ref: a20cc2d81463696a759b130f2d68f0d2f641075b
dir: /Engine/src/display.c/
/* * An SDL replacement for BUILD's VESA code. * * Written by Ryan C. Gordon. (icculus@clutteredmind.org) * * Please do NOT harrass Ken Silverman about any code modifications * (including this file) to BUILD. */ /* * "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman * Ken Silverman's official web site: "http://www.advsys.net/ken" * See the included license file "BUILDLIC.TXT" for license info. * This file IS NOT A PART OF Ken Silverman's original release */ #include <stdio.h> #include <stdlib.h> #include <stdarg.h> #include <assert.h> #include <string.h> #include "platform.h" #define BUILD_NOMOUSEGRAB "BUILD_NOMOUSEGRAB" #define BUILD_WINDOWED "BUILD_WINDOWED" #define BUILD_SDLDEBUG "BUILD_SDLDEBUG" #define BUILD_RENDERER "BUILD_RENDERER" #define BUILD_GLLIBRARY "BUILD_GLLIBRARY" #define BUILD_USERSCREENRES "BUILD_USERSCREENRES" #define BUILD_MAXSCREENRES "BUILD_MAXSCREENRES" #define BUILD_HALLOFMIRRORS "BUILD_HALLOFMIRRORS" #define BUILD_GLDUMP "BUILD_GLDUMP" #define BUILD_SDLJOYSTICK "BUILD_SDLJOYSTICK" #include "build.h" #include "display.h" #include "fixedPoint_math.h" #include "engine.h" #include "network.h" #include "sdl_util.h" #include "mmulti_unstable.h" #include "mmulti_stable.h" #include "network.h" #include "icon.h" #include "draw.h" #include "cache.h" /* * !!! remove the surface_end checks, for speed's sake. They are a * !!! needed safety right now. --ryan. */ #define DEFAULT_MAXRESWIDTH MAXXDIM #define DEFAULT_MAXRESHEIGHT MAXYDIM #define UNLOCK_SURFACE_AND_RETURN if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); return; /* !!! move these elsewhere? */ int32_t xres, yres, bytesperline, imageSize, maxpages; uint8_t* frameplace; //The frambuffer address uint8_t* frameoffset; uint8_t *screen, vesachecked; int32_t buffermode, origbuffermode, linearmode; uint8_t permanentupdate = 0, vgacompatible; SDL_Window* window = NULL; SDL_Surface* window_surface = NULL; SDL_Surface* surface = NULL; /* This isn't static so that we can use it elsewhere AH */ static uint32_t sdl_flags = 0; static int32_t mouse_relative_x = 0; static int32_t mouse_relative_y = 0; static short mouse_buttons = 0; static unsigned int lastkey = 0; /* so we can make use of setcolor16()... - DDOI */ static uint8_t drawpixel_color=0; static uint32_t scancodes[SDL_NUM_SCANCODES]; static int32_t last_render_ticks = 0; int32_t total_render_time = 1; int32_t total_rendered_frames = 0; static char *titleName = NULL; void restore256_palette (void); void set16color_palette (void); #define print_tf_state(str, val) printf("%s: {%s}\n", str, (val) ? "true" : "false" ) void* get_framebuffer(void){ return((Uint8 *) surface->pixels); } /* * !!! This is almost an entire copy of the original setgamemode(). * !!! Figure out what is needed for just 2D mode, and separate that * !!! out. Then, place the original setgamemode() back into engine.c, * !!! and remove our simple implementation (and this function.) * !!! Just be sure to keep the non-DOS things, like the window's * !!! titlebar caption. --ryan. */ static uint8_t screenalloctype = 255; static void init_new_res_vars() { int i = 0; int j = 0; setupmouse(); xdim = xres = surface->w; ydim = yres = surface->h; printf("init_new_res_vars %d %d\n",xdim,ydim); bytesperline = surface->w; vesachecked = 1; vgacompatible = 1; linearmode = 1; qsetmode = surface->h; activepage = visualpage = 0; frameoffset = frameplace = (uint8_t*)surface->pixels; if (screen != NULL) { if (screenalloctype == 0) free((void *)screen); if (screenalloctype == 1) suckcache((int32_t *)screen); screen = NULL; } /* if */ switch(vidoption) { case 1:i = xdim*ydim; break; case 2: xdim = 320; ydim = 200; i = xdim*ydim; break; default: assert(0); } j = ydim*4*sizeof(int32_t); /* Leave room for horizlookup&horizlookup2 */ if(horizlookup) free(horizlookup); if(horizlookup2) free(horizlookup2); horizlookup = (int32_t*)malloc(j); horizlookup2 = (int32_t*)malloc(j); j = 0; //Build lookup table (X screespace -> frambuffer offset. for(i = 0; i <= ydim; i++) { ylookup[i] = j; j += bytesperline; } horizycent = ((ydim*4)>>1); /* Force drawrooms to call dosetaspect & recalculate stuff */ oxyaspect = oxdimen = oviewingrange = -1; //Let the Assembly module how many pixels to skip when drawing a column setBytesPerLine(bytesperline); setview(0L,0L,xdim-1,ydim-1); setbrightness(curbrightness, palette); if (searchx < 0) { searchx = halfxdimen; searchy = (ydimen>>1); } } static void go_to_new_vid_mode(int w, int h) { if (window != NULL) { SDL_FreeSurface(surface); SDL_DestroyWindow(window); } window = SDL_CreateWindow( titleName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, sdl_flags); SDL_CHECK_NOT_NULL(window, "create window"); // don't override higher-res app icon on OS X #ifndef PLATFORM_MACOSX SDL_Surface* image = SDL_LoadBMP_RW(SDL_RWFromMem(iconBMP, sizeof(iconBMP)), 1); Uint32 colorkey = 0; // index in this image to be transparent SDL_SetColorKey(image, SDL_TRUE, colorkey); SDL_SetWindowIcon(window, image); SDL_FreeSurface(image); #endif getvalidvesamodes(); SDL_ClearError(); window_surface = SDL_GetWindowSurface(window); SDL_CHECK_NOT_NULL(window_surface, "get window surface"); surface = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 8, 0, 0, 0, 0); SDL_CHECK_NOT_NULL(surface, "create palettized surface"); init_new_res_vars(); } static inline int sdl_mouse_button_filter(SDL_MouseButtonEvent const *event) { /* * What bits BUILD expects: * 0 left button pressed if 1 * 1 right button pressed if 1 * 2 middle button pressed if 1 * * (That is, this is what Int 33h (AX=0x05) returns...) * * additionally bits 3&4 are set for the mouse wheel */ Uint8 button = event->button; if (button >= sizeof (mouse_buttons) * 8) return(0); if (button == SDL_BUTTON_RIGHT) button = SDL_BUTTON_MIDDLE; else if (button == SDL_BUTTON_MIDDLE) button = SDL_BUTTON_RIGHT; if (((const SDL_MouseButtonEvent*)event)->state) mouse_buttons |= 1<<(button-1); else if (button != 4 && button != 5) mouse_buttons ^= 1<<(button-1); #if 0 Uint8 bmask = SDL_GetMouseState(NULL, NULL); mouse_buttons = 0; if (bmask & SDL_BUTTON_LMASK) mouse_buttons |= 1; if (bmask & SDL_BUTTON_RMASK) mouse_buttons |= 2; if (bmask & SDL_BUTTON_MMASK) mouse_buttons |= 4; #endif return(0); } /* sdl_mouse_up_filter */ static int sdl_mouse_motion_filter(SDL_Event const *event) { if (surface == NULL) return(0); if (event->type == SDL_JOYBALLMOTION) { mouse_relative_x = event->jball.xrel/100; mouse_relative_y = event->jball.yrel/100; } else { if (SDL_GetRelativeMouseMode() == SDL_TRUE) { mouse_relative_x += event->motion.xrel; mouse_relative_y += event->motion.yrel; //printf("sdl_mouse_motion_filter: mrx=%d, mry=%d, mx=%d, my=%d\n", // mouse_relative_x, mouse_relative_y, event->motion.xrel, event->motion.yrel); // mouse_relative_* is already reset in // readmousexy(). It must not be // reset here because calling this function does not mean // we always handle the mouse. // FIX_00001: Mouse speed is uneven and slower in windowed mode vs fullscreen mode. } else mouse_relative_x = mouse_relative_y = 0; } return(0); } /* sdl_mouse_motion_filter */ /* * The windib driver can't alert us to the keypad enter key, which * Ken's code depends on heavily. It sends it as the same key as the * regular return key. These users will have to hit SHIFT-ENTER, * which we check for explicitly, and give the engine a keypad enter * enter event. */ static inline int handle_keypad_enter_hack(const SDL_Event *event) { static int kp_enter_hack = 0; int retval = 0; if (event->key.keysym.sym == SDLK_RETURN) { if (event->key.state == SDL_PRESSED) { if (event->key.keysym.mod & KMOD_SHIFT) { kp_enter_hack = 1; lastkey = SDL_SCANCODE_KP_ENTER; retval = 1; } /* if */ } /* if */ else /* key released */ { if (kp_enter_hack) { kp_enter_hack = 0; lastkey = SDL_SCANCODE_KP_ENTER; retval = 1; } /* if */ } /* if */ } /* if */ return(retval); } /* handle_keypad_enter_hack */ void fullscreen_toggle_and_change_driver(void) { // FIX_00002: New Toggle Windowed/FullScreen system now simpler and will // dynamically change for Windib or Directx driver. Windowed/Fullscreen // toggle also made available from menu. // Replace attempt_fullscreen_toggle(SDL_Surface **surface, Uint32 *flags) int32_t x,y; x = surface->w; y = surface->h; BFullScreen =!BFullScreen; SDL_QuitSubSystem(SDL_INIT_VIDEO); _platform_init(0, NULL, "Duke Nukem 3D", "Duke3D"); _setgamemode(x,y); //vscrn(); return; } static int sdl_key_filter(const SDL_Event *event) { int extended; if ( (event->key.keysym.sym == SDLK_m) && (event->key.state == SDL_PRESSED) && (event->key.keysym.mod & KMOD_CTRL) ) { // FIX_00005: Mouse pointer can be toggled on/off (see mouse menu or use CTRL-M) // This is usefull to move the duke window when playing in window mode. if (SDL_GetRelativeMouseMode() == SDL_TRUE) { SDL_CHECK_SUCCESS( SDL_SetRelativeMouseMode(SDL_FALSE) ); } else { SDL_CHECK_SUCCESS( SDL_SetRelativeMouseMode(SDL_TRUE) ); } return(0); } if (((event->key.keysym.sym == SDLK_RETURN) || (event->key.keysym.sym == SDLK_KP_ENTER)) && (event->key.state == SDL_PRESSED) && (event->key.keysym.mod & KMOD_ALT)) { fullscreen_toggle_and_change_driver(); // hack to discard the ALT key... lastkey = scancodes[SDL_SCANCODE_RALT] >> 8; // extended keyhandler(); lastkey = (scancodes[SDL_SCANCODE_RALT] & 0xff) + 0x80; // Simulating Key up keyhandler(); lastkey = (scancodes[SDL_SCANCODE_LALT] & 0xff) + 0x80; // Simulating Key up (not extended) keyhandler(); SDL_SetModState(KMOD_NONE); // SDL doesnt see we are releasing the ALT-ENTER keys return(0); } if (!handle_keypad_enter_hack(event)) lastkey = scancodes[event->key.keysym.scancode]; // printf("key.keysym.sym=%d\n", event->key.keysym.sym); if (lastkey == 0x0000) /* No DOS equivalent defined. */ return(0); extended = ((lastkey & 0xFF00) >> 8); if (extended != 0) { lastkey = extended; keyhandler(); lastkey = (scancodes[event->key.keysym.scancode] & 0xFF); } /* if */ if (event->key.state == SDL_RELEASED) lastkey += 128; /* +128 signifies that the key is released in DOS. */ keyhandler(); return(0); } /* sdl_key_filter */ static int root_sdl_event_filter(const SDL_Event *event) { switch (event->type) { case SDL_KEYUP: // FIX_00003: Pause mode is now fully responsive - (Thx to Jonathon Fowler tips) if(event->key.keysym.sym == SDLK_PAUSE) break; case SDL_KEYDOWN: return(sdl_key_filter(event)); case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: { //Do Nothing //printf("Joybutton UP/DOWN\n"); //return(sdl_joystick_button_filter((const SDL_MouseButtonEvent*)event)); return 0; } case SDL_JOYBALLMOTION: case SDL_MOUSEMOTION: return(sdl_mouse_motion_filter(event)); case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONDOWN: return(sdl_mouse_button_filter((const SDL_MouseButtonEvent*)event)); case SDL_QUIT: /* !!! rcg TEMP */ Error(EXIT_SUCCESS, "Exit through SDL\n"); default: //printf("This event is not handled: %d\n",event->type); break; } /* switch */ return(1); } /* root_sdl_event_filter */ static void handle_events(void) { SDL_Event event; while(SDL_PollEvent(&event)) root_sdl_event_filter(&event); } /* handle_events */ /* bleh...public version... */ void _handle_events(void) { handle_events(); } /* _handle_events */ static SDL_Joystick *joystick = NULL; void _joystick_init(void) { const char *envr = getenv(BUILD_SDLJOYSTICK); int favored = 0; int numsticks; int i; if (joystick != NULL) { printf("Joystick appears to be already initialized.\n"); printf("...deinitializing for stick redetection...\n"); _joystick_deinit(); } /* if */ if ((envr != NULL) && (strcmp(envr, "none") == 0)) { printf("Skipping joystick detection/initialization at user request\n"); return; } /* if */ printf("Initializing SDL joystick subsystem..."); printf(" (export environment variable BUILD_SDLJOYSTICK=none to skip)\n"); if (SDL_Init(SDL_INIT_JOYSTICK|SDL_INIT_NOPARACHUTE) != 0) { printf("SDL_Init(SDL_INIT_JOYSTICK) failed: [%s].\n", SDL_GetError()); return; } /* if */ numsticks = SDL_NumJoysticks(); printf("SDL sees %d joystick%s.\n", numsticks, numsticks == 1 ? "" : "s"); if (numsticks == 0) return; for (i = 0; i < numsticks; i++) { const char *stickname = SDL_JoystickName(i); if ((envr != NULL) && (strcmp(envr, stickname) == 0)) favored = i; printf("Stick #%d: [%s]\n", i, stickname); } /* for */ printf("Using Stick #%d.", favored); if ((envr == NULL) && (numsticks > 1)) printf("Set BUILD_SDLJOYSTICK to one of the above names to change.\n"); joystick = SDL_JoystickOpen(favored); if (joystick == NULL) { printf("Joystick #%d failed to init: %s\n", favored, SDL_GetError()); return; } /* if */ printf("Joystick initialized. %d axes, %d buttons, %d hats, %d balls.\n", SDL_JoystickNumAxes(joystick), SDL_JoystickNumButtons(joystick), SDL_JoystickNumHats(joystick), SDL_JoystickNumBalls(joystick)); SDL_JoystickEventState(SDL_QUERY); } /* _joystick_init */ void _joystick_deinit(void) { if (joystick != NULL) { printf("Closing joystick device...\n"); SDL_JoystickClose(joystick); printf("Joystick device closed. Deinitializing SDL subsystem...\n"); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); printf("SDL joystick subsystem deinitialized.\n"); joystick = NULL; } /* if */ } /* _joystick_deinit */ int _joystick_update(void) { if (joystick == NULL) return(0); SDL_JoystickUpdate(); return(1); } /* _joystick_update */ int _joystick_axis(int axis) { if (joystick == NULL) { return(0); } return(SDL_JoystickGetAxis(joystick, axis)); } /* _joystick_axis */ int _joystick_hat(int hat) { if (joystick == NULL) { return(-1); } return(SDL_JoystickGetHat(joystick, hat)); } /* _joystick_axis */ int _joystick_button(int button) { if (joystick == NULL) return(0); return(SDL_JoystickGetButton(joystick, button) != 0); } /* _joystick_button */ uint8_t _readlastkeyhit(void) { return(lastkey); } /* _readlastkeyhit */ #if (!defined __DATE__) #define __DATE__ "a long, int32_t time ago" #endif static void output_sdl_versions(void) { SDL_version linked_ver; SDL_GetVersion(&linked_ver); SDL_version compiled_ver; SDL_VERSION(&compiled_ver); printf("SDL Display driver for the BUILD engine initializing.\n"); printf("SDL Compiled %s against SDL version %d.%d.%d ...\n", __DATE__, compiled_ver.major, compiled_ver.minor, compiled_ver.patch); printf("SDL Linked against SDL version %d.%d.%d ...\n", linked_ver.major, linked_ver.minor, linked_ver.patch); } /* lousy -ansi flag. :) */ static char *string_dupe(const char *str) { char *retval = malloc(strlen(str) + 1); if (retval != NULL) strcpy(retval, str); return(retval); } void _platform_init(int argc, char **argv, const char *title, const char *iconName) { int i; int64_t timeElapsed; // FIX_00061: "ERROR: Two players have the same random ID" too frequent cuz of internet windows times timeElapsed = SDL_GetTicks(); srand(timeElapsed&0xFFFFFFFF); Setup_UnstableNetworking(); // Look through the command line args for(i = 0; i < argc; i++) { if(argv[i][0] == '-' ) { if(strcmpi(argv[i], "-netmode_stable") == 0) { //fullscreen = 1; //TODO: //TODO ( "[Todo: handle -netmode <int>]" ) Setup_StableNetworking(); } } } #ifdef __APPLE__ SDL_putenv("SDL_VIDEODRIVER=Quartz"); #endif SDL_CHECK_SUCCESS( SDL_Init(SDL_INIT_VIDEO) ); if (title == NULL) title = "BUILD"; if (iconName == NULL) iconName = "BUILD"; titleName = string_dupe(title); sdl_flags = BFullScreen ? SDL_WINDOW_FULLSCREEN : 0; set_sdl_scancodes(scancodes, sizeof(scancodes) / sizeof(scancodes[0])); output_sdl_versions(); printf("Video Driver: '%s'.\n", SDL_GetCurrentVideoDriver()); } // Capture BMP of the current frame int screencapture(char *filename, uint8_t inverseit) { // FIX_00006: better naming system for screenshots + message when pic is taken. // Use ./screenshots folder. Screenshot code rerwritten. Faster and // makes smaller files. Doesn't freeze or lag the game anymore. SDL_SaveBMP(surface, filename); return 0; } /* screencapture */ void setvmode(int mode) { if (mode == 0x3) /* text mode. */ { SDL_QuitSubSystem(SDL_INIT_VIDEO); return; } else printf("setvmode(0x%x) is unsupported in SDL driver.\n", mode); } int _setgamemode(int32_t daxdim, int32_t daydim) { int validated, i; if (daxdim > MAXXDIM || daydim > MAXYDIM) { printf("Resolution %dx%d is too high. Changed to %dx%d\n", daxdim, daydim, MAXXDIM,MAXYDIM); daxdim = MAXXDIM; daydim = MAXYDIM; } getvalidvesamodes(); validated = 0; for(i=0; i<validmodecnt; i++){ if(validmodexdim[i] == daxdim && validmodeydim[i] == daydim) validated = 1; } if(!validated){ printf("Resolution %dx%d unsupported. Changed to 640x480\n", daxdim, daydim); daxdim = 640; daydim = 480; } go_to_new_vid_mode(daxdim, daydim); qsetmode = 200; last_render_ticks = getticks(); return(0); } /* setgamemode */ static int get_dimensions_from_str(const char *str, int32_t *_w, int32_t *_h) { char *xptr = NULL; char *ptr = NULL; int32_t w = -1; int32_t h = -1; if (str == NULL) return(0); xptr = strchr(str, 'x'); if (xptr == NULL) return(0); w = strtol(str, &ptr, 10); if (ptr != xptr) return(0); xptr++; h = strtol(xptr, &ptr, 10); if ( (*xptr == '\0') || (*ptr != '\0') ) return(0); if ((w <= 1) || (h <= 1)) return(0); if (_w != NULL) *_w = w; if (_h != NULL) *_h = h; return(1); } /* get_dimensions_from_str */ static inline void get_max_screen_res(int32_t *max_w, int32_t *max_h) { int32_t w = DEFAULT_MAXRESWIDTH; int32_t h = DEFAULT_MAXRESHEIGHT; const char *envr = getenv(BUILD_MAXSCREENRES); if (envr != NULL) { if (!get_dimensions_from_str(envr, &w, &h)) { printf("User's resolution ceiling [%s] is bogus!\n", envr); w = DEFAULT_MAXRESWIDTH; h = DEFAULT_MAXRESHEIGHT; } /* if */ } /* if */ if (max_w != NULL) *max_w = w; if (max_h != NULL) *max_h = h; } static void add_vesa_mode(const char *typestr, int w, int h) { //printf("Adding %s resolution (%dx%d).\n", typestr, w, h); validmode[validmodecnt] = validmodecnt; validmodexdim[validmodecnt] = w; validmodeydim[validmodecnt] = h; validmodecnt++; } /* add_vesa_mode */ /* Let the user specify a specific mode via environment variable. */ static inline void add_user_defined_resolution(void) { int32_t w; int32_t h; const char *envr = getenv(BUILD_USERSCREENRES); if (envr == NULL) return; if (get_dimensions_from_str(envr, &w, &h)) add_vesa_mode("user defined", w, h); else printf("User defined resolution [%s] is bogus!\n", envr); } /* add_user_defined_resolution */ static void remove_vesa_mode(int index, const char *reason) { int i; assert(index < validmodecnt); //printf("Removing resolution #%d, %dx%d [%s].\n",index, validmodexdim[index], validmodeydim[index], reason); for (i = index; i < validmodecnt - 1; i++) { validmode[i] = validmode[i + 1]; validmodexdim[i] = validmodexdim[i + 1]; validmodeydim[i] = validmodeydim[i + 1]; } /* for */ validmodecnt--; } /* remove_vesa_mode */ static inline void cull_large_vesa_modes(void) { int32_t max_w; int32_t max_h; int i; get_max_screen_res(&max_w, &max_h); printf("Setting resolution ceiling to (%dx%d).\n", max_w, max_h); for (i = 0; i < validmodecnt; i++) { if ((validmodexdim[i] > max_w) || (validmodeydim[i] > max_h)) { remove_vesa_mode(i, "above resolution ceiling"); i--; /* list shrinks. */ } /* if */ } /* for */ } /* cull_large_vesa_modes */ static inline void cull_duplicate_vesa_modes(void) { int i; int j; for (i = 0; i < validmodecnt; i++){ for (j = i + 1; j < validmodecnt; j++){ if ( (validmodexdim[i] == validmodexdim[j]) &&(validmodeydim[i] == validmodeydim[j]) ){ remove_vesa_mode(j, "duplicate"); j--; /* list shrinks. */ } } } } #define swap_macro(tmp, x, y) { tmp = x; x = y; y = tmp; } /* be sure to call cull_duplicate_vesa_modes() before calling this. */ static inline void sort_vesa_modelist(void) { int i; int sorted; int32_t tmp; do { sorted = 1; for (i = 0; i < validmodecnt - 1; i++) { if ( (validmodexdim[i] >= validmodexdim[i+1]) && (validmodeydim[i] >= validmodeydim[i+1]) ) { sorted = 0; swap_macro(tmp, validmode[i], validmode[i+1]); swap_macro(tmp, validmodexdim[i], validmodexdim[i+1]); swap_macro(tmp, validmodeydim[i], validmodeydim[i+1]); } /* if */ } /* for */ } while (!sorted); } /* sort_vesa_modelist */ static inline void cleanup_vesa_modelist(void) { cull_large_vesa_modes(); cull_duplicate_vesa_modes(); sort_vesa_modelist(); } /* cleanup_vesa_modelist */ static inline void output_vesa_modelist(void) { char buffer[512]; char numbuf[20]; int i; buffer[0] = '\0'; for (i = 0; i < validmodecnt; i++) { sprintf(numbuf, " (%dx%d)",(int32_t) validmodexdim[i], (int32_t) validmodeydim[i]); if ( (strlen(buffer) + strlen(numbuf)) >= (sizeof (buffer) - 1) ) strcpy(buffer + (sizeof (buffer) - 5), " ..."); else strcat(buffer, numbuf); } /* for */ printf("Final sorted modelist:%s\n", buffer); } void getvalidvesamodes(void) { static int already_checked = 0; int i; int stdres[][2] = { {320, 240}, {640, 480}, {800, 600}, {1024, 768} }; if (already_checked) return; already_checked = 1; validmodecnt = 0; vidoption = 1; /* !!! tmp */ /* fill in the standard resolutions... */ for (i = 0; i < sizeof (stdres) / sizeof (stdres[0]); i++) add_vesa_mode("standard", stdres[i][0], stdres[i][1]); /* Anything the hardware can specifically do is added now... */ int displayIndex = 0; int numModes = SDL_GetNumDisplayModes(displayIndex); for (i = 0; i < numModes; ++i) { SDL_DisplayMode mode; SDL_CHECK_SUCCESS( SDL_GetDisplayMode(displayIndex, i, &mode) ); add_vesa_mode("physical", mode.w, mode.h); } /* Now add specific resolutions that the user wants... */ add_user_defined_resolution(); /* get rid of dupes and bogus resolutions... */ cleanup_vesa_modelist(); /* print it out for debugging purposes... */ output_vesa_modelist(); } uint8_t lastPalette[768]; void WriteTranslucToFile(void) { uint8_t buffer[65535*4]; uint8_t tga_header[18]; uint8_t* transPointer = transluc; uint8_t* bufferPointer = buffer; int i; FILE* file; for (i=0; i < 65535; i++) { bufferPointer[0] = (lastPalette[(*transPointer)*3+0]) / 63.0 * 255; bufferPointer[1] = (lastPalette[(*transPointer)*3+1]) / 63.0 * 255; bufferPointer[2] = (lastPalette[(*transPointer)*3+2]) / 63.0 * 255; bufferPointer[3] = 255; printf("%d,",*transPointer); if (i%255 ==0) printf("\n"); transPointer +=1; bufferPointer+=4; } file = fopen("transluc.tga", "w"); memset(tga_header, 0, 18); tga_header[2] = 2; tga_header[12] = (256 & 0x00FF); tga_header[13] = (256 & 0xFF00) / 256; tga_header[14] = (256 & 0x00FF) ; tga_header[15] =(256 & 0xFF00) / 256; tga_header[16] = 32 ; fwrite(&tga_header, 18, sizeof(uint8_t), file); fwrite(buffer, 65535, 4, file); fclose(file); } void WritePaletteToFile(uint8_t* palette,const char* filename,int width, int height) { uint8_t tga_header[18]; uint8_t* buffer; uint8_t* palettePointer = palette; uint8_t* bufferPointer ; int i; FILE* file = fopen(filename, "w"); memset(tga_header, 0, 18); tga_header[2] = 2; tga_header[12] = (width & 0x00FF); tga_header[13] = (width & 0xFF00) / 256; tga_header[14] = (height & 0x00FF) ; tga_header[15] =(height & 0xFF00) / 256; tga_header[16] = 32 ; fwrite(&tga_header, 18, sizeof(uint8_t), file); bufferPointer = buffer = malloc(width*height*4); for (i = 0 ; i < width*height ; i++) { bufferPointer[0] = palettePointer[0] / 63.0 * 255; bufferPointer[1] = palettePointer[1] / 63.0 * 255; bufferPointer[2] = palettePointer[2] / 63.0 * 255; bufferPointer[3] = 255; bufferPointer += 4; palettePointer+= 3; } fwrite(buffer, width*height, 4, file); fclose(file); free(buffer); } void WriteLastPaletteToFile() { WritePaletteToFile(lastPalette,"lastPalette.tga",16,16); } void VBE_setPalette(uint8_t *palettebuffer) /* * (From Ken's docs:) * Set (num) palette palette entries starting at (start) * palette entries are in a 4-byte format in this order: * 0: Blue (0-63) * 1: Green (0-63) * 2: Red (0-63) * 3: Reserved * * Naturally, the bytes are in the reverse order that SDL wants them... * More importantly, SDL wants the color elements in a range from 0-255, * so we do a conversion. */ { SDL_Color fmt_swap[256]; SDL_Color *sdlp = fmt_swap; uint8_t *p = palettebuffer; int i; //static updated=0; //if (updated >=1 ) // return ; //WritePaletteToFile(palettebuffer,"lastPalette.tga",16,16); //updated++; //CODE EXPLORATION //Used only to write the last palette to file. memcpy(lastPalette, palettebuffer, 768); for (i = 0; i < 256; i++){ sdlp->b = (Uint8) ((((float) *p++) / 63.0) * 255.0); sdlp->g = (Uint8) ((((float) *p++) / 63.0) * 255.0); sdlp->r = (Uint8) ((((float) *p++) / 63.0) * 255.0); sdlp->a = *p++; /* This byte is unused in BUILD, too. */ sdlp++; } // tanguyf: updating the palette is not immediate with a buffered surface, screen needs updating as well. SDL_CHECK_SUCCESS( SDL_SetPaletteColors(surface->format->palette, fmt_swap, 0, 256) ); SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, window_surface, NULL) ); SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) ); } void VBE_getPalette(int32_t start, int32_t num, uint8_t *palettebuffer) { SDL_Color *sdlp = surface->format->palette->colors + start; uint8_t *p = palettebuffer + (start * 4); int i; for (i = 0; i < num; i++) { *p++ = (Uint8) ((((float) sdlp->b) / 255.0) * 63.0); *p++ = (Uint8) ((((float) sdlp->g) / 255.0) * 63.0); *p++ = (Uint8) ((((float) sdlp->r) / 255.0) * 63.0); *p++ = sdlp->a; /* This byte is unused in both SDL and BUILD. */ sdlp++; } } void _uninitengine(void) { SDL_QuitSubSystem(SDL_INIT_VIDEO); } /* _uninitengine */ int setupmouse(void) { SDL_Event event; if (surface == NULL) return(0); SDL_CHECK_SUCCESS( SDL_SetRelativeMouseMode(SDL_TRUE) ); mouse_relative_x = mouse_relative_y = 0; /* * this global usually gets set by BUILD, but it's a one-shot * deal, and we may not have an SDL surface at that point. --ryan. */ moustat = 1; // FIX_00063: Duke's angle changing or incorrect when using toggle fullscreen/window mode while(SDL_PollEvent(&event)); // Empying the various pending events (especially the mouse one) //SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); return(1); } /* setupmouse */ void readmousexy(short *x, short *y) { if (x) *x = mouse_relative_x << 2; if (y) *y = mouse_relative_y << 2; mouse_relative_x = mouse_relative_y = 0; } /* readmousexy */ void readmousebstatus(short *bstatus) { if (bstatus) *bstatus = mouse_buttons; // special wheel treatment: make it like a button click if(mouse_buttons&8) mouse_buttons ^= 8; if(mouse_buttons&16) mouse_buttons ^= 16; } /* readmousebstatus */ void _updateScreenRect(int32_t x, int32_t y, int32_t w, int32_t h) { SDL_Rect rect = { x, y, w, h }; SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, &rect, window_surface, &rect) ); SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) ); } //int counter= 0 ; //char bmpName[256]; void _nextpage(void) { Uint32 ticks; _handle_events(); SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, window_surface, NULL) ); SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) ); //sprintf(bmpName,"%d.bmp",counter++); //SDL_SaveBMP(surface,bmpName); //if (CLEAR_FRAMEBUFFER) // SDL_FillRect(surface,NULL,0); ticks = getticks(); total_render_time = (ticks - last_render_ticks); if (total_render_time > 1000){ total_rendered_frames = 0; total_render_time = 1; last_render_ticks = ticks; } total_rendered_frames++; } uint8_t readpixel(uint8_t* offset) { return *offset; } void drawpixel(uint8_t* location, uint8_t pixel) { *location = pixel; } /* Fix this up The Right Way (TM) - DDOI */ void setcolor16(uint8_t col) { drawpixel_color = col; } void drawpixel16(int32_t offset) { drawpixel((uint8_t*)surface->pixels + offset, drawpixel_color); } /* drawpixel16 */ void fillscreen16(int32_t offset, int32_t color, int32_t blocksize) { Uint8 *surface_end; Uint8 *wanted_end; Uint8 *pixels; if (SDL_MUSTLOCK(surface)) SDL_LockSurface(surface); pixels = get_framebuffer(); /* Make this function pageoffset aware - DDOI */ if (!pageoffset) { offset = offset << 3; offset += 640*336; } surface_end = (pixels + (surface->w * surface->h)) - 1; wanted_end = (pixels + offset) + blocksize; if (offset < 0) offset = 0; if (wanted_end > surface_end) blocksize = ((uint32_t) surface_end) - ((uint32_t) pixels + offset); memset(pixels + offset, (int) color, blocksize); if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); _nextpage(); } /* fillscreen16 */ /* Most of this line code is taken from Abrash's "Graphics Programming Blackbook". Remember, sharing code is A Good Thing. AH */ static inline void DrawHorizontalRun (uint8_t **ScreenPtr, int XAdvance, int RunLength, uint8_t Color) { int i; uint8_t *WorkingScreenPtr = *ScreenPtr; for (i=0; i<RunLength; i++) { *WorkingScreenPtr = Color; WorkingScreenPtr += XAdvance; } WorkingScreenPtr += surface->w; *ScreenPtr = WorkingScreenPtr; } static inline void DrawVerticalRun (uint8_t **ScreenPtr, int XAdvance, int RunLength, uint8_t Color) { int i; uint8_t *WorkingScreenPtr = *ScreenPtr; for (i=0; i<RunLength; i++) { *WorkingScreenPtr = Color; WorkingScreenPtr += surface->w; } WorkingScreenPtr += XAdvance; *ScreenPtr = WorkingScreenPtr; } void drawline16(int32_t XStart, int32_t YStart, int32_t XEnd, int32_t YEnd, uint8_t Color) { int Temp, AdjUp, AdjDown, ErrorTerm, XAdvance, XDelta, YDelta; int WholeStep, InitialPixelCount, FinalPixelCount, i, RunLength; uint8_t *ScreenPtr; int32_t dx, dy; if (SDL_MUSTLOCK(surface)) SDL_LockSurface(surface); dx = XEnd-XStart; dy = YEnd-YStart; //Analyse the slope if (dx >= 0) { if ((XStart > 639) || (XEnd < 0)) return; if (XStart < 0) { if (dy) YStart += scale(0-XStart,dy,dx); XStart = 0; } if (XEnd > 639) { if (dy) YEnd += scale(639-XEnd,dy,dx); XEnd = 639; } } else { if ((XEnd > 639) || (XStart < 0)) return; if (XEnd < 0) { if (dy) YEnd += scale(0-XEnd,dy,dx); XEnd = 0; } if (XStart > 639) { if (dy) YStart += scale(639-XStart,dy,dx); XStart = 639; } } if (dy >= 0) { if ((YStart >= ydim16) || (YEnd < 0)) return; if (YStart < 0) { if (dx) XStart += scale(0-YStart,dx,dy); YStart = 0; } if (YEnd >= ydim16) { if (dx) XEnd += scale(ydim16-1-YEnd,dx,dy); YEnd = ydim16-1; } } else { if ((YEnd >= ydim16) || (YStart < 0)) return; if (YEnd < 0) { if (dx) XEnd += scale(0-YEnd,dx,dy); YEnd = 0; } if (YStart >= ydim16) { if (dx) XStart += scale(ydim16-1-YStart,dx,dy); YStart = ydim16-1; } } /* Make sure the status bar border draws correctly - DDOI */ if (!pageoffset) { YStart += 336; YEnd += 336; } /* We'll always draw top to bottom */ if (YStart > YEnd) { Temp = YStart; YStart = YEnd; YEnd = Temp; Temp = XStart; XStart = XEnd; XEnd = Temp; } /* Point to the bitmap address first pixel to draw */ ScreenPtr = (uint8_t *) (get_framebuffer()) + XStart + (surface->w * YStart); /* Figure out whether we're going left or right, and how far we're going horizontally */ if ((XDelta = XEnd - XStart) < 0) { XAdvance = (-1); XDelta = -XDelta; } else { XAdvance = 1; } /* Figure out how far we're going vertically */ YDelta = YEnd - YStart; /* Special cases: Horizontal, vertical, and diagonal lines */ if (XDelta == 0) { for (i=0; i <= YDelta; i++) { *ScreenPtr = Color; ScreenPtr += surface->w; } UNLOCK_SURFACE_AND_RETURN; } if (YDelta == 0) { for (i=0; i <= XDelta; i++) { *ScreenPtr = Color; ScreenPtr += XAdvance; } UNLOCK_SURFACE_AND_RETURN; } if (XDelta == YDelta) { for (i=0; i <= XDelta; i++) { *ScreenPtr = Color; ScreenPtr += XAdvance + surface->w; } UNLOCK_SURFACE_AND_RETURN; } /* Determine whether the line is X or Y major, and handle accordingly */ if (XDelta >= YDelta) /* X major line */ { WholeStep = XDelta / YDelta; AdjUp = (XDelta % YDelta) * 2; AdjDown = YDelta * 2; ErrorTerm = (XDelta % YDelta) - (YDelta * 2); InitialPixelCount = (WholeStep / 2) + 1; FinalPixelCount = InitialPixelCount; if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) InitialPixelCount--; if ((WholeStep & 0x01) != 0) ErrorTerm += YDelta; DrawHorizontalRun(&ScreenPtr, XAdvance, InitialPixelCount, Color); for (i=0; i<(YDelta-1); i++) { RunLength = WholeStep; if ((ErrorTerm += AdjUp) > 0) { RunLength ++; ErrorTerm -= AdjDown; } DrawHorizontalRun(&ScreenPtr, XAdvance, RunLength, Color); } DrawHorizontalRun(&ScreenPtr, XAdvance, FinalPixelCount, Color); UNLOCK_SURFACE_AND_RETURN; } else { /* Y major line */ WholeStep = YDelta / XDelta; AdjUp = (YDelta % XDelta) * 2; AdjDown = XDelta * 2; ErrorTerm = (YDelta % XDelta) - (XDelta * 2); InitialPixelCount = (WholeStep / 2) + 1; FinalPixelCount = InitialPixelCount; if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) InitialPixelCount --; if ((WholeStep & 0x01) != 0) ErrorTerm += XDelta; DrawVerticalRun(&ScreenPtr, XAdvance, InitialPixelCount, Color); for (i=0; i<(XDelta-1); i++) { RunLength = WholeStep; if ((ErrorTerm += AdjUp) > 0) { RunLength ++; ErrorTerm -= AdjDown; } DrawVerticalRun(&ScreenPtr, XAdvance, RunLength, Color); } DrawVerticalRun(&ScreenPtr, XAdvance, FinalPixelCount, Color); UNLOCK_SURFACE_AND_RETURN; } } /* drawline16 */ void clear2dscreen(void) { SDL_Rect rect; rect.x = rect.y = 0; rect.w = surface->w; if (qsetmode == 350) rect.h = 350; else if (qsetmode == 480) { if (ydim16 <= 336) rect.h = 336; else rect.h = 480; } /* else if */ SDL_FillRect(surface, &rect, 0); } /* clear2dscreen */ void _idle(void) { if (surface != NULL) _handle_events(); SDL_Delay(1); } /* _idle */ void *_getVideoBase(void) { return((void *) surface->pixels); } //------------------------------------------------------------------------------------------------- // TIMER //================================================================================================= // FIX_00007: game speed corrected. The game speed is now as the real // DOS duke3d. Unloading a full 200 bullet pistol must take 45.1 sec. // SDL timer was not fast/accurate enough and was slowing down the gameplay, // so bad static int64_t timerfreq=0; static int32_t timerlastsample=0; static int timerticspersec=0; static void (*usertimercallback)(void) = NULL; // This timer stuff is all Ken's idea. // // installusertimercallback() -- set up a callback function to be called when the timer is fired // void (*installusertimercallback(void (*callback)(void)))(void) { void (*oldtimercallback)(void); oldtimercallback = usertimercallback; usertimercallback = callback; return oldtimercallback; } /* inittimer() -- initialise timer FCS: The tickspersecond parameter is a ratio value that helps replicating oldschool DOS tick per seconds. The way the timer work is: float newSystemTickPerSecond = [0,1] tickPerSecond on a DOS system = tickspersecond * newSystemTickPerSecond ; */ int inittimer(int tickspersecond) { int64_t t; if (timerfreq) return 0; // already installed //printf("Initialising timer, with tickPerSecond=%d\n",tickspersecond); timerfreq = 1000; timerticspersec = tickspersecond; t = SDL_GetTicks(); timerlastsample = (int32_t)(t*timerticspersec / timerfreq); usertimercallback = NULL; return 0; } // // uninittimer() -- shut down timer // void uninittimer(void) { if (!timerfreq) return; timerfreq=0; timerticspersec = 0; } // // sampletimer() -- update totalclock // void sampletimer(void) { int64_t i; int32_t n; if (!timerfreq) return; i = SDL_GetTicks(); n = (int32_t)(i*timerticspersec / timerfreq) - timerlastsample; if (n>0) { totalclock += n; timerlastsample += n; } if (usertimercallback) for (; n>0; n--) usertimercallback(); } /* getticks() -- returns the windows ticks count FCS: This seeems to be only used in the multiplayer code */ uint32_t getticks(void) { int64_t i; i = SDL_GetTicks(); return (uint32_t)(i*(int32_t)(1000)/timerfreq); } // // gettimerfreq() -- returns the number of ticks per second the timer is configured to generate // int gettimerfreq(void) { return timerticspersec; }