// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_video.c 248 2006-01-02 20:27:45Z fraggle $ // // 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. // // $Log$ // Revision 1.42 2006/01/02 20:27:45 fraggle // Clear the screen AFTER initialising the loading disk buffer, so that // bits of loading disk are not visible on the initial screen melt. // // Revision 1.41 2006/01/02 00:06:30 fraggle // Make functions static. Remove unused variable. // // Revision 1.40 2005/10/17 19:46:22 fraggle // Guard against multiple video shutdowns better. Fix crash due to improper // screen clear at startup. // // Revision 1.39 2005/10/16 20:55:50 fraggle // Fix the '-cdrom' command-line option. // // Revision 1.38 2005/10/15 22:50:57 fraggle // Fix pink icon on startup // // Revision 1.37 2005/10/15 15:59:14 fraggle // Map mouse buttons correctly. // // Revision 1.36 2005/10/15 15:45:03 fraggle // Check the return code from SDL_LockSurface to ensure a surface has been // properly locked. Fixes crash when switching applications while running // fullscreen. // // Revision 1.35 2005/10/02 03:16:29 fraggle // ENDOOM support using text mode emulation // // Revision 1.34 2005/10/02 03:03:40 fraggle // Make sure loading disk is only shown if the display is initialised // // Revision 1.33 2005/09/27 22:33:42 fraggle // Always use SDL_Flip to update the screen. Fixes problems in Windows when // running fullscreen, introduced by fixes to the disk icon code. // // Revision 1.32 2005/09/26 21:44:30 fraggle // Fix melting crap on startup - oops // // Revision 1.31 2005/09/25 00:31:32 fraggle // Fix disk icon appearing before palette is set (pink disk!) // Cleanup and commenting // // Revision 1.30 2005/09/24 23:44:49 fraggle // Enforce sane screenmultiply values // // Revision 1.29 2005/09/24 23:41:07 fraggle // Fix "loading" icon for all video modes // // Revision 1.28 2005/09/24 22:04:03 fraggle // Add application icon to running program // // Revision 1.27 2005/09/17 20:50:46 fraggle // Mouse acceleration code to emulate old DOS drivers // // Revision 1.26 2005/09/14 21:55:47 fraggle // Lock surfaces properly when we have to (fixes crash under Windows 98) // // Revision 1.25 2005/09/11 20:25:56 fraggle // Second configuration file to allow chocolate doom-specific settings. // Adjust some existing command line logic (for graphics settings and // novert) to adjust for this. // // Revision 1.24 2005/09/08 22:05:17 fraggle // Allow alt-tab away while running fullscreen // // Revision 1.23 2005/09/07 20:44:23 fraggle // Fix up names of functions // Make the quit button work (pops up the "quit doom?" prompt). // Fix focus detection to release the mouse and ignore mouse events // when window is not focused. // // Revision 1.22 2005/09/04 23:18:30 fraggle // Remove dead code. Cope with the screen not having width == pitch. Lock // the SDL screen surface properly. Rewrite 2x scaling code. // // Revision 1.21 2005/09/01 00:01:36 fraggle // -nograbmouse option // // Revision 1.20 2005/08/31 23:58:28 fraggle // smarter mouse grabbing for windowed mode // // Revision 1.19 2005/08/31 21:35:42 fraggle // Display the game name in the title bar. Move game start code to later // in initialisation because of the IWAD detection changes. // // Revision 1.18 2005/08/10 08:45:35 fraggle // Remove "if (french)" stuff, FRENCH define, detect french wad automatically // // Revision 1.17 2005/08/07 20:01:00 fraggle // Clear the screen on startup // // Revision 1.16 2005/08/07 03:09:33 fraggle // Fix gamma correction // // Revision 1.15 2005/08/07 02:59:23 fraggle // Clear disk image when loading at startup // // Revision 1.14 2005/08/06 17:30:30 fraggle // Only change palette on screen updates // // Revision 1.13 2005/08/04 22:23:07 fraggle // Use zone memory function. Add command line options // // Revision 1.12 2005/08/04 19:54:56 fraggle // Use keysym value rather than unicode value (fixes problems with shift // key) // // Revision 1.11 2005/08/04 18:42:15 fraggle // Silence compiler warnings // // Revision 1.10 2005/08/04 01:13:46 fraggle // Loading disk // // Revision 1.9 2005/08/03 22:19:52 fraggle // Set some flags to fix palette and improve performance // // Revision 1.8 2005/08/03 21:58:02 fraggle // Working scale*2 // // Revision 1.7 2005/07/25 20:50:55 fraggle // mouse // // Revision 1.6 2005/07/24 02:14:04 fraggle // Move to SDL for graphics. // Translate key scancodes to correct internal format when reading // settings from config file - backwards compatible with config files // for original exes // // Revision 1.5 2005/07/23 21:32:47 fraggle // Add missing errno.h, fix crash on startup when no IWAD present // // Revision 1.4 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.3 2005/07/23 17:27:04 fraggle // Stop crash on shutdown // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:19:58 fraggle // Initial import // // // DESCRIPTION: // DOOM graphics stuff for X11, UNIX. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_video.c 248 2006-01-02 20:27:45Z fraggle $"; #include #include #include #include "chocolate_doom_icon.c" #include "config.h" #include "doomdef.h" #include "doomstat.h" #include "d_main.h" #include "i_system.h" #include "m_argv.h" #include "m_swap.h" #include "s_sound.h" #include "sounds.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" extern void M_QuitDOOM(); 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; // if true, screens[0] is screen->pixel static boolean native_surface; // Run in full screen mode? (int type for config code) int fullscreen = true; // Grab the mouse? (int type for config code) int grabmouse = true; // Flag indicating whether the screen is currently visible: // when the screen isnt visible, don't render the screen boolean screenvisible; // Blocky mode, // replace each 320x200 pixel with screenmultiply*screenmultiply pixels. // According to Dave Taylor, it still is a bonehead thing // to use .... int screenmultiply = 1; // 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; // mouse acceleration // We accelerate the mouse by raising the mouse movement values to // the power of this value, to simulate the acceleration in DOS // mouse drivers // // TODO: See what is a sensible default value for this float mouse_acceleration = 1.5; static boolean MouseShouldBeGrabbed() { // 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; // if we specify not to grab the mouse, never grab if (!grabmouse) return false; // when menu is active or game is paused, release the mouse if (menuactive || paused) return false; // only grab mouse when playing levels (but not demos) return (gamestate == GS_LEVEL) && !demoplayback; } // 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; int y; if (M_CheckParm("-cdrom") > 0) disk = (patch_t *) W_CacheLumpName("STCDROM", PU_STATIC); else disk = (patch_t *) W_CacheLumpName("STDISK", 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: case SDLK_KP_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_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; 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; 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); return (int) pow(val, mouse_acceleration); } void I_GetEvent(void) { SDL_Event sdlevent; event_t event; // 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; } // process event switch (sdlevent.type) { case SDL_KEYDOWN: event.type = ev_keydown; event.data1 = TranslateKey(&sdlevent.key.keysym); 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: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); break; case SDL_MOUSEBUTTONUP: event.type = ev_mouse; event.data1 = MouseButtonState(); event.data2 = event.data3 = 0; D_PostEvent(&event); break; 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; default: break; } } } // // I_StartTic // void I_StartTic (void) { I_GetEvent(); } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } static void UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (grab && !currently_grabbed) { SDL_ShowCursor(0); SDL_WM_GrabInput(SDL_GRAB_ON); } if (!grab && currently_grabbed) { SDL_ShowCursor(1); SDL_WM_GrabInput(SDL_GRAB_OFF); } currently_grabbed = grab; } // Update a small portion of the screen // // Does 2x stretching and buffer blitting if neccessary static void BlitArea(int x1, int y1, int x2, int y2) { int w = x2 - x1; if (screenmultiply == 1 && !native_surface) { byte *bufp, *screenp; int y; int pitch; if (SDL_LockSurface(screen) >= 0) { pitch = screen->pitch; bufp = screens[0] + y1 * SCREENWIDTH + x1; screenp = (byte *) screen->pixels + y1 * pitch + x1; for (y=y1; y= 0) { pitch = screen->pitch * 2; bufp = screens[0] + y1 * SCREENWIDTH + x1; screenp = (byte *) screen->pixels + (y1 * pitch) + (x1 * 2); screenp2 = screenp + screen->pitch; for (y=y1; y 20) tics = 20; for (i=0 ; i 2) screenmultiply = 2; windowwidth = SCREENWIDTH * screenmultiply; windowheight = SCREENHEIGHT * screenmultiply; 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 (W_CacheLumpName ("PLAYPAL",PU_CACHE)); SDL_SetColors(screen, palette, 0, 256); // Setup title and icon I_SetWindowCaption(); I_SetWindowIcon(); UpdateFocus(); UpdateGrab(); // 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) && screenmultiply == 1 && screen->pitch == SCREENWIDTH; // If not, allocate a buffer and copy from that buffer to the // screen when we do an update if (native_surface) screens[0] = (unsigned char *) (screen->pixels); else screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); // Loading from disk icon LoadDiskImage(); memset(screens[0], 0, SCREENWIDTH * SCREENHEIGHT); // We need SDL to give us translated versions of keys as well SDL_EnableUNICODE(1); // clear out any events waiting at the start while (SDL_PollEvent(&dummy)); initialised = true; }