ref: 7d259962ea7bbce0548974a70ea7f3f5f86620ce
dir: /src/i_video.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_video.c 83 2005-09-07 20:44:23Z fraggle $ // // 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. // // $Log$ // Revision 1.23 2005/09/07 20:44:23 fraggle // Fix up names of functions // Make the quit button work (pops up the "quit doom?" prompt). // Fix focus detection to release the mouse and ignore mouse events // when window is not focused. // // Revision 1.22 2005/09/04 23:18:30 fraggle // Remove dead code. Cope with the screen not having width == pitch. Lock // the SDL screen surface properly. Rewrite 2x scaling code. // // Revision 1.21 2005/09/01 00:01:36 fraggle // -nograbmouse option // // Revision 1.20 2005/08/31 23:58:28 fraggle // smarter mouse grabbing for windowed mode // // Revision 1.19 2005/08/31 21:35:42 fraggle // Display the game name in the title bar. Move game start code to later // in initialisation because of the IWAD detection changes. // // Revision 1.18 2005/08/10 08:45:35 fraggle // Remove "if (french)" stuff, FRENCH define, detect french wad automatically // // Revision 1.17 2005/08/07 20:01:00 fraggle // Clear the screen on startup // // Revision 1.16 2005/08/07 03:09:33 fraggle // Fix gamma correction // // Revision 1.15 2005/08/07 02:59:23 fraggle // Clear disk image when loading at startup // // Revision 1.14 2005/08/06 17:30:30 fraggle // Only change palette on screen updates // // Revision 1.13 2005/08/04 22:23:07 fraggle // Use zone memory function. Add command line options // // Revision 1.12 2005/08/04 19:54:56 fraggle // Use keysym value rather than unicode value (fixes problems with shift // key) // // Revision 1.11 2005/08/04 18:42:15 fraggle // Silence compiler warnings // // Revision 1.10 2005/08/04 01:13:46 fraggle // Loading disk // // Revision 1.9 2005/08/03 22:19:52 fraggle // Set some flags to fix palette and improve performance // // Revision 1.8 2005/08/03 21:58:02 fraggle // Working scale*2 // // Revision 1.7 2005/07/25 20:50:55 fraggle // mouse // // Revision 1.6 2005/07/24 02:14:04 fraggle // Move to SDL for graphics. // Translate key scancodes to correct internal format when reading // settings from config file - backwards compatible with config files // for original exes // // Revision 1.5 2005/07/23 21:32:47 fraggle // Add missing errno.h, fix crash on startup when no IWAD present // // Revision 1.4 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.3 2005/07/23 17:27:04 fraggle // Stop crash on shutdown // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:19:58 fraggle // Initial import // // // DESCRIPTION: // DOOM graphics stuff for X11, UNIX. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_video.c 83 2005-09-07 20:44:23Z fraggle $"; #include <ctype.h> #include <SDL.h> #include "config.h" #include "w_wad.h" #include "z_zone.h" #include "doomstat.h" #include "i_system.h" #include "v_video.h" #include "m_argv.h" #include "m_swap.h" #include "d_main.h" #include "s_sound.h" #include "sounds.h" #include "doomdef.h" extern void M_QuitDOOM(); static SDL_Surface *screen; #define POINTER_WARP_COUNTDOWN 1 // palette static SDL_Color palette[256]; static boolean palette_to_set; static int windowwidth, windowheight; // if true, screens[0] is screen->pixel static boolean native_surface; boolean fullscreen = 1; boolean grabmouse = 1; // Blocky mode, // replace each 320x200 pixel with multiply*multiply pixels. // According to Dave Taylor, it still is a bonehead thing // to use .... static int multiply=1; // disk image data and background overwritten by the disk to be // restored by EndRead static byte *disk_image = NULL; static int disk_image_w, disk_image_h; static byte *saved_background; static boolean window_focused; static boolean MouseShouldBeGrabbed() { // if the window doesnt 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; // 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; } // 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 minimised) window_focused = (state & SDL_APPINPUTFOCUS) && (state & SDL_APPACTIVE); } void I_BeginRead(void) { int y; if (disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<disk_image_h; ++y) { byte *screenloc = screens[0] + (SCREENHEIGHT - 1 - disk_image_h + y) * SCREENWIDTH + (SCREENWIDTH - 1 - disk_image_w); memcpy(saved_background + y * disk_image_w, screenloc, disk_image_w); memcpy(screenloc, disk_image + y * disk_image_w, disk_image_w); } SDL_UpdateRect(screen, screen->w - disk_image_w, screen->h - disk_image_h, disk_image_w, disk_image_h); } void I_EndRead(void) { int y; if (disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<disk_image_h; ++y) { byte *screenloc = screens[0] + (SCREENHEIGHT - 1 - disk_image_h + y) * SCREENWIDTH + (SCREENWIDTH - 1 - disk_image_w); memcpy(screenloc, saved_background + y * disk_image_w, disk_image_w); } SDL_UpdateRect(screen, screen->w - disk_image_w, screen->h - disk_image_h, disk_image_w, disk_image_h); } static void LoadDiskImage(void) { patch_t *disk; int y; disk = (patch_t *) W_CacheLumpName("STDISK", PU_STATIC); V_DrawPatch(0, 0, 0, disk); disk_image_w = SHORT(disk->width); disk_image_h = SHORT(disk->height); disk_image = Z_Malloc(disk_image_w * disk_image_h, PU_STATIC, NULL); saved_background = Z_Malloc(disk_image_w * disk_image_h, PU_STATIC, NULL); for (y=0; y<disk_image_h; ++y) { memcpy(disk_image + disk_image_w * y, screens[0] + SCREENWIDTH * y, disk_image_w); memset(screens[0] + SCREENWIDTH * y, 0, disk_image_w); } Z_Free(disk); } // // Translates the SDL key // 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; case SDLK_EQUALS: case SDLK_KP_EQUALS: return KEY_EQUALS; 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_LMETA: case SDLK_RALT: case SDLK_RMETA: 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_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; 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; default: return tolower(sym->sym); } } void I_ShutdownGraphics(void) { SDL_ShowCursor(1); SDL_WM_GrabInput(SDL_GRAB_OFF); SDL_QuitSubSystem(SDL_INIT_VIDEO); } // // I_StartFrame // void I_StartFrame (void) { // er? } static int MouseButtonState(void) { Uint8 state = SDL_GetMouseState(NULL, NULL); int result = 0; if (state & SDL_BUTTON(1)) result |= 1; if (state & SDL_BUTTON(2)) result |= 2; if (state & SDL_BUTTON(3)) result |= 4; return result; } boolean mousemoved = false; void I_GetEvent(void) { SDL_Event sdlevent; event_t event; // 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; } // process event switch (sdlevent.type) { case SDL_KEYDOWN: event.type = ev_keydown; event.data1 = TranslateKey(&sdlevent.key.keysym); event.data2 = sdlevent.key.keysym.unicode; D_PostEvent(&event); break; case SDL_KEYUP: event.type = ev_keyup; event.data1 = TranslateKey(&sdlevent.key.keysym); D_PostEvent(&event); break; case SDL_MOUSEMOTION: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = sdlevent.motion.xrel * 8; event.data3 = -sdlevent.motion.yrel * 8; D_PostEvent(&event); break; case SDL_MOUSEBUTTONDOWN: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); break; case SDL_MOUSEBUTTONUP: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); 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; default: break; } } } // // I_StartTic // void I_StartTic (void) { I_GetEvent(); } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } void UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (grab && !currently_grabbed) { SDL_ShowCursor(0); SDL_WM_GrabInput(SDL_GRAB_ON); } if (!grab && currently_grabbed) { SDL_ShowCursor(1); SDL_WM_GrabInput(SDL_GRAB_OFF); } currently_grabbed = grab; } // // I_FinishUpdate // void I_FinishUpdate (void) { static int lasttic; int tics; int i; // UNUSED static unsigned char *bigscreen=0; UpdateGrab(); // 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+=2) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff; for ( ; i<20*2 ; i+=2) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0; } if (multiply == 1 && !native_surface) { byte *bufp, *screenp; int y; int pitch; SDL_LockSurface(screen); bufp = screens[0]; screenp = (byte *) screen->pixels; pitch = screen->pitch; for (y=0; y<SCREENHEIGHT; ++y) { memcpy(screenp, bufp, SCREENWIDTH); screenp += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } // scales the screen size before blitting it if (multiply == 2) { byte *bufp, *screenp, *screenp2; int x, y; int pitch; SDL_LockSurface(screen); bufp = screens[0]; screenp = (byte *) screen->pixels; screenp2 = ((byte *) screen->pixels) + screen->pitch; pitch = screen->pitch * 2; for (y=0; y<SCREENHEIGHT; ++y) { byte *sp, *sp2, *bp; sp = screenp; sp2 = screenp2; bp = bufp; for (x=0; x<SCREENWIDTH; ++x) { *sp2++ = *bp; *sp2++ = *bp; *sp++ = *bp; *sp++ = *bp++; } screenp += pitch; screenp2 += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } if (native_surface) SDL_UnlockSurface(screen); // draw to screen if (palette_to_set) { SDL_SetColors(screen, palette, 0, 256); palette_to_set = 0; } else { SDL_Flip(screen); } if (native_surface) SDL_LockSurface(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 = 1; } // // Set the window caption // static void SetCaption(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); } void I_InitGraphics(void) { SDL_Event dummy; int flags = 0; SDL_Init(SDL_INIT_VIDEO); flags |= SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF; // mouse grabbing, defaults to on grabmouse = !M_CheckParm("-nograbmouse"); // default to fullscreen mode, allow override with command line // nofullscreen because we love prboom fullscreen = !M_CheckParm("-window") && !M_CheckParm("-nofullscreen"); if (fullscreen) { flags |= SDL_FULLSCREEN; } // scale-by-2 mode if (M_CheckParm("-2")) { multiply = 2; } windowwidth = SCREENWIDTH * multiply; windowheight = SCREENHEIGHT * multiply; screen = SDL_SetVideoMode(windowwidth, windowheight, 8, flags); if (screen == NULL) { I_Error("Error setting video mode: %s\n", SDL_GetError()); } SetCaption(); UpdateFocus(); UpdateGrab(); // Check if we have a native surface we can use native_surface = multiply == 1 && screen->pitch == SCREENWIDTH; // 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); else screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); if (native_surface) SDL_LockSurface(screen); LoadDiskImage(); SDL_EnableUNICODE(1); // start with a clear black screen memset(screens[0], 0, SCREENWIDTH * SCREENHEIGHT); // clear out any events waiting at the start while (SDL_PollEvent(&dummy)); }