ref: aed91e3cc7bc960f570a987c02097bd4202655df
dir: /src/i_video.c/
// 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 <stdlib.h> #include <ctype.h> #include <math.h> #include "chocolate_doom_icon.c" #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomstat.h" #include "d_main.h" #include "i_system.h" #include "i_timer.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" // Alternate screenheight for letterbox mode #define LETTERBOX_SCREENHEIGHT 240 enum { FULLSCREEN_OFF, FULLSCREEN_ON, FULLSCREEN_LETTERBOX, }; 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; // disable mouse? static boolean nomouse = false; extern int usemouse; // if true, screens[0] is screen->pixel static boolean native_surface; // Automatically adjust video settings if the selected mode is // not a valid video mode. int autoadjust_video_settings = 1; // Run in full screen mode? (int type for config code) int fullscreen = FULLSCREEN_ON; // Time to wait for the screen to settle on startup before starting the // game (ms) int startup_delay = 0; // 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 // // 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; 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 != FULLSCREEN_OFF) 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; 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 = (patch_t *) W_CacheLumpName(DEH_String("STCDROM"), PU_STATIC); else disk = (patch_t *) W_CacheLumpName(DEH_String("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; y<disk_image_h; ++y) { memcpy(disk_image + disk_image_w * y, screens[0] + SCREENWIDTH * y, disk_image_w); memset(screens[0] + SCREENWIDTH * y, 0, disk_image_w); } Z_Free(disk); } // // Translates the SDL key // static int TranslateKey(SDL_keysym *sym) { switch(sym->sym) { 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); if (val > mouse_threshold) { return (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); 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; 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; } } } // 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_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; int x_offset, y_offset; x_offset = ((screen->w / screenmultiply) - SCREENWIDTH) / 2; y_offset = ((screen->h / screenmultiply) - SCREENHEIGHT) / 2; // Need to byte-copy from buffer into the screen buffer 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 + y_offset) * pitch + x1 + x_offset; for (y=y1; y<y2; ++y) { memcpy(screenp, bufp, w); screenp += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } } // scales the screen size before blitting it if (screenmultiply == 2) { byte *bufp, *screenp, *screenp2; int x, y; int pitch; if (SDL_LockSurface(screen) >= 0) { pitch = screen->pitch * 2; bufp = screens[0] + y1 * SCREENWIDTH + x1; screenp = (byte *) screen->pixels + (y1 + y_offset) * pitch + (x1 + x_offset) * 2; screenp2 = screenp + screen->pitch; for (y=y1; y<y2; ++y) { byte *sp, *sp2, *bp; sp = screenp; sp2 = screenp2; bp = bufp; for (x=x1; x<x2; ++x) { *sp++ = *bp; *sp++ = *bp; *sp2++ = *bp; *sp2++ = *bp; ++bp; } screenp += pitch; screenp2 += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } } if (screenmultiply == 3) { byte *bufp, *screenp, *screenp2, *screenp3; int x, y; int pitch; if (SDL_LockSurface(screen) >= 0) { pitch = screen->pitch * 3; bufp = screens[0] + y1 * SCREENWIDTH + x1; screenp = (byte *) screen->pixels + (y1 + y_offset) * pitch + (x1 + x_offset) * 3; screenp2 = screenp + screen->pitch; screenp3 = screenp2 + screen->pitch; for (y=y1; y<y2; ++y) { byte *sp, *sp2, *sp3, *bp; sp = screenp; sp2 = screenp2; sp3 = screenp3; bp = bufp; for (x=x1; x<x2; ++x) { *sp++ = *bp; *sp++ = *bp; *sp++ = *bp; *sp2++ = *bp; *sp2++ = *bp; *sp2++ = *bp; *sp3++ = *bp; *sp3++ = *bp; *sp3++ = *bp; ++bp; } screenp += pitch; screenp2 += pitch; screenp3 += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } } if (screenmultiply == 4) { byte *bufp, *screenp, *screenp2, *screenp3, *screenp4; int x, y; int pitch; if (SDL_LockSurface(screen) >= 0) { pitch = screen->pitch * 4; bufp = screens[0] + y1 * SCREENWIDTH + x1; screenp = (byte *) screen->pixels + (y1 + y_offset) * pitch + (x1 + x_offset) * 4; screenp2 = screenp + screen->pitch; screenp3 = screenp2 + screen->pitch; screenp4 = screenp3 + screen->pitch; for (y=y1; y<y2; ++y) { byte *sp, *sp2, *sp3, *sp4, *bp; sp = screenp; sp2 = screenp2; sp3 = screenp3; sp4 = screenp4; bp = bufp; for (x=x1; x<x2; ++x) { *sp++ = *bp; *sp++ = *bp; *sp++ = *bp; *sp++ = *bp; *sp2++ = *bp; *sp2++ = *bp; *sp2++ = *bp; *sp2++ = *bp; *sp3++ = *bp; *sp3++ = *bp; *sp3++ = *bp; *sp3++ = *bp; *sp4++ = *bp; *sp4++ = *bp; *sp4++ = *bp; *sp4++ = *bp; ++bp; } screenp += pitch; screenp2 += pitch; screenp3 += pitch; screenp4 += pitch; bufp += SCREENWIDTH; } SDL_UnlockSurface(screen); } } } static void UpdateRect(int x1, int y1, int x2, int y2) { // Do stretching and blitting BlitArea(x1, y1, x2, y2); // Update the area SDL_UpdateRect(screen, x1 * screenmultiply, y1 * screenmultiply, (x2-x1) * screenmultiply, (y2-y1) * screenmultiply); } void I_BeginRead(void) { int y; if (!initialised || disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<disk_image_h; ++y) { byte *screenloc = screens[0] + (SCREENHEIGHT - 1 - disk_image_h + y) * SCREENWIDTH + (SCREENWIDTH - 1 - disk_image_w); memcpy(saved_background + y * disk_image_w, screenloc, disk_image_w); memcpy(screenloc, disk_image + y * disk_image_w, disk_image_w); } UpdateRect(SCREENWIDTH - disk_image_w, SCREENHEIGHT - disk_image_h, SCREENWIDTH, SCREENHEIGHT); } void I_EndRead(void) { int y; if (!initialised || disk_image == NULL) return; // save background and copy the disk image in for (y=0; y<disk_image_h; ++y) { byte *screenloc = screens[0] + (SCREENHEIGHT - 1 - disk_image_h + y) * SCREENWIDTH + (SCREENWIDTH - 1 - disk_image_w); memcpy(screenloc, saved_background + y * disk_image_w, disk_image_w); } UpdateRect(SCREENWIDTH - disk_image_w, SCREENHEIGHT - disk_image_h, SCREENWIDTH, SCREENHEIGHT); } // // I_FinishUpdate // void I_FinishUpdate (void) { static int lasttic; int tics; int i; // UNUSED static unsigned char *bigscreen=0; if (!initialised) return; if (noblit) return; UpdateGrab(); // Don't update the screen if the window isn't visible. // Not doing this breaks under Windows when we alt-tab away // while fullscreen. if (!(SDL_GetAppState() & SDL_APPACTIVE)) return; // draws little dots on the bottom of the screen if (devparm) { i = I_GetTime(); tics = i - lasttic; lasttic = i; if (tics > 20) tics = 20; for (i=0 ; i<tics*2 ; i+=4) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff; for ( ; i<20*4 ; i+=4) screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0; } // draw to screen BlitArea(0, 0, SCREENWIDTH, SCREENHEIGHT); // If we have a palette to set, the act of setting the palette // updates the screen if (palette_to_set) { SDL_SetColors(screen, palette, 0, 256); palette_to_set = 0; } else { SDL_Flip(screen); } } // // I_ReadScreen // void I_ReadScreen (byte* scr) { memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT); } // // I_SetPalette // void I_SetPalette (byte *doompalette) { int i; for (i=0; i<256; ++i) { palette[i].r = gammatable[usegamma][*doompalette++]; palette[i].g = gammatable[usegamma][*doompalette++]; palette[i].b = gammatable[usegamma][*doompalette++]; } palette_to_set = 1; } // // Set the window caption // void I_SetWindowCaption(void) { char *buf; buf = Z_Malloc(strlen(gamedescription) + strlen(PACKAGE_STRING) + 10, PU_STATIC, NULL); sprintf(buf, "%s - %s", gamedescription, PACKAGE_STRING); SDL_WM_SetCaption(buf, NULL); Z_Free(buf); } // Set the application icon void I_SetWindowIcon(void) { SDL_Surface *surface; surface = SDL_CreateRGBSurfaceFrom(chocolate_doom_data, chocolate_doom_w, chocolate_doom_h, 24, chocolate_doom_w * 3, 0xff << 0, 0xff << 8, 0xff << 16, 0); SDL_WM_SetIcon(surface, NULL); SDL_FreeSurface(surface); } // Get window dimensions for the current settings static void GetWindowDimensions(int *windowwidth, int *windowheight) { *windowwidth = SCREENWIDTH * screenmultiply; if (fullscreen == FULLSCREEN_LETTERBOX) *windowheight = LETTERBOX_SCREENHEIGHT * screenmultiply; else *windowheight = SCREENHEIGHT * screenmultiply; } // Check if the screen mode for the current settings is in the list available // Not all machines support running in 320x200/640x400 (only support 4:3) // Some don't even support modes below 640x480. static boolean CheckValidFSMode(void) { SDL_Rect **modes; int i; int w, h; GetWindowDimensions(&w, &h); modes = SDL_ListModes(NULL, SDL_FULLSCREEN); for (i=0; modes[i]; ++i) { if (w == modes[i]->w && h == modes[i]->h) return true; } // not found return false; } static void CheckCommandLine(void) { // mouse grabbing if (M_CheckParm("-grabmouse")) { grabmouse = true; } else if (M_CheckParm("-nograbmouse")) { grabmouse = false; } // default to fullscreen mode, allow override with command line // nofullscreen because we love prboom if (M_CheckParm("-window") || M_CheckParm("-nofullscreen")) { fullscreen = FULLSCREEN_OFF; } else if (M_CheckParm("-fullscreen")) { fullscreen = FULLSCREEN_ON; } nomouse = M_CheckParm("-nomouse") > 0; // scale-by-2 mode if (M_CheckParm("-1")) { screenmultiply = 1; } else if (M_CheckParm("-2")) { screenmultiply = 2; } else if (M_CheckParm("-3")) { screenmultiply = 3; } else if (M_CheckParm("-4")) { screenmultiply = 4; } if (screenmultiply < 1) screenmultiply = 1; if (screenmultiply > 4) screenmultiply = 4; } static void AutoAdjustSettings(void) { int oldw, oldh; int old_fullscreen, old_screenmultiply; GetWindowDimensions(&oldw, &oldh); old_screenmultiply = screenmultiply; old_fullscreen = fullscreen; if (!CheckValidFSMode() && screenmultiply == 1 && fullscreen == FULLSCREEN_ON) { // 320x200 is not valid. // Try turning on letterbox mode - avoid doubling up // the screen if possible fullscreen = FULLSCREEN_LETTERBOX; if (!CheckValidFSMode()) { // That doesn't work. Change it back. fullscreen = FULLSCREEN_ON; } } if (!CheckValidFSMode() && screenmultiply == 1) { // Try doubling up the screen to 640x400 screenmultiply = 2; } if (!CheckValidFSMode() && fullscreen == FULLSCREEN_ON) { // This is not a valid mode. Try turning on letterbox mode fullscreen = FULLSCREEN_LETTERBOX; } if (old_fullscreen != fullscreen || old_screenmultiply != screenmultiply) { printf("I_InitGraphics: %ix%i resolution is not supported " "on this machine. \n", oldw, oldh); printf("I_InitGraphics: Video settings adjusted to " "compensate:\n"); if (fullscreen != old_fullscreen) printf("\tletterbox mode on (fullscreen=2)\n"); if (screenmultiply != old_screenmultiply) printf("\tscreenmultiply=%i\n", screenmultiply); printf("NOTE: Your video settings have been adjusted. " "To disable this behavior,\n" "set autoadjust_video_settings to 0 in your " "configuration file.\n"); } if (!CheckValidFSMode()) { printf("I_InitGraphics: WARNING: Unable to find a valid " "fullscreen video mode to run in.\n"); } } // 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; } } // In screensaver mode, pick a screenmultiply value that fits // inside the screen. It is okay to do this because settings // are not saved in screensaver mode. static void FindScreensaverMultiply(void) { int i; for (i=1; i<=4; ++i) { if (SCREENWIDTH * i <= screen->w && SCREENHEIGHT * i <= screen->h) { screenmultiply = i; } } } // Blank cursor so we don't see the mouse. It is not okay to // do SDL_ShowCursor(0) because this will hide the mouse in // the configuration dialog. Only show no mouse when over this // window. static void SetBlankCursor(void) { Uint8 zero = zero; SDL_Cursor *cursor; cursor = SDL_CreateCursor(&zero, &zero, 1, 1, 0, 0); SDL_SetCursor(cursor); } void I_InitGraphics(void) { SDL_Event dummy; 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); } #ifdef _WIN32 // Allow -gdi as a shortcut for using the windib driver. 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 if (SDL_Init(SDL_INIT_VIDEO) < 0) { I_Error("Failed to initialise video: %s", SDL_GetError()); } // Check for command-line video-related parameters. CheckCommandLine(); if (fullscreen && autoadjust_video_settings) { // Check that the fullscreen mode we are trying to use is valid; // if not, try to automatically select a more appropriate one. AutoAdjustSettings(); } GetWindowDimensions(&windowwidth, &windowheight); flags |= SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF; if (fullscreen != FULLSCREEN_OFF) { flags |= SDL_FULLSCREEN; } if (screensaver_mode) { windowwidth = 0; windowheight = 0; } screen = SDL_SetVideoMode(windowwidth, windowheight, 8, flags); if (screen == NULL) { I_Error("Error setting video mode: %s\n", SDL_GetError()); } // In screensaver mode, screenmultiply as large as possible // and set a blank cursor. if (screensaver_mode) { FindScreensaverMultiply(); SetBlankCursor(); } // 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; y<screen->h; ++y) memset(screenpixels + screen->pitch * y, 0, screen->w); SDL_UnlockSurface(screen); } // Set the palette I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE)); SDL_SetColors(screen, palette, 0, 256); // Setup title and icon I_SetWindowCaption(); I_SetWindowIcon(); UpdateFocus(); UpdateGrab(); // 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) && 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); if (fullscreen == FULLSCREEN_LETTERBOX) { screens[0] += ((LETTERBOX_SCREENHEIGHT - SCREENHEIGHT) * screen->pitch) / 2; } } else { screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); } // "Loading from disk" icon LoadDiskImage(); // Clear the screen to black. memset(screens[0], 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)); CenterMouse(); initialised = true; }