1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922
|
-- | Text frontend based on SDL2.
module Game.LambdaHack.Client.UI.Frontend.Sdl
( startup, frontendName
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, FontAtlas, FrontendSession(..), startupFun, shutdown, forceShutdown
, display, drawFrame, printScreen, modTranslate, keyTranslate, colorToRGBA
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Control.Concurrent
import qualified Data.Char as Char
import qualified Data.EnumMap.Strict as EM
import Data.IORef
import qualified Data.Text as T
import Data.Time.Clock.POSIX
import Data.Time.LocalTime
import qualified Data.Vector.Storable as VS
import qualified Data.Vector.Unboxed as U
import Data.Word (Word32, Word8)
import Foreign.C.String (withCString)
import Foreign.C.Types (CInt)
import Foreign.Ptr (nullPtr)
import Foreign.Storable (peek)
import System.Directory
import System.Exit (die, exitSuccess)
import System.FilePath
import qualified SDL
import qualified SDL.Font as TTF
import SDL.Input.Keyboard.Codes
import qualified SDL.Internal.Types
import qualified SDL.Raw.Basic as SDL (logSetAllPriority)
import qualified SDL.Raw.Enum
import qualified SDL.Raw.Event
import qualified SDL.Raw.Types
import qualified SDL.Raw.Video
import qualified SDL.Vect as Vect
import Game.LambdaHack.Client.UI.Content.Screen
import Game.LambdaHack.Client.UI.Frame
import Game.LambdaHack.Client.UI.Frontend.Common
import qualified Game.LambdaHack.Client.UI.Key as K
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Client.UI.PointUI
import Game.LambdaHack.Common.ClientOptions
import Game.LambdaHack.Common.File
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
import Game.LambdaHack.Content.TileKind (floorSymbol)
import qualified Game.LambdaHack.Definition.Color as Color
-- These are needed until SDL is fixed and all our devs move
-- to the fixed version:
import Control.Monad.IO.Class (MonadIO, liftIO)
import SDL.Internal.Exception (throwIfNull)
import qualified SDL.Raw.Event as Raw
import Unsafe.Coerce (unsafeCoerce)
--import qualified SDL.Raw.Enum as Raw
type FontAtlas = EM.EnumMap Color.AttrCharW32 SDL.Texture
-- | Session data maintained by the frontend.
data FrontendSession = FrontendSession
{ swindow :: SDL.Window
, srenderer :: SDL.Renderer
, squareFont :: TTF.Font
, squareFontSize :: Int
, mapFontIsBitmap :: Bool
, spropFont :: Maybe TTF.Font
, sboldFont :: Maybe TTF.Font
, smonoFont :: Maybe TTF.Font
, squareAtlas :: IORef FontAtlas
, smonoAtlas :: IORef FontAtlas
, sbasicTexture :: IORef SDL.Texture
, stexture :: IORef SDL.Texture
, spreviousFrame :: IORef SingleFrame
, sforcedShutdown :: IORef Bool
, scontinueSdlLoop :: IORef Bool
, sframeQueue :: MVar SingleFrame
, sframeDrawn :: MVar ()
}
-- | The name of the frontend.
frontendName :: String
frontendName = "sdl"
-- | Set up and start the main loop providing input and output.
--
-- Because of Windows and OS X, SDL2 needs to be on a bound thread,
-- so we can't avoid the communication overhead of bound threads.
startup :: ScreenContent -> ClientOptions -> IO RawFrontend
startup coscreen soptions = startupBound $ startupFun coscreen soptions
startupFun :: ScreenContent -> ClientOptions -> MVar RawFrontend -> IO ()
startupFun coscreen soptions@ClientOptions{..} rfMVar = do
SDL.initialize [SDL.InitEvents]
-- lowest: pattern SDL_LOG_PRIORITY_VERBOSE = (1) :: LogPriority
-- our default: pattern SDL_LOG_PRIORITY_ERROR = (5) :: LogPriority
SDL.logSetAllPriority $ toEnum $ fromMaybe 5 slogPriority
TTF.initialize
let title = T.pack $ fromJust stitle
chosenFontsetID = fromJust schosenFontset
-- Unlike @error@, @die@ does not move savefiles aside.
chosenFontset <- case lookup chosenFontsetID sfontsets of
Nothing -> die $ "Fontset not defined in config file"
`showFailure` chosenFontsetID
Just fs -> return fs
-- If some auxiliary fonts are equal and at the same size, this wastefully
-- opens them many times. However, native builds are efficient enough
-- and slow machines should use the most frugal case (only square font)
-- in which no waste occurs and all rendering is aided with an atlas.
let findFontFile t =
if T.null t
then return Nothing
else case lookup t sfonts of
Nothing -> die $ "Font not defined in config file" `showFailure` t
Just (FontProportional fname fsize fhint) -> do
sdlFont <- loadFontFile fname fsize
setHintMode sdlFont fhint
-- TODO: when SDL_ttf can do it, check that not a bitmap font
realSize <- TTF.height sdlFont
let !_A = assert (realSize > 0) () -- sanity
return $ Just (sdlFont, realSize)
Just (FontMonospace fname fsize fhint) -> do
sdlFont <- loadFontFile fname fsize
setHintMode sdlFont fhint
isFontMono <- TTF.isMonospace sdlFont
realSize <- TTF.height sdlFont
let !_A = assert (isFontMono && realSize > 0) () -- sanity
return $ Just (sdlFont, realSize)
Just (FontMapScalable fname fsize fhint cellSizeAdd) -> do
sdlFont <- loadFontFile fname fsize
setHintMode sdlFont fhint
isFontMono <- TTF.isMonospace sdlFont
realSize <- TTF.height sdlFont
let !_A = assert (isFontMono && realSize > 0) () -- sanity
return $ Just (sdlFont, realSize + cellSizeAdd)
Just (FontMapBitmap fname cellSizeAdd) -> do
sdlFont <- loadFontFile fname 0 -- size ignored for bitmap fonts
isFontMono <- TTF.isMonospace sdlFont
realSize <- TTF.height sdlFont
let !_A = assert (isFontMono && realSize > 0) () -- sanity
return $ Just (sdlFont, realSize + cellSizeAdd)
loadFontFile fname fsize = do
let fontFileName = T.unpack fname
fontSize = round $ fromJust sallFontsScale * intToDouble fsize
if isRelative fontFileName
then do
case lookup fontFileName $ rFontFiles coscreen of
Nothing -> fail $ "Font file not supplied with the game: "
++ fontFileName
++ " within "
++ show (map fst $ rFontFiles coscreen)
Just bs -> TTF.decode bs fontSize
else do
fontFileExists <- doesFileExist fontFileName
if not fontFileExists
then fail $ "Font file does not exist: " ++ fontFileName
else TTF.load fontFileName fontSize
setHintMode _ HintingHeavy = return () -- default
setHintMode sdlFont HintingLight = TTF.setHinting sdlFont TTF.Light
(squareFont, squareFontSize, mapFontIsBitmap) <-
if fromJust sallFontsScale == 1.0 then do
mfontMapBitmap <- findFontFile $ fontMapBitmap chosenFontset
case mfontMapBitmap of
Just (sdlFont, size) -> return (sdlFont, size, True)
Nothing -> do
mfontMapScalable <- findFontFile $ fontMapScalable chosenFontset
case mfontMapScalable of
Just (sdlFont, size) -> return (sdlFont, size, False)
Nothing -> die "Neither bitmap nor scalable map font defined"
else do
mfontMapScalable <- findFontFile $ fontMapScalable chosenFontset
case mfontMapScalable of
Just (sdlFont, size) -> return (sdlFont, size, False)
Nothing -> die "Scaling requested but scalable map font not defined"
let halfSize = squareFontSize `div` 2
boxSize = 2 * halfSize -- map font determines cell size for all others
-- Real size of these fonts ignored.
spropFont <- fst <$$> findFontFile (fontPropRegular chosenFontset)
sboldFont <- fst <$$> findFontFile (fontPropBold chosenFontset)
smonoFont <- fst <$$> findFontFile (fontMono chosenFontset)
let !_A =
assert
(isJust spropFont && isJust sboldFont && isJust smonoFont
|| isNothing spropFont && isNothing sboldFont && isNothing smonoFont
`blame` "Either all auxiliary fonts should be defined or none"
`swith` chosenFontset) ()
-- The hacky log priority 0 tells SDL frontend to init and quit at once,
-- for testing on CIs without graphics access.
if slogPriority == Just 0 then do
rf <- createRawFrontend coscreen (\_ -> return ()) (return ())
putMVar rfMVar rf
maybe (return ()) TTF.free spropFont
maybe (return ()) TTF.free sboldFont
maybe (return ()) TTF.free smonoFont
TTF.free squareFont
TTF.quit
SDL.quit
else do
-- The code below fails without access to a graphics system.
SDL.initialize [SDL.InitVideo]
-- This cursor size if fine for default size and Full HD 1.5x size.
let (cursorAlpha, cursorBW) = cursorXhair
xhairCursor <-
createCursor cursorBW cursorAlpha (SDL.V2 32 27) (SDL.P (SDL.V2 13 13))
SDL.activeCursor SDL.$= xhairCursor
-- xhairCursor <-
-- throwIfNull "SDL.Input.Mouse.createSystemCursor" "SDL_createSystemCursor"
-- $ Raw.createSystemCursor Raw.SDL_SYSTEM_CURSOR_CROSSHAIR
-- SDL.activeCursor SDL.$= unsafeCoerce xhairCursor
let screenV2 = SDL.V2 (toEnum $ rwidth coscreen * boxSize)
(toEnum $ rheight coscreen * boxSize)
windowConfig = SDL.defaultWindow
{ SDL.windowInitialSize = screenV2
, SDL.windowMode = case fromMaybe NotFullscreen sfullscreenMode of
ModeChange -> SDL.Fullscreen
BigBorderlessWindow -> SDL.FullscreenDesktop
NotFullscreen -> SDL.Windowed
, SDL.windowResizable = False -- the default, but just in case...
, SDL.windowHighDPI = True -- possibly prevents resize for Retina
}
rendererConfig = SDL.RendererConfig
{ rendererType = if sbenchmark
then SDL.AcceleratedRenderer
else SDL.AcceleratedVSyncRenderer
, rendererTargetTexture = True
}
swindow <- SDL.createWindow title windowConfig
srenderer <- SDL.createRenderer swindow (-1) rendererConfig
unless (fromMaybe NotFullscreen sfullscreenMode == NotFullscreen) $
-- This is essential to preserve game map aspect ratio in fullscreen, etc.,
-- if the aspect ratios of video mode and game map view don't match.
SDL.rendererLogicalSize srenderer SDL.$= Just screenV2
let clearScreen = do
-- Display black screen ASAP to hide any garbage. This is also needed
-- to clear trash on the margins in fullscreen. No idea why the double
-- calls are needed, sometimes. Perhaps it's double-buffered.
SDL.rendererRenderTarget srenderer SDL.$= Nothing
SDL.clear srenderer -- clear the backbuffer
SDL.present srenderer
SDL.clear srenderer -- clear the other half of the double buffer?
SDL.present srenderer
clearScreen
let initTexture = do
texture <- SDL.createTexture srenderer SDL.ARGB8888
SDL.TextureAccessTarget screenV2
SDL.rendererRenderTarget srenderer SDL.$= Just texture
SDL.rendererDrawBlendMode srenderer SDL.$= SDL.BlendNone
SDL.rendererDrawColor srenderer SDL.$= blackRGBA
SDL.clear srenderer -- clear the texture
return texture
basicTexture <- initTexture
sbasicTexture <- newIORef basicTexture
texture <- initTexture
stexture <- newIORef texture
squareAtlas <- newIORef EM.empty
smonoAtlas <- newIORef EM.empty
spreviousFrame <- newIORef $ blankSingleFrame coscreen
sforcedShutdown <- newIORef False
scontinueSdlLoop <- newIORef True
sframeQueue <- newEmptyMVar
sframeDrawn <- newEmptyMVar
let sess = FrontendSession{..}
rfWithoutPrintScreen <-
createRawFrontend coscreen (display sess) (shutdown sess)
let rf = rfWithoutPrintScreen {fprintScreen = printScreen sess}
putMVar rfMVar rf
let pointTranslate :: forall i. (Enum i) => Vect.Point Vect.V2 i -> PointUI
pointTranslate (SDL.P (SDL.V2 x y)) =
PointUI (fromEnum x `div` halfSize) (fromEnum y `div` boxSize)
redraw = do
-- Textures may be trashed and even invalid, especially on Windows.
atlas <- readIORef squareAtlas
writeIORef squareAtlas EM.empty
monoAtlas <- readIORef smonoAtlas
writeIORef smonoAtlas EM.empty
oldBasicTexture <- readIORef sbasicTexture
newBasicTexture <- initTexture
oldTexture <- readIORef stexture
newTexture <- initTexture
mapM_ SDL.destroyTexture $ EM.elems atlas
mapM_ SDL.destroyTexture $ EM.elems monoAtlas
SDL.destroyTexture oldBasicTexture
SDL.destroyTexture oldTexture
writeIORef sbasicTexture newBasicTexture
writeIORef stexture newTexture
-- To clear the margins in fullscreen:
clearScreen
-- To overwrite each char:
prevFrame <- readIORef spreviousFrame
writeIORef spreviousFrame $ blankSingleFrame coscreen
drawFrame coscreen soptions sess prevFrame
SDL.pumpEvents
SDL.Raw.Event.flushEvents minBound maxBound
loopSDL :: IO ()
loopSDL = do
me <- SDL.pollEvent -- events take precedence over frames
case me of
Nothing -> do
mfr <- tryTakeMVar sframeQueue
case mfr of
Just fr -> do
-- Some SDL2 (OpenGL) backends are very thread-unsafe,
-- so we need to ensure we draw on the same (bound) OS thread
-- that initialized SDL, hence we have to poll frames.
drawFrame coscreen soptions sess fr
putMVar sframeDrawn () -- signal that drawing ended
Nothing -> threadDelay $ if sbenchmark then 150 else 15000
-- 60 polls per second, so keyboard snappy enough;
-- max 6000 FPS when benchmarking
Just e -> handleEvent e
continueSdlLoop <- readIORef scontinueSdlLoop
if continueSdlLoop
then loopSDL
else do
maybe (return ()) TTF.free spropFont
maybe (return ()) TTF.free sboldFont
maybe (return ()) TTF.free smonoFont
TTF.free squareFont
TTF.quit
SDL.destroyRenderer srenderer
SDL.destroyWindow swindow
SDL.quit
forcedShutdown <- readIORef sforcedShutdown
when forcedShutdown
exitSuccess -- not in the main thread, so no exit yet, see "Main"
handleEvent e = case SDL.eventPayload e of
SDL.KeyboardEvent keyboardEvent
| SDL.keyboardEventKeyMotion keyboardEvent == SDL.Pressed -> do
let sym = SDL.keyboardEventKeysym keyboardEvent
ksm = SDL.keysymModifier sym
shiftPressed = SDL.keyModifierLeftShift ksm
|| SDL.keyModifierRightShift ksm
key = keyTranslate shiftPressed $ SDL.keysymKeycode sym
modifier = modTranslate ksm
modifierNoShift = case modifier of -- to prevent S-!, etc.
K.Shift -> K.NoModifier
K.ControlShift -> K.Control
K.AltShift -> K.Alt
_ -> modifier
p <- SDL.getAbsoluteMouseLocation
when (key == K.Esc) $ resetChanKey (fchanKey rf)
saveKMP rf modifierNoShift key (pointTranslate p)
SDL.MouseButtonEvent mouseButtonEvent
| SDL.mouseButtonEventMotion mouseButtonEvent == SDL.Released -> do
modifier <- modTranslate <$> SDL.getModState
let key = case SDL.mouseButtonEventButton mouseButtonEvent of
SDL.ButtonLeft -> K.LeftButtonRelease
SDL.ButtonMiddle -> K.MiddleButtonRelease
SDL.ButtonRight -> K.RightButtonRelease
_ -> K.LeftButtonRelease -- any other is spare left
p = SDL.mouseButtonEventPos mouseButtonEvent
saveKMP rf modifier key (pointTranslate p)
SDL.MouseWheelEvent mouseWheelEvent -> do
modifier <- modTranslate <$> SDL.getModState
let SDL.V2 _ y = SDL.mouseWheelEventPos mouseWheelEvent
mkey = case (compare y 0, SDL.mouseWheelEventDirection
mouseWheelEvent) of
(EQ, _) -> Nothing
(LT, SDL.ScrollNormal) -> Just K.WheelSouth
(GT, SDL.ScrollNormal) -> Just K.WheelNorth
(LT, SDL.ScrollFlipped) -> Just K.WheelNorth
(GT, SDL.ScrollFlipped) -> Just K.WheelSouth
p <- SDL.getAbsoluteMouseLocation
maybe (return ())
(\key -> saveKMP rf modifier key (pointTranslate p)) mkey
SDL.WindowClosedEvent{} -> forceShutdown sess
SDL.QuitEvent -> forceShutdown sess
SDL.WindowRestoredEvent{} -> redraw -- e.g., unminimize
SDL.WindowExposedEvent{} -> redraw -- needed on Windows
SDL.WindowResizedEvent{} ->
-- Some window managers apparently are able to resize.
-- And some send resize events at startup, even though
-- they don't resize eventually, so this is too much spam:
-- SDL.showSimpleMessageBox Nothing SDL.Warning
-- "Windows resize detected"
-- "Please resize the game and/or make it fullscreen via 'allFontsScale' and 'fullscreenMode' settings in the 'config.ui.ini' file. Resizing fonts via generic scaling algorithms gives poor results."
redraw
-- Probably not needed, because no textures nor their content lost:
-- SDL.WindowShownEvent{} -> redraw
_ -> return ()
loopSDL
-- | Copied from SDL2 and fixed (packed booleans are needed).
--
-- Create a cursor using the specified bitmap data and mask (in MSB format,
-- packed). Width must be a multiple of 8.
--
--
createCursor :: MonadIO m
=> VS.Vector Word8 -- ^ Whether this part of the cursor is black. Use bit 1 for white and bit 0 for black.
-> VS.Vector Word8 -- ^ Whether or not pixels are visible. Use bit 1 for visible and bit 0 for transparent.
-> Vect.V2 CInt -- ^ The width and height of the cursor.
-> Vect.Point Vect.V2 CInt -- ^ The X- and Y-axis location of the upper left corner of the cursor relative to the actual mouse position
-> m SDL.Cursor
createCursor dta msk (Vect.V2 w h) (Vect.P (Vect.V2 hx hy)) =
liftIO . fmap unsafeCoerce $
throwIfNull "SDL.Input.Mouse.createCursor" "SDL_createCursor" $
VS.unsafeWith dta $ \unsafeDta ->
VS.unsafeWith msk $ \unsafeMsk ->
Raw.createCursor unsafeDta unsafeMsk w h hx hy
-- Ignores bits after the last 8 multiple.
boolListToWord8List :: [Bool] -> [Word8]
boolListToWord8List =
let i True multiple = multiple
i False _ = 0
in \case
b1 : b2 : b3 : b4 : b5 : b6 : b7 : b8 : rest ->
i b1 128 + i b2 64 + i b3 32 + i b4 16 + i b5 8 + i b6 4 + i b7 2 + i b8 1
: boolListToWord8List rest
_ -> []
cursorXhair :: (VS.Vector Word8, VS.Vector Word8) -- alpha, BW
cursorXhair =
let charToBool '.' = (True, True) -- visible black
charToBool '#' = (True, False) -- visible white
charToBool _ = (False, False) -- transparent white
toVS = VS.fromList . boolListToWord8List
in toVS *** toVS $ unzip $ map charToBool $ concat
[ " ... "
, " .#. "
, " .. .#. .. "
, " ..## .#. ##.. "
, " .## .#. ##. "
, " .# .#. #. "
, " .# .#. #. "
, " .# ... #. "
, " .# #. "
, " .# #. "
, " "
, " . "
, "........ .#. ........ "
, ".######. .###. .######. "
, "........ .#. ........ "
, " . "
, " "
, " .# #. "
, " .# #. "
, " .# ... #. "
, " .# .#. #. "
, " .# .#. #. "
, " .## .#. ##. "
, " ..## .#. ##.. "
, " .. .#. .. "
, " .#. "
, " ... " ]
shutdown :: FrontendSession -> IO ()
shutdown FrontendSession{..} = writeIORef scontinueSdlLoop False
forceShutdown :: FrontendSession -> IO ()
forceShutdown sess@FrontendSession{..} = do
writeIORef sforcedShutdown True
shutdown sess
-- | Add a frame to be drawn.
display :: FrontendSession -- ^ frontend session data
-> SingleFrame -- ^ the screen frame to draw
-> IO ()
display FrontendSession{..} curFrame = do
continueSdlLoop <- readIORef scontinueSdlLoop
if continueSdlLoop then do
putMVar sframeQueue curFrame
-- Wait until the frame is drawn.
takeMVar sframeDrawn
else do
forcedShutdown <- readIORef sforcedShutdown
when forcedShutdown $
-- When there's a forced shutdown, ignore displaying one frame
-- and don't occupy the CPU creating new ones and moving on with the game
-- (possibly also saving the new game state, surprising the player),
-- but delay the server and client thread(s) for a long time
-- and let the SDL-init thread clean up and exit via @exitSuccess@
-- to avoid exiting via "thread blocked".
threadDelay 50000
drawFrame :: ScreenContent -- ^ e.g., game screen size
-> ClientOptions -- ^ client options
-> FrontendSession -- ^ frontend session data
-> SingleFrame -- ^ the screen frame to draw
-> IO ()
drawFrame coscreen ClientOptions{..} sess@FrontendSession{..} curFrame = do
prevFrame <- readIORef spreviousFrame
let halfSize = squareFontSize `div` 2
boxSize = 2 * halfSize
tt2Square = Vect.V2 (toEnum boxSize) (toEnum boxSize)
vp :: Int -> Int -> Vect.Point Vect.V2 CInt
vp x y = Vect.P $ Vect.V2 (toEnum x) (toEnum y)
drawHighlight !col !row !color = do
SDL.rendererDrawColor srenderer SDL.$= colorToRGBA color
let rect = SDL.Rectangle (vp (col * boxSize) (row * boxSize)) tt2Square
SDL.drawRect srenderer $ Just rect
SDL.rendererDrawColor srenderer SDL.$= blackRGBA
-- reset back to black
chooseAndDrawHighlight !col !row !bg = do
-- Rectangle drawing is broken in SDL 2.0.16
-- (https://github.com/LambdaHack/LambdaHack/issues/281)
-- and simple workarounds fail with old SDL, e.g., four lines instead of
-- a rectangle, so we have to manually erase the broken rectangles
-- instead of depending on glyphs overwriting them fully.
let workaroundOverwriteHighlight = do
let rect = SDL.Rectangle (vp (col * boxSize) (row * boxSize))
tt2Square
SDL.drawRect srenderer $ Just rect
case bg of
Color.HighlightNone -> workaroundOverwriteHighlight
Color.HighlightBackground -> workaroundOverwriteHighlight
Color.HighlightNoneCursor -> workaroundOverwriteHighlight
_ -> drawHighlight col row $ Color.highlightToColor bg
-- workarounds end
-- This also frees the surface it gets.
scaleSurfaceToTexture :: Int -> SDL.Surface -> IO SDL.Texture
scaleSurfaceToTexture xsize textSurfaceRaw = do
Vect.V2 sw sh <- SDL.surfaceDimensions textSurfaceRaw
let width = min xsize $ fromEnum sw
height = min boxSize $ fromEnum sh
xsrc = max 0 (fromEnum sw - width) `div` 2
ysrc = max 0 (fromEnum sh - height) `divUp` 2
srcR = SDL.Rectangle (vp xsrc ysrc)
(Vect.V2 (toEnum width) (toEnum height))
xtgt = (xsize - width) `divUp` 2
ytgt = (boxSize - height) `div` 2
tgtR = vp xtgt ytgt
tt2 = Vect.V2 (toEnum xsize) (toEnum boxSize)
textSurface <- SDL.createRGBSurface tt2 SDL.ARGB8888
SDL.surfaceFillRect textSurface Nothing blackRGBA
-- We crop surface rather than texture to set the resulting
-- texture as @TextureAccessStatic@ via @createTextureFromSurface@,
-- which otherwise we wouldn't be able to do.
void $ SDL.surfaceBlit textSurfaceRaw (Just srcR)
textSurface (Just tgtR)
SDL.freeSurface textSurfaceRaw
textTexture <- SDL.createTextureFromSurface srenderer textSurface
SDL.freeSurface textSurface
return textTexture
-- This also frees the surface it gets.
scaleSurfaceToTextureProp :: Int -> Int -> SDL.Surface -> Bool
-> IO (Int, SDL.Texture)
scaleSurfaceToTextureProp x row textSurfaceRaw allSpace = do
Vect.V2 sw sh <- SDL.surfaceDimensions textSurfaceRaw
let widthRaw = fromEnum sw
remainingWidth = rwidth coscreen * boxSize - x
width | widthRaw <= remainingWidth = widthRaw
| allSpace = remainingWidth
| otherwise = remainingWidth - boxSize
height = min boxSize $ fromEnum sh
xsrc = 0
ysrc = max 0 (fromEnum sh - height) `divUp` 2
srcR = SDL.Rectangle (vp xsrc ysrc)
(Vect.V2 (toEnum width) (toEnum height))
xtgt = 0
ytgt = (boxSize - height) `div` 2
tgtR = vp xtgt ytgt
tt2Prop = Vect.V2 (toEnum width) (toEnum boxSize)
textSurface <- SDL.createRGBSurface tt2Prop SDL.ARGB8888
SDL.surfaceFillRect textSurface Nothing blackRGBA
-- We crop surface rather than texture to set the resulting
-- texture as @TextureAccessStatic@ via @createTextureFromSurface@,
-- which otherwise we wouldn't be able to do.
-- This is not essential for proportional font, for which we have
-- no texture atlas, but it's consistent with other fonts
-- and the bottleneck is the square font, anyway.
void $ SDL.surfaceBlit textSurfaceRaw (Just srcR)
textSurface (Just tgtR)
SDL.freeSurface textSurfaceRaw
textTexture <- SDL.createTextureFromSurface srenderer textSurface
SDL.freeSurface textSurface
when (width /= widthRaw && not allSpace) $
setSquareChar (rwidth coscreen - 1) row Color.trimmedLineAttrW32
return (width, textTexture)
-- <https://www.libsdl.org/projects/SDL_ttf/docs/SDL_ttf_42.html#SEC42>
-- Note that @Point@ here refers to screen coordinates with square font
-- (as @PointSquare@ normally should) and not game map coordinates.
-- See "Game.LambdaHack.Client.UI.Frame" for explanation of this
-- irregularity.
setMapChar :: PointI -> (Word32, Word32) -> IO Int
setMapChar !i (!w, !wPrev) =
if w == wPrev
then return $! i + 1
else do
let Point{..} = toEnum i
setSquareChar px py (Color.AttrCharW32 w)
return $! i + 1
drawMonoOverlay :: OverlaySpace -> IO ()
drawMonoOverlay =
mapM_ (\(PointUI x y, al) ->
let lineCut = take (2 * rwidth coscreen - x) al
in drawMonoLine x y lineCut)
drawMonoLine :: Int -> Int -> AttrString -> IO ()
drawMonoLine _ _ [] = return ()
drawMonoLine x row (w : rest) = do
setMonoChar x row w
drawMonoLine (x + 1) row rest
setMonoChar :: Int -> Int -> Color.AttrCharW32 -> IO ()
setMonoChar !x !row !w = do
atlas <- readIORef smonoAtlas
let Color.AttrChar{acAttr=Color.Attr{fg=fgRaw, bg}, acChar} =
Color.attrCharFromW32 w
fg | even row && fgRaw == Color.White = Color.AltWhite
| otherwise = fgRaw
ac = Color.attrChar2ToW32 fg acChar
!_A = assert (bg `elem` [ Color.HighlightNone
, Color.HighlightNoneCursor ]) ()
textTexture <- case EM.lookup ac atlas of
Nothing -> do
textSurfaceRaw <-
TTF.shadedGlyph (fromJust smonoFont) (colorToRGBA fg)
blackRGBA acChar
textTexture <- scaleSurfaceToTexture halfSize textSurfaceRaw
writeIORef smonoAtlas $ EM.insert ac textTexture atlas
return textTexture
Just textTexture -> return textTexture
let tt2Mono = Vect.V2 (toEnum halfSize) (toEnum boxSize)
tgtR = SDL.Rectangle (vp (x * halfSize) (row * boxSize)) tt2Mono
SDL.copy srenderer textTexture Nothing (Just tgtR)
drawSquareOverlay :: OverlaySpace -> IO ()
drawSquareOverlay =
mapM_ (\(pUI, al) ->
let PointSquare col row = uiToSquare pUI
lineCut = take (rwidth coscreen - col) al
in drawSquareLine col row lineCut)
drawSquareLine :: Int -> Int -> AttrString -> IO ()
drawSquareLine _ _ [] = return ()
drawSquareLine col row (w : rest) = do
setSquareChar col row w
drawSquareLine (col + 1) row rest
setSquareChar :: Int -> Int -> Color.AttrCharW32 -> IO ()
setSquareChar !col !row !w = do
atlas <- readIORef squareAtlas
let Color.AttrChar{ acAttr=Color.Attr{fg=fgRaw, bg}
, acChar=acCharRaw } =
Color.attrCharFromW32 w
fg | even row && fgRaw == Color.White = Color.AltWhite
| otherwise = fgRaw
ac = if bg == Color.HighlightBackground
then w
else Color.attrChar2ToW32 fg acCharRaw
textTexture <- case EM.lookup ac atlas of
Nothing -> do
-- Make all visible floors bold (no bold font variant for 16x16x,
-- so only the dot can be bold).
let acChar = if not (Color.isBright fg)
&& acCharRaw == floorSymbol -- '\x00B7'
then if mapFontIsBitmap
then '\x0007'
else '\x22C5'
else acCharRaw
background = if bg == Color.HighlightBackground
then greyRGBA
else blackRGBA
textSurfaceRaw <- TTF.shadedGlyph squareFont (colorToRGBA fg)
background acChar
textTexture <- scaleSurfaceToTexture boxSize textSurfaceRaw
writeIORef squareAtlas $ EM.insert ac textTexture atlas
return textTexture
Just textTexture -> return textTexture
let tgtR = SDL.Rectangle (vp (col * boxSize) (row * boxSize)) tt2Square
SDL.copy srenderer textTexture Nothing (Just tgtR)
-- Potentially overwrite a portion of the glyph.
chooseAndDrawHighlight col row bg
drawPropOverlay :: OverlaySpace -> IO ()
drawPropOverlay =
mapM_ (\(PointUI x y, al) ->
drawPropLine (x * halfSize) y al)
drawPropLine :: Int -> Int -> AttrString -> IO ()
drawPropLine _ _ [] = return ()
drawPropLine x _ _ | x >= (rwidth coscreen - 1) * boxSize =
-- This chunk starts at $ sign or beyond so, for KISS, reject it.
return ()
drawPropLine x row (w : rest) = do
let isSpace = (== Color.spaceAttrW32)
Color.AttrChar{acAttr=Color.Attr{fg=fgRaw, bg}} =
Color.attrCharFromW32
$ if isSpace w
then case filter (not . isSpace) rest of
w2 : _ -> w2
[] -> w
else w
sameAttr ac = Color.fgFromW32 ac == fgRaw
|| isSpace ac -- matches all colours
(sameRest, otherRest) = span sameAttr rest
!_A = assert (bg `elem` [ Color.HighlightNone
, Color.HighlightNoneCursor ]) ()
fg | even row && fgRaw == Color.White = Color.AltWhite
| otherwise = fgRaw
t = T.pack . attrStringToString $ w : sameRest
width <- drawPropChunk x row fg t
drawPropLine (x + width) row otherRest
drawPropChunk :: Int -> Int -> Color.Color -> T.Text -> IO Int
drawPropChunk x row fg t = do
let font = if fg >= Color.White && fg /= Color.BrBlack
then spropFont
else sboldFont
allSpace = T.all Char.isSpace t
textSurfaceRaw <- TTF.shaded (fromJust font) (colorToRGBA fg)
blackRGBA t
(width, textTexture) <-
scaleSurfaceToTextureProp x row textSurfaceRaw allSpace
let tgtR = SDL.Rectangle (vp x (row * boxSize))
(Vect.V2 (toEnum width) (toEnum boxSize))
-- Potentially overwrite some of the screen.
SDL.copy srenderer textTexture Nothing (Just tgtR)
SDL.destroyTexture textTexture
return width
let arraysEqual = singleArray curFrame == singleArray prevFrame
overlaysEqual =
singleMonoOverlay curFrame == singleMonoOverlay prevFrame
&& singleSquareOverlay curFrame == singleSquareOverlay prevFrame
&& singlePropOverlay curFrame == singlePropOverlay prevFrame
basicTexture <- readIORef sbasicTexture -- previous content still present
unless arraysEqual $ do
SDL.rendererRenderTarget srenderer SDL.$= Just basicTexture
U.foldM'_ setMapChar 0 $ U.zip (PointArray.avector $ singleArray curFrame)
(PointArray.avector $ singleArray prevFrame)
unless (arraysEqual && overlaysEqual) $ do
texture <- readIORef stexture
SDL.rendererRenderTarget srenderer SDL.$= Just texture
SDL.copy srenderer basicTexture Nothing Nothing -- overwrite last content
-- Mono overlay rendered last, because more likely to come after
-- the proportional one and so to have a warning message about overrun
-- that needs to be overlaid on top of the proportional overlay.
drawPropOverlay $ singlePropOverlay curFrame
drawSquareOverlay $ singleSquareOverlay curFrame
drawMonoOverlay $ singleMonoOverlay curFrame
writeIORef spreviousFrame curFrame
SDL.rendererRenderTarget srenderer SDL.$= Nothing
SDL.copy srenderer texture Nothing Nothing -- overwrite the backbuffer
SDL.present srenderer
-- We can't print screen in @display@ due to thread-unsafety.
when sprintEachScreen $ printScreen sess
-- It can't seem to cope with SDL_PIXELFORMAT_INDEX8, so we are stuck
-- with huge bitmaps.
printScreen :: FrontendSession -> IO ()
printScreen FrontendSession{..} = do
dataDir <- appDataDir
tryCreateDir dataDir
tryCreateDir $ dataDir </> "screenshots"
utcTime <- getCurrentTime
timezone <- getTimeZone utcTime
let unspace = map $ \c -> case c of -- prevent the need for backquoting
' ' -> '_'
':' -> '.'
_ -> c
dateText = unspace $ take 25 $ show $ utcToLocalTime timezone utcTime
fileName = dataDir </> "screenshots" </> "prtscn" <> dateText <.> "bmp"
SDL.Internal.Types.Renderer renderer = srenderer
Vect.V2 sw sh <- SDL.get $ SDL.windowSize swindow
ptrOut <- SDL.Raw.Video.createRGBSurface 0 sw sh 32 0 0 0 0
surfaceOut <- peek ptrOut
void $ SDL.Raw.Video.renderReadPixels
renderer
nullPtr
SDL.Raw.Enum.SDL_PIXELFORMAT_ARGB8888
(SDL.Raw.Types.surfacePixels surfaceOut)
(sw * 4)
withCString fileName $ \fileNameCString ->
void $! SDL.Raw.Video.saveBMP ptrOut fileNameCString
SDL.Raw.Video.freeSurface ptrOut
-- | Translates modifiers to our own encoding.
modTranslate :: SDL.KeyModifier -> K.Modifier
modTranslate m =
modifierTranslate
(SDL.keyModifierLeftCtrl m || SDL.keyModifierRightCtrl m)
(SDL.keyModifierLeftShift m || SDL.keyModifierRightShift m)
(SDL.keyModifierLeftAlt m
|| SDL.keyModifierRightAlt m
|| SDL.keyModifierAltGr m
|| SDL.keyModifierLeftGUI m
|| SDL.keyModifierRightGUI m)
False
keyTranslate :: Bool -> SDL.Keycode -> K.Key
keyTranslate shiftPressed n = case n of
KeycodeEscape -> K.Esc
KeycodeReturn -> K.Return
KeycodeBackspace -> K.BackSpace
KeycodeTab -> if shiftPressed then K.BackTab else K.Tab
KeycodeSpace -> K.Space
KeycodeExclaim -> K.Char '!'
KeycodeQuoteDbl -> K.Char '"'
KeycodeHash -> K.Char '#'
KeycodePercent -> K.Char '%'
KeycodeDollar -> K.Char '$'
KeycodeAmpersand -> K.Char '&'
KeycodeQuote -> if shiftPressed then K.Char '"' else K.Char '\''
KeycodeLeftParen -> K.Char '('
KeycodeRightParen -> K.Char ')'
KeycodeAsterisk -> K.Char '*'
KeycodePlus -> K.Char '+'
KeycodeComma -> if shiftPressed then K.Char '<' else K.Char ','
KeycodeMinus -> if shiftPressed then K.Char '_' else K.Char '-'
KeycodePeriod -> if shiftPressed then K.Char '>' else K.Char '.'
KeycodeSlash -> if shiftPressed then K.Char '?' else K.Char '/'
Keycode1 -> if shiftPressed then K.Char '!' else K.Char '1'
Keycode2 -> if shiftPressed then K.Char '@' else K.Char '2'
Keycode3 -> if shiftPressed then K.Char '#' else K.Char '3'
Keycode4 -> if shiftPressed then K.Char '$' else K.Char '4'
Keycode5 -> if shiftPressed then K.Char '%' else K.Char '5'
Keycode6 -> if shiftPressed then K.Char '^' else K.Char '6'
Keycode7 -> if shiftPressed then K.Char '&' else K.Char '7'
Keycode8 -> if shiftPressed then K.Char '*' else K.Char '8'
Keycode9 -> if shiftPressed then K.Char '(' else K.Char '9'
Keycode0 -> if shiftPressed then K.Char ')' else K.Char '0'
KeycodeColon -> K.Char ':'
KeycodeSemicolon -> if shiftPressed then K.Char ':' else K.Char ';'
KeycodeLess -> K.Char '<'
KeycodeEquals -> if shiftPressed then K.Char '+' else K.Char '='
KeycodeGreater -> K.Char '>'
KeycodeQuestion -> K.Char '?'
KeycodeAt -> K.Char '@'
KeycodeLeftBracket -> if shiftPressed then K.Char '{' else K.Char '['
KeycodeBackslash -> if shiftPressed then K.Char '|' else K.Char '\\'
KeycodeRightBracket -> if shiftPressed then K.Char '}' else K.Char ']'
KeycodeCaret -> K.Char '^'
KeycodeUnderscore -> K.Char '_'
KeycodeBackquote -> if shiftPressed then K.Char '~' else K.Char '`'
Keycode 167 -> if shiftPressed then K.Char '~' else K.Char '`'
-- on some keyboards the key below ESC is paragraph and its scancode is 167
-- and moreover SDL sometimes gives this code even on normal keyboards
KeycodeUp -> K.Up
KeycodeDown -> K.Down
KeycodeLeft -> K.Left
KeycodeRight -> K.Right
KeycodeHome -> K.Home
KeycodeEnd -> K.End
KeycodePageUp -> K.PgUp
KeycodePageDown -> K.PgDn
KeycodeInsert -> K.Insert
KeycodeDelete -> K.Delete
KeycodePrintScreen -> K.PrintScreen
KeycodeClear -> K.Begin
KeycodeKPClear -> K.Begin
KeycodeKPDivide -> if shiftPressed then K.Char '?' else K.Char '/'
-- KP and normal are merged here
KeycodeKPMultiply -> K.Char '*' -- KP and normal are merged here
KeycodeKPMinus -> K.Char '-' -- KP and normal are merged here
KeycodeKPPlus -> K.Char '+' -- KP and normal are merged here
KeycodeKPEnter -> K.Return
KeycodeKPEquals -> K.Return -- in case of some funny layouts
KeycodeKP1 -> if shiftPressed then K.KP '1' else K.End
KeycodeKP2 -> if shiftPressed then K.KP '2' else K.Down
KeycodeKP3 -> if shiftPressed then K.KP '3' else K.PgDn
KeycodeKP4 -> if shiftPressed then K.KP '4' else K.Left
KeycodeKP5 -> if shiftPressed then K.KP '5' else K.Begin
KeycodeKP6 -> if shiftPressed then K.KP '6' else K.Right
KeycodeKP7 -> if shiftPressed then K.KP '7' else K.Home
KeycodeKP8 -> if shiftPressed then K.KP '8' else K.Up
KeycodeKP9 -> if shiftPressed then K.KP '9' else K.PgUp
KeycodeKP0 -> if shiftPressed then K.KP '0' else K.Insert
KeycodeKPPeriod -> K.Char '.' -- dot and comma are merged here
KeycodeKPComma -> K.Char '.' -- to sidestep national standards
KeycodeF1 -> K.Fun 1
KeycodeF2 -> K.Fun 2
KeycodeF3 -> K.Fun 3
KeycodeF4 -> K.Fun 4
KeycodeF5 -> K.Fun 5
KeycodeF6 -> K.Fun 6
KeycodeF7 -> K.Fun 7
KeycodeF8 -> K.Fun 8
KeycodeF9 -> K.Fun 9
KeycodeF10 -> K.Fun 10
KeycodeF11 -> K.Fun 11
KeycodeF12 -> K.Fun 12
KeycodeLCtrl -> K.DeadKey
KeycodeLShift -> K.DeadKey
KeycodeLAlt -> K.DeadKey
KeycodeLGUI -> K.DeadKey
KeycodeRCtrl -> K.DeadKey
KeycodeRShift -> K.DeadKey
KeycodeRAlt -> K.DeadKey
KeycodeRGUI -> K.DeadKey
KeycodeMode -> K.DeadKey
KeycodeNumLockClear -> K.DeadKey
KeycodeUnknown -> K.Unknown "KeycodeUnknown"
_ -> let i = fromEnum $ unwrapKeycode n
in if | 97 <= i && i <= 122
&& shiftPressed -> K.Char $ Char.chr $ i - 32
| 32 <= i && i <= 126 -> K.Char $ Char.chr i
| otherwise -> K.Unknown $ show n
sDL_ALPHA_OPAQUE :: Word8
sDL_ALPHA_OPAQUE = 255
blackRGBA :: SDL.V4 Word8
blackRGBA = SDL.V4 0 0 0 sDL_ALPHA_OPAQUE
-- A third of @colorToRGBA Color.BrBlack@ to compensate for the use
-- as background (high area) as opposed to glyphs (usually small area).
greyRGBA :: SDL.V4 Word8
greyRGBA = SDL.V4 0x25 0x1F 0x1F sDL_ALPHA_OPAQUE
-- This code is sadly duplicated from "Game.LambdaHack.Definition.Color".
colorToRGBA :: Color.Color -> SDL.V4 Word8
colorToRGBA Color.Black = blackRGBA
colorToRGBA Color.Red = SDL.V4 0xD5 0x05 0x05 sDL_ALPHA_OPAQUE
colorToRGBA Color.Green = SDL.V4 0x05 0x9D 0x05 sDL_ALPHA_OPAQUE
colorToRGBA Color.Brown = SDL.V4 0xCA 0x4A 0x05 sDL_ALPHA_OPAQUE
colorToRGBA Color.Blue = SDL.V4 0x05 0x56 0xF4 sDL_ALPHA_OPAQUE
colorToRGBA Color.Magenta = SDL.V4 0xAF 0x0E 0xAF sDL_ALPHA_OPAQUE
colorToRGBA Color.Cyan = SDL.V4 0x05 0x96 0x96 sDL_ALPHA_OPAQUE
colorToRGBA Color.White = SDL.V4 0xB8 0xBF 0xCB sDL_ALPHA_OPAQUE
colorToRGBA Color.AltWhite = SDL.V4 0xC4 0xBE 0xB1 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrBlack = SDL.V4 0x6F 0x5F 0x5F sDL_ALPHA_OPAQUE
colorToRGBA Color.BrRed = SDL.V4 0xFF 0x55 0x55 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrGreen = SDL.V4 0x65 0xF1 0x36 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrYellow = SDL.V4 0xEB 0xD6 0x42 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrBlue = SDL.V4 0x4D 0x98 0xF4 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrMagenta = SDL.V4 0xFF 0x77 0xFF sDL_ALPHA_OPAQUE
colorToRGBA Color.BrCyan = SDL.V4 0x52 0xF4 0xE5 sDL_ALPHA_OPAQUE
colorToRGBA Color.BrWhite = SDL.V4 0xFF 0xFF 0xFF sDL_ALPHA_OPAQUE
|