mirror of
https://github.com/spiffcode/hostile-takeover.git
synced 2026-03-27 15:29:39 -06:00
On some platforms, the game will crash if SDL attempts to render to the screen/window while the game is backgrounded. To prevent this, stop rendering when the game enters a background state and resume rendering when the game enters a foreground state.
323 lines
6.9 KiB
C++
323 lines
6.9 KiB
C++
#include "../ht.h"
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#include "game/sdl/sdlspritemgr.h"
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#include "game/sdl/hosthelpers.h"
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#include "game/sdl/sdlspritemgr.h"
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namespace wi {
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static SdlSpriteManager *s_psprm;
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static Size s_siz;
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Display *HostCreateDisplay() {
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// Create a display
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Display *pdisp = new Display();
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if (pdisp == NULL)
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return NULL;
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if (!pdisp->Init()) {
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delete pdisp;
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return NULL;
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}
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return pdisp;
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}
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Display::Display()
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{
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m_cx = 0;
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m_cy = 0;
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memset(m_amodeInfo, 0, sizeof(m_amodeInfo));
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m_imode = -1;
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m_cmodes = 0;
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m_pbmBack = NULL;
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m_pbmFront = NULL;
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m_pbmClip = NULL;
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m_gameDisplay = NULL;
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m_gameSurfacePixels = NULL;
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m_gameSurface = NULL;
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m_pixelCount = 0;
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}
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Display::~Display()
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{
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delete m_pbmBack;
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m_pbmBack = NULL;
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delete m_pbmFront;
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m_pbmFront = NULL;
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delete m_pbmClip;
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m_pbmClip = NULL;
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delete m_gameDisplay;
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m_gameDisplay = NULL;
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m_pixelCount = 0;
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m_gameSurfacePixels = NULL;
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SDL_FreeSurface(m_gameSurface);
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m_gameSurface = NULL;
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SDL_DestroyWindow(window);
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window = NULL;
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SDL_DestroyTexture(texture);
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texture = NULL;
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}
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bool Display::Init()
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{
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Uint32 videoflags;
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int cxScreen, cyScreen;
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/* Initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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LOG() << "Couldn't initialize SDL: " << SDL_GetError();
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return false;
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}
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// Absolutely do not mess with SDL_FULLSCREEN if there is any chance the app
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// will crash or stop at a breakpoint. If it does you will be lost in full
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// screen mode! (ssh from another machine and kill the Xcode process)
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videoflags = SDL_SWSURFACE | SDL_WINDOW_ALLOW_HIGHDPI;
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SurfaceProperties props;
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HostHelpers::GetSurfaceProperties(&props);
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cxScreen = props.cxWidth;
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cyScreen = props.cyHeight;
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m_density = props.density;
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// Create window
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if ((window = SDL_CreateWindow("Hostile Takeover", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, cxScreen, cyScreen, videoflags)) == NULL) {
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LOG() << "Couldn't create window: " << cxScreen << "x" << cyScreen << " \nError: " << SDL_GetError();
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return false;
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}
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renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_TARGETTEXTURE);
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this->SetShouldRender(true);
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// Keep the screen size around
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s_siz.cx = cxScreen;
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s_siz.cy = cyScreen;
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m_gameSurface = SDL_CreateRGBSurface(videoflags, cxScreen, cyScreen, 32, 0, 0, 0, 0);
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m_pixelCount = cxScreen * cyScreen;
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m_gameDisplay = (byte *)malloc(m_pixelCount);
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m_gameSurfacePixels = (Uint32 *)m_gameSurface->pixels;
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ModeInfo *pmode = m_amodeInfo;
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#if 1
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pmode->nDepth = 8;
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pmode->cx = props.cxWidth;
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pmode->cy = props.cyHeight;
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pmode->cyGraffiti = 0;
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pmode->fNative = true;
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pmode->nDegreeOrientation = 0;
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pmode++;
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#endif
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#if 0
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pmode->nDepth = 8;
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pmode->cx = props.cyHeight;
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pmode->cy = props.cxWidth;
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pmode->cyGraffiti = 0;
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pmode->fNative = true;
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pmode->nDegreeOrientation = 90; // leftie controls
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pmode++;
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#endif
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#if 0
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pmode->nDepth = 8;
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pmode->cx = props.cxWidth;
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pmode->cy = props.cyHeight;
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pmode->cyGraffiti = 0;
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pmode->fNative = true;
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pmode->nDegreeOrientation = 180; // bizzaro controls
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pmode++;
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#endif
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#if 0
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pmode->nDepth = 8;
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pmode->cx = props.cyHeight;
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pmode->cy = props.cxWidth;
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pmode->cyGraffiti = 0;
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pmode->fNative = true;
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pmode->nDegreeOrientation = 270; // rightie controls
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pmode++;
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#endif
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m_cmodes = pmode - m_amodeInfo;
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HostOutputDebugString("Display::Init %d", pmode - m_amodeInfo);
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HostOutputDebugString("Display::Init %d modes", m_cmodes);
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return true;
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}
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void Display::SetPalette(Palette *ppal)
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{
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SDL_Color aclr[256];
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int cEntries = BigWord(ppal->cEntries);
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byte *pb = (byte *)ppal->argb;
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SDL_Color *pclr = aclr;
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for (int i = 0; i < cEntries; i++) {
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pclr->r = *pb++;
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pclr->g = *pb++;
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pclr->b = *pb++;
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pclr++;
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}
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for (int i = 0; i < cEntries; i++) {
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m_32bppColors[i] = ((Uint8)aclr[i].r << 16) | ((Uint8)aclr[i].g << 8) | ((Uint8)aclr[i].b << 0);
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}
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}
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int Display::GetModeCount()
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{
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return m_cmodes;
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}
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void Display::GetModeInfo(int imode, ModeInfo *pmode)
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{
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memset(pmode, 0, sizeof(*pmode));
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if (imode >= 0 && imode < m_cmodes)
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*pmode = m_amodeInfo[imode];
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}
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int Display::GetMode(ModeInfo *pmode)
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{
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if (pmode != NULL) {
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if (m_imode == -1) {
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memset(pmode, 0, sizeof(*pmode));
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} else {
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*pmode = m_amodeInfo[m_imode];
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}
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}
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return m_imode;
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}
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bool Display::SetMode(int imode)
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{
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// Allocate dib
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ModeInfo *pmode = &m_amodeInfo[imode];
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DibBitmap *pbmBack = CreateDibBitmap(NULL, pmode->cx, pmode->cy);
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if (pbmBack == NULL)
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return false;
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DibBitmap *pbmFront = CreateDibBitmap(m_gameDisplay, pmode->cx, pmode->cy);
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if (pbmFront == NULL) {
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delete pbmBack;
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return NULL;
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}
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delete m_pbmBack;
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delete m_pbmFront;
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m_pbmBack = pbmBack;
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m_pbmFront = pbmFront;
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m_imode = imode;
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return true;
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}
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void Display::DrawText(const char *psz, int x, int y, word wf)
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{
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}
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void Display::DrawFrameInclusive(Rect *prc)
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{
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}
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DibBitmap *Display::GetBackDib()
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{
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return m_pbmBack;
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}
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DibBitmap *Display::GetFrontDib()
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{
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return m_pbmFront;
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}
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DibBitmap *Display::GetClippingDib()
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{
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DibBitmap *pbm = CreateDibBitmap(NULL, kcCopyBy4Procs * 4, kcCopyBy4Procs * 4);
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if (pbm == NULL)
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return NULL;
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m_pbmClip = pbm;
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return pbm;
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}
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void Display::GetHslAdjustments(short *pnHueOffset, short *pnSatMultiplier, short *pnLumOffset)
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{
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*pnHueOffset = 0;
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*pnSatMultiplier = 0;
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*pnLumOffset = 0;
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}
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void Display::FrameStart()
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{
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// surface->pixels can change every time the surface is locked.
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// TODO(darrinm): problem for, e.g. scrolling optimizations?
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m_pbmFront->Init(m_gameDisplay, m_gameSurface->w, m_gameSurface->h);
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}
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void Display::FrameComplete(int cfrmm, UpdateMap **apupd, Rect *arc,
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bool fScrolled)
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{
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for (int i = 0; i < m_pixelCount; i++) {
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m_gameSurfacePixels[i] = m_32bppColors[m_gameDisplay[i]];
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}
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RenderGameSurface();
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}
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void Display::RenderGameSurface() {
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if (!m_fshouldRender)
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return;
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// Create the texture
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texture = SDL_CreateTextureFromSurface(renderer, m_gameSurface);
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// Prepare the renderer
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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// Draw on any sprites
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s_psprm->DrawSprites(renderer, s_siz);
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// Present the renderer
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SDL_RenderPresent(renderer);
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// Free memory from the created texture
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SDL_DestroyTexture(texture);
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}
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void Display::ResetScrollOffset()
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{
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#if 0 // TODO(darrinm): SDL-ify
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IPhone::ResetScrollOffset();
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#endif
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}
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SpriteManager *Display::GetSpriteManager()
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{
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if (s_psprm == NULL)
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s_psprm = new SdlSpriteManager();
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return s_psprm;
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}
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void Display::SetFormMgrs(FormMgr *pfrmmSimUI, FormMgr *pfrmmInput)
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{
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#if 0 // TODO(darrinm): SDL-ify
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IPhone::SetFormMgrs(pfrmmSimUI, pfrmmInput);
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#endif
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}
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float Display::Density() {
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return m_density;
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}
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void Display::SetShouldRender(bool fsr) {
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m_fshouldRender = fsr;
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}
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} // namespace wi
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