#include "global.h" #include "LowLevelWindow_SDL.h" #include "SDL_utils.h" #include "RageLog.h" #include "RageDisplay.h" // for REFRESH_DEFAULT #include "StepMania.h" LowLevelWindow_SDL::LowLevelWindow_SDL() { /* By default, ignore all SDL events. We'll enable them as we need them. * We must not enable any events we don't actually want, since we won't * query for them and they'll fill up the event queue. * * This needs to be done after we initialize video, since it's really part * of the SDL video system--it'll be reinitialized on us if we do this first. */ SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE); SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE); SDL_EventState(SDL_ACTIVEEVENT, SDL_ENABLE); } LowLevelWindow_SDL::~LowLevelWindow_SDL() { SDL_QuitSubSystem(SDL_INIT_VIDEO); mySDL_EventState(SDL_VIDEORESIZE, SDL_IGNORE); mySDL_EventState(SDL_ACTIVEEVENT, SDL_IGNORE); } void *LowLevelWindow_SDL::GetProcAddress(CString s) { return SDL_GL_GetProcAddress(s); } CString LowLevelWindow_SDL::TryVideoMode( RageDisplay::VideoModeParams p, bool &bNewDeviceOut ) { CurrentParams = p; /* We need to preserve the event mask and all events, since they're lost by * SDL_QuitSubSystem(SDL_INIT_VIDEO). */ vector events; mySDL_GetAllEvents(events); Uint8 EventEnabled[SDL_NUMEVENTS]; /* Queue up key-up events for all keys that are currently down (eg. alt-enter). * This is normally done by SDL, but since we're shutting down the video system * we're also shutting down the event system. */ { const Uint8 *KeyState = SDL_GetKeyState(NULL); for ( SDLKey key=SDLK_FIRST; keyInfo( "SDL_VIDEODRIVER has been set to %s", sVideoDriver ); } #endif if( SDL_InitSubSystem(SDL_INIT_VIDEO) == -1 ) { const CString err = mySDL_GetError(); /* Check for a confusing SDL error message. */ if( !err.CompareNoCase( "X11 driver not configured with OpenGL" ) ) RageException::Throw( "Your installation of SDL was not compiled with OpenGL enabled." ); RageException::Throw( "SDL_INIT_VIDEO failed: %s", err.c_str() ); } /* Put them back. */ for( i = 0; i < SDL_NUMEVENTS; ++i) mySDL_EventState((Uint8) i, EventEnabled[i]); mySDL_PushEvents(events); /* Set SDL window title and icon -before- creating the window */ SDL_WM_SetCaption( p.sWindowTitle, ""); mySDL_WM_SetIcon( p.sIconFile ); int flags = SDL_RESIZABLE | SDL_OPENGL; if( !p.windowed ) flags |= SDL_FULLSCREEN; SDL_ShowCursor( p.windowed ); ASSERT( p.bpp == 16 || p.bpp == 32 ); switch( p.bpp ) { case 16: SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); break; case 32: SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); } SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, true); #if defined(_WINDOWS) SDL_SetRefreshRate( (p.rate == REFRESH_DEFAULT)? SDL_REFRESH_DEFAULT:p.rate ); #elif defined(LINUX) /* nVidia cards: * * This only works the first time we set up a window; after that, the * drivers appear to cache the value, so you have to actually restart * the program to change it again. */ static char buf[128]; strcpy( buf, "__GL_SYNC_TO_VBLANK=" ); strcat( buf, p.vsync?"1":"0" ); putenv( buf ); #endif #if defined(WIN32) // mySDL_EventState(SDL_OPENGLRESET, SDL_ENABLE); #endif SDL_Surface *screen = SDL_SetVideoMode(p.width, p.height, p.bpp, flags); if(!screen) { LOG->Trace( "SDL_SetVideoMode failed: %s", mySDL_GetError().c_str() ); return mySDL_GetError(); // failed to set mode } bNewDeviceOut = true; // always a new context because we're resetting SDL_Video /* XXX: This event only exists in the SDL tree, and is only needed in * Windows. Eventually, it'll probably get upstreamed, and once it's * in the real branch we can remove this #if. */ /* Why did I comment this out? -Chris */ #if defined(WIN32) // SDL_Event e; // if(SDL_GetEvent(e, SDL_OPENGLRESETMASK)) // { // LOG->Trace("New OpenGL context"); // SDL_WM_SetCaption("StepMania", "StepMania"); // NewOpenGLContext = true; // } // mySDL_EventState(SDL_OPENGLRESET, SDL_IGNORE); #endif { /* Find out what we really got. */ int r,g,b,a, colorbits, depth, stencil; SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b); SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a); SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &colorbits); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil); LOG->Info("Got %i bpp (%i%i%i%i), %i depth, %i stencil", colorbits, r, g, b, a, depth, stencil); } return ""; // we set the video mode successfully } void LowLevelWindow_SDL::SwapBuffers() { SDL_GL_SwapBuffers(); } void LowLevelWindow_SDL::Update(float fDeltaTime) { HandleSDLEvents(); SDL_Event event; while(SDL_GetEvent(event, SDL_VIDEORESIZEMASK|SDL_ACTIVEEVENTMASK)) { switch(event.type) { case SDL_VIDEORESIZE: CurrentParams.width = event.resize.w; CurrentParams.height = event.resize.h; /* Let DISPLAY know that our resolution has changed. */ DISPLAY->ResolutionChanged(); break; case SDL_ACTIVEEVENT: /* We don't care about mouse focus. */ if(event.active.state == SDL_APPMOUSEFOCUS) break; if( event.active.gain && // app regaining focus !DISPLAY->GetVideoModeParams().windowed ) // full screen { // need to reacquire an OGL context /* This hasn't been done in a long time, since HandleSDLEvents was * handling this event before we got it. I tried reenablng it, and * it resulted in input not being regained and textures being erased, * so I left it disabled; but this might be needed on some cards (with * the above fixed) ... */ // DISPLAY->SetVideoMode( DISPLAY->GetVideoModeParams() ); } { uint8_t i = SDL_GetAppState(); FocusChanged( i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE ); } break; } } } /* * (c) 2003-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */