// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // DOOM graphics stuff for X11, UNIX. // //----------------------------------------------------------------------------- #include "SDL.h" #include #include #include #include "icon.c" #include "config.h" #include "deh_str.h" #include "doomtype.h" #include "doomkeys.h" #include "i_joystick.h" #include "i_system.h" #include "i_swap.h" #include "i_timer.h" #include "i_video.h" #include "i_scale.h" #include "m_argv.h" #include "m_config.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" // Non aspect ratio-corrected modes (direct multiples of 320x200) static screen_mode_t *screen_modes[] = { &mode_scale_1x, &mode_scale_2x, &mode_scale_3x, &mode_scale_4x, &mode_scale_5x, }; // Aspect ratio corrected modes (4:3 ratio) static screen_mode_t *screen_modes_corrected[] = { // Vertically stretched modes (320x200 -> 320x240 and multiples) &mode_stretch_1x, &mode_stretch_2x, &mode_stretch_3x, &mode_stretch_4x, &mode_stretch_5x, // Horizontally squashed modes (320x200 -> 256x200 and multiples) &mode_squash_1x, &mode_squash_2x, &mode_squash_3x, &mode_squash_4x, &mode_squash_5x, }; // SDL video driver name char *video_driver = ""; static SDL_Surface *screen; // palette static SDL_Color palette[256]; static boolean palette_to_set; static int windowwidth, windowheight; // display has been set up? static boolean initialised = false; // disable mouse? static boolean nomouse = false; int usemouse = 1; // if true, I_VideoBuffer is screen->pixels static boolean native_surface; // Screen width and height, from configuration file. static int screen_width = SCREENWIDTH; static int screen_height = SCREENHEIGHT; // Automatically adjust video settings if the selected mode is // not a valid video mode. static int autoadjust_video_settings = 1; // Run in full screen mode? (int type for config code) static int fullscreen = true; // Aspect ratio correction mode static int aspect_ratio_correct = true; // Time to wait for the screen to settle on startup before starting the // game (ms) static int startup_delay = 1000; // Grab the mouse? (int type for config code) static int grabmouse = true; // The screen buffer; this is modified to draw things to the screen byte *I_VideoBuffer = NULL; // If true, game is running as a screensaver boolean screensaver_mode = false; // Flag indicating whether the screen is currently visible: // when the screen isnt visible, don't render the screen boolean screenvisible; // If true, we display dots at the bottom of the screen to // indicate FPS. static boolean display_fps_dots; // If this is true, the screen is rendered but not blitted to the // video buffer. static boolean noblit; // Callback function to invoke to determine whether to grab the // mouse pointer. static grabmouse_callback_t grabmouse_callback = NULL; // disk image data and background overwritten by the disk to be // restored by EndRead static byte *disk_image = NULL; static int disk_image_w, disk_image_h; static byte *saved_background; static boolean window_focused; // Empty mouse cursor static SDL_Cursor *cursors[2]; // The screen mode and scale functions being used static screen_mode_t *screen_mode; // If true, keyboard mapping is ignored, like in Vanilla Doom. // The sensible thing to do is to disable this if you have a non-US // keyboard. int vanilla_keyboard_mapping = true; // Mouse acceleration // // This emulates some of the behavior of DOS mouse drivers by increasing // the speed when the mouse is moved fast. // // The mouse input values are input directly to the game, but when // the values exceed the value of mouse_threshold, they are multiplied // by mouse_acceleration to increase the speed. float mouse_acceleration = 2.0; int mouse_threshold = 10; // Gamma correction level to use int usegamma = 0; static boolean MouseShouldBeGrabbed() { // never grab the mouse when in screensaver mode if (screensaver_mode) return false; // if the window doesnt have focus, never grab it if (!window_focused) return false; // always grab the mouse when full screen (dont want to // see the mouse pointer) if (fullscreen) return true; // Don't grab the mouse if mouse input is disabled if (!usemouse || nomouse) return false; // if we specify not to grab the mouse, never grab if (!grabmouse) return false; // Invoke the grabmouse callback function to determine whether // the mouse should be grabbed if (grabmouse_callback != NULL) { return grabmouse_callback(); } else { return true; } } void I_SetGrabMouseCallback(grabmouse_callback_t func) { grabmouse_callback = func; } // Set the variable controlling FPS dots. void I_DisplayFPSDots(boolean dots_on) { display_fps_dots = dots_on; } // Update the value of window_focused when we get a focus event // // We try to make ourselves be well-behaved: the grab on the mouse // is removed if we lose focus (such as a popup window appearing), // and we dont move the mouse around if we aren't focused either. static void UpdateFocus(void) { Uint8 state; state = SDL_GetAppState(); // We should have input (keyboard) focus and be visible // (not minimised) window_focused = (state & SDL_APPINPUTFOCUS) && (state & SDL_APPACTIVE); // Should the screen be grabbed? screenvisible = (state & SDL_APPACTIVE) != 0; } static void LoadDiskImage(void) { patch_t *disk; char *disk_name; int y; char buf[20]; SDL_VideoDriverName(buf, 15); if (!strcmp(buf, "Quartz")) { // MacOS Quartz gives us pageflipped graphics that screw up the // display when we use the loading disk. Disable it. // This is a gross hack. return; } if (M_CheckParm("-cdrom") > 0) disk_name = DEH_String("STCDROM"); else disk_name = DEH_String("STDISK"); disk = W_CacheLumpName(disk_name, PU_STATIC); V_DrawPatch(0, 0, 0, disk); disk_image_w = SHORT(disk->width); disk_image_h = SHORT(disk->height); disk_image = Z_Malloc(disk_image_w * disk_image_h, PU_STATIC, NULL); saved_background = Z_Malloc(disk_image_w * disk_image_h, PU_STATIC, NULL); for (y=0; ysym) { case SDLK_LEFT: return KEY_LEFTARROW; case SDLK_RIGHT: return KEY_RIGHTARROW; case SDLK_DOWN: return KEY_DOWNARROW; case SDLK_UP: return KEY_UPARROW; case SDLK_ESCAPE: return KEY_ESCAPE; case SDLK_RETURN: return KEY_ENTER; case SDLK_TAB: return KEY_TAB; case SDLK_F1: return KEY_F1; case SDLK_F2: return KEY_F2; case SDLK_F3: return KEY_F3; case SDLK_F4: return KEY_F4; case SDLK_F5: return KEY_F5; case SDLK_F6: return KEY_F6; case SDLK_F7: return KEY_F7; case SDLK_F8: return KEY_F8; case SDLK_F9: return KEY_F9; case SDLK_F10: return KEY_F10; case SDLK_F11: return KEY_F11; case SDLK_F12: return KEY_F12; case SDLK_BACKSPACE: return KEY_BACKSPACE; case SDLK_DELETE: return KEY_DEL; case SDLK_PAUSE: return KEY_PAUSE; case SDLK_EQUALS: return KEY_EQUALS; case SDLK_MINUS: return KEY_MINUS; case SDLK_LSHIFT: case SDLK_RSHIFT: return KEY_RSHIFT; case SDLK_LCTRL: case SDLK_RCTRL: return KEY_RCTRL; case SDLK_LALT: case SDLK_LMETA: case SDLK_RALT: case SDLK_RMETA: return KEY_RALT; case SDLK_CAPSLOCK: return KEY_CAPSLOCK; case SDLK_SCROLLOCK: return KEY_SCRLCK; case SDLK_KP0: return KEYP_0; case SDLK_KP1: return KEYP_1; case SDLK_KP2: return KEYP_2; case SDLK_KP3: return KEYP_3; case SDLK_KP4: return KEYP_4; case SDLK_KP5: return KEYP_5; case SDLK_KP6: return KEYP_6; case SDLK_KP7: return KEYP_7; case SDLK_KP8: return KEYP_8; case SDLK_KP9: return KEYP_9; case SDLK_KP_PERIOD: return KEYP_PERIOD; case SDLK_KP_MULTIPLY: return KEYP_MULTIPLY; case SDLK_KP_PLUS: return KEYP_PLUS; case SDLK_KP_MINUS: return KEYP_MINUS; case SDLK_KP_DIVIDE: return KEYP_DIVIDE; case SDLK_KP_EQUALS: return KEYP_EQUALS; case SDLK_KP_ENTER: return KEYP_ENTER; case SDLK_HOME: return KEY_HOME; case SDLK_INSERT: return KEY_INS; case SDLK_END: return KEY_END; case SDLK_PAGEUP: return KEY_PGUP; case SDLK_PAGEDOWN: return KEY_PGDN; default: return tolower(sym->sym); } } void I_ShutdownGraphics(void) { if (initialised) { SDL_ShowCursor(1); SDL_WM_GrabInput(SDL_GRAB_OFF); SDL_QuitSubSystem(SDL_INIT_VIDEO); initialised = false; } } // // I_StartFrame // void I_StartFrame (void) { // er? } static int MouseButtonState(void) { Uint8 state = SDL_GetMouseState(NULL, NULL); int result = 0; // Note: button "0" is left, button "1" is right, // button "2" is middle for Doom. This is different // to how SDL sees things. if (state & SDL_BUTTON(1)) result |= 1; if (state & SDL_BUTTON(3)) result |= 2; if (state & SDL_BUTTON(2)) result |= 4; return result; } static int AccelerateMouse(int val) { if (val < 0) return -AccelerateMouse(-val); if (val > mouse_threshold) { return (int)((val - mouse_threshold) * mouse_acceleration + mouse_threshold); } else { return val; } } void I_GetEvent(void) { SDL_Event sdlevent; event_t event; // possibly not needed SDL_PumpEvents(); // put event-grabbing stuff in here while (SDL_PollEvent(&sdlevent)) { // ignore mouse events when the window is not focused if (!window_focused && (sdlevent.type == SDL_MOUSEMOTION || sdlevent.type == SDL_MOUSEBUTTONDOWN || sdlevent.type == SDL_MOUSEBUTTONUP)) { continue; } if (screensaver_mode && sdlevent.type == SDL_QUIT) { I_Quit(); } // process event switch (sdlevent.type) { case SDL_KEYDOWN: event.type = ev_keydown; event.data1 = TranslateKey(&sdlevent.key.keysym); // If Vanilla keyboard mapping enabled, the keyboard // scan code is used to give the character typed. // This does not change depending on keyboard layout. // If you have a German keyboard, pressing 'z' will // give 'y', for example. It is desirable to be able // to fix this so that people with non-standard // keyboard mappings can type properly. If vanilla // mode is disabled, use the properly translated // version. if (vanilla_keyboard_mapping) { event.data2 = event.data1; } else { event.data2 = sdlevent.key.keysym.unicode; } D_PostEvent(&event); break; case SDL_KEYUP: event.type = ev_keyup; event.data1 = TranslateKey(&sdlevent.key.keysym); D_PostEvent(&event); break; /* case SDL_MOUSEMOTION: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = AccelerateMouse(sdlevent.motion.xrel); event.data3 = -AccelerateMouse(sdlevent.motion.yrel); D_PostEvent(&event); break; */ case SDL_MOUSEBUTTONDOWN: if (usemouse && !nomouse) { event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); } break; case SDL_MOUSEBUTTONUP: if (usemouse && !nomouse) { event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); } break; /* TODO case SDL_QUIT: // bring up the "quit doom?" prompt S_StartSound(NULL,sfx_swtchn); M_QuitDOOM(0); break; */ case SDL_ACTIVEEVENT: // need to update our focus state UpdateFocus(); break; case SDL_VIDEOEXPOSE: palette_to_set = true; break; default: break; } } } // Warp the mouse back to the middle of the screen static void CenterMouse(void) { // Warp the the screen center SDL_WarpMouse(screen->w / 2, screen->h / 2); // Clear any relative movement caused by warping SDL_PumpEvents(); SDL_GetRelativeMouseState(NULL, NULL); } // // Read the change in mouse state to generate mouse motion events // // This is to combine all mouse movement for a tic into one mouse // motion event. static void I_ReadMouse(void) { int x, y; event_t ev; SDL_GetRelativeMouseState(&x, &y); if (x != 0 || y != 0) { ev.type = ev_mouse; ev.data1 = MouseButtonState(); ev.data2 = AccelerateMouse(x); ev.data3 = -AccelerateMouse(y); D_PostEvent(&ev); } if (MouseShouldBeGrabbed()) { CenterMouse(); } } // // I_StartTic // void I_StartTic (void) { I_GetEvent(); if (usemouse && !nomouse) { I_ReadMouse(); } I_UpdateJoystick(); } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } static void UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (screensaver_mode) { // Hide the cursor in screensaver mode SDL_SetCursor(cursors[0]); } else if (grab && !currently_grabbed) { SDL_SetCursor(cursors[0]); SDL_WM_GrabInput(SDL_GRAB_ON); } else if (!grab && currently_grabbed) { SDL_SetCursor(cursors[1]); SDL_WM_GrabInput(SDL_GRAB_OFF); } currently_grabbed = grab; } // Update a small portion of the screen // // Does stretching and buffer blitting if neccessary // // Return true if blit was successful. static boolean BlitArea(int x1, int y1, int x2, int y2) { int x_offset, y_offset; boolean result; // No blit needed on native surface if (native_surface) { return true; } x_offset = (screen->w - screen_mode->width) / 2; y_offset = (screen->h - screen_mode->height) / 2; if (SDL_LockSurface(screen) >= 0) { I_InitScale(I_VideoBuffer, (byte *) screen->pixels + (y_offset * screen->pitch) + x_offset, screen->pitch); result = screen_mode->DrawScreen(x1, y1, x2, y2); SDL_UnlockSurface(screen); } else { result = false; } return result; } static void UpdateRect(int x1, int y1, int x2, int y2) { int x1_scaled, x2_scaled, y1_scaled, y2_scaled; // Do stretching and blitting if (BlitArea(x1, y1, x2, y2)) { // Update the area x1_scaled = (x1 * screen_mode->width) / SCREENWIDTH; y1_scaled = (y1 * screen_mode->height) / SCREENHEIGHT; x2_scaled = (x2 * screen_mode->width) / SCREENWIDTH; y2_scaled = (y2 * screen_mode->height) / SCREENHEIGHT; SDL_UpdateRect(screen, x1_scaled, y1_scaled, x2_scaled - x1_scaled, y2_scaled - y1_scaled); } } void I_BeginRead(void) { int y; if (!initialised || disk_image == NULL) return; // save background and copy the disk image in for (y=0; y 20) tics = 20; for (i=0 ; iwidth > w || modes_list[i]->height > h) { continue; } num_pixels = modes_list[i]->width * modes_list[i]->height; if (num_pixels > best_num_pixels) { // This is a better mode than the current one best_mode = modes_list[i]; best_num_pixels = num_pixels; } } return best_mode; } // If the video mode set in the configuration file is not available, // try to choose a different mode. static void I_AutoAdjustSettings(void) { if (fullscreen) { SDL_Rect **modes; SDL_Rect *best_mode; screen_mode_t *screen_mode; int target_pixels, diff, best_diff; int i; modes = SDL_ListModes(NULL, SDL_FULLSCREEN); // Find the best mode that matches the mode specified in the // configuration file best_mode = NULL; best_diff = INT_MAX; target_pixels = screen_width * screen_height; for (i=0; modes[i] != NULL; ++i) { //printf("%ix%i?\n", modes[i]->w, modes[i]->h); // What screen_mode_t would be used for this video mode? screen_mode = I_FindScreenMode(modes[i]->w, modes[i]->h); // Never choose a screen mode that we cannot run in, or // is poor quality for fullscreen if (screen_mode == NULL || screen_mode->poor_quality) { // printf("\tUnsupported / poor quality\n"); continue; } // Do we have the exact mode? // If so, no autoadjust needed if (screen_width == modes[i]->w && screen_height == modes[i]->h) { // printf("\tExact mode!\n"); return; } // Is this mode better than the current mode? diff = (screen_width - modes[i]->w) * (screen_width - modes[i]->w) + (screen_height - modes[i]->h) * (screen_height - modes[i]->h); if (diff < best_diff) { // printf("\tA valid mode\n"); best_mode = modes[i]; best_diff = diff; } } if (best_mode == NULL) { // Unable to find a valid mode! I_Error("Unable to find any valid video mode at all!"); } printf("I_InitGraphics: %ix%i mode not supported on this machine.\n", screen_width, screen_height); screen_width = best_mode->w; screen_height = best_mode->h; } else { screen_mode_t *best_mode; // // Windowed mode. // // Find a screen_mode_t to fit within the current settings // best_mode = I_FindScreenMode(screen_width, screen_height); if (best_mode == NULL) { // Nothing fits within the current settings. // Pick the closest to 320x200 possible. best_mode = I_FindScreenMode(SCREENWIDTH, SCREENHEIGHT_4_3); } // Do we have the exact mode already? if (best_mode->width == screen_width && best_mode->height == screen_height) { return; } printf("I_InitGraphics: Cannot run at specified mode: %ix%i\n", screen_width, screen_height); screen_width = best_mode->width; screen_height = best_mode->height; } printf("I_InitGraphics: Auto-adjusted to %ix%i.\n", screen_width, screen_height); printf("NOTE: Your video settings have been adjusted. " "To disable this behavior,\n" "set autoadjust_video_settings to 0 in your " "configuration file.\n"); } // Set video size to a particular scale factor (1x, 2x, 3x, etc.) static void SetScaleFactor(int factor) { if (fullscreen) { // In fullscreen, find a mode that will provide this scale factor SDL_Rect **modes; SDL_Rect *best_mode; screen_mode_t *scrmode; int best_num_pixels, num_pixels; int i; modes = SDL_ListModes(NULL, SDL_FULLSCREEN); best_mode = NULL; best_num_pixels = INT_MAX; for (i=0; modes[i] != NULL; ++i) { // What screen_mode_t will this use? scrmode = I_FindScreenMode(modes[i]->w, modes[i]->h); if (scrmode == NULL) { continue; } // Only choose modes that fit the requested scale factor. // // Note that this allows 320x240 as valid for 1x scale, as // 240/200 is rounded down to 1 by integer division. if ((scrmode->width / SCREENWIDTH) != factor || (scrmode->height / SCREENHEIGHT) != factor) { continue; } // Is this a better mode than what we currently have? num_pixels = modes[i]->w * modes[i]->h; if (num_pixels < best_num_pixels) { best_num_pixels = num_pixels; best_mode = modes[i]; } } if (best_mode == NULL) { I_Error("No fullscreen graphics mode available to support " "%ix scale factor!", factor); } screen_width = best_mode->w; screen_height = best_mode->h; } else { int w, h; // Pick 320x200 or 320x240, depending on aspect ratio correct if (aspect_ratio_correct) { w = SCREENWIDTH; h = SCREENHEIGHT_4_3; } else { w = SCREENWIDTH; h = SCREENHEIGHT; } screen_width = w * factor; screen_height = h * factor; } } static void CheckCommandLine(void) { int i; //! // @vanilla // // Disable blitting the screen. // noblit = M_CheckParm ("-noblit"); //! // @category video // // Grab the mouse when running in windowed mode. // if (M_CheckParm("-grabmouse")) { grabmouse = true; } //! // @category video // // Don't grab the mouse when running in windowed mode. // if (M_CheckParm("-nograbmouse")) { grabmouse = false; } // default to fullscreen mode, allow override with command line // nofullscreen because we love prboom //! // @category video // // Run in a window. // if (M_CheckParm("-window") || M_CheckParm("-nofullscreen")) { fullscreen = false; } //! // @category video // // Run in fullscreen mode. // if (M_CheckParm("-fullscreen")) { fullscreen = true; } //! // @category video // // Disable the mouse. // nomouse = M_CheckParm("-nomouse") > 0; //! // @category video // @arg // // Specify the screen width, in pixels. // i = M_CheckParm("-width"); if (i > 0) { screen_width = atoi(myargv[i + 1]); } //! // @category video // @arg // // Specify the screen height, in pixels. // i = M_CheckParm("-height"); if (i > 0) { screen_height = atoi(myargv[i + 1]); } //! // @category video // @arg // // Specify the screen mode (when running fullscreen) or the window // dimensions (when running in windowed mode). i = M_CheckParm("-geometry"); if (i > 0) { int w, h; if (sscanf(myargv[i + 1], "%ix%i", &w, &h) == 2) { screen_width = w; screen_height = h; } } //! // @category video // // Don't scale up the screen. // if (M_CheckParm("-1")) { SetScaleFactor(1); } //! // @category video // // Double up the screen to 2x its normal size. // if (M_CheckParm("-2")) { SetScaleFactor(2); } //! // @category video // // Double up the screen to 3x its normal size. // if (M_CheckParm("-3")) { SetScaleFactor(3); } } // Check if we have been invoked as a screensaver by xscreensaver. void I_CheckIsScreensaver(void) { char *env; env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { screensaver_mode = true; } } static void CreateCursors(void) { static Uint8 empty_cursor_data = 0; // Save the default cursor so it can be recalled later cursors[1] = SDL_GetCursor(); // Create an empty cursor cursors[0] = SDL_CreateCursor(&empty_cursor_data, &empty_cursor_data, 1, 1, 0, 0); } static void SetSDLVideoDriver(void) { // Allow a default value for the SDL video driver to be specified // in the configuration file. if (strcmp(video_driver, "") != 0) { char *env_string; env_string = malloc(strlen(video_driver) + 30); sprintf(env_string, "SDL_VIDEODRIVER=%s", video_driver); putenv(env_string); free(env_string); } #ifdef _WIN32 // Allow -gdi as a shortcut for using the windib driver. //! // @category video // @platform windows // // Use the Windows GDI driver instead of DirectX. // if (M_CheckParm("-gdi") > 0) { putenv("SDL_VIDEODRIVER=windib"); } // From the SDL 1.2.10 release notes: // // > The "windib" video driver is the default now, to prevent // > problems with certain laptops, 64-bit Windows, and Windows // > Vista. // // The hell with that. if (getenv("SDL_VIDEODRIVER") == NULL) { putenv("SDL_VIDEODRIVER=directx"); } #endif } static char *WindowBoxType(screen_mode_t *mode, int w, int h) { if (mode->width != w && mode->height != h) { return "Windowboxed"; } else if (mode->width == w) { return "Letterboxed"; } else if (mode->height == h) { return "Pillarboxed"; } else { return "..."; } } void I_InitGraphics(void) { SDL_Event dummy; byte *doompal; int flags = 0; char *env; // Pass through the XSCREENSAVER_WINDOW environment variable to // SDL_WINDOWID, to embed the SDL window into the Xscreensaver // window. env = getenv("XSCREENSAVER_WINDOW"); if (env != NULL) { char winenv[30]; int winid; sscanf(env, "0x%x", &winid); sprintf(winenv, "SDL_WINDOWID=%i", winid); putenv(winenv); } SetSDLVideoDriver(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { I_Error("Failed to initialise video: %s", SDL_GetError()); } // Check for command-line video-related parameters. CheckCommandLine(); doompal = W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE); if (screensaver_mode) { windowwidth = 0; windowheight = 0; } else { if (autoadjust_video_settings) { I_AutoAdjustSettings(); } windowwidth = screen_width; windowheight = screen_height; screen_mode = I_FindScreenMode(windowwidth, windowheight); if (screen_mode == NULL) { I_Error("I_InitGraphics: Unable to find a screen mode small " "enough for %ix%i", windowwidth, windowheight); } if (windowwidth != screen_mode->width || windowheight != screen_mode->height) { printf("I_InitGraphics: %s (%ix%i within %ix%i)\n", WindowBoxType(screen_mode, windowwidth, windowheight), screen_mode->width, screen_mode->height, windowwidth, windowheight); } // Generate lookup tables before setting the video mode. if (screen_mode->InitMode != NULL) { screen_mode->InitMode(doompal); } } // Set the video mode. flags |= SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF; if (fullscreen) { flags |= SDL_FULLSCREEN; } screen = SDL_SetVideoMode(windowwidth, windowheight, 8, flags); if (screen == NULL) { I_Error("Error setting video mode: %s\n", SDL_GetError()); } // Start with a clear black screen // (screen will be flipped after we set the palette) if (SDL_LockSurface(screen) >= 0) { byte *screenpixels; int y; screenpixels = (byte *) screen->pixels; for (y=0; yh; ++y) memset(screenpixels + screen->pitch * y, 0, screen->w); SDL_UnlockSurface(screen); } // Set the palette I_SetPalette(doompal); SDL_SetColors(screen, palette, 0, 256); I_SetWindowIcon(); CreateCursors(); UpdateFocus(); UpdateGrab(); // In screensaver mode, now find a screen_mode to use. if (screensaver_mode) { screen_mode = I_FindScreenMode(screen->w, screen->h); if (screen_mode == NULL) { I_Error("I_InitGraphics: Unable to find a screen mode small " "enough for %ix%i", screen->w, screen->h); } // Generate lookup tables before setting the video mode. if (screen_mode->InitMode != NULL) { screen_mode->InitMode(doompal); } } // On some systems, it takes a second or so for the screen to settle // after changing modes. We include the option to add a delay when // setting the screen mode, so that the game doesn't start immediately // with the player unable to see anything. if (fullscreen && !screensaver_mode) { SDL_Delay(startup_delay); } // Check if we have a native surface we can use // If we have to lock the screen, draw to a buffer and copy // Likewise if the screen pitch is not the same as the width // If we have to multiply, drawing is done to a separate 320x200 buf native_surface = !SDL_MUSTLOCK(screen) && screen_mode == &mode_scale_1x && screen->pitch == SCREENWIDTH && aspect_ratio_correct; // If not, allocate a buffer and copy from that buffer to the // screen when we do an update if (native_surface) { I_VideoBuffer = (unsigned char *) screen->pixels; I_VideoBuffer += (screen->h - SCREENHEIGHT) / 2; } else { I_VideoBuffer = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); } screens[0] = I_VideoBuffer; V_RestoreBuffer(); // "Loading from disk" icon LoadDiskImage(); // Clear the screen to black. memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT); // We need SDL to give us translated versions of keys as well SDL_EnableUNICODE(1); // Repeat key presses - this is what Vanilla Doom does // Not sure about repeat rate - probably dependent on which DOS // driver is used. This is good enough though. SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // clear out any events waiting at the start and center the mouse while (SDL_PollEvent(&dummy)); if (usemouse && !nomouse && (fullscreen || grabmouse)) { CenterMouse(); } initialised = true; // Call I_ShutdownGraphics on quit I_AtExit(I_ShutdownGraphics, true); } // Bind all variables controlling video options into the configuration // file system. void I_BindVideoVariables(void) { M_BindVariable("use_mouse", &usemouse); M_BindVariable("autoadjust_video_settings", &autoadjust_video_settings); M_BindVariable("fullscreen", &fullscreen); M_BindVariable("aspect_ratio_correct", &aspect_ratio_correct); M_BindVariable("startup_delay", &startup_delay); M_BindVariable("screen_width", &screen_width); M_BindVariable("screen_height", &screen_height); M_BindVariable("grabmouse", &grabmouse); M_BindVariable("mouse_acceleration", &mouse_acceleration); M_BindVariable("mouse_threshold", &mouse_threshold); M_BindVariable("video_driver", &video_driver); M_BindVariable("usegamma", &usegamma); M_BindVariable("vanilla_keyboard_mapping", &vanilla_keyboard_mapping); }