDL_ShowCursor(1); SDL_WM_GrabInput(SDL_GRAB_OFF); SDL_QuitSubSystem(SDL_INIT_VIDEO); initialized = false; } } // // I_StartFrame // void I_StartFrame (void) { // er? } static void UpdateMouseButtonState(unsigned int button, boolean on) { event_t event; if (button < SDL_BUTTON_LEFT || button > MAX_MOUSE_BUTTONS) { return; } // Note: button "0" is left, button "1" is right, // button "2" is middle for Doom. This is different // to how SDL sees things. switch (button) { case SDL_BUTTON_LEFT: button = 0; break; case SDL_BUTTON_RIGHT: button = 1; break; case SDL_BUTTON_MIDDLE: button = 2; break; default: // SDL buttons are indexed from 1. --button; break; } // Turn bit representing this button on or off. if (on) { mouse_button_state |= (1 << button); } else { mouse_button_state &= ~(1 << button); } // Post an event with the new button state. event.type = ev_mouse; event.data1 = mouse_button_state; event.data2 = event.data3 = 0; D_PostEvent(&event); } static int AccelerateMouse(int val) { if (val < 0) return -AccelerateMouse(-val); if (val > mouse_threshold) { return (int)((val - mouse_threshold) * mouse_acceleration + mouse_threshold); } else { return val; } } void I_GetEvent(void) { SDL_Event sdlevent; event_t event; // possibly not needed SDL_PumpEvents(); // put event-grabbing stuff in here while (SDL_PollEvent(&sdlevent)) { // ignore mouse events when the window is not focused if (!window_focused && (sdlevent.type == SDL_MOUSEMOTION || sdlevent.type == SDL_MOUSEBUTTONDOWN || sdlevent.type == SDL_MOUSEBUTTONUP)) { continue; } if (screensaver_mode && sdlevent.type == SDL_QUIT) { I_Quit(); } // process event switch (sdlevent.type) { case SDL_KEYDOWN: event.type = ev_keydown; event.data1 = TranslateKey(&sdlevent.key.keysym); // If Vanilla keyboard mapping enabled, the keyboard // scan code is used to give the character typed. // This does not change depending on keyboard layout. // If you have a German keyboard, pressing 'z' will // give 'y', for example. It is desirable to be able // to fix this so that people with non-standard // keyboard mappings can type properly. If vanilla // mode is disabled, use the properly translated // version. if (vanilla_keyboard_mapping) { event.data2 = event.data1; } else { event.data2 = sdlevent.key.keysym.unicode; } if (event.data1 != 0) { D_PostEvent(&event); } break; case SDL_KEYUP: event.type = ev_keyup; event.data1 = TranslateKey(&sdlevent.key.keysym); if (event.data1 != 0) { D_PostEvent(&event); } break; /* case SDL_MOUSEMOTION: event.type = ev_mouse; event.data1 = mouse_button_state; event.data2 = AccelerateMouse(sdlevent.motion.xrel); event.data3 = -AccelerateMouse(sdlevent.motion.yrel); D_PostEvent(&event); break; */ case SDL_MOUSEBUTTONDOWN: if (usemouse && !nomouse) { UpdateMouseButtonState(sdlevent.button.button, true); } break; case SDL_MOUSEBUTTONUP: if (usemouse && !nomouse) { UpdateMouseButtonState(sdlevent.button.button, false); } break; case SDL_QUIT: // bring up the "quit doom?" prompt S_StartSound(NULL,sfx_swtchn); M_QuitDOOM(0); break; case SDL_ACTIVEEVENT: // need to update our focus state UpdateFocus(); break; case SDL_VIDEOEXPOSE: palette_to_set = true; break; case SDL_RESIZABLE: need_resize = true; resize_w = sdlevent.resize.w; resize_h = sdlevent.resize.h; last_resize_time = SDL_GetTicks(); break; default: break; } } } // Warp the mouse back to the middle of the screen static void CenterMouse(void) { // Warp the the screen center SDL_WarpMouse(screen->w / 2, screen->h / 2); // Clear any relative movement caused by warping SDL_PumpEvents(); #if SDL_VERSION_ATLEAST(1, 3, 0) SDL_GetRelativeMouseState(0, NULL, NULL); #else SDL_GetRelativeMouseState(NULL, NULL); #endif } // // Read the change in mouse state to generate mouse motion events // // This is to combine all mouse movement for a tic into one mouse // motion event. static void I_ReadMouse(void) { int x, y; event_t ev; #if SDL_VERSION_ATLEAST(1, 3, 0) SDL_GetRelativeMouseState(0, &x, &y); #else SDL_GetRelativeMouseState(&x, &y); #endif if (x != 0 || y != 0) { ev.type = ev_mouse; ev.data1 = mouse_button_state; ev.data2 = AccelerateMouse(x); ev.data3 = -AccelerateMouse(y); D_PostEvent(&ev); } if (MouseShouldBeGrabbed()) { CenterMouse(); } } // // I_StartTic // void I_StartTic (void) { if (!initialized) { return; } I_GetEvent(); if (usemouse && !nomouse) { I_ReadMouse(); } I_UpdateJoystick(); } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } static void UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (screensaver_mode) { // Hide the cursor in screensaver mode SDL_SetCursor(cursors[0]); } else if (grab && !currently_grabbed) { SDL_SetCursor(cursors[0]); SDL_WM_GrabInput(SDL_GRAB_ON); } else if (!grab && currently_grabbed) { SDL_SetCursor(cursors[1]); SDL_WM_GrabInput(SDL_GRAB_OFF); } currently_grabbed = grab; } // Update a small portion of the screen // // Does stretching and buffer blitting if neccessary // // Return true if blit was successful. static boolean BlitArea(int x1, int y1, int x2, int y2) { int x_offset, y_offset; boolean result; // No blit needed on native surface if (native_surface) { return true; } x_offset = (screenbuffer->w - screen_mode->width) / 2; y_offset = (screenbuffer->h - screen_mode->height) / 2; if (SDL_LockSurface(screenbuffer) >= 0) { I_InitScale(screens[0], (byte *) screenbuffer->pixels + (y_offset * screenbuffer->pitch) + x_offset, screenbuffer->pitch); result = screen_mode->DrawScreen(x1, y1, x2, y2); SDL_UnlockSurface(screenbuffer); } else { result = false; } return result; } static void UpdateRect(int x1, int y1, int x2, int y2) { int x1_scaled, x2_scaled, y1_scaled, y2_scaled; // Do stretching and blitting if (BlitArea(x1, y1, x2, y2)) { // Update the area x1_scaled = (x1 * screen_mode->width) / SCREENWIDTH; y1_scaled = (y1 * screen_mode->height) / SCREENHEIGHT; x2_scaled = (x2 * screen_mode->width) / SCREENWIDTH; y2_scaled = (y2 * screen_mode->height) / SCREENHEIGHT; SDL_UpdateRect(screen, x1_scaled, y1_scaled, x2_scaled - x1_scaled, y2_scaled - y1_scaled); } } void I_BeginRead(void) { byte *screenloc = screens[0] + (SCREENHEIGHT - LOADING_DISK_H) * SCREENWIDTH + (SCREENWIDTH - LOADING_DISK_W); int y; if (!initialized || disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<LOADING_DISK_H; ++y) { memcpy(saved_background + y * LOADING_DISK_W, screenloc, LOADING_DISK_W); memcpy(screenloc, disk_image + y * LOADING_DISK_W, LOADING_DISK_W); screenloc += SCREENWIDTH; } UpdateRect(SCREENWIDTH - LOADING_DISK_W, SCREENHEIGHT - LOADING_DISK_H, SCREENWIDTH, SCREENHEIGHT); } void I_EndRead(void) { byte *screenloc = screens[0] + (SCREENHEIGHT - LOADING_DISK_H) * SCREENWIDTH + (SCREENWIDTH - LOADING_DISK_W); int y; if (!initialized || disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<LOADING_DISK_H; ++y) { memcpy(screenloc, saved_background + y * LOADING_DISK_W, LOADING_DISK_W); screenloc += SCREENWIDTH; } UpdateRect(SCREENWIDTH - LOADING_DISK_W, SCREENHEIGHT - LOADING_DISK_H, SCREENWIDTH, SCREENHEIGHT); } // // I_FinishUpdate // void I_FinishUpdate (void) { static int lasttic; int tics; int i; if (!initialized) return; if (noblit) return; if (need_resize && SDL_GetTicks() > last_resize_time + 500) { ApplyWindowResize(resize_w, resize_h); need_resize = false; palette_to_set = true; } UpdateGrab(); // Don't update the screen if the window isn't visible. // Not doing this breaks under Windows when we alt-tab away // while fullscreen. if (!(SDL_GetAppState() & SDL_APPACTIVE)) return; // draws little dots on the bottom of the screen if (devparm) { i = I_GetTime(); tics = i - lasttic; lasttic = i; if (tics > 20) tics = 20; for (i=0 ; i<tics*2 ; i+=4) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff; for ( ; i<20*4 ; i+=4) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0; } // draw to screen BlitArea(0, 0, SCREENWIDTH, SCREENHEIGHT); if (palette_to_set) { SDL_SetColors(screenbuffer, palette, 0, 256); palette_to_set = false; // In native 8-bit mode, if we have a palette to set, the act // of setting the palette updates the screen if (screenbuffer == screen) { return; } } // In 8in32 mode, we must blit from the fake 8-bit screen buffer // to the real screen before doing a screen flip. if (screenbuffer != screen) { SDL_Rect dst_rect; // Center the buffer within the full screen space. dst_rect.x = (screen->w - screenbuffer->w) / 2; dst_rect.y = (screen->h - screenbuffer->h) / 2; SDL_BlitSurface(screenbuffer, NULL, screen, &dst_rect); } SDL_Flip(screen); } // // I_ReadScreen // void I_ReadScreen (byte* scr) { memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT); } // // I_SetPalette // void I_SetPalette (byte *doompalette) { int i; for (i=0; i<256; ++i) { palette[i].r = gammatable[usegamma][*doompalette++]; palette[i].g = gammatable[usegamma][*doompalette++]; palette[i].b = gammatable[usegamma][*doompalette++]; } palette_to_set = true; } // // Set the window caption // void I_SetWindowCaption(void) { char *buf; buf = Z_Malloc(strlen(gamedescription) + strlen(PACKAGE_STRING) + 10, PU_STATIC, NULL); sprintf(buf, "%s - %s", gamedescription, PACKAGE_STRING); SDL_WM_SetCaption(buf, NULL); Z_Free(buf); } // Set the application icon void I_SetWindowIcon(void) { SDL_Surface *surface; Uint8 *mask; int i; // Generate the mask mask = malloc(icon_w * icon_h / 8); memset(mask, 0, icon_w * icon_h / 8); for (i=0; i<icon_w * icon_h; ++i) { if (icon_data[i * 3] != 0x00 || icon_data[i * 3 + 1] != 0x00 || icon_data[i * 3 + 2] != 0x00) { mask[i / 8] |= 1 << (7 - i % 8); } } surface = SDL_CreateRGBSurfaceFrom(icon_data, icon_w, icon_h, 24, icon_w * 3, 0xff << 0, 0xff << 8, 0xff << 16, 0); SDL_WM_SetIcon(surface, mask); SDL_FreeSurface(surface); free(mask); } // Pick the modes list to use: static void GetScreenModes(screen_mode_t ***modes_list, int *num_modes) { if (aspect_ratio_correct) { *modes_list = screen_modes_corrected; *num_modes = arrlen(screen_modes_corrected); } else { *modes_list = screen_modes; *num_modes = arrlen(screen_modes); } } // Find which screen_mode_t to use for the given width and height. static screen_mode_t *I_FindScreenMode(int w, int h) { screen_mode_t **modes_list; screen_mode_t *best_mode; int modes_list_length; int num_pixels; int best_num_pixels; int i; // Special case: 320x200 and 640x400 are available even if aspect // ratio correction is turned on. These modes have non-square // pixels. if (fullscreen) { if (w == SCREENWIDTH && h == SCREENHEIGHT) { return &mode_scale_1x; } else if (w == SCREENWIDTH*2 && h == SCREENHEIGHT*2) { return &mode_scale_2x; } } GetScreenModes(&modes_list, &modes_list_length); // Find the biggest screen_mode_t in the list that fits within these // dimensions best_mode = NULL; best_num_pixels = 0; for (i=0; i<modes_list_length; ++i) { // Will this fit within the dimensions? If not, ignore. if (modes_list[i]->width > w || modes_list[i]->height > h) { continue; } num_pixels = modes_list[i]->width * modes_list[i]->height; if (num_pixels > best_num_pixels) { // This is a better mode than the current one best_mode = modes_list[i]; best_num_pixels = num_pixels; } } return best_mode; } // Adjust to an appropriate fullscreen mode. // Returns true if successful. static boolean AutoAdjustFullscreen(void) { SDL_Rect **modes; SDL_Rect *best_mode; screen_mode_t *screen_mode; int target_pixels, diff, best_diff; int i; modes = SDL_ListModes(NULL, SDL_FULLSCREEN); // No fullscreen modes available at all? if (modes == NULL || modes == (SDL_Rect **) -1 || *modes == NULL) { return false; } // Find the best mode that matches the mode specified in the // configuration file best_mode = NULL; best_diff = INT_MAX; target_pixels = screen_width * screen_height; for (i=0; modes[i] != NULL; ++i) { //printf("%ix%i?\n", modes[i]->w, modes[i]->h); // What screen_mode_t would be used for this video mode? screen_mode = I_FindScreenMode(modes[i]->w, modes[i]->h); // Never choose a screen mode that we cannot run in, or // is poor quality for fullscreen if (screen_mode == NULL || screen_mode->poor_quality) { // printf("\tUnsupported / poor quality\n"); continue; } // Do we have the exact mode? // If so, no autoadjust needed if (screen_width == modes[i]->w && screen_height == modes[i]->h) { // printf("\tExact mode!\n"); return true; } // Is this mode better than the current mode? diff = (screen_width - modes[i]->w) * (screen_width - modes[i]->w) + (screen_height - modes[i]->h) * (screen_height - modes[i]->h); if (diff < best_diff) { // printf("\tA valid mode\n"); best_mode = modes[i]; best_diff = diff; } } if (best_mode == NULL) { // Unable to find a valid mode! return false; } printf("I_InitGraphics: %ix%i mode not supported on this machine.\n", screen_width, screen_height); screen_width = best_mode->w; screen_height = best_mode->h; return true; } // Auto-adjust to a valid windowed mode. static void AutoAdjustWindowed(void) { screen_mode_t *best_mode; // Find a screen_mode_t to fit within the current settings best_mode = I_FindScreenMode(screen_width, screen_height); if (best_mode == NULL) { // Nothing fits within the current settings. // Pick the closest to 320x200 possible. best_mode = I_FindScreenMode(SCREENWIDTH, SCREENHEIGHT_4_3); } // Switch to the best mode if necessary. if (best_mode->width != screen_width || best_mode->height != screen_height) { printf("I_InitGraphics: Cannot run at specified mode: %ix%i\n", screen_width, screen_height); screen_width = best_mode->width; screen_height = best_mode->height; } } // Auto-adjust to a valid color depth. static void AutoAdjustColorDepth(void) { SDL_Rect **modes; SDL_PixelFormat format; const SDL_VideoInfo *info; int flags; if (fullscreen) { flags = SDL_FULLSCREEN; } else { flags = 0; } format.BitsPerPixel = screen_bpp; format.BytesPerPixel = (screen_bpp + 7) / 8; // Are any screen modes supported at the configured color depth? modes = SDL_ListModes(&format, flags); // If not, we must autoadjust to something sensible. if (modes == NULL) { printf("I_InitGraphics: %ibpp color depth not supported.\n", screen_bpp); info = SDL_GetVideoInfo(); if (info != NULL && info->vfmt != NULL) { screen_bpp = info->vfmt->BitsPerPixel; } } } // If the video mode set in the configuration file is not available, // try to choose a different mode. static void I_AutoAdjustSettings(void) { int old_screen_w, old_screen_h, old_screen_bpp; old_screen_w = screen_width; old_screen_h = screen_height; old_screen_bpp = screen_bpp; // Possibly adjust color depth. AutoAdjustColorDepth(); // If we are running fullscreen, try to autoadjust to a valid fullscreen // mode. If this is impossible, switch to windowed. if (fullscreen && !AutoAdjustFullscreen()) { fullscreen = 0; } // If we are running windowed, pick a valid window size. if (!fullscreen) { AutoAdjustWindowed(); } // Have the settings changed? Show a message. if (screen_width != old_screen_w || screen_height != old_screen_h || screen_bpp != old_screen_bpp) { printf("I_InitGraphics: Auto-adjusted to %ix%ix%ibpp.\n", screen_width, screen_height, screen_bpp); printf("NOTE: Your video settings have been adjusted. " "To disable this behavior,\n" "set autoadjust_video_settings to 0 in your " "configuration file.\n"); } } // Set video size to a particular scale factor (1x, 2x, 3x, etc.) static void SetScaleFactor(int factor) { if (fullscreen) { // In fullscreen, find a mode that will provide this scale factor SDL_Rect **modes; SDL_Rect *best_mode; screen_mode_t *scrmode; int best_num_pixels, num_pixels; int i; modes = SDL_ListModes(NULL, SDL_FULLSCREEN); best_mode = NULL; best_num_pixels = INT_MAX; for (i=0; modes[i] != NULL; ++i) { // What screen_mode_t will this use? scrmode = I_FindScreenMode(modes[i]->w, modes[i]->h); if (scrmode == NULL) { continue; } // Only choose modes that fit the requested scale factor. // // Note that this allows 320x240 as valid for 1x scale, as // 240/200 is rounded down to 1 by integer division. if ((scrmode->width / SCREENWIDTH) != factor || (scrmode->height / SCREENHEIGHT) != factor) { continue; } // Is this a better mode than what we currently have? num_pixels = modes[i]->w * modes[i]->h; if (num_pixels < best_num_pixels) { best_num_pixels = num_pixels; best_mode = modes[i]; } } if (best_mode == NULL) { I_Error("No fullscreen graphics mode available to support " "%ix scale factor!", factor); } screen_width = best_mode->w; screen_height = best_mode->h; } else { int w, h; // Pick 320x200 or 320x240, depending on aspect ratio correct if (aspect_ratio_correct) { w = SCREENWIDTH; h = SCREENHEIGHT_4_3; } else { w = SCREENWIDTH; h = SCREENHEIGHT; } screen_width = w * factor; screen_height = h * factor; } } static void CheckCommandLine(void) { int i; //! // @category video // // Grab the mouse when running in windowed mode. // if (M_CheckParm("-grabmouse")) { grabmouse = true; } //! // @category video // // Don't grab the mouse when running in windowed mode. // if (M_CheckParm("-nograbmouse")) { grabmouse = false; } // default to fullscreen mode, allow override with command line // nofullscreen because we love prboom //! // @category video // // Run in a window. // if (M_CheckParm("-window") || M_CheckParm("-nofullscreen")) { fullscreen = false; } //! // @category video // // Run in fullscreen mode. // if (M_CheckParm("-fullscreen")) { fullscreen = true; } //! // @category video // // Disable the mouse. // nomouse = M_CheckParm("-nomouse") > 0; //! // @category video // @arg <x> // // Specify the screen width, in pixels. // i = M_CheckParmWithArgs("-width", 1); if (i > 0) { screen_width = atoi(myargv[i + 1]); } //! // @category video // @arg <y> // // Specify the screen height, in pixels. // i = M_CheckParmWithArgs("-height", 1); if (i > 0) { screen_height = atoi(myargv[i + 1]); } //! // @category video // @arg <bpp> // // Specify the color depth of the screen, in bits per pixel. // i = M_CheckParmWithArgs("-bpp", 1); if (i > 0) { screen_bpp = atoi(myargv[i + 1]); } // Because we love Eternity: //! // @category video // // Set the color depth of the screen to 32 bits per pixel. // if (M_CheckParm("-8in32")) { screen_bpp = 32; } //! // @category video // @arg <WxY> // // Specify the screen mode (when running fullscreen) or the window // dimensions (when running in windowed mode). i = M_CheckParmWithArgs("-geometry", 1); if (i > 0) { int w, h; if (sscanf(myargv[i + 1], "%ix%i", &w, &h) == 2) { screen_width = w; screen_height = h; } } //! // @category video // // Don't scale up the screen. // if (M_CheckParm("-1")) { SetScaleFactor(1); } //! // @category video // // Double up the screen to 2x its normal size. // if (M_CheckParm("-2")) { SetScaleFactor(2); } //! // @category video // // Double up the screen to 3x its normal size. // if (M_CheckParm("-3")) { SetScaleFactor(3); } } // Check if we have been invoked as a screensaver by xscreensaver. void I_CheckIsScreensaver(void) { char *env; env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { screensaver_mode = true; } } static void CreateCursors(void) { static Uint8 empty_cursor_data = 0; // Save the default cursor so it can be recalled later cursors[1] = SDL_GetCursor(); // Create an empty cursor cursors[0] = SDL_CreateCursor(&empty_cursor_data, &empty_cursor_data, 1, 1, 0, 0); } static void SetSDLVideoDriver(void) { // Allow a default value for the SDL video driver to be specified // in the configuration file. if (strcmp(video_driver, "") != 0) { char *env_string; env_string = malloc(strlen(video_driver) + 30); sprintf(env_string, "SDL_VIDEODRIVER=%s", video_driver); putenv(env_string); free(env_string); } #if defined(_WIN32) && !defined(_WIN32_WCE) // Allow -gdi as a shortcut for using the windib driver. //! // @category video // @platform windows // // Use the Windows GDI driver instead of DirectX. // if (M_CheckParm("-gdi") > 0) { putenv("SDL_VIDEODRIVER=windib"); } // From the SDL 1.2.10 release notes: // // > The "windib" video driver is the default now, to prevent // > problems with certain laptops, 64-bit Windows, and Windows // > Vista. // // The hell with that. if (getenv("SDL_VIDEODRIVER") == NULL) { putenv("SDL_VIDEODRIVER=directx"); } #endif } static char *WindowBoxType(screen_mode_t *mode, int w, int h) { if (mode->width != w && mode->height != h) { return "Windowboxed"; } else if (mode->width == w) { return "Letterboxed"; } else if (mode->height == h) { return "Pillarboxed"; } else { return "..."; } } static void SetVideoMode(screen_mode_t *mode, int w, int h) { byte *doompal; int flags = 0; doompal = W_CacheLumpName(DEH_String("PLAYPAL"), PU_CACHE); // If we are already running and in a true color mode, we need // to free the screenbuffer surface before setting the new mode. if (screenbuffer != NULL && screen != screenbuffer) { SDL_FreeSurface(screenbuffer); } // Generate lookup tables before setting the video mode. if (mode != NULL && mode->InitMode != NULL) { mode->InitMode(doompal); } // Set the video mode. flags |= SDL_SWSURFACE | SDL_DOUBLEBUF; if (screen_bpp == 8) { flags |= SDL_HWPALETTE; } if (fullscreen) { flags |= SDL_FULLSCREEN; } else { // In windowed mode, the window can be resized while the game is // running. This feature is disabled on OS X, as it adds an ugly // scroll handle to the corner of the screen. #ifndef __MACOSX__ flags |= SDL_RESIZABLE; #endif } screen = SDL_SetVideoMode(w, h, screen_bpp, flags); if (screen == NULL) { I_Error("Error setting video mode %ix%ix%ibpp: %s\n", w, h, screen_bpp, SDL_GetError()); } // Blank out the full screen area in case there is any junk in // the borders that won't otherwise be overwritten. SDL_FillRect(screen, NULL, 0); // If mode was not set, it must be set now that we know the // screen size. if (mode == NULL) { mode = I_FindScreenMode(screen->w, screen->h); if (mode == NULL) { I_Error("I_InitGraphics: Unable to find a screen mode small " "enough for %ix%i", screen->w, screen->h); } // Generate lookup tables before setting the video mode. if (mode->InitMode != NULL) { mode->InitMode(doompal); } } // Create the screenbuffer surface; if we have a real 8-bit palettized // screen, then we can use the screen as the screenbuffer. if (screen->format->BitsPerPixel == 8) { screenbuffer = screen; } else { screenbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 8, 0, 0, 0, 0); SDL_FillRect(screenbuffer, NULL, 0); } // Save screen mode. screen_mode = mode; } static void ApplyWindowResize(unsigned int w, unsigned int h) { screen_mode_t *mode; // Find the biggest screen mode that will fall within these // dimensions, falling back to the smallest mode possible if // none is found. mode = I_FindScreenMode(w, h); if (mode == NULL) { mode = I_FindScreenMode(SCREENWIDTH, SCREENHEIGHT); } // Reset mode to resize window. printf("Resize to %ix%i\n", mode->width, mode->height); SetVideoMode(mode, mode->width, mode->height); // Save settings. screen_width = mode->width; screen_height = mode->height; } void I_InitGraphics(void) { SDL_Event dummy; byte *doompal; char *env; // Pass through the XSCREENSAVER_WINDOW environment variable to // SDL_WINDOWID, to embed the SDL window into the Xscreensaver // window. env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { char winenv[30]; int winid; sscanf(env, "0x%x", &winid); sprintf(winenv, "SDL_WINDOWID=%i", winid); putenv(winenv); } SetSDLVideoDriver(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { I_Error("Failed to initialize video: %s", SDL_GetError()); } // Check for command-line video-related parameters. CheckCommandLine(); // Set up title and icon. Windows cares about the ordering; this // has to be done before the call to SDL_SetVideoMode. I_SetWindowCaption(); #if !SDL_VERSION_ATLEAST(1, 3, 0) I_SetWindowIcon(); #endif // // Enter into graphics mode. // // When in screensaver mode, run full screen and auto detect // screen dimensions (don't change video mode) // if (screensaver_mode) { SetVideoMode(NULL, 0, 0); } else { int w, h; if (autoadjust_video_settings) { I_AutoAdjustSettings(); } w = screen_width; h = screen_height; screen_mode = I_FindScreenMode(w, h); if (screen_mode == NULL) { I_Error("I_InitGraphics: Unable to find a screen mode small " "enough for %ix%i", w, h); } if (w != screen_mode->width || h != screen_mode->height) { printf("I_InitGraphics: %s (%ix%i within %ix%i)\n", WindowBoxType(screen_mode, w, h), screen_mode->width, screen_mode->height, w, h); } SetVideoMode(screen_mode, w, h); } // Start with a clear black screen // (screen will be flipped after we set the palette) SDL_FillRect(screenbuffer, NULL, 0); // Set the palette doompal = W_CacheLumpName(DEH_String("PLAYPAL"), PU_CACHE); I_SetPalette(doompal); SDL_SetColors(screenbuffer, palette, 0, 256); CreateCursors(); UpdateFocus(); UpdateGrab(); // On some systems, it takes a second or so for the screen to settle // after changing modes. We include the option to add a delay when // setting the screen mode, so that the game doesn't start immediately // with the player unable to see anything. if (fullscreen && !screensaver_mode) { SDL_Delay(startup_delay); } // Check if we have a native surface we can use // If we have to lock the screen, draw to a buffer and copy // Likewise if the screen pitch is not the same as the width // If we have to multiply, drawing is done to a separate 320x200 buf native_surface = screen == screenbuffer && !SDL_MUSTLOCK(screen) && screen_mode == &mode_scale_1x && screen->pitch == SCREENWIDTH && aspect_ratio_correct; // If not, allocate a buffer and copy from that buffer to the // screen when we do an update if (native_surface) { screens[0] = (unsigned char *) screen->pixels; screens[0] += (screen->h - SCREENHEIGHT) / 2; } else { screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); } // "Loading from disk" icon LoadDiskImage(); // Clear the screen to black. memset(screens[0], 0, SCREENWIDTH * SCREENHEIGHT); // We need SDL to give us translated versions of keys as well SDL_EnableUNICODE(1); // Repeat key presses - this is what Vanilla Doom does // Not sure about repeat rate - probably dependent on which DOS // driver is used. This is good enough though. SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // clear out any events waiting at the start and center the mouse while (SDL_PollEvent(&dummy)); if (usemouse && !nomouse && (fullscreen || grabmouse)) { CenterMouse(); } initialized = true; }