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#include "AppHdr.h"
#ifdef USE_TILE_LOCAL
#ifdef USE_SDL
#include "windowmanager-sdl.h"
#include "sound.h" // Needs to be here because WINMM_PLAY_SOUNDS is used below
#ifdef __ANDROID__
# include <SDL.h>
# include <SDL_image.h>
# include <android/log.h>
# include <SDL_mixer.h>
#else
# ifdef TARGET_COMPILER_VC
# include <SDL.h>
# else
# include <SDL2/SDL.h>
# endif
# include <SDL_image.h>
# if defined(USE_SOUND) && !defined(WINMM_PLAY_SOUNDS)
# include <SDL2/SDL_mixer.h>
# endif
#endif
#include "cio.h"
#include "files.h"
#include "glwrapper.h"
#include "libutil.h"
#include "options.h"
#include "syscalls.h"
#include "unicode.h"
#include "version.h"
#include "windowmanager.h"
WindowManager *wm = nullptr;
#define MIN_SDL_WINDOW_SIZE_X 800
#define MIN_SDL_WINDOW_SIZE_Y 480
void WindowManager::create()
{
if (wm)
return;
wm = new SDLWrapper();
#if defined(USE_SOUND) && !defined(WINMM_PLAY_SOUNDS)
Mix_Init(MIX_INIT_OGG | MIX_INIT_MP3);
Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 4096);
#endif
}
void WindowManager::shutdown()
{
delete wm;
wm = nullptr;
#if defined(USE_SOUND) && !defined(WINMM_PLAY_SOUNDS)
Mix_CloseAudio();
while (Mix_Init(0))
Mix_Quit();
#endif
}
static unsigned char _kmod_to_mod(int modifier)
{
unsigned char mod = 0;
#ifdef TARGET_OS_WINDOWS
// AltGr looks like right alt + left ctrl on Windows. Don't treat it as
// a modifier at all.
// TODO: linux?
if (testbits(modifier, KMOD_RALT | KMOD_LCTRL))
return 0;
#endif
if (modifier & KMOD_SHIFT)
mod |= TILES_MOD_SHIFT;
if (modifier & KMOD_CTRL)
mod |= TILES_MOD_CTRL;
if (modifier & KMOD_LALT)
mod |= TILES_MOD_ALT;
if (modifier & KMOD_GUI)
mod |= TILES_MOD_CMD;
return mod;
}
static unsigned char _get_modifiers(SDL_Keysym &keysym)
{
// if keysym *is* a modifier key, return that
switch (keysym.sym)
{
case SDLK_LSHIFT:
case SDLK_RSHIFT:
return TILES_MOD_SHIFT;
break;
case SDLK_LCTRL:
case SDLK_RCTRL:
return TILES_MOD_CTRL;
break;
case SDLK_LALT:
case SDLK_RALT:
return TILES_MOD_ALT;
break;
case SDLK_LGUI:
case SDLK_RGUI:
return TILES_MOD_CMD;
default:
// otherwise, return a mask
return _kmod_to_mod(keysym.mod);
}
}
static void _translate_window_event(const SDL_WindowEvent &sdl_event,
wm_event &tile_event)
{
switch (sdl_event.event)
{
case SDL_WINDOWEVENT_SHOWN:
tile_event.type = WME_ACTIVEEVENT;
tile_event.active.gain = 1;
break;
case SDL_WINDOWEVENT_HIDDEN:
tile_event.type = WME_ACTIVEEVENT;
tile_event.active.gain = 0;
break;
case SDL_WINDOWEVENT_EXPOSED:
tile_event.type = WME_EXPOSE;
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
tile_event.type = WME_RESIZE;
tile_event.resize.w = sdl_event.data1;
tile_event.resize.h = sdl_event.data2;
break;
case SDL_WINDOWEVENT_MOVED:
tile_event.type = WME_MOVE;
break;
default:
tile_event.type = WME_NOEVENT;
break;
}
}
static int _apply_alt(int key, int mod)
{
// TODO: alt handling remains fairly broken
#ifdef TARGET_OS_MACOSX
// mac: there's also a textinput event, suppress the keysym handling.
// TODO: something better?
if ((mod == TILES_MOD_ALT) && key >= 0 && key < 128)
return 0;
#endif
// don't mess with SDL internal special keycodes
if (key > 0 && !!(key & (1<<30)))
return key;
// TODO: does this work on windows / linux?
if ((mod & TILES_MOD_ALT) && key > CK_NO_KEY)
key = key + CK_ALT_BASE;
if ((mod & TILES_MOD_CMD) && key > CK_NO_KEY)
key += CK_CMD_BASE;
return key;
}
static int _apply_ctrlshift(int key, int mod)
{
if (!(mod & (TILES_MOD_SHIFT | TILES_MOD_CTRL)))
return key;
const bool shift = bool(mod & TILES_MOD_SHIFT);
const bool ctrl = bool(mod & TILES_MOD_CTRL);
const int nav_key_offset =
shift && ctrl ? CK_CTRL_SHIFT_UP - CK_UP
: ctrl ? CK_CTRL_UP - CK_UP
: shift ? CK_SHIFT_UP - CK_UP
: 0;
const int extra_nav_key_offset =
shift && ctrl ? CK_CTRL_SHIFT_ENTER - CK_ENTER_PLACEHOLDER
: ctrl ? CK_CTRL_ENTER - CK_ENTER_PLACEHOLDER
: shift ? CK_SHIFT_ENTER - CK_ENTER_PLACEHOLDER
: 0;
// internal keycodes for various modified special keys. We handle ones that
// have ascii codes case-by-case, and then handle regular navigation keys
// more generally. All of these have ctrl, shift, and ctrl-shift variants.
// TODO: alt?
if (key == CK_TAB)
return CK_TAB_PLACEHOLDER + nav_key_offset;
else if (key == CK_ENTER)
return CK_ENTER_PLACEHOLDER + extra_nav_key_offset;
else if (key == CK_BKSP)
return CK_BKSP_PLACEHOLDER + extra_nav_key_offset;
else if (key == CK_ESCAPE)
return CK_ESCAPE_PLACEHOLDER + extra_nav_key_offset;
else if (key == CK_DELETE)
return CK_DELETE_PLACEHOLDER + extra_nav_key_offset;
else if (key == ' ')
return CK_SPACE_PLACEHOLDER + extra_nav_key_offset;
else if (key >= CK_UP && key <= CK_TAB_PLACEHOLDER)
return key + nav_key_offset;
if (key >= CK_MIN_NUMPAD && key <= CK_MAX_NUMPAD)
{
// special case handling of enter, we don't have modified variants
// of the numpad key, so fall back on regular enter. (unmodified case
// already returned.)
if (key == CK_NUMPAD_ENTER)
return CK_ENTER_PLACEHOLDER + extra_nav_key_offset;
// hacky: for modified numpad numbers, turn them into the
// corresponding nav key. (E.g. shift+9 turns into shift+pgup.) This
// is basically because we need a way for modified move commands to
// work.
// XX previous versions mapped even unmodified numpad keys on
// tiles to their nav equivalents, would this be better?
return _apply_ctrlshift(numpad_to_regular(key, true), mod);
}
// TILES_SDL extended ctrl keys
// doing this for anything less than `a` is pretty bizarre, but it has
// worked this way for some time without producing any issues it seems.
// Most of the bizarre keycodes this produces on a US keyboard are negative
// and don't conflict with any internal keycodes.
// TODO: previously this was also applied to 1<<30 keycodes...
if (key >= SDLK_EXCLAIM && key < 128 && ctrl)
return LC_CONTROL(key);
return key;
}
static int _apply_modifiers(int key, int mod)
{
// overall fairly weird. The goal is to turn key-modifier combos into
// distinct keycodes where appropriate. Keycodes were a mistake, tell your
// friends
//
// Alt: handled by systematically shifting keycodes by -3000. This means
// that all Alt keycodes are negative, in an otherwise unused range between
// around -4500 and -3256. Does not apply to synthetic mouse keycodes, or
// to SDL-internal keycodes that have the 1<<30 bit set.
//
// Ctrl: For various special keys, use crawl-internal keycodes that are
// defined similarly to how the special keys' base keycodes are defined
// (generally between -200 and -1500). For ascii keys (for SDL we go down
// much lower than is normally done for this...) use the regular ascii
// ctrl mapping scheme (aka keycode - 'a'). For anything else, currently
// no ctrl scheme defined.
//
// Shift: For various special keys, use crawl-internal keycodes as for
// ctrl. There are also explicit ctrl-shift variants defined. For ascii,
// shift does what you'd expect based on the keyboard. Otherwise, no impact
// of shift modifier.
//
// Command (mac): handled like Alt, but with a shift of -20000. This leaves
// room for the alt shift + everything else.
return _apply_alt(_apply_ctrlshift(key, mod), mod);
}
static int _translate_keysym(SDL_Keysym &keysym)
{
// This function returns the key that was hit. Returning zero implies that
// the keypress (e.g. hitting shift on its own) should be eaten and not
// handled, or that it is an unmodified ascii(ish) key.
#ifdef TARGET_OS_WINDOWS
// AltGr looks like right alt + left ctrl on Windows. Let the input
// method generate a TextInput event rather than trying to handle it
// as a KeyDown.
if (testbits(keysym.mod, KMOD_RALT | KMOD_LCTRL))
return 0;
#endif
switch (keysym.sym)
{
case SDLK_LSHIFT:
case SDLK_RSHIFT:
case SDLK_LCTRL:
case SDLK_RCTRL:
case SDLK_LALT:
case SDLK_RALT:
case SDLK_LGUI: // mac command keys
case SDLK_RGUI:
case SDLK_NUMLOCKCLEAR: // may sometimes be clear, but sometimes numlock
case SDLK_CAPSLOCK:
case SDLK_SCROLLLOCK:
case SDLK_MODE:
// Don't handle these.
return 0;
default:
break;
}
const int mod = _get_modifiers(keysym);
//int offset = mod ? 1000 + 256 * mod : 0;
// check for various direct mappings for the base keysym
int mapped = 0;
switch (keysym.sym)
{
case SDLK_KP_ENTER: mapped = CK_NUMPAD_ENTER; break;
case SDLK_RETURN: mapped = CK_ENTER; break;
case SDLK_BACKSPACE: mapped = CK_BKSP; break;
case SDLK_AC_BACK:
case SDLK_ESCAPE: mapped = CK_ESCAPE; break;
case SDLK_KP_PERIOD:
case SDLK_KP_DECIMAL: mapped = CK_NUMPAD_DECIMAL; break;
case SDLK_DELETE: mapped = CK_DELETE; break;
case SDLK_F1:
case SDLK_F2:
case SDLK_F3:
case SDLK_F4:
case SDLK_F5:
case SDLK_F6:
case SDLK_F7:
case SDLK_F8:
case SDLK_F9:
case SDLK_F10:
case SDLK_F11:
case SDLK_F12:
case SDLK_F13:
case SDLK_F14:
case SDLK_F15:
// F-keys are negative keysyms, so invert
// XX ctrl + F-keys?
mapped = CK_F1 - (keysym.sym - SDLK_F1);
break;
// TODO: previous versions did something wacky here for SDLK_HELP,
// SDLK_PRINTSCREEN, SDLK_SYSREQ, SDLK_PAUSE, SDLK_MENU, SDLK_POWER,
// SDLK_UNDO. These are still allowed but cannot receive modifiers. Do
// players actually want ctrl-menu etc?
// everything below here translates unmodified versions into crawl-internal
// keycodes, see cio.h
// TODO: previous versions of this mapped keypad 5 to CLEAR for some reason..
case SDLK_KP_0: mapped = CK_NUMPAD_0; break;
case SDLK_KP_1: mapped = CK_NUMPAD_1; break;
case SDLK_KP_2: mapped = CK_NUMPAD_2; break;
case SDLK_KP_3: mapped = CK_NUMPAD_3; break;
case SDLK_KP_4: mapped = CK_NUMPAD_4; break;
case SDLK_KP_5: mapped = CK_NUMPAD_5; break;
case SDLK_KP_6: mapped = CK_NUMPAD_6; break;
case SDLK_KP_7: mapped = CK_NUMPAD_7; break;
case SDLK_KP_8: mapped = CK_NUMPAD_8; break;
case SDLK_KP_9: mapped = CK_NUMPAD_9; break;
case SDLK_UP: mapped = CK_UP; break;
case SDLK_DOWN: mapped = CK_DOWN; break;
case SDLK_LEFT: mapped = CK_LEFT; break;
case SDLK_RIGHT: mapped = CK_RIGHT; break;
case SDLK_INSERT: mapped = CK_INSERT; break;
case SDLK_HOME: mapped = CK_HOME; break;
case SDLK_END: mapped = CK_END; break;
case SDLK_CLEAR: mapped = CK_CLEAR; break;
case SDLK_PAGEUP: mapped = CK_PGUP; break;
case SDLK_PAGEDOWN: mapped = CK_PGDN; break;
case SDLK_TAB: mapped = CK_TAB; break;
case SDLK_KP_PLUS: mapped = CK_NUMPAD_ADD; break;
case SDLK_KP_MINUS: mapped = CK_NUMPAD_SUBTRACT; break;
case SDLK_KP_MULTIPLY: mapped = CK_NUMPAD_MULTIPLY; break;
case SDLK_KP_DIVIDE: mapped = CK_NUMPAD_DIVIDE; break;
case SDLK_KP_EQUALS: mapped = CK_NUMPAD_EQUALS; break;
default:
break;
}
if (mapped != 0)
return _apply_modifiers(mapped, mod);
// don't set a keysym for anything without a modifier key past here
// TODO: pass 1<<30 SDL keycodes that are left back as keycodes?
if (!(mod & (TILES_MOD_CTRL | TILES_MOD_ALT | TILES_MOD_CMD)))
return 0;
// mostly regular ascii, and SDL weird stuff left.
return _apply_modifiers(keysym.sym, mod);
}
static void _translate_event(const SDL_MouseMotionEvent &sdl_event,
wm_mouse_event &tile_event)
{
tile_event.held = wm_mouse_event::NONE;
tile_event.event = wm_mouse_event::MOVE;
tile_event.button = wm_mouse_event::NONE;
tile_event.px = display_density.apply_game_scale(sdl_event.x);
tile_event.py = display_density.apply_game_scale(sdl_event.y);
tile_event.held = wm->get_mouse_state(nullptr, nullptr);
tile_event.mod = wm->get_mod_state();
// TODO: enne - do we want the relative motion?
}
static void _translate_event(const SDL_MouseButtonEvent &sdl_event,
wm_mouse_event &tile_event)
{
tile_event.held = wm_mouse_event::NONE;
tile_event.event = (sdl_event.type == SDL_MOUSEBUTTONDOWN) ?
wm_mouse_event::PRESS : wm_mouse_event::RELEASE;
switch (sdl_event.button)
{
case SDL_BUTTON_LEFT:
tile_event.button = wm_mouse_event::LEFT;
break;
case SDL_BUTTON_RIGHT:
tile_event.button = wm_mouse_event::RIGHT;
break;
case SDL_BUTTON_MIDDLE:
tile_event.button = wm_mouse_event::MIDDLE;
break;
default:
// Unhandled button.
tile_event.button = wm_mouse_event::NONE;
break;
}
tile_event.px = display_density.apply_game_scale(sdl_event.x);
tile_event.py = display_density.apply_game_scale(sdl_event.y);
tile_event.held = wm->get_mouse_state(nullptr, nullptr);
tile_event.mod = wm->get_mod_state();
}
static void _translate_wheel_event(const SDL_MouseWheelEvent &sdl_event,
wm_mouse_event &tile_event)
{
tile_event.held = wm_mouse_event::NONE;
tile_event.event = wm_mouse_event::WHEEL;
tile_event.button = (sdl_event.y < 0) ? wm_mouse_event::SCROLL_DOWN
: wm_mouse_event::SCROLL_UP;
tile_event.px = display_density.apply_game_scale(sdl_event.x);
tile_event.py = display_density.apply_game_scale(sdl_event.y);
}
SDLWrapper::SDLWrapper():
m_window(nullptr), m_context(nullptr), prev_keycode(0)
{
m_cursors.fill(nullptr);
}
SDLWrapper::~SDLWrapper()
{
for (const auto& cursor : m_cursors)
if (cursor)
SDL_FreeCursor(cursor);
if (m_context)
SDL_GL_DeleteContext(m_context);
if (m_window)
SDL_DestroyWindow(m_window);
SDL_Quit();
}
int SDLWrapper::init(coord_def *m_windowsz)
{
// Do SDL initialization
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
{
printf("Failed to initialise SDL: %s\n", SDL_GetError());
return false;
}
int cur_display;
#ifdef __ANDROID__
cur_display = 0;
#else
// find the current display, based on the mouse position
// TODO: probably want to allow configuring this?
int mouse_x, mouse_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
int displays = SDL_GetNumVideoDisplays();
for (cur_display = 0; cur_display < displays; cur_display++)
{
SDL_Rect bounds;
SDL_GetDisplayBounds(cur_display, &bounds);
if (mouse_x >= bounds.x && mouse_y >= bounds.y &&
mouse_x < bounds.x + bounds.w && mouse_y < bounds.y + bounds.h)
{
break;
}
}
if (cur_display >= displays)
cur_display = 0; // can this happen?
#endif
SDL_DisplayMode display_mode;
SDL_GetDesktopDisplayMode(cur_display, &display_mode);
_desktop_width = display_mode.w;
_desktop_height = display_mode.h;
#ifdef __ANDROID__
SDL_StartTextInput();
Options.game_scale = min(_desktop_width, _desktop_height)/1080+1;
// Request OpenGL ES 1.0 context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_SetHint(SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH, "1");
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "1");
#endif
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glDebug("SDL_GL_DOUBLEBUFFER");
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 8);
glDebug("SDL_GL_DEPTH_SIZE 8");
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
glDebug("SDL_GL_RED_SIZE 8");
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
glDebug("SDL_GL_GREEN_SIZE 8");
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
glDebug("SDL_GL_BLUE_SIZE 8");
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
glDebug("SDL_GL_ALPHA_SIZE 8");
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "0");
#ifdef USE_GLES
unsigned int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
#else
unsigned int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
| SDL_WINDOW_ALLOW_HIGHDPI;
#endif
bool too_small = (_desktop_width < 1024 || _desktop_height < 800);
if (Options.tile_full_screen == SCREENMODE_FULL
|| too_small && Options.tile_full_screen == SCREENMODE_AUTO)
{
flags |= SDL_WINDOW_FULLSCREEN;
}
if (flags & SDL_WINDOW_FULLSCREEN)
{
const int x = Options.tile_window_width;
const int y = Options.tile_window_height;
// By default, fill the whole screen.
m_windowsz->x = (x > 0) ? x : _desktop_width;
m_windowsz->y = (y > 0) ? y : _desktop_height;
}
else
{
int y = Options.tile_window_height;
int x = Options.tile_window_width;
x = (x > 0) ? x : _desktop_width + x;
y = (y > 0) ? y : _desktop_height + y;
if (Options.tile_window_ratio > 0)
x = min(x, y * Options.tile_window_ratio / 1000);
if (Options.tile_window_limit_size)
{
m_windowsz->x = max(MIN_SDL_WINDOW_SIZE_X, x);
m_windowsz->y = max(MIN_SDL_WINDOW_SIZE_Y, y);
}
else
{
m_windowsz->x = x;
m_windowsz->y = y;
}
#ifdef TARGET_OS_WINDOWS
set_window_placement(m_windowsz);
#endif
}
string title = string(CRAWL " ") + Version::Long;
m_window = SDL_CreateWindow(title.c_str(),
SDL_WINDOWPOS_CENTERED_DISPLAY(cur_display),
SDL_WINDOWPOS_CENTERED_DISPLAY(cur_display),
m_windowsz->x, m_windowsz->y, flags);
glDebug("SDL_CreateWindow");
if (!m_window)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"Failed to create window: %s", SDL_GetError());
#endif
printf("Failed to create window: %s\n", SDL_GetError());
return false;
}
m_context = SDL_GL_CreateContext(m_window);
// The following two lines are a part of the magical dance needed to get
// Mojave to work with the version of SDL2 we are using.
SDL_PumpEvents();
SDL_SetWindowSize(m_window, m_windowsz->x, m_windowsz->y);
glDebug("SDL_GL_CreateContext");
if (!m_context)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"Failed to create GL context: %s", SDL_GetError());
#endif
printf("Failed to create GL context: %s\n", SDL_GetError());
return false;
}
int x, y;
SDL_GetWindowSize(m_window, &x, &y);
m_windowsz->x = display_density.apply_game_scale(x);
m_windowsz->y = display_density.apply_game_scale(y);
init_hidpi();
SDL_GL_GetDrawableSize(m_window, &x, &y);
if (Options.tile_window_limit_size)
{
SDL_SetWindowMinimumSize(m_window, MIN_SDL_WINDOW_SIZE_X,
MIN_SDL_WINDOW_SIZE_Y);
}
#ifndef __ANDROID__
SDL_EnableScreenSaver();
#else
SDL_DisableScreenSaver();
#endif
return true;
}
int SDLWrapper::screen_width() const
{
int w, dummy;
SDL_GetWindowSize(m_window, &w, &dummy);
return display_density.apply_game_scale(w);
}
int SDLWrapper::screen_height() const
{
int dummy, h;
SDL_GetWindowSize(m_window, &dummy, &h);
return display_density.apply_game_scale(h);
}
int SDLWrapper::desktop_width() const
{
return _desktop_width;
}
int SDLWrapper::desktop_height() const
{
return _desktop_height;
}
void SDLWrapper::set_window_title(const char *title)
{
SDL_SetWindowTitle(m_window, title);
}
bool SDLWrapper::set_window_icon(const char* icon_name)
{
string icon_path = datafile_path(icon_name, false, true);
if (!icon_path.size())
{
mprf(MSGCH_ERROR, "Unable to find window icon '%s'", icon_name);
return false;
}
SDL_Surface *surf = load_image(icon_path.c_str());
if (!surf)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"Failed to load icon: %s", SDL_GetError());
#endif
mprf(MSGCH_ERROR, "Failed to load icon '%s': %s\n", icon_path.c_str(),
SDL_GetError());
return false;
}
SDL_SetWindowIcon(m_window, surf);
SDL_FreeSurface(surf);
return true;
}
#ifdef TARGET_OS_WINDOWS
void SDLWrapper::set_window_placement(coord_def *m_windowsz)
{
// We move the window if it overlaps the taskbar.
const int title_bar = 29; // Title bar
const int border = 3; // Window border
int delta_x = (wm->desktop_width() - m_windowsz->x) / 2;
int delta_y = (wm->desktop_height() - m_windowsz->y) / 2;
taskbar_pos tpos = get_taskbar_pos();
int tsize = get_taskbar_size();
if (tpos == TASKBAR_TOP)
tsize += title_bar;
else
tsize += border;
int overlap = tsize - (tpos & TASKBAR_H ? delta_y : delta_x);
if (overlap > 0)
{
char env_str[50];
int x = delta_x;
int y = delta_y;
if (tpos & TASKBAR_H)
y += tpos == TASKBAR_TOP ? overlap : -overlap;
else
x += tpos == TASKBAR_LEFT ? overlap : -overlap;
// Keep the window in the screen.
x = max(x, border);
y = max(y, title_bar);
//We resize the window so that it fits in the screen.
m_windowsz->x = min(m_windowsz->x, wm->desktop_width()
- (tpos & TASKBAR_V ? tsize : 0)
- border * 2);
m_windowsz->y = min(m_windowsz->y, wm->desktop_height()
- (tpos & TASKBAR_H ? tsize : 0)
- (tpos & TASKBAR_TOP ? 0 : title_bar)
- border);
snprintf(env_str, sizeof(env_str), "SDL_VIDEO_WINDOW_POS=%d,%d", x, y);
putenv(env_str);
}
else
{
putenv("SDL_VIDEO_WINDOW_POS=center");
putenv("SDL_VIDEO_CENTERED=1");
}
}
#endif
bool SDLWrapper::init_hidpi()
{
coord_def windowsz;
coord_def drawablesz;
// window size is in logical pixels
SDL_GetWindowSize(m_window, &(windowsz.x), &(windowsz.y));
// drawable size is in device pixels
SDL_GL_GetDrawableSize(m_window, &(drawablesz.x), &(drawablesz.y));
return display_density.update(drawablesz.x, windowsz.x, Options.game_scale);
}
void SDLWrapper::resize(coord_def &m_windowsz)
{
coord_def m_drawablesz;
init_hidpi();
SDL_GL_GetDrawableSize(m_window, &(m_drawablesz.x), &(m_drawablesz.y));
glmanager->reset_view_for_resize(m_windowsz, m_drawablesz);
}
unsigned int SDLWrapper::get_ticks() const
{
return SDL_GetTicks();
}
unsigned char SDLWrapper::get_mod_state() const
{
return _kmod_to_mod(SDL_GetModState());
}
void SDLWrapper::set_mod_state(tiles_key_mod mod)
{
SDL_Keymod set_to;
switch (mod)
{
case TILES_MOD_NONE:
set_to = KMOD_NONE;
break;
case TILES_MOD_SHIFT:
set_to = KMOD_LSHIFT;
break;
case TILES_MOD_CTRL:
set_to = KMOD_LCTRL;
break;
case TILES_MOD_ALT:
set_to = KMOD_LALT;
break;
default:
set_to = KMOD_NONE;
break;
}
SDL_SetModState(set_to);
}
void SDLWrapper::set_mouse_cursor(mouse_cursor_type type)
{
SDL_Cursor *cursor = m_cursors[type];
if (!cursor)
{
SDL_SystemCursor sdl_cursor_id;
switch (type)
{
case MOUSE_CURSOR_ARROW:
sdl_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
break;
case MOUSE_CURSOR_POINTER:
sdl_cursor_id = SDL_SYSTEM_CURSOR_HAND;
break;
default:
die("bad mouse cursor type");
}
cursor = m_cursors[type] = SDL_CreateSystemCursor(sdl_cursor_id);
if (!cursor)
{
printf("Failed to create cursor: %s\n", SDL_GetError());
return;
}
}
SDL_SetCursor(cursor);
}
unsigned short SDLWrapper::get_mouse_state(int *x, int *y) const
{
Uint32 state = SDL_GetMouseState(x, y);
if (x)
*x = display_density.apply_game_scale(*x);
if (y)
*y = display_density.apply_game_scale(*y);
unsigned short ret = 0;
if (state & SDL_BUTTON(SDL_BUTTON_LEFT))
ret |= wm_mouse_event::LEFT;
if (state & SDL_BUTTON(SDL_BUTTON_RIGHT))
ret |= wm_mouse_event::RIGHT;
if (state & SDL_BUTTON(SDL_BUTTON_MIDDLE))
ret |= wm_mouse_event::MIDDLE;
return ret;
}
string SDLWrapper::get_clipboard()
{
string result;
char *clip = SDL_GetClipboardText();
if (!clip)
return result;
result = string(clip);
SDL_free(clip);
return result;
}
bool SDLWrapper::has_clipboard()
{
return SDL_HasClipboardText() == SDL_TRUE;
}
static char32_t _key_suppresses_textinput(int keycode)
{
char result_char = 0;
char32_t result = 0;
switch (keycode)
{
case SDLK_KP_5:
case SDLK_CLEAR:
result_char = '5';
break;
case SDLK_KP_8:
case SDLK_UP:
result_char = '8';
break;
case SDLK_KP_2:
case SDLK_DOWN:
result_char = '2';
break;
case SDLK_KP_4:
case SDLK_LEFT:
result_char = '4';
break;
case SDLK_KP_6:
case SDLK_RIGHT:
result_char = '6';
break;
case SDLK_KP_0:
case SDLK_INSERT:
result_char = '0';
break;
case SDLK_KP_7:
case SDLK_HOME:
result_char = '7';
break;
case SDLK_KP_1:
case SDLK_END:
result_char = '1';
break;
case SDLK_KP_9:
case SDLK_PAGEUP:
result_char = '9';
break;
case SDLK_KP_3:
case SDLK_PAGEDOWN:
result_char = '3';
break;
case SDLK_KP_PERIOD:
case SDLK_DELETE: result_char = '.'; break;
case SDLK_KP_MULTIPLY: result_char = '*'; break;
case SDLK_KP_DIVIDE: result_char = '/'; break;
case SDLK_KP_EQUALS: result_char = '='; break;
case SDLK_KP_PLUS: result_char = '+'; break;
case SDLK_KP_MINUS: result_char = '-'; break;
}
if (result_char)
utf8towc(&result, &result_char);
return result;
}
int SDLWrapper::send_textinput(wm_event *event)
{
event->type = WME_KEYDOWN;
do
{
// pop a key off the input queue
char32_t wc;
int wc_bytelen = utf8towc(&wc, m_textinput_queue.c_str());
m_textinput_queue.erase(0, wc_bytelen);
// SDL2 on linux sends an apparently spurious '=' text event for ctrl-=,
// but not for key combinations like ctrl-f (no 'f' text event is sent).
// this is relevant only for ctrl-- and ctrl-= bindings at the moment,
// and I'm somewhat nervous about blocking genuine text entry via the alt
// key, so for the moment this only blocklists text events with ctrl held
bool nontext_modifier_held = wm->get_mod_state() & TILES_MOD_CTRL;
bool should_suppress = prev_keycode && _key_suppresses_textinput(prev_keycode) == wc;
if (nontext_modifier_held || should_suppress)
{
prev_keycode = 0;
if (!m_textinput_queue.empty())
continue;
event->key.keysym.sym = CK_NO_KEY;
return 1;
}
event->key.keysym.sym = wc;
}
while (false);
return 1;
}
int SDLWrapper::wait_event(wm_event *event, int timeout)
{
SDL_Event sdlevent;
if (!m_textinput_queue.empty())
{
int ret = send_textinput(event);
if (event->key.keysym.sym != CK_NO_KEY)
return ret;
// textinput event was suppressed, don't return the event.
// N.b. it is still possible to return CK_NO_KEY via an SDL_TEXTINPUT
// event below.
}
if (!SDL_WaitEventTimeout(&sdlevent, timeout))
return 0;
if (sdlevent.type != SDL_TEXTINPUT)
prev_keycode = 0;
// translate the SDL_Event into the almost-analogous wm_event
switch (sdlevent.type)
{
case SDL_WINDOWEVENT:
SDL_SetModState(KMOD_NONE);
_translate_window_event(sdlevent.window, *event);
break;
case SDL_KEYDOWN:
if (Options.tile_key_repeat_delay <= 0 && sdlevent.key.repeat != 0)
return 0;
event->type = WME_KEYDOWN;
event->key.state = sdlevent.key.state;
event->key.keysym.scancode = sdlevent.key.keysym.scancode;
event->key.keysym.key_mod = _get_modifiers(sdlevent.key.keysym);
event->key.keysym.unicode = sdlevent.key.keysym.sym; // ???
event->key.keysym.sym = _translate_keysym(sdlevent.key.keysym);
// n.b. for many "regular" keypresses, a SDL_TEXTINPUT is produced
// instead. For some cases (e.g. alt-combos), both may be produced.
if (!event->key.keysym.unicode && event->key.keysym.sym > 0)
return 0;
// If we're going to accept this keydown, don't generate subsequent
// textinput events for the same key. This mechanism assumes that a
// fake textinput will arrive as the immediately following SDL event.
prev_keycode = sdlevent.key.keysym.sym;
/*
* LShift = scancode 0x30; tiles_key_mod 0x1; unicode 0x130; sym 0x130 SDLK_LSHIFT
* LCtrl = scancode 0x32; tiles_key_mod 0x2; unicode 0x132; sym 0x132 SDLK_LCTRL
* LAlt = scancode 0x34; tiles_key_mod 0x4; unicode 0x134; sym 0x134 SDLK_LALT
*/
break;
case SDL_KEYUP:
event->type = WME_KEYUP;
event->key.state = sdlevent.key.state;
event->key.keysym.scancode = sdlevent.key.keysym.scancode;
event->key.keysym.key_mod = _get_modifiers(sdlevent.key.keysym);
event->key.keysym.unicode = sdlevent.key.keysym.sym; // ???
event->key.keysym.sym = _translate_keysym(sdlevent.key.keysym);
break;
case SDL_TEXTINPUT:
{
ASSERT(m_textinput_queue.empty());
m_textinput_queue = string(sdlevent.text.text);
return send_textinput(event);
}
case SDL_MOUSEMOTION:
event->type = WME_MOUSEMOTION;
_translate_event(sdlevent.motion, event->mouse_event);
break;
case SDL_MOUSEBUTTONUP:
event->type = WME_MOUSEBUTTONUP;
_translate_event(sdlevent.button, event->mouse_event);
break;
case SDL_MOUSEBUTTONDOWN:
event->type = WME_MOUSEBUTTONDOWN;
_translate_event(sdlevent.button, event->mouse_event);
break;
case SDL_MOUSEWHEEL:
event->type = WME_MOUSEWHEEL;
_translate_wheel_event(sdlevent.wheel, event->mouse_event);
break;
case SDL_QUIT:
event->type = WME_QUIT;
break;
// I leave these as the same, because the original tilesdl does, too
case SDL_USEREVENT:
event->type = WME_CUSTOMEVENT;
event->custom.code = sdlevent.user.code;
event->custom.data1 = sdlevent.user.data1;
event->custom.data2 = sdlevent.user.data2;
break;
default:
return 0;
}
return 1;
}
static unsigned int _timer_callback(unsigned int ticks, void *param)
{
UNUSED(ticks);
SDL_Event event;
memset(&event, 0, sizeof(event));
event.type = SDL_USEREVENT;
event.user.data1 = param;
SDL_PushEvent(&event);
return 0;
}
unsigned int SDLWrapper::set_timer(unsigned int interval,
wm_timer_callback callback)
{
return SDL_AddTimer(interval, _timer_callback, reinterpret_cast<void*>(callback));
}
void SDLWrapper::remove_timer(unsigned int& timer_id)
{
if (timer_id)
{
SDL_RemoveTimer(timer_id);
timer_id = 0;
}
}
void SDLWrapper::swap_buffers()
{
SDL_GL_SwapWindow(m_window);
}
void SDLWrapper::delay(unsigned int ms)
{
SDL_Delay(ms);
}
bool SDLWrapper::next_event_is(wm_event_type type)
{
// check for enqueued characters from a multi-char textinput event
// count is floored to 1 for consistency with other event types
if (type == WME_KEYDOWN && m_textinput_queue.size() > 0)
return true;
// Look for the presence of any keyboard events in the queue.
Uint32 event;
switch (type)
{
case WME_ACTIVEEVENT:
case WME_RESIZE: // XXX
case WME_MOVE:
case WME_EXPOSE: // XXX
event = SDL_WINDOWEVENT;
break;
case WME_KEYDOWN:
event = SDL_KEYDOWN;
break;
case WME_KEYUP:
event = SDL_KEYUP;
break;
case WME_MOUSEMOTION:
event = SDL_MOUSEMOTION;
break;
case WME_MOUSEBUTTONUP:
event = SDL_MOUSEBUTTONUP;
break;
case WME_MOUSEBUTTONDOWN:
event = SDL_MOUSEBUTTONDOWN;
break;
case WME_MOUSEWHEEL:
event = SDL_MOUSEWHEEL;
break;
case WME_QUIT:
event = SDL_QUIT;
break;
case WME_CUSTOMEVENT:
event = SDL_USEREVENT;
break;
default:
// Error
return 0;
}
SDL_Event store;
SDL_PumpEvents();
// Note: this returns -1 for error.
int count = SDL_PeepEvents(&store, 1, SDL_PEEKEVENT, event, event);
if (type == WME_KEYDOWN)
count += SDL_PeepEvents(&store, 1, SDL_PEEKEVENT, SDL_TEXTINPUT, SDL_TEXTINPUT);
ASSERT(count >= 0);
return count != 0;
}
bool SDLWrapper::load_texture(GenericTexture *tex, const char *filename,
MipMapOptions mip_opt, unsigned int &orig_width,
unsigned int &orig_height, tex_proc_func proc,
bool force_power_of_two)
{
char acBuffer[512];
string tex_path = datafile_path(filename);
if (tex_path.c_str()[0] == 0)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"Couldn't find texture '%s'.", filename);
#endif
fprintf(stderr, "Couldn't find texture '%s'.\n", filename);
return false;
}
SDL_Surface *img = load_image(tex_path.c_str());
if (!img)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"Couldn't load texture '%s'.", tex_path.c_str());
#endif
fprintf(stderr, "Couldn't load texture '%s'.\n", tex_path.c_str());
return false;
}
unsigned int bpp = img->format->BytesPerPixel;
glmanager->pixelstore_unpack_alignment(1);
// Determine texture format
unsigned char *pixels = (unsigned char*)img->pixels;
int new_width;
int new_height;
if (force_power_of_two)
{
new_width = 1;
while (new_width < img->w)
new_width *= 2;
new_height = 1;
while (new_height < img->h)
new_height *= 2;
}
else
{
new_width = img->w;
new_height = img->h;
}
// GLenum texture_format
if (bpp == 4)
{
// Even if the size is the same, still go through
// SDL_GetRGBA to put the image in the right format.
SDL_LockSurface(img);
pixels = new unsigned char[4 * new_width * new_height];
memset(pixels, 0, 4 * new_width * new_height);
int dest = 0;
for (int y = 0; y < img->h; y++)
{
for (int x = 0; x < img->w; x++)
{
unsigned char *p = ((unsigned char*)img->pixels
+ y * img->pitch + x * bpp);
unsigned int pixel = *(unsigned int*)p;
SDL_GetRGBA(pixel, img->format, &pixels[dest],
&pixels[dest+1], &pixels[dest+2],
&pixels[dest+3]);
dest += 4;
}
dest += 4 * (new_width - img->w);
}
SDL_UnlockSurface(img);
}
else if (bpp == 3)
{
if (new_width != img->w || new_height != img->h)
{
SDL_LockSurface(img);
pixels = new unsigned char[4 * new_width * new_height];
memset(pixels, 0, 4 * new_width * new_height);
int dest = 0;
for (int y = 0; y < img->h; y++)
{
for (int x = 0; x < img->w; x++)
{
unsigned char *p = ((unsigned char*)img->pixels
+ y * img->pitch + x * bpp);
unsigned int pixel;
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
pixel = p[0] << 16 | p[1] << 8 | p[2];
else
pixel = p[0] | p[1] << 8 | p[2] << 16;
SDL_GetRGBA(pixel, img->format, &pixels[dest],
&pixels[dest+1], &pixels[dest+2],
&pixels[dest+3]);
dest += 4;
}
dest += 4 * (new_width - img->w);
}
SDL_UnlockSurface(img);
}
}
else if (bpp == 1)
{
// need to depalettize
SDL_LockSurface(img);
pixels = new unsigned char[4 * new_width * new_height];
SDL_Palette* pal = img->format->palette;
ASSERT(pal);
ASSERT(pal->colors);
int src = 0;
int dest = 0;
for (int y = 0; y < img->h; y++)
{
int x;
for (x = 0; x < img->w; x++)
{
unsigned int index = ((unsigned char*)img->pixels)[src+x];
pixels[dest*4 ] = pal->colors[index].r;
pixels[dest*4 + 1] = pal->colors[index].g;
pixels[dest*4 + 2] = pal->colors[index].b;
pixels[dest*4 + 3] = pal->colors[index].a;
dest++;
}
while (x++ < new_width)
{
// Extend to the right with transparent pixels
pixels[dest*4 ] = 0;
pixels[dest*4 + 1] = 0;
pixels[dest*4 + 2] = 0;
pixels[dest*4 + 3] = 0;
dest++;
}
src += img->pitch;
}
while (dest < new_width * new_height)
{
// Extend down with transparent pixels
pixels[dest*4 ] = 0;
pixels[dest*4 + 1] = 0;
pixels[dest*4 + 2] = 0;
pixels[dest*4 + 3] = 0;
dest++;
}
SDL_UnlockSurface(img);
}
else
{
printf("Warning: unsupported format, bpp = %d for '%s'\n",
bpp, acBuffer);
return false;
}
bool success = false;
if (!proc || proc(pixels, new_width, new_height))
{
// TODO: could fail if texture is too large / if there are opengl errs
opengl::check_texture_size(filename, new_width, new_height);
success |= tex->load_texture(pixels, new_width, new_height, mip_opt);
opengl::flush_opengl_errors();
}
// If conversion has occurred, delete converted data.
if (pixels != img->pixels)
delete[] pixels;
orig_width = img->w;
orig_height = img->h;
SDL_FreeSurface(img);
return success;
}
SDL_Surface *SDLWrapper::load_image(const char *file) const
{
SDL_Surface *surf = nullptr;
FILE *imgfile = fopen_u(file, "rb");
if (imgfile)
{
SDL_RWops *rw = SDL_RWFromFP(imgfile, SDL_FALSE);
if (rw)
{
surf = IMG_Load_RW(rw, 0);
SDL_RWclose(rw);
}
fclose(imgfile);
}
if (!surf)
return nullptr;
return surf;
}
void SDLWrapper::glDebug(const char* msg)
{
UNUSED(msg);
}
#endif // USE_SDL
#endif // USE_TILE_LOCAL
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