sdl_v.cpp

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00001 /* $Id: sdl_v.cpp 18709 2010-01-04 02:32:36Z peter1138 $ */
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 
00255   BlitterFactoryBase::GetCurrentBlitter()->PostResize();
00256 
00257   InitPalette();
00258 
00259   snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
00260   SDL_CALL SDL_WM_SetCaption(caption, caption);
00261   SDL_CALL SDL_ShowCursor(0);
00262 
00263   GameSizeChanged();
00264 
00265   return true;
00266 }
00267 
00268 struct VkMapping {
00269   uint16 vk_from;
00270   byte vk_count;
00271   byte map_to;
00272 };
00273 
00274 #define AS(x, z) {x, 0, z}
00275 #define AM(x, y, z, w) {x, y - x, z}
00276 
00277 static const VkMapping _vk_mapping[] = {
00278   /* Pageup stuff + up/down */
00279   AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
00280   AS(SDLK_UP,     WKC_UP),
00281   AS(SDLK_DOWN,   WKC_DOWN),
00282   AS(SDLK_LEFT,   WKC_LEFT),
00283   AS(SDLK_RIGHT,  WKC_RIGHT),
00284 
00285   AS(SDLK_HOME,   WKC_HOME),
00286   AS(SDLK_END,    WKC_END),
00287 
00288   AS(SDLK_INSERT, WKC_INSERT),
00289   AS(SDLK_DELETE, WKC_DELETE),
00290 
00291   /* Map letters & digits */
00292   AM(SDLK_a, SDLK_z, 'A', 'Z'),
00293   AM(SDLK_0, SDLK_9, '0', '9'),
00294 
00295   AS(SDLK_ESCAPE,    WKC_ESC),
00296   AS(SDLK_PAUSE,     WKC_PAUSE),
00297   AS(SDLK_BACKSPACE, WKC_BACKSPACE),
00298 
00299   AS(SDLK_SPACE,     WKC_SPACE),
00300   AS(SDLK_RETURN,    WKC_RETURN),
00301   AS(SDLK_TAB,       WKC_TAB),
00302 
00303   /* Function keys */
00304   AM(SDLK_F1, SDLK_F12, WKC_F1, WKC_F12),
00305 
00306   /* Numeric part. */
00307   AM(SDLK_KP0, SDLK_KP9, '0', '9'),
00308   AS(SDLK_KP_DIVIDE,   WKC_NUM_DIV),
00309   AS(SDLK_KP_MULTIPLY, WKC_NUM_MUL),
00310   AS(SDLK_KP_MINUS,    WKC_NUM_MINUS),
00311   AS(SDLK_KP_PLUS,     WKC_NUM_PLUS),
00312   AS(SDLK_KP_ENTER,    WKC_NUM_ENTER),
00313   AS(SDLK_KP_PERIOD,   WKC_NUM_DECIMAL),
00314 
00315   /* Other non-letter keys */
00316   AS(SDLK_SLASH,        WKC_SLASH),
00317   AS(SDLK_SEMICOLON,    WKC_SEMICOLON),
00318   AS(SDLK_EQUALS,       WKC_EQUALS),
00319   AS(SDLK_LEFTBRACKET,  WKC_L_BRACKET),
00320   AS(SDLK_BACKSLASH,    WKC_BACKSLASH),
00321   AS(SDLK_RIGHTBRACKET, WKC_R_BRACKET),
00322 
00323   AS(SDLK_QUOTE,   WKC_SINGLEQUOTE),
00324   AS(SDLK_COMMA,   WKC_COMMA),
00325   AS(SDLK_MINUS,   WKC_MINUS),
00326   AS(SDLK_PERIOD,  WKC_PERIOD)
00327 };
00328 
00329 static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
00330 {
00331   const VkMapping *map;
00332   uint key = 0;
00333 
00334   for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
00335     if ((uint)(sym->sym - map->vk_from) <= map->vk_count) {
00336       key = sym->sym - map->vk_from + map->map_to;
00337       break;
00338     }
00339   }
00340 
00341   /* check scancode for BACKQUOTE key, because we want the key left of "1", not anything else (on non-US keyboards) */
00342 #if defined(WIN32) || defined(__OS2__)
00343   if (sym->scancode == 41) key = WKC_BACKQUOTE;
00344 #elif defined(__APPLE__)
00345   if (sym->scancode == 10) key = WKC_BACKQUOTE;
00346 #elif defined(__MORPHOS__)
00347   if (sym->scancode == 0)  key = WKC_BACKQUOTE;  // yes, that key is code '0' under MorphOS :)
00348 #elif defined(__BEOS__)
00349   if (sym->scancode == 17) key = WKC_BACKQUOTE;
00350 #elif defined(__SVR4) && defined(__sun)
00351   if (sym->scancode == 60) key = WKC_BACKQUOTE;
00352   if (sym->scancode == 49) key = WKC_BACKSPACE;
00353 #elif defined(__sgi__)
00354   if (sym->scancode == 22) key = WKC_BACKQUOTE;
00355 #else
00356   if (sym->scancode == 49) key = WKC_BACKQUOTE;
00357 #endif
00358 
00359   /* META are the command keys on mac */
00360   if (sym->mod & KMOD_META)  key |= WKC_META;
00361   if (sym->mod & KMOD_SHIFT) key |= WKC_SHIFT;
00362   if (sym->mod & KMOD_CTRL)  key |= WKC_CTRL;
00363   if (sym->mod & KMOD_ALT)   key |= WKC_ALT;
00364 
00365   return (key << 16) + sym->unicode;
00366 }
00367 
00368 static int PollEvent()
00369 {
00370   SDL_Event ev;
00371 
00372   if (!SDL_CALL SDL_PollEvent(&ev)) return -2;
00373 
00374   switch (ev.type) {
00375     case SDL_MOUSEMOTION:
00376       if (_cursor.fix_at) {
00377         int dx;
00378         int dy;
00379         if (_last_fix_at) {
00380           dx = ev.motion.x - _screen.width / 2;
00381           dy = ev.motion.y - _screen.height / 2;
00382         } else {
00383           /* Mouse hasn't been warped yet, so our movement is
00384            * relative to the old position. */
00385           dx = ev.motion.x - _cursor.pos.x;
00386           dy = ev.motion.y - _cursor.pos.y;
00387           _last_fix_at = true;
00388         }
00389         if (dx != 0 || dy != 0) {
00390           _cursor.delta.x = dx;
00391           _cursor.delta.y = dy;
00392           SDL_CALL SDL_WarpMouse(_screen.width / 2, _screen.height / 2);
00393         }
00394       } else {
00395         _cursor.delta.x = ev.motion.x - _cursor.pos.x;
00396         _cursor.delta.y = ev.motion.y - _cursor.pos.y;
00397         _cursor.pos.x = ev.motion.x;
00398         _cursor.pos.y = ev.motion.y;
00399         _cursor.dirty = true;
00400       }
00401       HandleMouseEvents();
00402       break;
00403 
00404     case SDL_MOUSEBUTTONDOWN:
00405       if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) {
00406         ev.button.button = SDL_BUTTON_RIGHT;
00407       }
00408 
00409       switch (ev.button.button) {
00410         case SDL_BUTTON_LEFT:
00411           _left_button_down = true;
00412           break;
00413 
00414         case SDL_BUTTON_RIGHT:
00415           _right_button_down = true;
00416           _right_button_clicked = true;
00417           break;
00418 
00419         case SDL_BUTTON_WHEELUP:   _cursor.wheel--; break;
00420         case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break;
00421 
00422         default: break;
00423       }
00424       HandleMouseEvents();
00425       break;
00426 
00427     case SDL_MOUSEBUTTONUP:
00428       if (_rightclick_emulate) {
00429         _right_button_down = false;
00430         _left_button_down = false;
00431         _left_button_clicked = false;
00432       } else if (ev.button.button == SDL_BUTTON_LEFT) {
00433         _left_button_down = false;
00434         _left_button_clicked = false;
00435       } else if (ev.button.button == SDL_BUTTON_RIGHT) {
00436         _right_button_down = false;
00437       }
00438       HandleMouseEvents();
00439 
00440       if (_cursor.fix_at != _last_fix_at) {
00441         /* Mouse fixing changed during a mouse button up event, so it
00442          * must have been released. */
00443         _last_fix_at = false;
00444         SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y);
00445       }
00446       break;
00447 
00448     case SDL_ACTIVEEVENT:
00449       if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break;
00450 
00451       if (ev.active.gain) { // mouse entered the window, enable cursor
00452         _cursor.in_window = true;
00453       } else {
00454         UndrawMouseCursor(); // mouse left the window, undraw cursor
00455         _cursor.in_window = false;
00456       }
00457       break;
00458 
00459     case SDL_QUIT:
00460       HandleExitGameRequest();
00461       break;
00462 
00463     case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F
00464       if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
00465           (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
00466         ToggleFullScreen(!_fullscreen);
00467       } else {
00468         HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym));
00469       }
00470       break;
00471 
00472     case SDL_VIDEORESIZE: {
00473       int w = max(ev.resize.w, 64);
00474       int h = max(ev.resize.h, 64);
00475       CreateMainSurface(w, h);
00476       break;
00477     }
00478   }
00479   return -1;
00480 }
00481 
00482 const char *VideoDriver_SDL::Start(const char * const *parm)
00483 {
00484   char buf[30];
00485 
00486   const char *s = SdlOpen(SDL_INIT_VIDEO);
00487   if (s != NULL) return s;
00488 
00489   GetVideoModes();
00490   if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00491     return SDL_CALL SDL_GetError();
00492   }
00493 
00494   SDL_CALL SDL_VideoDriverName(buf, 30);
00495   DEBUG(driver, 1, "SDL: using driver '%s'", buf);
00496 
00497   MarkWholeScreenDirty();
00498 
00499   SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
00500   SDL_CALL SDL_EnableUNICODE(1);
00501 
00502   _draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
00503 
00504   return NULL;
00505 }
00506 
00507 void VideoDriver_SDL::Stop()
00508 {
00509   SdlClose(SDL_INIT_VIDEO);
00510 }
00511 
00512 void VideoDriver_SDL::MainLoop()
00513 {
00514   uint32 cur_ticks = SDL_CALL SDL_GetTicks();
00515   uint32 last_cur_ticks = cur_ticks;
00516   uint32 next_tick = cur_ticks + 30;
00517   uint32 pal_tick = 0;
00518   uint32 mod;
00519   int numkeys;
00520   Uint8 *keys;
00521 
00522   if (_draw_threaded) {
00523     /* Initialise the mutex first, because that's the thing we *need*
00524      * directly in the newly created thread. */
00525     _draw_mutex = ThreadMutex::New();
00526     if (_draw_mutex == NULL) {
00527       _draw_threaded = false;
00528     } else {
00529       _draw_mutex->BeginCritical();
00530       _draw_continue = true;
00531 
00532       _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
00533 
00534       /* Free the mutex if we won't be able to use it. */
00535       if (!_draw_threaded) {
00536         _draw_mutex->EndCritical();
00537         delete _draw_mutex;
00538       }
00539     }
00540   }
00541 
00542   DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
00543 
00544   for (;;) {
00545     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00546     InteractiveRandom(); // randomness
00547 
00548     while (PollEvent() == -1) {}
00549     if (_exit_game) break;
00550 
00551     mod = SDL_CALL SDL_GetModState();
00552     keys = SDL_CALL SDL_GetKeyState(&numkeys);
00553 #if defined(_DEBUG)
00554     if (_shift_pressed)
00555 #else
00556     /* Speedup when pressing tab, except when using ALT+TAB
00557      * to switch to another application */
00558     if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
00559 #endif
00560     {
00561       if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
00562     } else if (_fast_forward & 2) {
00563       _fast_forward = 0;
00564     }
00565 
00566     cur_ticks = SDL_CALL SDL_GetTicks();
00567     if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
00568       _realtime_tick += cur_ticks - last_cur_ticks;
00569       last_cur_ticks = cur_ticks;
00570       next_tick = cur_ticks + 30;
00571 
00572       bool old_ctrl_pressed = _ctrl_pressed;
00573 
00574       _ctrl_pressed  = !!(mod & KMOD_CTRL);
00575       _shift_pressed = !!(mod & KMOD_SHIFT);
00576 
00577       /* determine which directional keys are down */
00578       _dirkeys =
00579         (keys[SDLK_LEFT]  ? 1 : 0) |
00580         (keys[SDLK_UP]    ? 2 : 0) |
00581         (keys[SDLK_RIGHT] ? 4 : 0) |
00582         (keys[SDLK_DOWN]  ? 8 : 0);
00583 
00584       if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
00585 
00586       /* The gameloop is the part that can run asynchroniously. The rest
00587        * except sleeping can't. */
00588       if (_draw_threaded) _draw_mutex->EndCritical();
00589 
00590       GameLoop();
00591 
00592       if (_draw_threaded) _draw_mutex->BeginCritical();
00593 
00594       UpdateWindows();
00595       if (++pal_tick > 4) {
00596         CheckPaletteAnim();
00597         pal_tick = 1;
00598       }
00599     } else {
00600       /* Release the thread while sleeping */
00601       if (_draw_threaded) _draw_mutex->EndCritical();
00602       CSleep(1);
00603       if (_draw_threaded) _draw_mutex->BeginCritical();
00604 
00605       NetworkDrawChatMessage();
00606       DrawMouseCursor();
00607     }
00608 
00609     /* End of the critical part. */
00610     if (_draw_threaded && !IsGeneratingWorld()) {
00611       _draw_mutex->SendSignal();
00612     } else {
00613       /* Oh, we didn't have threads, then just draw unthreaded */
00614       DrawSurfaceToScreen();
00615     }
00616   }
00617 
00618   if (_draw_threaded) {
00619     _draw_continue = false;
00620     /* Sending signal if there is no thread blocked
00621      * is very valid and results in noop */
00622     _draw_mutex->SendSignal();
00623     _draw_mutex->EndCritical();
00624     _draw_thread->Join();
00625 
00626     delete _draw_mutex;
00627     delete _draw_thread;
00628   }
00629 }
00630 
00631 bool VideoDriver_SDL::ChangeResolution(int w, int h)
00632 {
00633   if (_draw_threaded) _draw_mutex->BeginCritical();
00634   bool ret = CreateMainSurface(w, h);
00635   if (_draw_threaded) _draw_mutex->EndCritical();
00636   return ret;
00637 }
00638 
00639 bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
00640 {
00641   _fullscreen = fullscreen;
00642   GetVideoModes(); // get the list of available video modes
00643   if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
00644     /* switching resolution failed, put back full_screen to original status */
00645     _fullscreen ^= true;
00646     return false;
00647   }
00648   return true;
00649 }
00650 
00651 #endif /* WITH_SDL */

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