sdl_v.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #ifdef WITH_SDL
00013 
00014 #include "../stdafx.h"
00015 #include "../openttd.h"
00016 #include "../gfx_func.h"
00017 #include "../sdl.h"
00018 #include "../variables.h"
00019 #include "../rev.h"
00020 #include "../blitter/factory.hpp"
00021 #include "../network/network.h"
00022 #include "../functions.h"
00023 #include "../thread/thread.h"
00024 #include "../genworld.h"
00025 #include "sdl_v.h"
00026 #include <SDL.h>
00027 
00028 static FVideoDriver_SDL iFVideoDriver_SDL;
00029 
00030 static SDL_Surface *_sdl_screen;
00031 static bool _all_modes;
00033 static bool _last_fix_at;
00034 
00036 static bool _draw_threaded;
00038 static ThreadObject *_draw_thread = NULL;
00040 static ThreadMutex *_draw_mutex = NULL;
00042 static volatile bool _draw_continue;
00043 
00044 #define MAX_DIRTY_RECTS 100
00045 static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
00046 static int _num_dirty_rects;
00047 
00048 void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
00049 {
00050   if (_num_dirty_rects < MAX_DIRTY_RECTS) {
00051     _dirty_rects[_num_dirty_rects].x = left;
00052     _dirty_rects[_num_dirty_rects].y = top;
00053     _dirty_rects[_num_dirty_rects].w = width;
00054     _dirty_rects[_num_dirty_rects].h = height;
00055   }
00056   _num_dirty_rects++;
00057 }
00058 
00059 static void UpdatePalette(uint start, uint count)
00060 {
00061   SDL_Color pal[256];
00062 
00063   for (uint i = 0; i != count; i++) {
00064     pal[i].r = _cur_palette[start + i].r;
00065     pal[i].g = _cur_palette[start + i].g;
00066     pal[i].b = _cur_palette[start + i].b;
00067     pal[i].unused = 0;
00068   }
00069 
00070   SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
00071 }
00072 
00073 static void InitPalette()
00074 {
00075   UpdatePalette(0, 256);
00076 }
00077 
00078 static void CheckPaletteAnim()
00079 {
00080   if (_pal_count_dirty != 0) {
00081     Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
00082 
00083     switch (blitter->UsePaletteAnimation()) {
00084       case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
00085         UpdatePalette(_pal_first_dirty, _pal_count_dirty);
00086         break;
00087 
00088       case Blitter::PALETTE_ANIMATION_BLITTER:
00089         blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
00090         break;
00091 
00092       case Blitter::PALETTE_ANIMATION_NONE:
00093         break;
00094 
00095       default:
00096         NOT_REACHED();
00097     }
00098     _pal_count_dirty = 0;
00099   }
00100 }
00101 
00102 static void DrawSurfaceToScreen()
00103 {
00104   int n = _num_dirty_rects;
00105   if (n == 0) return;
00106 
00107   _num_dirty_rects = 0;
00108   if (n > MAX_DIRTY_RECTS) {
00109     SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
00110   } else {
00111     SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
00112   }
00113 }
00114 
00115 static void DrawSurfaceToScreenThread(void *)
00116 {
00117   /* First wait till we 'may' start */
00118   _draw_mutex->BeginCritical();
00119   _draw_mutex->WaitForSignal();
00120 
00121   while (_draw_continue) {
00122     /* Then just draw and wait till we stop */
00123     DrawSurfaceToScreen();
00124     _draw_mutex->WaitForSignal();
00125   }
00126 
00127   _draw_mutex->EndCritical();
00128   _draw_thread->Exit();
00129 }
00130 
00131 static const Dimension _default_resolutions[] = {
00132   { 640,  480},
00133   { 800,  600},
00134   {1024,  768},
00135   {1152,  864},
00136   {1280,  800},
00137   {1280,  960},
00138   {1280, 1024},
00139   {1400, 1050},
00140   {1600, 1200},
00141   {1680, 1050},
00142   {1920, 1200}
00143 };
00144 
00145 static void GetVideoModes()
00146 {
00147   SDL_Rect **modes = SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | SDL_FULLSCREEN);
00148   if (modes == NULL) usererror("sdl: no modes available");
00149 
00150   _all_modes = (SDL_CALL SDL_ListModes(NULL, SDL_SWSURFACE | (_fullscreen ? SDL_FULLSCREEN : 0)) == (void*)-1);
00151   if (modes == (void*)-1) {
00152     int n = 0;
00153     for (uint i = 0; i < lengthof(_default_resolutions); i++) {
00154       if (SDL_CALL SDL_VideoModeOK(_default_resolutions[i].width, _default_resolutions[i].height, 8, SDL_FULLSCREEN) != 0) {
00155         _resolutions[n] = _default_resolutions[i];
00156         if (++n == lengthof(_resolutions)) break;
00157       }
00158     }
00159     _num_resolutions = n;
00160   } else {
00161     int n = 0;
00162     for (int i = 0; modes[i]; i++) {
00163       uint w = modes[i]->w;
00164       uint h = modes[i]->h;
00165       int j;
00166       for (j = 0; j < n; j++) {
00167         if (_resolutions[j].width == w && _resolutions[j].height == h) break;
00168       }
00169 
00170       if (j == n) {
00171         _resolutions[j].width  = w;
00172         _resolutions[j].height = h;
00173         if (++n == lengthof(_resolutions)) break;
00174       }
00175     }
00176     _num_resolutions = n;
00177     SortResolutions(_num_resolutions);
00178   }
00179 }
00180 
00181 static void GetAvailableVideoMode(uint *w, uint *h)
00182 {
00183   /* All modes available? */
00184   if (_all_modes || _num_resolutions == 0) return;
00185 
00186   /* Is the wanted mode among the available modes? */
00187   for (int i = 0; i != _num_resolutions; i++) {
00188     if (*w == _resolutions[i].width && *h == _resolutions[i].height) return;
00189   }
00190 
00191   /* Use the closest possible resolution */
00192   int best = 0;
00193   uint delta = Delta(_resolutions[0].width, *w) * Delta(_resolutions[0].height, *h);
00194   for (int i = 1; i != _num_resolutions; ++i) {
00195     uint newdelta = Delta(_resolutions[i].width, *w) * Delta(_resolutions[i].height, *h);
00196     if (newdelta < delta) {
00197       best = i;
00198       delta = newdelta;
00199     }
00200   }
00201   *w = _resolutions[best].width;
00202   *h = _resolutions[best].height;
00203 }
00204 
00205 #ifndef ICON_DIR
00206 #define ICON_DIR "media"
00207 #endif
00208 
00209 #ifdef WIN32
00210 /* Let's redefine the LoadBMP macro with because we are dynamically
00211  * loading SDL and need to 'SDL_CALL' all functions */
00212 #undef SDL_LoadBMP
00213 #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_CALL SDL_RWFromFile(file, "rb"), 1)
00214 #endif
00215 
00216 static bool CreateMainSurface(uint w, uint h)
00217 {
00218   SDL_Surface *newscreen, *icon;
00219   char caption[50];
00220   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00221 
00222   GetAvailableVideoMode(&w, &h);
00223 
00224   DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp);
00225 
00226   if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
00227 
00228   /* Give the application an icon */
00229   icon = SDL_CALL SDL_LoadBMP(ICON_DIR PATHSEP "openttd.32.bmp");
00230   if (icon != NULL) {
00231     /* Get the colourkey, which will be magenta */
00232     uint32 rgbmap = SDL_CALL SDL_MapRGB(icon->format, 255, 0, 255);
00233 
00234     SDL_CALL SDL_SetColorKey(icon, SDL_SRCCOLORKEY, rgbmap);
00235     SDL_CALL SDL_WM_SetIcon(icon, NULL);
00236     SDL_CALL SDL_FreeSurface(icon);
00237   }
00238 
00239   /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
00240   newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
00241   if (newscreen == NULL) {
00242     DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
00243     return false;
00244   }
00245 
00246   /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
00247   _num_dirty_rects = 0;
00248 
00249   _screen.width = newscreen->w;
00250   _screen.height = newscreen->h;
00251   _screen.pitch = newscreen->pitch / (bpp / 8);
00252   _screen.dst_ptr = newscreen->pixels;
00253   _sdl_screen = newscreen;
00254   InitPalette();
00255 
00256   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
00257   SDL_CALL SDL_WM_SetCaption(caption, caption);
00258   SDL_CALL SDL_ShowCursor(0);
00259 
00260   GameSizeChanged();
00261 
00262   return true;
00263 }
00264 
00265 struct VkMapping {
00266   uint16 vk_from;
00267   byte vk_count;
00268   byte map_to;
00269 };
00270 
00271 #define AS(x, z) {x, 0, z}
00272 #define AM(x, y, z, w) {x, y - x, z}
00273 
00274 static const VkMapping _vk_mapping[] = {
00275   /* Pageup stuff + up/down */
00276   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
00277   AS(SDLK_UP,     WKC_UP),
00278   AS(SDLK_DOWN,   WKC_DOWN),
00279   AS(SDLK_LEFT,   WKC_LEFT),
00280   AS(SDLK_RIGHT,  WKC_RIGHT),
00281 
00282   AS(SDLK_HOME,   WKC_HOME),
00283   AS(SDLK_END,    WKC_END),
00284 
00285   AS(SDLK_INSERT, WKC_INSERT),
00286   AS(SDLK_DELETE, WKC_DELETE),
00287 
00288   /* Map letters & digits */
00289   AM(SDLK_a, SDLK_z, 'A', 'Z'),
00290   AM(SDLK_0, SDLK_9, '0', '9'),
00291 
00292   AS(SDLK_ESCAPE,    WKC_ESC),
00293   AS(SDLK_PAUSE,     WKC_PAUSE),
00294   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
00295 
00296   AS(SDLK_SPACE,     WKC_SPACE),
00297   AS(SDLK_RETURN,    WKC_RETURN),
00298   AS(SDLK_TAB,       WKC_TAB),
00299 
00300   /* Function keys */
00301   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
00302 
00303   /* Numeric part. */
00304   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
00305   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
00306   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
00307   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
00308   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
00309   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
00310   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
00311 
00312   /* Other non-letter keys */
00313   AS(SDLK_SLASH,        WKC_SLASH),
00314   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
00315   AS(SDLK_EQUALS,       WKC_EQUALS),
00316   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
00317   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
00318   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
00319 
00320   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
00321   AS(SDLK_COMMA,   WKC_COMMA),
00322   AS(SDLK_MINUS,   WKC_MINUS),
00323   AS(SDLK_PERIOD,  WKC_PERIOD)
00324 };
00325 
00326 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
00327 {
00328   const VkMapping *map;
00329   uint key = 0;
00330 
00331   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
00332     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
00333       key = sym->sym - map->vk_from + map->map_to;
00334       break;
00335     }
00336   }
00337 
00338   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
00339 #if defined(WIN32) || defined(__OS2__)
00340   if (sym->scancode == 41) key = WKC_BACKQUOTE;
00341 #elif defined(__APPLE__)
00342   if (sym->scancode == 10) key = WKC_BACKQUOTE;
00343 #elif defined(__MORPHOS__)
00344   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
00345 #elif defined(__BEOS__)
00346   if (sym->scancode == 17) key = WKC_BACKQUOTE;
00347 #elif defined(__SVR4) && defined(__sun)
00348   if (sym->scancode == 60) key = WKC_BACKQUOTE;
00349   if (sym->scancode == 49) key = WKC_BACKSPACE;
00350 #elif defined(__sgi__)
00351   if (sym->scancode == 22) key = WKC_BACKQUOTE;
00352 #else
00353   if (sym->scancode == 49) key = WKC_BACKQUOTE;
00354 #endif
00355 
00356   /* META are the command keys on mac */
00357   if (sym->mod & KMOD_META)  key |= WKC_META;
00358   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
00359   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
00360   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
00361 
00362   return (key << 16) + sym->unicode;
00363 }
00364 
00365 static int PollEvent()
00366 {
00367   SDL_Event ev;
00368 
00369   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
00370 
00371   switch (ev.type) {
00372     case SDL_MOUSEMOTION:
00373       if (_cursor.fix_at) {
00374         int dx;
00375         int dy;
00376         if (_last_fix_at) {
00377           dx = ev.motion.x - _screen.width / 2;
00378           dy = ev.motion.y - _screen.height / 2;
00379         } else {
00380           /* Mouse hasn't been warped yet, so our movement is
00381            * relative to the old position. */
00382           dx = ev.motion.x - _cursor.pos.x;
00383           dy = ev.motion.y - _cursor.pos.y;
00384           _last_fix_at = true;
00385         }
00386         if (dx != 0 || dy != 0) {
00387           _cursor.delta.x = dx;
00388           _cursor.delta.y = dy;
00389           SDL_CALL SDL_WarpMouse(_screen.width / 2, _screen.height / 2);
00390         }
00391       } else {
00392         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
00393         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
00394         _cursor.pos.x = ev.motion.x;
00395         _cursor.pos.y = ev.motion.y;
00396         _cursor.dirty = true;
00397       }
00398       HandleMouseEvents();
00399       break;
00400 
00401     case SDL_MOUSEBUTTONDOWN:
00402       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
00403         ev.button.button = SDL_BUTTON_RIGHT;
00404       }
00405 
00406       switch (ev.button.button) {
00407         case SDL_BUTTON_LEFT:
00408           _left_button_down = true;
00409           break;
00410 
00411         case SDL_BUTTON_RIGHT:
00412           _right_button_down = true;
00413           _right_button_clicked = true;
00414           break;
00415 
00416         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
00417         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
00418 
00419         default: break;
00420       }
00421       HandleMouseEvents();
00422       break;
00423 
00424     case SDL_MOUSEBUTTONUP:
00425       if (_rightclick_emulate) {
00426         _right_button_down = false;
00427         _left_button_down = false;
00428         _left_button_clicked = false;
00429       } else if (ev.button.button == SDL_BUTTON_LEFT) {
00430         _left_button_down = false;
00431         _left_button_clicked = false;
00432       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
00433         _right_button_down = false;
00434       }
00435       HandleMouseEvents();
00436 
00437       if (_cursor.fix_at != _last_fix_at) {
00438         /* Mouse fixing changed during a mouse button up event, so it
00439          * must have been released. */
00440         _last_fix_at = false;
00441         SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
00442       }
00443       break;
00444 
00445     case SDL_ACTIVEEVENT:
00446       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
00447 
00448       if (ev.active.gain) { // mouse entered the window, enable cursor
00449         _cursor.in_window = true;
00450       } else {
00451         UndrawMouseCursor(); // mouse left the window, undraw cursor
00452         _cursor.in_window = false;
00453       }
00454       break;
00455 
00456     case SDL_QUIT:
00457       HandleExitGameRequest();
00458       break;
00459 
00460     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
00461       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
00462           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
00463         ToggleFullScreen(!_fullscreen);
00464       } else {
00465         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
00466       }
00467       break;
00468 
00469     case SDL_VIDEORESIZE: {
00470       int w = max(ev.resize.w, 64);
00471       int h = max(ev.resize.h, 64);
00472       CreateMainSurface(w, h);
00473       break;
00474     }
00475   }
00476   return -1;
00477 }
00478 
00479 const char *VideoDriver_SDL::Start(const char * const *parm)
00480 {
00481   char buf[30];
00482 
00483   const char *s = SdlOpen(SDL_INIT_VIDEO);
00484   if (s != NULL) return s;
00485 
00486   GetVideoModes();
00487   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00488     return SDL_CALL SDL_GetError();
00489   }
00490 
00491   SDL_CALL SDL_VideoDriverName(buf, 30);
00492   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
00493 
00494   MarkWholeScreenDirty();
00495 
00496   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
00497   SDL_CALL SDL_EnableUNICODE(1);
00498 
00499   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
00500 
00501   return NULL;
00502 }
00503 
00504 void VideoDriver_SDL::Stop()
00505 {
00506   SdlClose(SDL_INIT_VIDEO);
00507 }
00508 
00509 void VideoDriver_SDL::MainLoop()
00510 {
00511   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
00512   uint32 last_cur_ticks = cur_ticks;
00513   uint32 next_tick = cur_ticks + 30;
00514   uint32 pal_tick = 0;
00515   uint32 mod;
00516   int numkeys;
00517   Uint8 *keys;
00518 
00519   if (_draw_threaded) {
00520     /* Initialise the mutex first, because that's the thing we *need*
00521      * directly in the newly created thread. */
00522     _draw_mutex = ThreadMutex::New();
00523     if (_draw_mutex == NULL) {
00524       _draw_threaded = false;
00525     } else {
00526       _draw_mutex->BeginCritical();
00527       _draw_continue = true;
00528 
00529       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
00530 
00531       /* Free the mutex if we won't be able to use it. */
00532       if (!_draw_threaded) {
00533         _draw_mutex->EndCritical();
00534         delete _draw_mutex;
00535       }
00536     }
00537   }
00538 
00539   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
00540 
00541   for (;;) {
00542     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00543     InteractiveRandom(); // randomness
00544 
00545     while (PollEvent() == -1) {}
00546     if (_exit_game) break;
00547 
00548     mod = SDL_CALL SDL_GetModState();
00549     keys = SDL_CALL SDL_GetKeyState(&numkeys);
00550 #if defined(_DEBUG)
00551     if (_shift_pressed)
00552 #else
00553     /* Speedup when pressing tab, except when using ALT+TAB
00554      * to switch to another application */
00555     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
00556 #endif
00557     {
00558       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
00559     } else if (_fast_forward & 2) {
00560       _fast_forward = 0;
00561     }
00562 
00563     cur_ticks = SDL_CALL SDL_GetTicks();
00564     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
00565       _realtime_tick += cur_ticks - last_cur_ticks;
00566       last_cur_ticks = cur_ticks;
00567       next_tick = cur_ticks + 30;
00568 
00569       bool old_ctrl_pressed = _ctrl_pressed;
00570 
00571       _ctrl_pressed  = !!(mod & KMOD_CTRL);
00572       _shift_pressed = !!(mod & KMOD_SHIFT);
00573 
00574       /* determine which directional keys are down */
00575       _dirkeys =
00576         (keys[SDLK_LEFT]  ? 1 : 0) |
00577         (keys[SDLK_UP]    ? 2 : 0) |
00578         (keys[SDLK_RIGHT] ? 4 : 0) |
00579         (keys[SDLK_DOWN]  ? 8 : 0);
00580 
00581       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
00582 
00583       /* The gameloop is the part that can run asynchroniously. The rest
00584        * except sleeping can't. */
00585       if (_draw_threaded) _draw_mutex->EndCritical();
00586 
00587       GameLoop();
00588 
00589       if (_draw_threaded) _draw_mutex->BeginCritical();
00590 
00591       UpdateWindows();
00592       if (++pal_tick > 4) {
00593         CheckPaletteAnim();
00594         pal_tick = 1;
00595       }
00596     } else {
00597       /* Release the thread while sleeping */
00598       if (_draw_threaded) _draw_mutex->EndCritical();
00599       CSleep(1);
00600       if (_draw_threaded) _draw_mutex->BeginCritical();
00601 
00602       NetworkDrawChatMessage();
00603       DrawMouseCursor();
00604     }
00605 
00606     /* End of the critical part. */
00607     if (_draw_threaded && !IsGeneratingWorld()) {
00608       _draw_mutex->SendSignal();
00609     } else {
00610       /* Oh, we didn't have threads, then just draw unthreaded */
00611       DrawSurfaceToScreen();
00612     }
00613   }
00614 
00615   if (_draw_threaded) {
00616     _draw_continue = false;
00617     /* Sending signal if there is no thread blocked
00618      * is very valid and results in noop */
00619     _draw_mutex->SendSignal();
00620     _draw_mutex->EndCritical();
00621     _draw_thread->Join();
00622 
00623     delete _draw_mutex;
00624     delete _draw_thread;
00625   }
00626 }
00627 
00628 bool VideoDriver_SDL::ChangeResolution(int w, int h)
00629 {
00630   if (_draw_threaded) _draw_mutex->BeginCritical();
00631   bool ret = CreateMainSurface(w, h);
00632   if (_draw_threaded) _draw_mutex->EndCritical();
00633   return ret;
00634 }
00635 
00636 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
00637 {
00638   _fullscreen = fullscreen;
00639   GetVideoModes(); // get the list of available video modes
00640   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00641     /* switching resolution failed, put back full_screen to original status */
00642     _fullscreen ^= true;
00643     return false;
00644   }
00645   return true;
00646 }
00647 
00648 #endif /* WITH_SDL */

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