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Aminet 44 (2001)(GTI - Schatztruhe)[!][Aug 2001].iso
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AmigaSDLsrc.lha
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SDL_video.c
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2001-04-29
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997, 1998, 1999, 2000, 2001 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Sam Lantinga
slouken@devolution.com
*/
#ifdef SAVE_RCSID
static char rcsid =
"@(#) $Id: SDL_video.c,v 1.13.2.92 2001/03/19 17:39:06 hercules Exp $";
#endif
/* The high-level video driver subsystem */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_events.h"
#include "SDL_mutex.h"
#include "SDL_sysvideo.h"
#include "SDL_sysevents.h"
#include "SDL_blit.h"
#include "SDL_pixels_c.h"
#include "SDL_events_c.h"
#include "SDL_cursor_c.h"
/* Available video drivers */
static VideoBootStrap *bootstrap[] = {
#ifdef ENABLE_X11
&X11_bootstrap,
#endif
#ifdef ENABLE_DGA
&DGA_bootstrap,
#endif
#ifdef ENABLE_FBCON
&FBCON_bootstrap,
#endif
#ifdef ENABLE_PS2GS
&PS2GS_bootstrap,
#endif
#ifdef ENABLE_GGI
&GGI_bootstrap,
#endif
#ifdef ENABLE_SVGALIB
&SVGALIB_bootstrap,
#endif
#ifdef ENABLE_AALIB
&AALIB_bootstrap,
#endif
#ifdef ENABLE_DIRECTX
&DIRECTX_bootstrap,
#endif
#ifdef ENABLE_WINDIB
&WINDIB_bootstrap,
#endif
#ifdef ENABLE_BWINDOW
&BWINDOW_bootstrap,
#endif
#ifdef ENABLE_TOOLBOX
&TOOLBOX_bootstrap,
#endif
#ifdef ENABLE_DRAWSPROCKET
&DSp_bootstrap,
#endif
#ifdef ENABLE_CYBERGRAPHICS
&CGX_bootstrap,
#endif
NULL
};
SDL_VideoDevice *current_video = NULL;
/* Places to store title and icon text for the app */
static char *wm_title = NULL;
static char *wm_icon = NULL;
/* Various local functions */
int SDL_VideoInit(const char *driver_name, Uint32 flags);
void SDL_VideoQuit(void);
void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect* rects);
static SDL_GrabMode SDL_WM_GrabInputOff(void);
#ifdef HAVE_OPENGL
static int lock_count = 0;
#endif
/*
* Initialize the video and event subsystems -- determine native pixel format
*/
int SDL_VideoInit (const char *driver_name, Uint32 flags)
{
SDL_VideoDevice *video;
int index;
int i;
SDL_PixelFormat vformat;
Uint32 video_flags;
/* Toggle the event thread flags, based on OS requirements */
#if defined(MUST_THREAD_EVENTS)
flags |= SDL_INIT_EVENTTHREAD;
#elif defined(CANT_THREAD_EVENTS)
if ( (flags & SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
SDL_SetError("OS doesn't support threaded events");
return(-1);
}
#endif
/* Check to make sure we don't overwrite 'current_video' */
if ( current_video != NULL ) {
SDL_VideoQuit();
}
/* Select the proper video driver */
index = 0;
video = NULL;
if ( driver_name != NULL ) {
#if 0 /* This will be replaced with a better driver selection API */
if ( strrchr(driver_name, ':') != NULL ) {
index = atoi(strrchr(driver_name, ':')+1);
}
#endif
for ( i=0; bootstrap[i]; ++i ) {
if ( strncmp(bootstrap[i]->name, driver_name,
strlen(bootstrap[i]->name)) == 0 ) {
if ( bootstrap[i]->available() ) {
video = bootstrap[i]->create(index);
break;
}
}
}
} else {
for ( i=0; bootstrap[i]; ++i ) {
if ( bootstrap[i]->available() ) {
video = bootstrap[i]->create(index);
if ( video != NULL ) {
break;
}
}
}
}
if ( video == NULL ) {
SDL_SetError("No available video device");
return(-1);
}
current_video = video;
current_video->name = bootstrap[i]->name;
/* Do some basic variable initialization */
video->screen = NULL;
video->shadow = NULL;
video->visible = NULL;
video->physpal = NULL;
video->gammacols = NULL;
video->gamma = NULL;
video->wm_title = NULL;
video->wm_icon = NULL;
video->offset_x = 0;
video->offset_y = 0;
memset(&video->info, 0, (sizeof video->info));
/* Set some very sane GL defaults */
video->gl_config.driver_loaded = 0;
video->gl_config.dll_handle = NULL;
video->gl_config.red_size = 5;
#if 1 /* This seems to work on more video cards, as a default */
video->gl_config.green_size = 5;
#else
video->gl_config.green_size = 6;
#endif
video->gl_config.blue_size = 5;
video->gl_config.alpha_size = 0;
video->gl_config.buffer_size = 0;
video->gl_config.depth_size = 16;
video->gl_config.stencil_size = 0;
video->gl_config.double_buffer = 1;
video->gl_config.accum_red_size = 0;
video->gl_config.accum_green_size = 0;
video->gl_config.accum_blue_size = 0;
video->gl_config.accum_alpha_size = 0;
/* Initialize the video subsystem */
memset(&vformat, 0, sizeof(vformat));
if ( video->VideoInit(video, &vformat) < 0 ) {
SDL_VideoQuit();
return(-1);
}
/* Create a zero sized video surface of the appropriate format */
video_flags = SDL_SWSURFACE;
SDL_VideoSurface = SDL_CreateRGBSurface(video_flags, 0, 0,
vformat.BitsPerPixel,
vformat.Rmask, vformat.Gmask, vformat.Bmask, 0);
if ( SDL_VideoSurface == NULL ) {
SDL_VideoQuit();
return(-1);
}
SDL_PublicSurface = NULL; /* Until SDL_SetVideoMode() */
#if 0 /* Don't change the current palette - may be used by other programs.
* The application can't do anything with the display surface until
* a video mode has been set anyway. :)
*/
/* If we have a palettized surface, create a default palette */
if ( SDL_VideoSurface->format->palette ) {
SDL_PixelFormat *vf = SDL_VideoSurface->format;
SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
video->SetColors(video,
0, vf->palette->ncolors, vf->palette->colors);
}
#endif
video->info.vfmt = SDL_VideoSurface->format;
/* Start the event loop */
if ( SDL_StartEventLoop(flags) < 0 ) {
SDL_VideoQuit();
return(-1);
}
SDL_CursorInit(flags & SDL_INIT_EVENTTHREAD);
/* We're ready to go! */
return(0);
}
char *SDL_VideoDriverName(char *namebuf, int maxlen)
{
if ( current_video != NULL ) {
strncpy(namebuf, current_video->name, maxlen-1);
namebuf[maxlen-1] = '\0';
return(namebuf);
}
return(NULL);
}
/*
* Get the current display surface
*/
SDL_Surface *SDL_GetVideoSurface(void)
{
SDL_Surface *visible;
visible = NULL;
if ( current_video ) {
visible = current_video->visible;
}
return(visible);
}
/*
* Get the current information about the video hardware
*/
const SDL_VideoInfo *SDL_GetVideoInfo(void)
{
const SDL_VideoInfo *info;
info = NULL;
if ( current_video ) {
info = ¤t_video->info;
}
return(info);
}
/*
* Return a pointer to an array of available screen dimensions for the
* given format, sorted largest to smallest. Returns NULL if there are
* no dimensions available for a particular format, or (SDL_Rect **)-1
* if any dimension is okay for the given format. If 'format' is NULL,
* the mode list will be for the format given by SDL_GetVideoInfo()->vfmt
*/
SDL_Rect ** SDL_ListModes (SDL_PixelFormat *format, Uint32 flags)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
SDL_Rect **modes;
modes = NULL;
if ( SDL_VideoSurface ) {
if ( format == NULL ) {
format = SDL_VideoSurface->format;
}
modes = video->ListModes(this, format, flags);
}
return(modes);
}
/*
* Check to see if a particular video mode is supported.
* It returns 0 if the requested mode is not supported under any bit depth,
* or returns the bits-per-pixel of the closest available mode with the
* given width and height. If this bits-per-pixel is different from the
* one used when setting the video mode, SDL_SetVideoMode() will succeed,
* but will emulate the requested bits-per-pixel with a shadow surface.
*/
static Uint8 SDL_closest_depths[4][8] = {
/* 8 bit closest depth ordering */
{ 0, 8, 16, 15, 32, 24, 0, 0 },
/* 15,16 bit closest depth ordering */
{ 0, 16, 15, 32, 24, 8, 0, 0 },
/* 24 bit closest depth ordering */
{ 0, 24, 32, 16, 15, 8, 0, 0 },
/* 32 bit closest depth ordering */
{ 0, 32, 16, 15, 24, 8, 0, 0 }
};
int SDL_VideoModeOK (int width, int height, int bpp, Uint32 flags)
{
int table, b, i;
int supported;
SDL_PixelFormat format;
SDL_Rect **sizes;
/* Currently 1 and 4 bpp are not supported */
if ( bpp < 8 || bpp > 32 ) {
return(0);
}
if ( (width == 0) || (height == 0) ) {
return(0);
}
/* Search through the list valid of modes */
memset(&format, 0, sizeof(format));
supported = 0;
table = ((bpp+7)/8)-1;
SDL_closest_depths[table][0] = bpp;
SDL_closest_depths[table][7] = 0;
for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
format.BitsPerPixel = SDL_closest_depths[table][b];
sizes = SDL_ListModes(&format, flags);
if ( sizes == (SDL_Rect **)0 ) {
/* No sizes supported at this bit-depth */
continue;
} else
#ifdef macintosh /* MPW optimization bug? */
if ( (sizes == (SDL_Rect **)0xFFFFFFFF) ||
#else
if ( (sizes == (SDL_Rect **)-1) ||
#endif
current_video->handles_any_size ) {
/* Any size supported at this bit-depth */
supported = 1;
continue;
} else
for ( i=0; sizes[i]; ++i ) {
if ((sizes[i]->w == width) && (sizes[i]->h == height)) {
supported = 1;
break;
}
}
}
if ( supported ) {
--b;
return(SDL_closest_depths[table][b]);
} else {
return(0);
}
}
/*
* Get the closest non-emulated video mode to the one requested
*/
static int SDL_GetVideoMode (int *w, int *h, int *BitsPerPixel, Uint32 flags)
{
int table, b, i;
int supported;
int native_bpp;
SDL_PixelFormat format;
SDL_Rect **sizes;
/* Try the original video mode, get the closest depth */
native_bpp = SDL_VideoModeOK(*w, *h, *BitsPerPixel, flags);
if ( native_bpp == *BitsPerPixel ) {
return(1);
}
if ( native_bpp > 0 ) {
*BitsPerPixel = native_bpp;
return(1);
}
/* No exact size match at any depth, look for closest match */
memset(&format, 0, sizeof(format));
supported = 0;
table = ((*BitsPerPixel+7)/8)-1;
SDL_closest_depths[table][0] = *BitsPerPixel;
SDL_closest_depths[table][7] = SDL_VideoSurface->format->BitsPerPixel;
for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
format.BitsPerPixel = SDL_closest_depths[table][b];
sizes = SDL_ListModes(&format, flags);
if ( sizes == (SDL_Rect **)0 ) {
/* No sizes supported at this bit-depth */
continue;
}
for ( i=0; sizes[i]; ++i ) {
if ((sizes[i]->w < *w) || (sizes[i]->h < *h)) {
if ( i > 0 ) {
--i;
*w = sizes[i]->w;
*h = sizes[i]->h;
*BitsPerPixel = SDL_closest_depths[table][b];
supported = 1;
} else {
/* Largest mode too small... */;
}
break;
}
}
if ( (i > 0) && ! sizes[i] ) {
/* The smallest mode was larger than requested, OK */
--i;
*w = sizes[i]->w;
*h = sizes[i]->h;
*BitsPerPixel = SDL_closest_depths[table][b];
supported = 1;
}
}
if ( ! supported ) {
SDL_SetError("No video mode large enough for %dx%d", *w, *h);
}
return(supported);
}
/* This should probably go somewhere else -- like SDL_surface.c */
static void SDL_ClearSurface(SDL_Surface *surface)
{
Uint32 black;
black = SDL_MapRGB(surface->format, 0, 0, 0);
SDL_FillRect(surface, NULL, black);
if ((surface->flags&SDL_HWSURFACE) && (surface->flags&SDL_DOUBLEBUF)) {
SDL_Flip(surface);
SDL_FillRect(surface, NULL, black);
}
SDL_Flip(surface);
}
/*
* Create a shadow surface suitable for fooling the app. :-)
*/
static void SDL_CreateShadowSurface(int depth)
{
Uint32 Rmask, Gmask, Bmask;
/* Allocate the shadow surface */
if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
Rmask = (SDL_VideoSurface->format)->Rmask;
Gmask = (SDL_VideoSurface->format)->Gmask;
Bmask = (SDL_VideoSurface->format)->Bmask;
} else {
Rmask = Gmask = Bmask = 0;
}
SDL_ShadowSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
SDL_VideoSurface->w, SDL_VideoSurface->h,
depth, Rmask, Gmask, Bmask, 0);
if ( SDL_ShadowSurface == NULL ) {
return;
}
/* 8-bit shadow surfaces report that they have exclusive palette */
if ( SDL_ShadowSurface->format->palette ) {
SDL_ShadowSurface->flags |= SDL_HWPALETTE;
if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
memcpy(SDL_ShadowSurface->format->palette->colors,
SDL_VideoSurface->format->palette->colors,
SDL_VideoSurface->format->palette->ncolors*
sizeof(SDL_Color));
} else {
SDL_DitherColors(
SDL_ShadowSurface->format->palette->colors, depth);
}
}
/* If the video surface is resizable, the shadow should say so */
if ( (SDL_VideoSurface->flags & SDL_RESIZABLE) == SDL_RESIZABLE ) {
SDL_ShadowSurface->flags |= SDL_RESIZABLE;
}
/* If the video surface has no frame, the shadow should say so */
if ( (SDL_VideoSurface->flags & SDL_NOFRAME) == SDL_NOFRAME ) {
SDL_ShadowSurface->flags |= SDL_NOFRAME;
}
/* If the video surface is fullscreen, the shadow should say so */
if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
SDL_ShadowSurface->flags |= SDL_FULLSCREEN;
}
/* If the video surface is flippable, the shadow should say so */
if ( (SDL_VideoSurface->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
SDL_ShadowSurface->flags |= SDL_DOUBLEBUF;
}
return;
}
/*
* Set the requested video mode, allocating a shadow buffer if necessary.
*/
SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
{
SDL_VideoDevice *video, *this;
SDL_Surface *prev_mode, *mode;
int video_w;
int video_h;
int video_bpp;
int is_opengl;
SDL_GrabMode saved_grab;
/* Start up the video driver, if necessary..
WARNING: This is the only function protected this way!
*/
if ( ! current_video ) {
if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE) < 0 ) {
return(NULL);
}
}
this = video = current_video;
/* Default to the current video bpp */
if ( bpp == 0 ) {
flags |= SDL_ANYFORMAT;
bpp = SDL_VideoSurface->format->BitsPerPixel;
}
/* Get a good video mode, the closest one possible */
video_w = width;
video_h = height;
video_bpp = bpp;
if ( ! SDL_GetVideoMode(&video_w, &video_h, &video_bpp, flags) ) {
return(NULL);
}
/* Check the requested flags */
/* There's no palette in > 8 bits-per-pixel mode */
if ( video_bpp > 8 ) {
flags &= ~SDL_HWPALETTE;
}
#if 0
if ( (flags&SDL_FULLSCREEN) != SDL_FULLSCREEN ) {
/* There's no windowed double-buffering */
flags &= ~SDL_DOUBLEBUF;
}
#endif
if ( (flags&SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
/* Use hardware surfaces when double-buffering */
flags |= SDL_HWSURFACE;
}
is_opengl = ( ( flags & SDL_OPENGL ) == SDL_OPENGL );
if ( is_opengl ) {
/* These flags are for 2D video modes only */
flags &= ~(SDL_HWSURFACE|SDL_DOUBLEBUF);
}
/* Clean up any previous video mode */
if ( SDL_PublicSurface != NULL ) {
SDL_PublicSurface = NULL;
}
if ( SDL_ShadowSurface != NULL ) {
SDL_Surface *ready_to_go;
ready_to_go = SDL_ShadowSurface;
SDL_ShadowSurface = NULL;
SDL_FreeSurface(ready_to_go);
}
if ( video->physpal ) {
free(video->physpal->colors);
free(video->physpal);
video->physpal = NULL;
}
if( video->gammacols) {
free(video->gammacols);
video->gammacols = NULL;
}
/* Save the previous grab state and turn off grab for mode switch */
saved_grab = SDL_WM_GrabInputOff();
/* Try to set the video mode, along with offset and clipping */
prev_mode = SDL_VideoSurface;
SDL_LockCursor();
SDL_VideoSurface = NULL; /* In case it's freed by driver */
mode = video->SetVideoMode(this, prev_mode,video_w,video_h,video_bpp,flags);
if ( mode ) { /* Prevent resize events from mode change */
SDL_PrivateResize(mode->w, mode->h);
}
/*
* rcg11292000
* If you try to set an SDL_OPENGL surface, and fail to find a
* matching visual, then the next call to SDL_SetVideoMode()
* will segfault, since we no longer point to a dummy surface,
* but rather NULL.
* Sam 11/29/00
* WARNING, we need to make sure that the previous mode hasn't
* already been freed by the video driver. What do we do in
* that case? Should we call SDL_VideoInit() again?
*/
SDL_VideoSurface = (mode != NULL) ? mode : prev_mode;
if ( (mode != NULL) && (!is_opengl) ) {
/* Sanity check */
if ( (mode->w < width) || (mode->h < height) ) {
SDL_SetError("Video mode smaller than requested");
return(NULL);
}
/* If we have a palettized surface, create a default palette */
if ( mode->format->palette ) {
SDL_PixelFormat *vf = mode->format;
SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
video->SetColors(this, 0, vf->palette->ncolors,
vf->palette->colors);
}
/* Clear the surface to black */
video->offset_x = 0;
video->offset_y = 0;
mode->offset = 0;
SDL_SetClipRect(mode, NULL);
SDL_ClearSurface(mode);
/* Now adjust the offsets to match the desired mode */
video->offset_x = (mode->w-width)/2;
video->offset_y = (mode->h-height)/2;
mode->offset = video->offset_y*mode->pitch +
video->offset_x*mode->format->BytesPerPixel;
#ifdef DEBUG_VIDEO
fprintf(stderr,
"Requested mode: %dx%dx%d, obtained mode %dx%dx%d (offset %d)\n",
width, height, bpp,
mode->w, mode->h, mode->format->BitsPerPixel, mode->offset);
#endif
mode->w = width;
mode->h = height;
SDL_SetClipRect(mode, NULL);
}
SDL_ResetCursor();
SDL_UnlockCursor();
/* If we failed setting a video mode, return NULL... (Uh Oh!) */
if ( mode == NULL ) {
return(NULL);
}
/* If there is no window manager, set the SDL_NOFRAME flag */
if ( ! video->info.wm_available ) {
mode->flags |= SDL_NOFRAME;
}
/* Reset the mouse cursor and grab for new video mode */
SDL_SetCursor(NULL);
if ( video->UpdateMouse ) {
video->UpdateMouse(this);
}
SDL_WM_GrabInput(saved_grab);
SDL_GetRelativeMouseState(NULL, NULL); /* Clear first large delta */
/* If we're running OpenGL, make the context current */
if ( (video->screen->flags & SDL_OPENGL) &&
video->GL_MakeCurrent ) {
if ( video->GL_MakeCurrent(this) < 0 ) {
return(NULL);
}
}
/* Set up a fake SDL surface for OpenGL "blitting" */
if ( (flags & SDL_OPENGLBLIT) == SDL_OPENGLBLIT ) {
/* Load GL functions for performing the texture updates */
#ifdef HAVE_OPENGL
#define SDL_PROC(ret,func,params) \
do { \
video->func = SDL_GL_GetProcAddress(#func); \
if ( ! video->func ) { \
SDL_SetError("Couldn't load GL function: %s\n", #func); \
return(NULL); \
} \
} while ( 0 );
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Create a software surface for blitting */
#ifdef GL_VERSION_1_2
/* If the implementation either supports the packed pixels
extension, or implements the core OpenGL 1.2 API, it will
support the GL_UNSIGNED_SHORT_5_6_5 texture format.
*/
if ( (bpp == 16) &&
(strstr((const char *)video->glGetString(GL_EXTENSIONS),
"GL_EXT_packed_pixels") ||
(strncmp((const char *)video->glGetString(GL_VERSION),
"1.2", 3) == 0)) )
{
video->is_32bit = 0;
SDL_VideoSurface = SDL_CreateRGBSurface(
flags,
width,
height,
16,
31 << 11,
63 << 5,
31,
0
);
}
else
#endif /* OpenGL 1.2 */
{
video->is_32bit = 1;
SDL_VideoSurface = SDL_CreateRGBSurface(
flags,
width,
height,
32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000
#else
0xFF000000,
0x00FF0000,
0x0000FF00,
0x000000FF
#endif
);
}
if ( ! SDL_VideoSurface ) {
return(NULL);
}
SDL_VideoSurface->flags = mode->flags | SDL_OPENGLBLIT;
/* Free the original video mode surface (is this safe?) */
SDL_FreeSurface(mode);
/* Set the surface completely opaque & white by default */
memset( SDL_VideoSurface->pixels, 255, SDL_VideoSurface->h * SDL_VideoSurface->pitch );
video->glGenTextures( 1, &video->texture );
video->glBindTexture( GL_TEXTURE_2D, video->texture );
video->glTexImage2D(
GL_TEXTURE_2D,
0,
video->is_32bit ? GL_RGBA : GL_RGB,
256,
256,
0,
video->is_32bit ? GL_RGBA : GL_RGB,
#ifdef GL_VERSION_1_2
video->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
#else
GL_UNSIGNED_BYTE,
#endif
NULL);
video->UpdateRects = SDL_GL_UpdateRectsLock;
#else
SDL_SetError("Somebody forgot to #define HAVE_OPENGL");
return(NULL);
#endif
}
/* Create a shadow surface if necessary */
/* There are three conditions under which we create a shadow surface:
1. We need a particular bits-per-pixel that we didn't get.
2. We need a hardware palette and didn't get one.
3. We need a software surface and got a hardware surface.
*/
if ( !(SDL_VideoSurface->flags & SDL_OPENGL) &&
(
( !(flags&SDL_ANYFORMAT) &&
(SDL_VideoSurface->format->BitsPerPixel != bpp)) ||
( (flags&SDL_HWPALETTE) &&
!(SDL_VideoSurface->flags&SDL_HWPALETTE)) ||
/* If the surface is in hardware, video writes are visible
as soon as they are performed, so we need to buffer them
*/
( ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) &&
(SDL_VideoSurface->flags&SDL_HWSURFACE))
) ) {
SDL_CreateShadowSurface(bpp);
if ( SDL_ShadowSurface == NULL ) {
SDL_SetError("Couldn't create shadow surface");
return(NULL);
}
SDL_PublicSurface = SDL_ShadowSurface;
} else {
SDL_PublicSurface = SDL_VideoSurface;
}
video->info.vfmt = SDL_VideoSurface->format;
/* We're done! */
return(SDL_PublicSurface);
}
/*
* Convert a surface into the video pixel format.
*/
SDL_Surface * SDL_DisplayFormat (SDL_Surface *surface)
{
Uint32 flags;
if ( ! SDL_PublicSurface ) {
SDL_SetError("No video mode has been set");
return(NULL);
}
/* Set the flags appropriate for copying to display surface */
flags = (SDL_PublicSurface->flags&SDL_HWSURFACE);
#ifdef AUTORLE_DISPLAYFORMAT
flags |= (surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA));
flags |= SDL_RLEACCELOK;
#else
flags |= surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA|SDL_RLEACCELOK);
#endif
return(SDL_ConvertSurface(surface, SDL_PublicSurface->format, flags));
}
/*
* Convert a surface into a format that's suitable for blitting to
* the screen, but including an alpha channel.
*/
SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface)
{
SDL_PixelFormat *vf;
SDL_PixelFormat *format;
SDL_Surface *converted;
Uint32 flags;
/* default to ARGB8888 */
Uint32 amask = 0xff000000;
Uint32 rmask = 0x00ff0000;
Uint32 gmask = 0x0000ff00;
Uint32 bmask = 0x000000ff;
if ( ! SDL_PublicSurface ) {
SDL_SetError("No video mode has been set");
return(NULL);
}
vf = SDL_PublicSurface->format;
switch(vf->BytesPerPixel) {
case 2:
/* For XGY5[56]5, use, AXGY8888, where {X, Y} = {R, B}.
For anything else (like ARGB4444) it doesn't matter
since we have no special code for it anyway */
if ( (vf->Rmask == 0x1f) &&
(vf->Bmask == 0xf800 || vf->Bmask == 0x7c00)) {
rmask = 0xff;
bmask = 0xff0000;
}
break;
case 3:
case 4:
/* Keep the video format, as long as the high 8 bits are
unused or alpha */
if ( (vf->Rmask == 0xff) && (vf->Bmask == 0xff0000) ) {
rmask = 0xff;
bmask = 0xff0000;
}
break;
default:
/* We have no other optimised formats right now. When/if a new
optimised alpha format is written, add the converter here */
break;
}
format = SDL_AllocFormat(32, rmask, gmask, bmask, amask);
flags = SDL_PublicSurface->flags & SDL_HWSURFACE;
flags |= surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
converted = SDL_ConvertSurface(surface, format, flags);
SDL_FreeFormat(format);
return(converted);
}
/*
* Update a specific portion of the physical screen
*/
void SDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h)
{
if ( screen ) {
SDL_Rect rect;
/* Perform some checking */
if ( w == 0 )
w = screen->w;
if ( h == 0 )
h = screen->h;
if ( (int)(x+w) > screen->w )
return;
if ( (int)(y+h) > screen->h )
return;
/* Fill the rectangle */
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
SDL_UpdateRects(screen, 1, &rect);
}
}
void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
{
int i;
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
if ( screen == SDL_ShadowSurface ) {
/* Blit the shadow surface using saved mapping */
SDL_Palette *pal = screen->format->palette;
SDL_Color *saved_colors = NULL;
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
/* simulated 8bpp, use correct physical palette */
saved_colors = pal->colors;
if ( video->gammacols ) {
/* gamma-corrected palette */
pal->colors = video->gammacols;
} else if ( video->physpal ) {
/* physical palette different from logical */
pal->colors = video->physpal->colors;
}
}
if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
SDL_LockCursor();
SDL_DrawCursor(SDL_ShadowSurface);
for ( i=0; i<numrects; ++i ) {
SDL_LowerBlit(SDL_ShadowSurface, &rects[i],
SDL_VideoSurface, &rects[i]);
}
SDL_EraseCursor(SDL_ShadowSurface);
SDL_UnlockCursor();
} else {
for ( i=0; i<numrects; ++i ) {
SDL_LowerBlit(SDL_ShadowSurface, &rects[i],
SDL_VideoSurface, &rects[i]);
}
}
if ( saved_colors )
pal->colors = saved_colors;
/* Fall through to video surface update */
screen = SDL_VideoSurface;
}
if ( screen == SDL_VideoSurface ) {
/* Update the video surface */
if ( screen->offset ) {
for ( i=0; i<numrects; ++i ) {
rects[i].x += video->offset_x;
rects[i].y += video->offset_y;
}
video->UpdateRects(this, numrects, rects);
for ( i=0; i<numrects; ++i ) {
rects[i].x -= video->offset_x;
rects[i].y -= video->offset_y;
}
} else {
video->UpdateRects(this, numrects, rects);
}
}
}
/*
* Performs hardware double buffering, if possible, or a full update if not.
*/
int SDL_Flip(SDL_Surface *screen)
{
SDL_VideoDevice *video = current_video;
/* Copy the shadow surface to the video surface */
if ( screen == SDL_ShadowSurface ) {
SDL_Rect rect;
SDL_Palette *pal = screen->format->palette;
SDL_Color *saved_colors = NULL;
if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
/* simulated 8bpp, use correct physical palette */
saved_colors = pal->colors;
if ( video->gammacols ) {
/* gamma-corrected palette */
pal->colors = video->gammacols;
} else if ( video->physpal ) {
/* physical palette different from logical */
pal->colors = video->physpal->colors;
}
}
rect.x = 0;
rect.y = 0;
rect.w = screen->w;
rect.h = screen->h;
SDL_LowerBlit(SDL_ShadowSurface,&rect, SDL_VideoSurface,&rect);
if ( saved_colors )
pal->colors = saved_colors;
screen = SDL_VideoSurface;
}
if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
SDL_VideoDevice *this = current_video;
return(video->FlipHWSurface(this, SDL_VideoSurface));
} else {
SDL_UpdateRect(screen, 0, 0, 0, 0);
}
return(0);
}
static void SetPalette_logical(SDL_Surface *screen, SDL_Color *colors,
int firstcolor, int ncolors)
{
SDL_Palette *pal = screen->format->palette;
SDL_Palette *vidpal;
if ( colors != (pal->colors + firstcolor) ) {
memcpy(pal->colors + firstcolor, colors,
ncolors * sizeof(*colors));
}
vidpal = SDL_VideoSurface->format->palette;
if ( (screen == SDL_ShadowSurface) && vidpal ) {
/*
* This is a shadow surface, and the physical
* framebuffer is also indexed. Propagate the
* changes to its logical palette so that
* updates are always identity blits
*/
memcpy(vidpal->colors + firstcolor, colors,
ncolors * sizeof(*colors));
}
SDL_FormatChanged(screen);
}
static int SetPalette_physical(SDL_Surface *screen,
SDL_Color *colors, int firstcolor, int ncolors)
{
SDL_VideoDevice *video = current_video;
int gotall = 1;
if ( video->physpal ) {
/* We need to copy the new colors, since we haven't
* already done the copy in the logical set above.
*/
memcpy(video->physpal->colors + firstcolor,
colors, ncolors * sizeof(*colors));
}
if ( screen == SDL_ShadowSurface ) {
if ( SDL_VideoSurface->flags & SDL_HWPALETTE ) {
/*
* The real screen is also indexed - set its physical
* palette. The physical palette does not include the
* gamma modification, we apply it directly instead,
* but this only happens if we have hardware palette.
*/
screen = SDL_VideoSurface;
} else {
/*
* The video surface is not indexed - invalidate any
* active shadow-to-video blit mappings.
*/
if ( screen->map->dst == SDL_VideoSurface ) {
SDL_InvalidateMap(screen->map);
}
if ( video->gamma ) {
if( ! video->gammacols ) {
SDL_Palette *pp = video->physpal;
if(!pp)
pp = screen->format->palette;
video->gammacols = malloc(pp->ncolors
* sizeof(SDL_Color));
SDL_ApplyGamma(video->gamma,
pp->colors,
video->gammacols,
pp->ncolors);
} else {
SDL_ApplyGamma(video->gamma, colors,
video->gammacols
+ firstcolor,
ncolors);
}
}
SDL_UpdateRect(screen, 0, 0, 0, 0);
}
}
if ( screen == SDL_VideoSurface ) {
SDL_Color gcolors[256];
if ( video->gamma ) {
SDL_ApplyGamma(video->gamma, colors, gcolors, ncolors);
colors = gcolors;
}
gotall = video->SetColors(video, firstcolor, ncolors, colors);
if ( ! gotall ) {
/* The video flags shouldn't have SDL_HWPALETTE, and
the video driver is responsible for copying back the
correct colors into the video surface palette.
*/
;
}
SDL_CursorPaletteChanged();
}
return gotall;
}
/*
* Set the physical and/or logical colormap of a surface:
* Only the screen has a physical colormap. It determines what is actually
* sent to the display.
* The logical colormap is used to map blits to/from the surface.
* 'which' is one or both of SDL_LOGPAL, SDL_PHYSPAL
*
* Return nonzero if all colours were set as requested, or 0 otherwise.
*/
int SDL_SetPalette(SDL_Surface *screen, int which,
SDL_Color *colors, int firstcolor, int ncolors)
{
SDL_Palette *pal;
int gotall;
int palsize;
if ( screen != SDL_PublicSurface ) {
/* only screens have physical palettes */
which &= ~SDL_PHYSPAL;
} else if( (screen->flags & SDL_HWPALETTE) != SDL_HWPALETTE ) {
/* hardware palettes required for split colormaps */
which |= SDL_PHYSPAL | SDL_LOGPAL;
}
/* Verify the parameters */
pal = screen->format->palette;
if( !pal ) {
return 0; /* not a palettized surface */
}
gotall = 1;
palsize = 1 << screen->format->BitsPerPixel;
if ( ncolors > (palsize - firstcolor) ) {
ncolors = (palsize - firstcolor);
gotall = 0;
}
if ( which & SDL_LOGPAL ) {
/*
* Logical palette change: The actual screen isn't affected,
* but the internal colormap is altered so that the
* interpretation of the pixel values (for blits etc) is
* changed.
*/
SetPalette_logical(screen, colors, firstcolor, ncolors);
}
if ( which & SDL_PHYSPAL ) {
SDL_VideoDevice *video = current_video;
/*
* Physical palette change: This doesn't affect the
* program's idea of what the screen looks like, but changes
* its actual appearance.
*/
if(!video)
return gotall; /* video not yet initialized */
if(!video->physpal && !(which & SDL_LOGPAL) ) {
/* Lazy physical palette allocation */
int size;
SDL_Palette *pp = malloc(sizeof(*pp));
current_video->physpal = pp;
pp->ncolors = pal->ncolors;
size = pp->ncolors * sizeof(SDL_Color);
pp->colors = malloc(size);
memcpy(pp->colors, pal->colors, size);
}
if ( ! SetPalette_physical(screen,
colors, firstcolor, ncolors) ) {
gotall = 0;
}
}
return gotall;
}
int SDL_SetColors(SDL_Surface *screen, SDL_Color *colors, int firstcolor,
int ncolors)
{
return SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL,
colors, firstcolor, ncolors);
}
/*
* Clean up the video subsystem
*/
void SDL_VideoQuit (void)
{
SDL_Surface *ready_to_go;
if ( current_video ) {
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
/* Halt event processing before doing anything else */
SDL_StopEventLoop();
/* Clean up allocated window manager items */
if ( SDL_PublicSurface ) {
SDL_PublicSurface = NULL;
}
SDL_CursorQuit();
/* Just in case... */
SDL_WM_GrabInputOff();
/* Clean up the system video */
video->VideoQuit(this);
/* Free any lingering surfaces */
ready_to_go = SDL_ShadowSurface;
SDL_ShadowSurface = NULL;
SDL_FreeSurface(ready_to_go);
if ( SDL_VideoSurface != NULL ) {
ready_to_go = SDL_VideoSurface;
SDL_VideoSurface = NULL;
SDL_FreeSurface(ready_to_go);
}
SDL_PublicSurface = NULL;
/* Clean up miscellaneous memory */
if ( video->physpal ) {
free(video->physpal->colors);
free(video->physpal);
video->physpal = NULL;
}
if ( video->gammacols ) {
free(video->gammacols);
video->gammacols = NULL;
}
if ( video->gamma ) {
free(video->gamma);
video->gamma = NULL;
}
if ( wm_title != NULL ) {
free(wm_title);
wm_title = NULL;
}
if ( wm_icon != NULL ) {
free(wm_icon);
wm_icon = NULL;
}
/* Finish cleaning up video subsystem */
video->free(this);
current_video = NULL;
}
return;
}
/* Load the GL driver library */
int SDL_GL_LoadLibrary(const char *path)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
int retval;
retval = -1;
if ( video->GL_LoadLibrary ) {
retval = video->GL_LoadLibrary(this, path);
} else {
SDL_SetError("No dynamic GL support in video driver");
}
return(retval);
}
void *SDL_GL_GetProcAddress(const char* proc)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
void *func;
func = NULL;
if ( video->GL_GetProcAddress ) {
if ( video->gl_config.driver_loaded ) {
func = video->GL_GetProcAddress(this, proc);
} else {
SDL_SetError("No GL driver has been loaded");
}
} else {
SDL_SetError("No dynamic GL support in video driver");
}
return func;
}
/* Set the specified GL attribute for setting up a GL video mode */
int SDL_GL_SetAttribute( SDL_GLattr attr, int value )
{
int retval;
SDL_VideoDevice *video = current_video;
retval = 0;
switch (attr) {
case SDL_GL_RED_SIZE:
video->gl_config.red_size = value;
break;
case SDL_GL_GREEN_SIZE:
video->gl_config.green_size = value;
break;
case SDL_GL_BLUE_SIZE:
video->gl_config.blue_size = value;
break;
case SDL_GL_ALPHA_SIZE:
video->gl_config.alpha_size = value;
break;
case SDL_GL_DOUBLEBUFFER:
video->gl_config.double_buffer = value;
break;
case SDL_GL_BUFFER_SIZE:
video->gl_config.buffer_size = value;
break;
case SDL_GL_DEPTH_SIZE:
video->gl_config.depth_size = value;
break;
case SDL_GL_STENCIL_SIZE:
video->gl_config.stencil_size = value;
break;
case SDL_GL_ACCUM_RED_SIZE:
video->gl_config.accum_red_size = value;
break;
case SDL_GL_ACCUM_GREEN_SIZE:
video->gl_config.accum_green_size = value;
break;
case SDL_GL_ACCUM_BLUE_SIZE:
video->gl_config.accum_blue_size = value;
break;
case SDL_GL_ACCUM_ALPHA_SIZE:
video->gl_config.accum_alpha_size = value;
break;
default:
SDL_SetError("Unknown OpenGL attribute");
retval = -1;
break;
}
return(retval);
}
/* Retrieve an attribute value from the windowing system. */
int SDL_GL_GetAttribute(SDL_GLattr attr, int* value)
{
int retval = -1;
SDL_VideoDevice* video = current_video;
SDL_VideoDevice* this = current_video;
if ( video->GL_GetAttribute ) {
retval = this->GL_GetAttribute(this, attr, value);
}
return retval;
}
/* Perform a GL buffer swap on the current GL context */
void SDL_GL_SwapBuffers(void)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
if ( video->screen->flags & SDL_OPENGL ) {
video->GL_SwapBuffers( this );
}
}
/* Update rects with locking */
void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect *rects)
{
SDL_GL_Lock();
SDL_GL_UpdateRects(numrects, rects);
SDL_GL_Unlock();
}
/* Update rects without state setting and changing (the caller is responsible for it) */
void SDL_GL_UpdateRects(int numrects, SDL_Rect *rects)
{
#ifdef HAVE_OPENGL
SDL_VideoDevice *this = current_video;
SDL_Rect update, tmp;
int x, y, i;
for ( i = 0; i < numrects; i++ )
{
tmp.y = rects[i].y;
tmp.h = rects[i].h;
for ( y = 0; y <= rects[i].h / 256; y++ )
{
tmp.x = rects[i].x;
tmp.w = rects[i].w;
for ( x = 0; x <= rects[i].w / 256; x++ )
{
update.x = tmp.x;
update.y = tmp.y;
update.w = tmp.w;
update.h = tmp.h;
if ( update.w > 256 )
update.w = 256;
if ( update.h > 256 )
update.h = 256;
this->glFlush();
this->glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
update.w,
update.h,
this->is_32bit? GL_RGBA : GL_RGB,
#ifdef GL_VERSION_1_2
this->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
#else
GL_UNSIGNED_BYTE,
#endif
(Uint8 *)this->screen->pixels +
this->screen->format->BytesPerPixel * update.x +
update.y * this->screen->pitch );
this->glFlush();
/*
* Note the parens around the function name:
* This is because some OpenGL implementations define glTexCoord etc
* as macros, and we don't want them expanded here.
*/
this->glBegin(GL_TRIANGLE_STRIP);
(this->glTexCoord2f)( 0.0, 0.0 );
(this->glVertex2i)( update.x, update.y );
(this->glTexCoord2f)( (float)(update.w / 256.0), 0.0 );
(this->glVertex2i)( update.x + update.w, update.y );
(this->glTexCoord2f)( 0.0, (float)(update.h / 256.0) );
(this->glVertex2i)( update.x, update.y + update.h );
(this->glTexCoord2f)( (float)(update.w / 256.0), (float)(update.h / 256.0) );
(this->glVertex2i)( update.x + update.w , update.y + update.h );
this->glEnd();
tmp.x += 256;
tmp.w -= 256;
}
tmp.y += 256;
tmp.h -= 256;
}
}
#endif
}
/* Lock == save current state */
void SDL_GL_Lock()
{
#ifdef HAVE_OPENGL
lock_count--;
if (lock_count==-1)
{
SDL_VideoDevice *this = current_video;
this->glPushAttrib( GL_ALL_ATTRIB_BITS ); /* TODO: narrow range of what is saved */
this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
this->glEnable(GL_TEXTURE_2D);
this->glEnable(GL_BLEND);
this->glDisable(GL_FOG);
this->glDisable(GL_ALPHA_TEST);
this->glDisable(GL_DEPTH_TEST);
this->glDisable(GL_SCISSOR_TEST);
this->glDisable(GL_STENCIL_TEST);
this->glDisable(GL_CULL_FACE);
this->glBindTexture( GL_TEXTURE_2D, this->texture );
this->glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
this->glPixelStorei( GL_UNPACK_ROW_LENGTH, this->screen->pitch / this->screen->format->BytesPerPixel );
this->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
(this->glColor4f)(1.0, 1.0, 1.0, 1.0); /* Solaris workaround */
this->glViewport(0, 0, this->screen->w, this->screen->h);
this->glMatrixMode(GL_PROJECTION);
this->glPushMatrix();
this->glLoadIdentity();
this->glOrtho(0.0, (GLdouble) this->screen->w, (GLdouble) this->screen->h, 0.0, 0.0, 1.0);
this->glMatrixMode(GL_MODELVIEW);
this->glPushMatrix();
this->glLoadIdentity();
}
#endif
}
/* Unlock == restore saved state */
void SDL_GL_Unlock()
{
#ifdef HAVE_OPENGL
lock_count++;
if (lock_count==0)
{
SDL_VideoDevice *this = current_video;
this->glPopMatrix();
this->glMatrixMode(GL_PROJECTION);
this->glPopMatrix();
this->glPopClientAttrib();
this->glPopAttrib();
}
#endif
}
/*
* Sets/Gets the title and icon text of the display window, if any.
*/
void SDL_WM_SetCaption (const char *title, const char *icon)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
if ( title ) {
if ( wm_title ) {
free(wm_title);
}
wm_title = (char *)malloc(strlen(title)+1);
if ( wm_title != NULL ) {
strcpy(wm_title, title);
}
}
if ( icon ) {
if ( wm_icon ) {
free(wm_icon);
}
wm_icon = (char *)malloc(strlen(icon)+1);
if ( wm_icon != NULL ) {
strcpy(wm_icon, icon);
}
}
if ( (title || icon) && video && (video->SetCaption != NULL) ) {
video->SetCaption(this, wm_title, wm_icon);
}
}
void SDL_WM_GetCaption (char **title, char **icon)
{
if ( title ) {
*title = wm_title;
}
if ( icon ) {
*icon = wm_icon;
}
}
/* Utility function used by SDL_WM_SetIcon() */
static void CreateMaskFromColorKey(SDL_Surface *icon, Uint8 *mask)
{
int x, y;
Uint32 colorkey;
#define SET_MASKBIT(icon, x, y, mask) \
mask[(y*((icon->w+7)/8))+(x/8)] &= ~(0x01<<(7-(x%8)))
colorkey = icon->format->colorkey;
switch (icon->format->BytesPerPixel) {
case 1: { Uint8 *pixels;
for ( y=0; y<icon->h; ++y ) {
pixels = (Uint8 *)icon->pixels + y*icon->pitch;
for ( x=0; x<icon->w; ++x ) {
if ( *pixels++ == colorkey ) {
SET_MASKBIT(icon, x, y, mask);
}
}
}
}
break;
case 2: { Uint16 *pixels;
for ( y=0; y<icon->h; ++y ) {
pixels = (Uint16 *)icon->pixels +
y*icon->pitch/2;
for ( x=0; x<icon->w; ++x ) {
if ( *pixels++ == colorkey ) {
SET_MASKBIT(icon, x, y, mask);
}
}
}
}
break;
case 4: { Uint32 *pixels;
for ( y=0; y<icon->h; ++y ) {
pixels = (Uint32 *)icon->pixels +
y*icon->pitch/4;
for ( x=0; x<icon->w; ++x ) {
if ( *pixels++ == colorkey ) {
SET_MASKBIT(icon, x, y, mask);
}
}
}
}
break;
}
}
/*
* Sets the window manager icon for the display window.
*/
void SDL_WM_SetIcon (SDL_Surface *icon, Uint8 *mask)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
if ( icon && video->SetIcon ) {
/* Generate a mask if necessary, and create the icon! */
if ( mask == NULL ) {
int mask_len = icon->h*(icon->w+7)/8;
mask = (Uint8 *)malloc(mask_len);
if ( mask == NULL ) {
return;
}
memset(mask, ~0, mask_len);
if ( icon->flags & SDL_SRCCOLORKEY ) {
CreateMaskFromColorKey(icon, mask);
}
video->SetIcon(video, icon, mask);
free(mask);
} else {
video->SetIcon(this, icon, mask);
}
}
}
/*
* Grab or ungrab the keyboard and mouse input.
* This function returns the final grab mode after calling the
* driver dependent function.
*/
static SDL_GrabMode SDL_WM_GrabInputRaw(SDL_GrabMode mode)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
/* Only do something if we have support for grabs */
if ( video->GrabInput == NULL ) {
return(video->input_grab);
}
/* If the final grab mode if off, only then do we actually grab */
#ifdef DEBUG_GRAB
printf("SDL_WM_GrabInputRaw(%d) ... ", mode);
#endif
if ( mode == SDL_GRAB_OFF ) {
if ( video->input_grab != SDL_GRAB_OFF ) {
mode = video->GrabInput(this, mode);
}
} else {
if ( video->input_grab == SDL_GRAB_OFF ) {
mode = video->GrabInput(this, mode);
}
}
if ( mode != video->input_grab ) {
video->input_grab = mode;
if ( video->CheckMouseMode ) {
video->CheckMouseMode(this);
}
}
#ifdef DEBUG_GRAB
printf("Final mode %d\n", video->input_grab);
#endif
/* Return the final grab state */
if ( mode >= SDL_GRAB_FULLSCREEN ) {
mode -= SDL_GRAB_FULLSCREEN;
}
return(mode);
}
SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode)
{
SDL_VideoDevice *video = current_video;
/* If the video isn't initialized yet, we can't do anything */
if ( ! video ) {
return SDL_GRAB_OFF;
}
/* Return the current mode on query */
if ( mode == SDL_GRAB_QUERY ) {
mode = video->input_grab;
if ( mode >= SDL_GRAB_FULLSCREEN ) {
mode -= SDL_GRAB_FULLSCREEN;
}
return(mode);
}
#ifdef DEBUG_GRAB
printf("SDL_WM_GrabInput(%d) ... ", mode);
#endif
/* If the video surface is fullscreen, we always grab */
if ( mode >= SDL_GRAB_FULLSCREEN ) {
mode -= SDL_GRAB_FULLSCREEN;
}
if ( SDL_VideoSurface && (SDL_VideoSurface->flags & SDL_FULLSCREEN) ) {
mode += SDL_GRAB_FULLSCREEN;
}
return(SDL_WM_GrabInputRaw(mode));
}
static SDL_GrabMode SDL_WM_GrabInputOff(void)
{
SDL_GrabMode mode;
/* First query the current grab state */
mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
/* Now explicitly turn off input grab */
SDL_WM_GrabInputRaw(SDL_GRAB_OFF);
/* Return the old state */
return(mode);
}
/*
* Iconify the window in window managed environments.
* A successful iconification will result in an SDL_APPACTIVE loss event.
*/
int SDL_WM_IconifyWindow(void)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
int retval;
retval = 0;
if ( video->IconifyWindow ) {
retval = video->IconifyWindow(this);
}
return(retval);
}
/*
* Toggle fullscreen mode
*/
int SDL_WM_ToggleFullScreen(SDL_Surface *surface)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
int toggled;
toggled = 0;
if ( SDL_PublicSurface && (surface == SDL_PublicSurface) &&
video->ToggleFullScreen ) {
if ( surface->flags & SDL_FULLSCREEN ) {
toggled = video->ToggleFullScreen(this, 0);
if ( toggled ) {
SDL_VideoSurface->flags &= ~SDL_FULLSCREEN;
SDL_PublicSurface->flags &= ~SDL_FULLSCREEN;
}
} else {
toggled = video->ToggleFullScreen(this, 1);
if ( toggled ) {
SDL_VideoSurface->flags |= SDL_FULLSCREEN;
SDL_PublicSurface->flags |= SDL_FULLSCREEN;
}
}
/* Double-check the grab state inside SDL_WM_GrabInput() */
if ( toggled ) {
SDL_WM_GrabInput(video->input_grab);
}
}
return(toggled);
}
/*
* Get some platform dependent window manager information
*/
int SDL_GetWMInfo (SDL_SysWMinfo *info)
{
SDL_VideoDevice *video = current_video;
SDL_VideoDevice *this = current_video;
if ( video && video->GetWMInfo ) {
return(video->GetWMInfo(this, info));
} else {
return(0);
}
}