ref: bd36e1a19dad6d0a79fa748ba96e91c93f63a0dd
dir: /src/i_video.c/
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 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.
//
// DESCRIPTION:
// DOOM graphics stuff for SDL.
//
#include "SDL.h"
#include "SDL_opengl.h"
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#include "icon.c"
#include "config.h"
#include "d_loop.h"
#include "deh_str.h"
#include "doomtype.h"
#include "i_input.h"
#include "i_joystick.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_misc.h"
#include "tables.h"
#include "v_diskicon.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
// These are (1) the window (or the full screen) that our game is rendered to
// and (2) the renderer that scales the texture (see below) into this window.
static SDL_Window *screen;
static SDL_Renderer *renderer;
// Window title
static const char *window_title = "";
// These are (1) the 320x200x8 paletted buffer that we draw to (i.e. the one
// that holds I_VideoBuffer), (2) the 320x200x32 RGBA intermediate buffer that
// we blit the former buffer to, (3) the intermediate 320x200 texture that we
// load the RGBA buffer to and that we render into another texture (4) which
// is upscaled by an integer factor UPSCALE using "nearest" scaling and which
// in turn is finally rendered to screen using "linear" scaling.
static SDL_Surface *screenbuffer = NULL;
static SDL_Surface *argbbuffer = NULL;
static SDL_Texture *texture = NULL;
static SDL_Texture *texture_upscaled = NULL;
static SDL_Rect blit_rect = {
0,
0,
SCREENWIDTH,
SCREENHEIGHT
};
static uint32_t pixel_format;
// 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;
int usemouse = 1;
// Save screenshots in PNG format.
int png_screenshots = 0;
// SDL video driver name
char *video_driver = "";
// Window position:
char *window_position = "center";
// SDL display number on which to run.
int video_display = 0;
// Screen width and height, from configuration file.
int window_width = 800;
int window_height = 600;
// Fullscreen mode, 0x0 for SDL_WINDOW_FULLSCREEN_DESKTOP.
int fullscreen_width = 0, fullscreen_height = 0;
// Maximum number of pixels to use for intermediate scale buffer.
static int max_scaling_buffer_pixels = 16000000;
// Run in full screen mode? (int type for config code)
int fullscreen = true;
// Aspect ratio correction mode
int aspect_ratio_correct = true;
static int actualheight;
// Force integer scales for resolution-independent rendering
int integer_scaling = false;
// VGA Porch palette change emulation
int vga_porch_flash = false;
// Force software rendering, for systems which lack effective hardware
// acceleration
int force_software_renderer = false;
// Time to wait for the screen to settle on startup before starting the
// game (ms)
static int startup_delay = 1000;
// Grab the mouse? (int type for config code). nograbmouse_override allows
// this to be temporarily disabled via the command line.
static int grabmouse = true;
static boolean nograbmouse_override = false;
// The screen buffer; this is modified to draw things to the screen
pixel_t *I_VideoBuffer = NULL;
// If true, game is running as a screensaver
boolean screensaver_mode = false;
// Flag indicating whether the screen is currently visible:
// when the screen isnt visible, don't render the screen
boolean screenvisible = true;
// If true, we display dots at the bottom of the screen to
// indicate FPS.
static boolean display_fps_dots;
// If this is true, the screen is rendered but not blitted to the
// video buffer.
static boolean noblit;
// Callback function to invoke to determine whether to grab the
// mouse pointer.
static grabmouse_callback_t grabmouse_callback = NULL;
// Does the window currently have focus?
static boolean window_focused = true;
// Window resize state.
static boolean need_resize = false;
static unsigned int last_resize_time;
#define RESIZE_DELAY 500
// Gamma correction level to use
int usegamma = 0;
// Joystick/gamepad hysteresis
unsigned int joywait = 0;
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;
// Don't grab the mouse if mouse input is disabled
if (!usemouse || nomouse)
return false;
// if we specify not to grab the mouse, never grab
if (nograbmouse_override || !grabmouse)
return false;
// Invoke the grabmouse callback function to determine whether
// the mouse should be grabbed
if (grabmouse_callback != NULL)
{
return grabmouse_callback();
}
else
{
return true;
}
}
void I_SetGrabMouseCallback(grabmouse_callback_t func)
{
grabmouse_callback = func;
}
// Set the variable controlling FPS dots.
void I_DisplayFPSDots(boolean dots_on)
{
display_fps_dots = dots_on;
}
static void SetShowCursor(boolean show)
{
if (!screensaver_mode)
{
// When the cursor is hidden, grab the input.
// Relative mode implicitly hides the cursor.
SDL_SetRelativeMouseMode(!show);
SDL_GetRelativeMouseState(NULL, NULL);
}
}
void I_ShutdownGraphics(void)
{
if (initialized)
{
SetShowCursor(true);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
initialized = false;
}
}
//
// I_StartFrame
//
void I_StartFrame (void)
{
// er?
}
// Adjust window_width / window_height variables to be an an aspect
// ratio consistent with the aspect_ratio_correct variable.
static void AdjustWindowSize(void)
{
if (aspect_ratio_correct || integer_scaling)
{
if (window_width * actualheight <= window_height * SCREENWIDTH)
{
// We round up window_height if the ratio is not exact; this leaves
// the result stable.
window_height = (window_width * actualheight + SCREENWIDTH - 1) / SCREENWIDTH;
}
else
{
window_width = window_height * SCREENWIDTH / actualheight;
}
}
}
static void HandleWindowEvent(SDL_WindowEvent *event)
{
int i;
switch (event->event)
{
#if 0 // SDL2-TODO
case SDL_ACTIVEEVENT:
// need to update our focus state
UpdateFocus();
break;
#endif
case SDL_WINDOWEVENT_EXPOSED:
palette_to_set = true;
break;
case SDL_WINDOWEVENT_RESIZED:
need_resize = true;
last_resize_time = SDL_GetTicks();
break;
// Don't render the screen when the window is minimized:
case SDL_WINDOWEVENT_MINIMIZED:
screenvisible = false;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
screenvisible = true;
break;
// 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.
case SDL_WINDOWEVENT_FOCUS_GAINED:
window_focused = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
window_focused = false;
break;
// We want to save the user's preferred monitor to use for running the
// game, so that next time we're run we start on the same display. So
// every time the window is moved, find which display we're now on and
// update the video_display config variable.
case SDL_WINDOWEVENT_MOVED:
i = SDL_GetWindowDisplayIndex(screen);
if (i >= 0)
{
video_display = i;
}
break;
default:
break;
}
}
static boolean ToggleFullScreenKeyShortcut(SDL_Keysym *sym)
{
Uint16 flags = (KMOD_LALT | KMOD_RALT);
#if defined(__MACOSX__)
flags |= (KMOD_LGUI | KMOD_RGUI);
#endif
return sym->scancode == SDL_SCANCODE_RETURN && (sym->mod & flags) != 0;
}
static void I_ToggleFullScreen(void)
{
unsigned int flags = 0;
// TODO: Consider implementing fullscreen toggle for SDL_WINDOW_FULLSCREEN
// (mode-changing) setup. This is hard because we have to shut down and
// restart again.
if (fullscreen_width != 0 || fullscreen_height != 0)
{
return;
}
fullscreen = !fullscreen;
if (fullscreen)
{
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_SetWindowFullscreen(screen, flags);
if (!fullscreen)
{
AdjustWindowSize();
SDL_SetWindowSize(screen, window_width, window_height);
}
}
void I_GetEvent(void)
{
extern void I_HandleKeyboardEvent(SDL_Event *sdlevent);
extern void I_HandleMouseEvent(SDL_Event *sdlevent);
SDL_Event sdlevent;
SDL_PumpEvents();
while (SDL_PollEvent(&sdlevent))
{
switch (sdlevent.type)
{
case SDL_KEYDOWN:
if (ToggleFullScreenKeyShortcut(&sdlevent.key.keysym))
{
I_ToggleFullScreen();
break;
}
// deliberate fall-though
case SDL_KEYUP:
I_HandleKeyboardEvent(&sdlevent);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEWHEEL:
if (usemouse && !nomouse && window_focused)
{
I_HandleMouseEvent(&sdlevent);
}
break;
case SDL_QUIT:
if (screensaver_mode)
{
I_Quit();
}
else
{
event_t event;
event.type = ev_quit;
D_PostEvent(&event);
}
break;
case SDL_WINDOWEVENT:
if (sdlevent.window.windowID == SDL_GetWindowID(screen))
{
HandleWindowEvent(&sdlevent.window);
}
break;
default:
break;
}
}
}
//
// I_StartTic
//
void I_StartTic (void)
{
if (!initialized)
{
return;
}
I_GetEvent();
if (usemouse && !nomouse && window_focused)
{
I_ReadMouse();
}
if (joywait < I_GetTime())
{
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
SetShowCursor(false);
}
else if (grab && !currently_grabbed)
{
SetShowCursor(false);
}
else if (!grab && currently_grabbed)
{
int screen_w, screen_h;
SetShowCursor(true);
// When releasing the mouse from grab, warp the mouse cursor to
// the bottom-right of the screen. This is a minimally distracting
// place for it to appear - we may only have released the grab
// because we're at an end of level intermission screen, for
// example.
SDL_GetWindowSize(screen, &screen_w, &screen_h);
SDL_WarpMouseInWindow(screen, screen_w - 16, screen_h - 16);
SDL_GetRelativeMouseState(NULL, NULL);
}
currently_grabbed = grab;
}
static void LimitTextureSize(int *w_upscale, int *h_upscale)
{
SDL_RendererInfo rinfo;
int orig_w, orig_h;
orig_w = *w_upscale;
orig_h = *h_upscale;
// Query renderer and limit to maximum texture dimensions of hardware:
if (SDL_GetRendererInfo(renderer, &rinfo) != 0)
{
I_Error("CreateUpscaledTexture: SDL_GetRendererInfo() call failed: %s",
SDL_GetError());
}
while (*w_upscale * SCREENWIDTH > rinfo.max_texture_width)
{
--*w_upscale;
}
while (*h_upscale * SCREENHEIGHT > rinfo.max_texture_height)
{
--*h_upscale;
}
if ((*w_upscale < 1 && rinfo.max_texture_width > 0) ||
(*h_upscale < 1 && rinfo.max_texture_height > 0))
{
I_Error("CreateUpscaledTexture: Can't create a texture big enough for "
"the whole screen! Maximum texture size %dx%d",
rinfo.max_texture_width, rinfo.max_texture_height);
}
// We limit the amount of texture memory used for the intermediate buffer,
// since beyond a certain point there are diminishing returns. Also,
// depending on the hardware there may be performance problems with very
// huge textures, so the user can use this to reduce the maximum texture
// size if desired.
if (max_scaling_buffer_pixels < SCREENWIDTH * SCREENHEIGHT)
{
I_Error("CreateUpscaledTexture: max_scaling_buffer_pixels too small "
"to create a texture buffer: %d < %d",
max_scaling_buffer_pixels, SCREENWIDTH * SCREENHEIGHT);
}
while (*w_upscale * *h_upscale * SCREENWIDTH * SCREENHEIGHT
> max_scaling_buffer_pixels)
{
if (*w_upscale > *h_upscale)
{
--*w_upscale;
}
else
{
--*h_upscale;
}
}
if (*w_upscale != orig_w || *h_upscale != orig_h)
{
printf("CreateUpscaledTexture: Limited texture size to %dx%d "
"(max %d pixels, max texture size %dx%d)\n",
*w_upscale * SCREENWIDTH, *h_upscale * SCREENHEIGHT,
max_scaling_buffer_pixels,
rinfo.max_texture_width, rinfo.max_texture_height);
}
}
static void CreateUpscaledTexture(boolean force)
{
int w, h;
int h_upscale, w_upscale;
static int h_upscale_old, w_upscale_old;
// Get the size of the renderer output. The units this gives us will be
// real world pixels, which are not necessarily equivalent to the screen's
// window size (because of highdpi).
if (SDL_GetRendererOutputSize(renderer, &w, &h) != 0)
{
I_Error("Failed to get renderer output size: %s", SDL_GetError());
}
// When the screen or window dimensions do not match the aspect ratio
// of the texture, the rendered area is scaled down to fit. Calculate
// the actual dimensions of the rendered area.
if (w * actualheight < h * SCREENWIDTH)
{
// Tall window.
h = w * actualheight / SCREENWIDTH;
}
else
{
// Wide window.
w = h * SCREENWIDTH / actualheight;
}
// Pick texture size the next integer multiple of the screen dimensions.
// If one screen dimension matches an integer multiple of the original
// resolution, there is no need to overscale in this direction.
w_upscale = (w + SCREENWIDTH - 1) / SCREENWIDTH;
h_upscale = (h + SCREENHEIGHT - 1) / SCREENHEIGHT;
// Minimum texture dimensions of 320x200.
if (w_upscale < 1)
{
w_upscale = 1;
}
if (h_upscale < 1)
{
h_upscale = 1;
}
LimitTextureSize(&w_upscale, &h_upscale);
// Create a new texture only if the upscale factors have actually changed.
if (h_upscale == h_upscale_old && w_upscale == w_upscale_old && !force)
{
return;
}
h_upscale_old = h_upscale;
w_upscale_old = w_upscale;
if (texture_upscaled)
{
SDL_DestroyTexture(texture_upscaled);
}
// Set the scaling quality for rendering the upscaled texture to "linear",
// which looks much softer and smoother than "nearest" but does a better
// job at downscaling from the upscaled texture to screen.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
texture_upscaled = SDL_CreateTexture(renderer,
pixel_format,
SDL_TEXTUREACCESS_TARGET,
w_upscale*SCREENWIDTH,
h_upscale*SCREENHEIGHT);
}
//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
static int lasttic;
int tics;
int i;
if (!initialized)
return;
if (noblit)
return;
if (need_resize)
{
if (SDL_GetTicks() > last_resize_time + RESIZE_DELAY)
{
int flags;
// When the window is resized (we're not in fullscreen mode),
// save the new window size.
flags = SDL_GetWindowFlags(screen);
if ((flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0)
{
SDL_GetWindowSize(screen, &window_width, &window_height);
// Adjust the window by resizing again so that the window
// is the right aspect ratio.
AdjustWindowSize();
SDL_SetWindowSize(screen, window_width, window_height);
}
CreateUpscaledTexture(false);
need_resize = false;
palette_to_set = true;
}
else
{
return;
}
}
UpdateGrab();
#if 0 // SDL2-TODO
// 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;
#endif
// draws little dots on the bottom of the screen
if (display_fps_dots)
{
i = I_GetTime();
tics = i - lasttic;
lasttic = i;
if (tics > 20) tics = 20;
for (i=0 ; i<tics*4 ; i+=4)
I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
for ( ; i<20*4 ; i+=4)
I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
}
// Draw disk icon before blit, if necessary.
V_DrawDiskIcon();
if (palette_to_set)
{
SDL_SetPaletteColors(screenbuffer->format->palette, palette, 0, 256);
palette_to_set = false;
if (vga_porch_flash)
{
// "flash" the pillars/letterboxes with palette changes, emulating
// VGA "porch" behaviour (GitHub issue #832)
SDL_SetRenderDrawColor(renderer, palette[0].r, palette[0].g,
palette[0].b, SDL_ALPHA_OPAQUE);
}
}
// Blit from the paletted 8-bit screen buffer to the intermediate
// 32-bit RGBA buffer that we can load into the texture.
SDL_LowerBlit(screenbuffer, &blit_rect, argbbuffer, &blit_rect);
// Update the intermediate texture with the contents of the RGBA buffer.
SDL_UpdateTexture(texture, NULL, argbbuffer->pixels, argbbuffer->pitch);
// Make sure the pillarboxes are kept clear each frame.
SDL_RenderClear(renderer);
// Render this intermediate texture into the upscaled texture
// using "nearest" integer scaling.
SDL_SetRenderTarget(renderer, texture_upscaled);
SDL_RenderCopy(renderer, texture, NULL, NULL);
// Finally, render this upscaled texture to screen using linear scaling.
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, texture_upscaled, NULL, NULL);
// Draw!
SDL_RenderPresent(renderer);
// Restore background and undo the disk indicator, if it was drawn.
V_RestoreDiskBackground();
}
//
// I_ReadScreen
//
void I_ReadScreen (pixel_t* scr)
{
memcpy(scr, I_VideoBuffer, SCREENWIDTH*SCREENHEIGHT*sizeof(*scr));
}
//
// I_SetPalette
//
void I_SetPalette (byte *doompalette)
{
int i;
for (i=0; i<256; ++i)
{
// Zero out the bottom two bits of each channel - the PC VGA
// controller only supports 6 bits of accuracy.
palette[i].r = gammatable[usegamma][*doompalette++] & ~3;
palette[i].g = gammatable[usegamma][*doompalette++] & ~3;
palette[i].b = gammatable[usegamma][*doompalette++] & ~3;
}
palette_to_set = true;
}
// Given an RGB value, find the closest matching palette index.
int I_GetPaletteIndex(int r, int g, int b)
{
int best, best_diff, diff;
int i;
best = 0; best_diff = INT_MAX;
for (i = 0; i < 256; ++i)
{
diff = (r - palette[i].r) * (r - palette[i].r)
+ (g - palette[i].g) * (g - palette[i].g)
+ (b - palette[i].b) * (b - palette[i].b);
if (diff < best_diff)
{
best = i;
best_diff = diff;
}
if (diff == 0)
{
break;
}
}
return best;
}
//
// Set the window title
//
void I_SetWindowTitle(const char *title)
{
window_title = title;
}
//
// Call the SDL function to set the window title, based on
// the title set with I_SetWindowTitle.
//
void I_InitWindowTitle(void)
{
char *buf;
buf = M_StringJoin(window_title, " - ", PACKAGE_STRING, NULL);
SDL_SetWindowTitle(screen, buf);
free(buf);
}
// Set the application icon
void I_InitWindowIcon(void)
{
SDL_Surface *surface;
surface = SDL_CreateRGBSurfaceFrom((void *) icon_data, icon_w, icon_h,
32, icon_w * 4,
0xff << 24, 0xff << 16,
0xff << 8, 0xff << 0);
SDL_SetWindowIcon(screen, surface);
SDL_FreeSurface(surface);
}
// Set video size to a particular scale factor (1x, 2x, 3x, etc.)
static void SetScaleFactor(int factor)
{
// Pick 320x200 or 320x240, depending on aspect ratio correct
window_width = factor * SCREENWIDTH;
window_height = factor * actualheight;
fullscreen = false;
}
void I_GraphicsCheckCommandLine(void)
{
int i;
//!
// @category video
// @vanilla
//
// Disable blitting the screen.
//
noblit = M_CheckParm ("-noblit");
//!
// @category video
//
// Don't grab the mouse when running in windowed mode.
//
nograbmouse_override = M_ParmExists("-nograbmouse");
// 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. Implies -window.
//
i = M_CheckParmWithArgs("-width", 1);
if (i > 0)
{
window_width = atoi(myargv[i + 1]);
fullscreen = false;
}
//!
// @category video
// @arg <y>
//
// Specify the screen height, in pixels. Implies -window.
//
i = M_CheckParmWithArgs("-height", 1);
if (i > 0)
{
window_height = atoi(myargv[i + 1]);
fullscreen = false;
}
//!
// @category video
// @arg <WxY>
//
// Specify the dimensions of the window. Implies -window.
//
i = M_CheckParmWithArgs("-geometry", 1);
if (i > 0)
{
int w, h, s;
s = sscanf(myargv[i + 1], "%ix%i", &w, &h);
if (s == 2)
{
window_width = w;
window_height = h;
fullscreen = false;
}
}
//!
// @category video
//
// Don't scale up the screen. Implies -window.
//
if (M_CheckParm("-1"))
{
SetScaleFactor(1);
}
//!
// @category video
//
// Double up the screen to 2x its normal size. Implies -window.
//
if (M_CheckParm("-2"))
{
SetScaleFactor(2);
}
//!
// @category video
//
// Double up the screen to 3x its normal size. Implies -window.
//
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 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 = M_StringJoin("SDL_VIDEODRIVER=", video_driver, NULL);
putenv(env_string);
free(env_string);
}
}
// Check the display bounds of the display referred to by 'video_display' and
// set x and y to a location that places the window in the center of that
// display.
static void CenterWindow(int *x, int *y, int w, int h)
{
SDL_Rect bounds;
if (SDL_GetDisplayBounds(video_display, &bounds) < 0)
{
fprintf(stderr, "CenterWindow: Failed to read display bounds "
"for display #%d!\n", video_display);
return;
}
*x = bounds.x + SDL_max((bounds.w - w) / 2, 0);
*y = bounds.y + SDL_max((bounds.h - h) / 2, 0);
}
void I_GetWindowPosition(int *x, int *y, int w, int h)
{
// Check that video_display corresponds to a display that really exists,
// and if it doesn't, reset it.
if (video_display < 0 || video_display >= SDL_GetNumVideoDisplays())
{
fprintf(stderr,
"I_GetWindowPosition: We were configured to run on display #%d, "
"but it no longer exists (max %d). Moving to display 0.\n",
video_display, SDL_GetNumVideoDisplays() - 1);
video_display = 0;
}
// in fullscreen mode, the window "position" still matters, because
// we use it to control which display we run fullscreen on.
if (fullscreen)
{
CenterWindow(x, y, w, h);
return;
}
// in windowed mode, the desired window position can be specified
// in the configuration file.
if (window_position == NULL || !strcmp(window_position, ""))
{
*x = *y = SDL_WINDOWPOS_UNDEFINED;
}
else if (!strcmp(window_position, "center"))
{
// Note: SDL has a SDL_WINDOWPOS_CENTER, but this is useless for our
// purposes, since we also want to control which display we appear on.
// So we have to do this ourselves.
CenterWindow(x, y, w, h);
}
else if (sscanf(window_position, "%i,%i", x, y) != 2)
{
// invalid format: revert to default
fprintf(stderr, "I_GetWindowPosition: invalid window_position setting\n");
*x = *y = SDL_WINDOWPOS_UNDEFINED;
}
}
static void SetVideoMode(void)
{
int w, h;
int x, y;
unsigned int rmask, gmask, bmask, amask;
int unused_bpp;
int window_flags = 0, renderer_flags = 0;
SDL_DisplayMode mode;
w = window_width;
h = window_height;
// In windowed mode, the window can be resized while the game is
// running.
window_flags = SDL_WINDOW_RESIZABLE;
// Set the highdpi flag - this makes a big difference on Macs with
// retina displays, especially when using small window sizes.
window_flags |= SDL_WINDOW_ALLOW_HIGHDPI;
if (fullscreen)
{
if (fullscreen_width == 0 && fullscreen_height == 0)
{
// This window_flags means "Never change the screen resolution!
// Instead, draw to the entire screen by scaling the texture
// appropriately".
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else
{
w = fullscreen_width;
h = fullscreen_height;
window_flags |= SDL_WINDOW_FULLSCREEN;
}
}
// Running without window decorations is potentially useful if you're
// playing in three window mode and want to line up three game windows
// next to each other on a single desktop.
// Deliberately not documented because I'm not sure how useful this is yet.
if (M_ParmExists("-borderless"))
{
window_flags |= SDL_WINDOW_BORDERLESS;
}
I_GetWindowPosition(&x, &y, w, h);
// Create window and renderer contexts. We set the window title
// later anyway and leave the window position "undefined". If
// "window_flags" contains the fullscreen flag (see above), then
// w and h are ignored.
if (screen == NULL)
{
screen = SDL_CreateWindow(NULL, x, y, w, h, window_flags);
if (screen == NULL)
{
I_Error("Error creating window for video startup: %s",
SDL_GetError());
}
pixel_format = SDL_GetWindowPixelFormat(screen);
SDL_SetWindowMinimumSize(screen, SCREENWIDTH, actualheight);
I_InitWindowTitle();
I_InitWindowIcon();
}
// The SDL_RENDERER_TARGETTEXTURE flag is required to render the
// intermediate texture into the upscaled texture.
renderer_flags = SDL_RENDERER_TARGETTEXTURE;
if (SDL_GetCurrentDisplayMode(video_display, &mode) != 0)
{
I_Error("Could not get display mode for video display #%d: %s",
video_display, SDL_GetError());
}
// Turn on vsync if we aren't in a -timedemo
if (!singletics && mode.refresh_rate > 0)
{
renderer_flags |= SDL_RENDERER_PRESENTVSYNC;
}
if (force_software_renderer)
{
renderer_flags |= SDL_RENDERER_SOFTWARE;
renderer_flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
if (renderer != NULL)
{
SDL_DestroyRenderer(renderer);
}
renderer = SDL_CreateRenderer(screen, -1, renderer_flags);
if (renderer == NULL)
{
I_Error("Error creating renderer for screen window: %s",
SDL_GetError());
}
// Important: Set the "logical size" of the rendering context. At the same
// time this also defines the aspect ratio that is preserved while scaling
// and stretching the texture into the window.
if (aspect_ratio_correct || integer_scaling)
{
SDL_RenderSetLogicalSize(renderer,
SCREENWIDTH,
actualheight);
}
// Force integer scales for resolution-independent rendering.
#if SDL_VERSION_ATLEAST(2, 0, 5)
SDL_RenderSetIntegerScale(renderer, integer_scaling);
#endif
// Blank out the full screen area in case there is any junk in
// the borders that won't otherwise be overwritten.
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
// Create the 8-bit paletted and the 32-bit RGBA screenbuffer surfaces.
if (screenbuffer != NULL)
{
SDL_FreeSurface(screenbuffer);
screenbuffer = NULL;
}
if (screenbuffer == NULL)
{
screenbuffer = SDL_CreateRGBSurface(0,
SCREENWIDTH, SCREENHEIGHT, 8,
0, 0, 0, 0);
SDL_FillRect(screenbuffer, NULL, 0);
}
// Format of argbbuffer must match the screen pixel format because we
// import the surface data into the texture.
if (argbbuffer != NULL)
{
SDL_FreeSurface(argbbuffer);
argbbuffer = NULL;
}
if (argbbuffer == NULL)
{
SDL_PixelFormatEnumToMasks(pixel_format, &unused_bpp,
&rmask, &gmask, &bmask, &amask);
argbbuffer = SDL_CreateRGBSurface(0,
SCREENWIDTH, SCREENHEIGHT, 32,
rmask, gmask, bmask, amask);
SDL_FillRect(argbbuffer, NULL, 0);
}
if (texture != NULL)
{
SDL_DestroyTexture(texture);
}
// Set the scaling quality for rendering the intermediate texture into
// the upscaled texture to "nearest", which is gritty and pixelated and
// resembles software scaling pretty well.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
// Create the intermediate texture that the RGBA surface gets loaded into.
// The SDL_TEXTUREACCESS_STREAMING flag means that this texture's content
// is going to change frequently.
texture = SDL_CreateTexture(renderer,
pixel_format,
SDL_TEXTUREACCESS_STREAMING,
SCREENWIDTH, SCREENHEIGHT);
// Initially create the upscaled texture for rendering to screen
CreateUpscaledTexture(true);
}
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);
M_snprintf(winenv, sizeof(winenv), "SDL_WINDOWID=%i", winid);
putenv(winenv);
}
SetSDLVideoDriver();
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
I_Error("Failed to initialize video: %s", SDL_GetError());
}
// When in screensaver mode, run full screen and auto detect
// screen dimensions (don't change video mode)
if (screensaver_mode)
{
fullscreen = true;
}
if (aspect_ratio_correct == 1)
{
actualheight = SCREENHEIGHT_4_3;
}
else
{
actualheight = SCREENHEIGHT;
}
// Create the game window; this may switch graphic modes depending
// on configuration.
AdjustWindowSize();
SetVideoMode();
// 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_SetPaletteColors(screenbuffer->format->palette, palette, 0, 256);
// SDL2-TODO 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);
}
// The actual 320x200 canvas that we draw to. This is the pixel buffer of
// the 8-bit paletted screen buffer that gets blit on an intermediate
// 32-bit RGBA screen buffer that gets loaded into a texture that gets
// finally rendered into our window or full screen in I_FinishUpdate().
I_VideoBuffer = screenbuffer->pixels;
V_RestoreBuffer();
// Clear the screen to black.
memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT);
// clear out any events waiting at the start and center the mouse
while (SDL_PollEvent(&dummy));
initialized = true;
// Call I_ShutdownGraphics on quit
I_AtExit(I_ShutdownGraphics, true);
}
// Bind all variables controlling video options into the configuration
// file system.
void I_BindVideoVariables(void)
{
M_BindIntVariable("use_mouse", &usemouse);
M_BindIntVariable("fullscreen", &fullscreen);
M_BindIntVariable("video_display", &video_display);
M_BindIntVariable("aspect_ratio_correct", &aspect_ratio_correct);
M_BindIntVariable("integer_scaling", &integer_scaling);
M_BindIntVariable("vga_porch_flash", &vga_porch_flash);
M_BindIntVariable("startup_delay", &startup_delay);
M_BindIntVariable("fullscreen_width", &fullscreen_width);
M_BindIntVariable("fullscreen_height", &fullscreen_height);
M_BindIntVariable("force_software_renderer", &force_software_renderer);
M_BindIntVariable("max_scaling_buffer_pixels", &max_scaling_buffer_pixels);
M_BindIntVariable("window_width", &window_width);
M_BindIntVariable("window_height", &window_height);
M_BindIntVariable("grabmouse", &grabmouse);
M_BindStringVariable("video_driver", &video_driver);
M_BindStringVariable("window_position", &window_position);
M_BindIntVariable("usegamma", &usegamma);
M_BindIntVariable("png_screenshots", &png_screenshots);
}