src/video/SDL_video.c
author Sam Lantinga <slouken@lokigames.com>
Fri, 11 May 2001 01:13:35 +0000
changeset 30 57bf11a5efd7
parent 19 8cc4dbfab9ab
child 34 27cb016592f9
permissions -rw-r--r--
Added initial support for Nano-X (thanks Hsieh-Fu!)
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@devolution.com
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*/
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#ifdef SAVE_RCSID
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static char rcsid =
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 "@(#) $Id$";
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#endif
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/* The high-level video driver subsystem */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_events.h"
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#include "SDL_mutex.h"
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#include "SDL_sysvideo.h"
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#include "SDL_sysevents.h"
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#include "SDL_blit.h"
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#include "SDL_pixels_c.h"
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#include "SDL_events_c.h"
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#include "SDL_cursor_c.h"
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/* Available video drivers */
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static VideoBootStrap *bootstrap[] = {
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#ifdef ENABLE_X11
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	&X11_bootstrap,
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#endif
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#ifdef ENABLE_DGA
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	&DGA_bootstrap,
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#endif
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#ifdef ENABLE_NANOX
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	&NX_bootstrap,
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#endif
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#ifdef ENABLE_FBCON
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	&FBCON_bootstrap,
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#endif
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#ifdef ENABLE_PS2GS
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	&PS2GS_bootstrap,
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#endif
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#ifdef ENABLE_GGI
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	&GGI_bootstrap,
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#endif
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#ifdef ENABLE_SVGALIB
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	&SVGALIB_bootstrap,
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#endif
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#ifdef ENABLE_AALIB
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    &AALIB_bootstrap,
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#endif
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#ifdef ENABLE_DIRECTX
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	&DIRECTX_bootstrap,
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#endif
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#ifdef ENABLE_WINDIB
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	&WINDIB_bootstrap,
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#endif
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#ifdef ENABLE_BWINDOW
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	&BWINDOW_bootstrap,
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#endif
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#ifdef ENABLE_TOOLBOX
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	&TOOLBOX_bootstrap,
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#endif
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#ifdef ENABLE_DRAWSPROCKET
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	&DSp_bootstrap,
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#endif
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#ifdef ENABLE_CYBERGRAPHICS
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	&CGX_bootstrap,
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#endif
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#ifdef ENABLE_DUMMYVIDEO
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	&DUMMY_bootstrap,
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#endif
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#ifdef ENABLE_PHOTON
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	&ph_bootstrap,
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#endif
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	NULL
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};
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SDL_VideoDevice *current_video = NULL;
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/* Places to store title and icon text for the app */
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static char *wm_title = NULL;
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static char *wm_icon  = NULL;
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/* Various local functions */
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int SDL_VideoInit(const char *driver_name, Uint32 flags);
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void SDL_VideoQuit(void);
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void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect* rects);
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static SDL_GrabMode SDL_WM_GrabInputOff(void);
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#ifdef HAVE_OPENGL
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static int lock_count = 0;
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#endif
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/*
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 * Initialize the video and event subsystems -- determine native pixel format
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 */
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int SDL_VideoInit (const char *driver_name, Uint32 flags)
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{
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	SDL_VideoDevice *video;
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	int index;
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	int i;
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	SDL_PixelFormat vformat;
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	Uint32 video_flags;
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	/* Toggle the event thread flags, based on OS requirements */
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#if defined(MUST_THREAD_EVENTS)
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	flags |= SDL_INIT_EVENTTHREAD;
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#elif defined(CANT_THREAD_EVENTS)
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	if ( (flags & SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
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		SDL_SetError("OS doesn't support threaded events");
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		return(-1);
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	}
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#endif
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	/* Check to make sure we don't overwrite 'current_video' */
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	if ( current_video != NULL ) {
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		SDL_VideoQuit();
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	}
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	/* Select the proper video driver */
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	index = 0;
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	video = NULL;
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	if ( driver_name != NULL ) {
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#if 0	/* This will be replaced with a better driver selection API */
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		if ( strrchr(driver_name, ':') != NULL ) {
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			index = atoi(strrchr(driver_name, ':')+1);
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		}
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#endif
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		for ( i=0; bootstrap[i]; ++i ) {
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			if ( strncmp(bootstrap[i]->name, driver_name,
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			             strlen(bootstrap[i]->name)) == 0 ) {
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				if ( bootstrap[i]->available() ) {
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					video = bootstrap[i]->create(index);
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					break;
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				}
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			}
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		}
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	} else {
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		for ( i=0; bootstrap[i]; ++i ) {
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			if ( bootstrap[i]->available() ) {
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				video = bootstrap[i]->create(index);
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				if ( video != NULL ) {
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					break;
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				}
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			}
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		}
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	}
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	if ( video == NULL ) {
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		SDL_SetError("No available video device");
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		return(-1);
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	}
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	current_video = video;
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	current_video->name = bootstrap[i]->name;
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	/* Do some basic variable initialization */
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	video->screen = NULL;
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	video->shadow = NULL;
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	video->visible = NULL;
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	video->physpal = NULL;
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	video->gammacols = NULL;
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	video->gamma = NULL;
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	video->wm_title = NULL;
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	video->wm_icon  = NULL;
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	video->offset_x = 0;
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	video->offset_y = 0;
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	memset(&video->info, 0, (sizeof video->info));
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	/* Set some very sane GL defaults */
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	video->gl_config.driver_loaded = 0;
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	video->gl_config.dll_handle = NULL;
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	video->gl_config.red_size = 5;
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#if 1 /* This seems to work on more video cards, as a default */
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	video->gl_config.green_size = 5;
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#else
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	video->gl_config.green_size = 6;
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#endif
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	video->gl_config.blue_size = 5;
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	video->gl_config.alpha_size = 0;
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	video->gl_config.buffer_size = 0;
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	video->gl_config.depth_size = 16;
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	video->gl_config.stencil_size = 0;
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	video->gl_config.double_buffer = 1;
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	video->gl_config.accum_red_size = 0;
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	video->gl_config.accum_green_size = 0;
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	video->gl_config.accum_blue_size = 0;
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	video->gl_config.accum_alpha_size = 0;
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	/* Initialize the video subsystem */
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	memset(&vformat, 0, sizeof(vformat));
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	if ( video->VideoInit(video, &vformat) < 0 ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	/* Create a zero sized video surface of the appropriate format */
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	video_flags = SDL_SWSURFACE;
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	SDL_VideoSurface = SDL_CreateRGBSurface(video_flags, 0, 0,
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				vformat.BitsPerPixel,
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				vformat.Rmask, vformat.Gmask, vformat.Bmask, 0);
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	if ( SDL_VideoSurface == NULL ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	SDL_PublicSurface = NULL;	/* Until SDL_SetVideoMode() */
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#if 0 /* Don't change the current palette - may be used by other programs.
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       * The application can't do anything with the display surface until
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       * a video mode has been set anyway. :)
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       */
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	/* If we have a palettized surface, create a default palette */
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	if ( SDL_VideoSurface->format->palette ) {
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	        SDL_PixelFormat *vf = SDL_VideoSurface->format;
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		SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
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		video->SetColors(video,
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				 0, vf->palette->ncolors, vf->palette->colors);
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	}
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#endif
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	video->info.vfmt = SDL_VideoSurface->format;
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	/* Start the event loop */
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	if ( SDL_StartEventLoop(flags) < 0 ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	SDL_CursorInit(flags & SDL_INIT_EVENTTHREAD);
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	/* We're ready to go! */
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	return(0);
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}
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char *SDL_VideoDriverName(char *namebuf, int maxlen)
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{
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	if ( current_video != NULL ) {
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		strncpy(namebuf, current_video->name, maxlen-1);
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		namebuf[maxlen-1] = '\0';
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		return(namebuf);
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	}
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	return(NULL);
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}
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/*
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 * Get the current display surface
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 */
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SDL_Surface *SDL_GetVideoSurface(void)
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{
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	SDL_Surface *visible;
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	visible = NULL;
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	if ( current_video ) {
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		visible = current_video->visible;
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	}
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	return(visible);
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}
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/*
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 * Get the current information about the video hardware
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 */
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const SDL_VideoInfo *SDL_GetVideoInfo(void)
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{
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	const SDL_VideoInfo *info;
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	info = NULL;
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	if ( current_video ) {
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		info = &current_video->info;
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	}
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	return(info);
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}
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/*
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 * Return a pointer to an array of available screen dimensions for the
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 * given format, sorted largest to smallest.  Returns NULL if there are
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 * no dimensions available for a particular format, or (SDL_Rect **)-1
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 * if any dimension is okay for the given format.  If 'format' is NULL,
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 * the mode list will be for the format given by SDL_GetVideoInfo()->vfmt
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 */
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SDL_Rect ** SDL_ListModes (SDL_PixelFormat *format, Uint32 flags)
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{
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	SDL_VideoDevice *video = current_video;
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	SDL_VideoDevice *this  = current_video;
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	SDL_Rect **modes;
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	modes = NULL;
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	if ( SDL_VideoSurface ) {
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		if ( format == NULL ) {
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			format = SDL_VideoSurface->format;
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		}
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		modes = video->ListModes(this, format, flags);
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	}
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	return(modes);
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}
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/*
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 * Check to see if a particular video mode is supported.
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 * It returns 0 if the requested mode is not supported under any bit depth,
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 * or returns the bits-per-pixel of the closest available mode with the
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 * given width and height.  If this bits-per-pixel is different from the
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 * one used when setting the video mode, SDL_SetVideoMode() will succeed,
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 * but will emulate the requested bits-per-pixel with a shadow surface.
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 */
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static Uint8 SDL_closest_depths[4][8] = {
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	/* 8 bit closest depth ordering */
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	{ 0, 8, 16, 15, 32, 24, 0, 0 },
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	/* 15,16 bit closest depth ordering */
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	{ 0, 16, 15, 32, 24, 8, 0, 0 },
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	/* 24 bit closest depth ordering */
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	{ 0, 24, 32, 16, 15, 8, 0, 0 },
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	/* 32 bit closest depth ordering */
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	{ 0, 32, 16, 15, 24, 8, 0, 0 }
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};
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int SDL_VideoModeOK (int width, int height, int bpp, Uint32 flags) 
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{
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	int table, b, i;
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	int supported;
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	SDL_PixelFormat format;
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	SDL_Rect **sizes;
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	/* Currently 1 and 4 bpp are not supported */
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	if ( bpp < 8 || bpp > 32 ) {
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		return(0);
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	}
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	if ( (width == 0) || (height == 0) ) {
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		return(0);
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	}
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	/* Search through the list valid of modes */
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	memset(&format, 0, sizeof(format));
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	supported = 0;
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	table = ((bpp+7)/8)-1;
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	SDL_closest_depths[table][0] = bpp;
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	SDL_closest_depths[table][7] = 0;
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	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
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		format.BitsPerPixel = SDL_closest_depths[table][b];
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		sizes = SDL_ListModes(&format, flags);
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		if ( sizes == (SDL_Rect **)0 ) {
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			/* No sizes supported at this bit-depth */
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			continue;
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		} else 
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#ifdef macintosh /* MPW optimization bug? */
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		if ( (sizes == (SDL_Rect **)0xFFFFFFFF) ||
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#else
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		if ( (sizes == (SDL_Rect **)-1) ||
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#endif
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		     current_video->handles_any_size ) {
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			/* Any size supported at this bit-depth */
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			supported = 1;
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			continue;
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		} else
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		for ( i=0; sizes[i]; ++i ) {
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			if ((sizes[i]->w == width) && (sizes[i]->h == height)) {
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				supported = 1;
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				break;
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			}
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		}
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	}
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	if ( supported ) {
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		--b;
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		return(SDL_closest_depths[table][b]);
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	} else {
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		return(0);
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	}
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}
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/*
slouken@0
   386
 * Get the closest non-emulated video mode to the one requested
slouken@0
   387
 */
slouken@0
   388
static int SDL_GetVideoMode (int *w, int *h, int *BitsPerPixel, Uint32 flags)
slouken@0
   389
{
slouken@0
   390
	int table, b, i;
slouken@0
   391
	int supported;
slouken@0
   392
	int native_bpp;
slouken@0
   393
	SDL_PixelFormat format;
slouken@0
   394
	SDL_Rect **sizes;
slouken@0
   395
slouken@0
   396
	/* Try the original video mode, get the closest depth */
slouken@0
   397
	native_bpp = SDL_VideoModeOK(*w, *h, *BitsPerPixel, flags);
slouken@0
   398
	if ( native_bpp == *BitsPerPixel ) {
slouken@0
   399
		return(1);
slouken@0
   400
	}
slouken@0
   401
	if ( native_bpp > 0 ) {
slouken@0
   402
		*BitsPerPixel = native_bpp;
slouken@0
   403
		return(1);
slouken@0
   404
	}
slouken@0
   405
slouken@0
   406
	/* No exact size match at any depth, look for closest match */
slouken@0
   407
	memset(&format, 0, sizeof(format));
slouken@0
   408
	supported = 0;
slouken@0
   409
	table = ((*BitsPerPixel+7)/8)-1;
slouken@0
   410
	SDL_closest_depths[table][0] = *BitsPerPixel;
slouken@0
   411
	SDL_closest_depths[table][7] = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   412
	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
slouken@0
   413
		format.BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   414
		sizes = SDL_ListModes(&format, flags);
slouken@0
   415
		if ( sizes == (SDL_Rect **)0 ) {
slouken@0
   416
			/* No sizes supported at this bit-depth */
slouken@0
   417
			continue;
slouken@0
   418
		}
slouken@0
   419
		for ( i=0; sizes[i]; ++i ) {
slouken@0
   420
			if ((sizes[i]->w < *w) || (sizes[i]->h < *h)) {
slouken@0
   421
				if ( i > 0 ) {
slouken@0
   422
					--i;
slouken@0
   423
					*w = sizes[i]->w;
slouken@0
   424
					*h = sizes[i]->h;
slouken@0
   425
					*BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   426
					supported = 1;
slouken@0
   427
				} else {
slouken@0
   428
					/* Largest mode too small... */;
slouken@0
   429
				}
slouken@0
   430
				break;
slouken@0
   431
			}
slouken@0
   432
		}
slouken@0
   433
		if ( (i > 0) && ! sizes[i] ) {
slouken@0
   434
			/* The smallest mode was larger than requested, OK */
slouken@0
   435
			--i;
slouken@0
   436
			*w = sizes[i]->w;
slouken@0
   437
			*h = sizes[i]->h;
slouken@0
   438
			*BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   439
			supported = 1;
slouken@0
   440
		}
slouken@0
   441
	}
slouken@0
   442
	if ( ! supported ) {
slouken@0
   443
		SDL_SetError("No video mode large enough for %dx%d", *w, *h);
slouken@0
   444
	}
slouken@0
   445
	return(supported);
slouken@0
   446
}
slouken@0
   447
slouken@0
   448
/* This should probably go somewhere else -- like SDL_surface.c */
slouken@0
   449
static void SDL_ClearSurface(SDL_Surface *surface)
slouken@0
   450
{
slouken@0
   451
	Uint32 black;
slouken@0
   452
slouken@0
   453
	black = SDL_MapRGB(surface->format, 0, 0, 0);
slouken@0
   454
	SDL_FillRect(surface, NULL, black);
slouken@0
   455
	if ((surface->flags&SDL_HWSURFACE) && (surface->flags&SDL_DOUBLEBUF)) {
slouken@0
   456
		SDL_Flip(surface);
slouken@0
   457
		SDL_FillRect(surface, NULL, black);
slouken@0
   458
	}
slouken@0
   459
	SDL_Flip(surface);
slouken@0
   460
}
slouken@0
   461
slouken@0
   462
/*
slouken@0
   463
 * Create a shadow surface suitable for fooling the app. :-)
slouken@0
   464
 */
slouken@0
   465
static void SDL_CreateShadowSurface(int depth)
slouken@0
   466
{
slouken@0
   467
	Uint32 Rmask, Gmask, Bmask;
slouken@0
   468
slouken@0
   469
	/* Allocate the shadow surface */
slouken@0
   470
	if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@0
   471
		Rmask = (SDL_VideoSurface->format)->Rmask;
slouken@0
   472
		Gmask = (SDL_VideoSurface->format)->Gmask;
slouken@0
   473
		Bmask = (SDL_VideoSurface->format)->Bmask;
slouken@0
   474
	} else {
slouken@0
   475
		Rmask = Gmask = Bmask = 0;
slouken@0
   476
	}
slouken@0
   477
	SDL_ShadowSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
slouken@0
   478
				SDL_VideoSurface->w, SDL_VideoSurface->h,
slouken@0
   479
						depth, Rmask, Gmask, Bmask, 0);
slouken@0
   480
	if ( SDL_ShadowSurface == NULL ) {
slouken@0
   481
		return;
slouken@0
   482
	}
slouken@0
   483
slouken@0
   484
	/* 8-bit shadow surfaces report that they have exclusive palette */
slouken@0
   485
	if ( SDL_ShadowSurface->format->palette ) {
slouken@0
   486
		SDL_ShadowSurface->flags |= SDL_HWPALETTE;
slouken@0
   487
		if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@0
   488
			memcpy(SDL_ShadowSurface->format->palette->colors,
slouken@0
   489
				SDL_VideoSurface->format->palette->colors,
slouken@0
   490
				SDL_VideoSurface->format->palette->ncolors*
slouken@0
   491
							sizeof(SDL_Color));
slouken@0
   492
		} else {
slouken@0
   493
			SDL_DitherColors(
slouken@0
   494
			SDL_ShadowSurface->format->palette->colors, depth);
slouken@0
   495
		}
slouken@0
   496
	}
slouken@0
   497
slouken@0
   498
	/* If the video surface is resizable, the shadow should say so */
slouken@0
   499
	if ( (SDL_VideoSurface->flags & SDL_RESIZABLE) == SDL_RESIZABLE ) {
slouken@0
   500
		SDL_ShadowSurface->flags |= SDL_RESIZABLE;
slouken@0
   501
	}
slouken@0
   502
	/* If the video surface has no frame, the shadow should say so */
slouken@0
   503
	if ( (SDL_VideoSurface->flags & SDL_NOFRAME) == SDL_NOFRAME ) {
slouken@0
   504
		SDL_ShadowSurface->flags |= SDL_NOFRAME;
slouken@0
   505
	}
slouken@0
   506
	/* If the video surface is fullscreen, the shadow should say so */
slouken@0
   507
	if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
slouken@0
   508
		SDL_ShadowSurface->flags |= SDL_FULLSCREEN;
slouken@0
   509
	}
slouken@0
   510
	/* If the video surface is flippable, the shadow should say so */
slouken@0
   511
	if ( (SDL_VideoSurface->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   512
		SDL_ShadowSurface->flags |= SDL_DOUBLEBUF;
slouken@0
   513
	}
slouken@0
   514
	return;
slouken@0
   515
}
slouken@0
   516
slouken@0
   517
/*
slouken@0
   518
 * Set the requested video mode, allocating a shadow buffer if necessary.
slouken@0
   519
 */
slouken@0
   520
SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
slouken@0
   521
{
slouken@0
   522
	SDL_VideoDevice *video, *this;
slouken@0
   523
	SDL_Surface *prev_mode, *mode;
slouken@0
   524
	int video_w;
slouken@0
   525
	int video_h;
slouken@0
   526
	int video_bpp;
slouken@0
   527
	int is_opengl;
slouken@0
   528
	SDL_GrabMode saved_grab;
slouken@0
   529
slouken@0
   530
	/* Start up the video driver, if necessary..
slouken@0
   531
	   WARNING: This is the only function protected this way!
slouken@0
   532
	 */
slouken@0
   533
	if ( ! current_video ) {
slouken@0
   534
		if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE) < 0 ) {
slouken@0
   535
			return(NULL);
slouken@0
   536
		}
slouken@0
   537
	}
slouken@0
   538
	this = video = current_video;
slouken@0
   539
slouken@0
   540
	/* Default to the current video bpp */
slouken@0
   541
	if ( bpp == 0 ) {
slouken@0
   542
		flags |= SDL_ANYFORMAT;
slouken@0
   543
		bpp = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   544
	}
slouken@0
   545
slouken@0
   546
	/* Get a good video mode, the closest one possible */
slouken@0
   547
	video_w = width;
slouken@0
   548
	video_h = height;
slouken@0
   549
	video_bpp = bpp;
slouken@0
   550
	if ( ! SDL_GetVideoMode(&video_w, &video_h, &video_bpp, flags) ) {
slouken@0
   551
		return(NULL);
slouken@0
   552
	}
slouken@0
   553
slouken@0
   554
	/* Check the requested flags */
slouken@0
   555
	/* There's no palette in > 8 bits-per-pixel mode */
slouken@0
   556
	if ( video_bpp > 8 ) {
slouken@0
   557
		flags &= ~SDL_HWPALETTE;
slouken@0
   558
	}
slouken@0
   559
#if 0
slouken@0
   560
	if ( (flags&SDL_FULLSCREEN) != SDL_FULLSCREEN ) {
slouken@0
   561
		/* There's no windowed double-buffering */
slouken@0
   562
		flags &= ~SDL_DOUBLEBUF;
slouken@0
   563
	}
slouken@0
   564
#endif
slouken@0
   565
	if ( (flags&SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   566
		/* Use hardware surfaces when double-buffering */
slouken@0
   567
		flags |= SDL_HWSURFACE;
slouken@0
   568
	}
slouken@0
   569
slouken@0
   570
	is_opengl = ( ( flags & SDL_OPENGL ) == SDL_OPENGL );
slouken@0
   571
	if ( is_opengl ) {
slouken@0
   572
		/* These flags are for 2D video modes only */
slouken@0
   573
		flags &= ~(SDL_HWSURFACE|SDL_DOUBLEBUF);
slouken@0
   574
	}
slouken@0
   575
slouken@14
   576
	/* Reset the keyboard here so event callbacks can run */
slouken@14
   577
	SDL_ResetKeyboard();
slouken@14
   578
slouken@0
   579
	/* Clean up any previous video mode */
slouken@0
   580
	if ( SDL_PublicSurface != NULL ) {
slouken@0
   581
		SDL_PublicSurface = NULL;
slouken@0
   582
	}
slouken@0
   583
	if ( SDL_ShadowSurface != NULL ) {
slouken@0
   584
		SDL_Surface *ready_to_go;
slouken@0
   585
		ready_to_go = SDL_ShadowSurface;
slouken@0
   586
		SDL_ShadowSurface = NULL;
slouken@0
   587
		SDL_FreeSurface(ready_to_go);
slouken@0
   588
	}
slouken@0
   589
	if ( video->physpal ) {
slouken@0
   590
		free(video->physpal->colors);
slouken@0
   591
		free(video->physpal);
slouken@0
   592
		video->physpal = NULL;
slouken@0
   593
	}
slouken@0
   594
	if( video->gammacols) {
slouken@0
   595
	        free(video->gammacols);
slouken@0
   596
		video->gammacols = NULL;
slouken@0
   597
	}
slouken@0
   598
slouken@0
   599
	/* Save the previous grab state and turn off grab for mode switch */
slouken@0
   600
	saved_grab = SDL_WM_GrabInputOff();
slouken@0
   601
slouken@0
   602
	/* Try to set the video mode, along with offset and clipping */
slouken@0
   603
	prev_mode = SDL_VideoSurface;
slouken@0
   604
	SDL_LockCursor();
slouken@0
   605
	SDL_VideoSurface = NULL;	/* In case it's freed by driver */
slouken@0
   606
	mode = video->SetVideoMode(this, prev_mode,video_w,video_h,video_bpp,flags);
slouken@0
   607
	if ( mode ) { /* Prevent resize events from mode change */
slouken@0
   608
	    SDL_PrivateResize(mode->w, mode->h);
slouken@0
   609
        }
slouken@0
   610
	/*
slouken@0
   611
	 * rcg11292000
slouken@0
   612
	 * If you try to set an SDL_OPENGL surface, and fail to find a
slouken@0
   613
	 * matching  visual, then the next call to SDL_SetVideoMode()
slouken@0
   614
	 * will segfault, since  we no longer point to a dummy surface,
slouken@0
   615
	 * but rather NULL.
slouken@0
   616
	 * Sam 11/29/00
slouken@0
   617
	 * WARNING, we need to make sure that the previous mode hasn't
slouken@0
   618
	 * already been freed by the video driver.  What do we do in
slouken@0
   619
	 * that case?  Should we call SDL_VideoInit() again?
slouken@0
   620
	 */
slouken@0
   621
	SDL_VideoSurface = (mode != NULL) ? mode : prev_mode;
slouken@0
   622
slouken@0
   623
	if ( (mode != NULL) && (!is_opengl) ) {
slouken@0
   624
		/* Sanity check */
slouken@0
   625
		if ( (mode->w < width) || (mode->h < height) ) {
slouken@0
   626
			SDL_SetError("Video mode smaller than requested");
slouken@0
   627
			return(NULL);
slouken@0
   628
		}
slouken@0
   629
slouken@0
   630
		/* If we have a palettized surface, create a default palette */
slouken@0
   631
		if ( mode->format->palette ) {
slouken@0
   632
	        	SDL_PixelFormat *vf = mode->format;
slouken@0
   633
			SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
slouken@0
   634
			video->SetColors(this, 0, vf->palette->ncolors,
slouken@0
   635
			                           vf->palette->colors);
slouken@0
   636
		}
slouken@0
   637
slouken@0
   638
		/* Clear the surface to black */
slouken@0
   639
		video->offset_x = 0;
slouken@0
   640
		video->offset_y = 0;
slouken@0
   641
		mode->offset = 0;
slouken@0
   642
		SDL_SetClipRect(mode, NULL);
slouken@0
   643
		SDL_ClearSurface(mode);
slouken@0
   644
slouken@0
   645
		/* Now adjust the offsets to match the desired mode */
slouken@0
   646
		video->offset_x = (mode->w-width)/2;
slouken@0
   647
		video->offset_y = (mode->h-height)/2;
slouken@0
   648
		mode->offset = video->offset_y*mode->pitch +
slouken@0
   649
				video->offset_x*mode->format->BytesPerPixel;
slouken@0
   650
#ifdef DEBUG_VIDEO
slouken@0
   651
  fprintf(stderr,
slouken@0
   652
	"Requested mode: %dx%dx%d, obtained mode %dx%dx%d (offset %d)\n",
slouken@0
   653
		width, height, bpp,
slouken@0
   654
		mode->w, mode->h, mode->format->BitsPerPixel, mode->offset);
slouken@0
   655
#endif
slouken@0
   656
		mode->w = width;
slouken@0
   657
		mode->h = height;
slouken@0
   658
		SDL_SetClipRect(mode, NULL);
slouken@0
   659
	}
slouken@0
   660
	SDL_ResetCursor();
slouken@0
   661
	SDL_UnlockCursor();
slouken@0
   662
slouken@0
   663
	/* If we failed setting a video mode, return NULL... (Uh Oh!) */
slouken@0
   664
	if ( mode == NULL ) {
slouken@0
   665
		return(NULL);
slouken@0
   666
	}
slouken@0
   667
slouken@0
   668
	/* If there is no window manager, set the SDL_NOFRAME flag */
slouken@0
   669
	if ( ! video->info.wm_available ) {
slouken@0
   670
		mode->flags |= SDL_NOFRAME;
slouken@0
   671
	}
slouken@0
   672
slouken@0
   673
	/* Reset the mouse cursor and grab for new video mode */
slouken@0
   674
	SDL_SetCursor(NULL);
slouken@0
   675
	if ( video->UpdateMouse ) {
slouken@0
   676
		video->UpdateMouse(this);
slouken@0
   677
	}
slouken@0
   678
	SDL_WM_GrabInput(saved_grab);
slouken@0
   679
	SDL_GetRelativeMouseState(NULL, NULL); /* Clear first large delta */
slouken@0
   680
slouken@0
   681
	/* If we're running OpenGL, make the context current */
slouken@0
   682
	if ( (video->screen->flags & SDL_OPENGL) &&
slouken@0
   683
	      video->GL_MakeCurrent ) {
slouken@0
   684
		if ( video->GL_MakeCurrent(this) < 0 ) {
slouken@0
   685
			return(NULL);
slouken@0
   686
		}
slouken@0
   687
	}
slouken@0
   688
slouken@0
   689
	/* Set up a fake SDL surface for OpenGL "blitting" */
slouken@0
   690
	if ( (flags & SDL_OPENGLBLIT) == SDL_OPENGLBLIT ) {
slouken@0
   691
		/* Load GL functions for performing the texture updates */
slouken@0
   692
#ifdef HAVE_OPENGL
slouken@0
   693
#define SDL_PROC(ret,func,params) \
slouken@0
   694
do { \
slouken@0
   695
	video->func = SDL_GL_GetProcAddress(#func); \
slouken@0
   696
	if ( ! video->func ) { \
slouken@0
   697
		SDL_SetError("Couldn't load GL function: %s\n", #func); \
slouken@0
   698
		return(NULL); \
slouken@0
   699
	} \
slouken@0
   700
} while ( 0 );
slouken@0
   701
#include "SDL_glfuncs.h"
slouken@0
   702
#undef SDL_PROC	
slouken@0
   703
slouken@0
   704
		/* Create a software surface for blitting */
slouken@0
   705
#ifdef GL_VERSION_1_2
slouken@0
   706
		/* If the implementation either supports the packed pixels
slouken@0
   707
		   extension, or implements the core OpenGL 1.2 API, it will
slouken@0
   708
		   support the GL_UNSIGNED_SHORT_5_6_5 texture format.
slouken@0
   709
		 */
slouken@0
   710
		if ( (bpp == 16) &&
slouken@0
   711
		     (strstr((const char *)video->glGetString(GL_EXTENSIONS),
slouken@0
   712
		                           "GL_EXT_packed_pixels") ||
slouken@0
   713
		     (strncmp((const char *)video->glGetString(GL_VERSION),
slouken@0
   714
		              "1.2", 3) == 0)) )
slouken@0
   715
		{
slouken@0
   716
			video->is_32bit = 0;
slouken@0
   717
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   718
				flags, 
slouken@0
   719
				width, 
slouken@0
   720
				height,  
slouken@0
   721
				16,
slouken@0
   722
				31 << 11,
slouken@0
   723
				63 << 5,
slouken@0
   724
				31,
slouken@0
   725
				0
slouken@0
   726
				);
slouken@0
   727
		}
slouken@0
   728
		else
slouken@0
   729
#endif /* OpenGL 1.2 */
slouken@0
   730
		{
slouken@0
   731
			video->is_32bit = 1;
slouken@0
   732
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   733
				flags, 
slouken@0
   734
				width, 
slouken@0
   735
				height, 
slouken@0
   736
				32, 
slouken@0
   737
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@0
   738
				0x000000FF,
slouken@0
   739
				0x0000FF00,
slouken@0
   740
				0x00FF0000,
slouken@0
   741
				0xFF000000
slouken@0
   742
#else
slouken@0
   743
				0xFF000000,
slouken@0
   744
				0x00FF0000,
slouken@0
   745
				0x0000FF00,
slouken@0
   746
				0x000000FF
slouken@0
   747
#endif
slouken@0
   748
				);
slouken@0
   749
		}
slouken@0
   750
		if ( ! SDL_VideoSurface ) {
slouken@0
   751
			return(NULL);
slouken@0
   752
		}
slouken@0
   753
		SDL_VideoSurface->flags = mode->flags | SDL_OPENGLBLIT;
slouken@0
   754
slouken@0
   755
		/* Free the original video mode surface (is this safe?) */
slouken@0
   756
		SDL_FreeSurface(mode);
slouken@0
   757
slouken@0
   758
                /* Set the surface completely opaque & white by default */
slouken@0
   759
		memset( SDL_VideoSurface->pixels, 255, SDL_VideoSurface->h * SDL_VideoSurface->pitch );
slouken@0
   760
		video->glGenTextures( 1, &video->texture );
slouken@0
   761
		video->glBindTexture( GL_TEXTURE_2D, video->texture );
slouken@0
   762
		video->glTexImage2D(
slouken@0
   763
			GL_TEXTURE_2D,
slouken@0
   764
			0,
slouken@0
   765
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   766
			256,
slouken@0
   767
			256,
slouken@0
   768
			0,
slouken@0
   769
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   770
#ifdef GL_VERSION_1_2
slouken@0
   771
			video->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
   772
#else
slouken@0
   773
			GL_UNSIGNED_BYTE,
slouken@0
   774
#endif
slouken@0
   775
			NULL);
slouken@0
   776
slouken@0
   777
		video->UpdateRects = SDL_GL_UpdateRectsLock;
slouken@0
   778
#else
slouken@0
   779
		SDL_SetError("Somebody forgot to #define HAVE_OPENGL");
slouken@0
   780
		return(NULL);
slouken@0
   781
#endif
slouken@0
   782
	}
slouken@0
   783
slouken@0
   784
	/* Create a shadow surface if necessary */
slouken@0
   785
	/* There are three conditions under which we create a shadow surface:
slouken@0
   786
		1.  We need a particular bits-per-pixel that we didn't get.
slouken@0
   787
		2.  We need a hardware palette and didn't get one.
slouken@0
   788
		3.  We need a software surface and got a hardware surface.
slouken@0
   789
	*/
slouken@0
   790
	if ( !(SDL_VideoSurface->flags & SDL_OPENGL) &&
slouken@0
   791
	     (
slouken@0
   792
	     (  !(flags&SDL_ANYFORMAT) &&
slouken@0
   793
			(SDL_VideoSurface->format->BitsPerPixel != bpp)) ||
slouken@0
   794
	     (   (flags&SDL_HWPALETTE) && 
slouken@0
   795
				!(SDL_VideoSurface->flags&SDL_HWPALETTE)) ||
slouken@0
   796
		/* If the surface is in hardware, video writes are visible
slouken@0
   797
		   as soon as they are performed, so we need to buffer them
slouken@0
   798
		 */
slouken@0
   799
	     (   ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) &&
slouken@0
   800
				(SDL_VideoSurface->flags&SDL_HWSURFACE))
slouken@0
   801
	     ) ) {
slouken@0
   802
		SDL_CreateShadowSurface(bpp);
slouken@0
   803
		if ( SDL_ShadowSurface == NULL ) {
slouken@0
   804
			SDL_SetError("Couldn't create shadow surface");
slouken@0
   805
			return(NULL);
slouken@0
   806
		}
slouken@0
   807
		SDL_PublicSurface = SDL_ShadowSurface;
slouken@0
   808
	} else {
slouken@0
   809
		SDL_PublicSurface = SDL_VideoSurface;
slouken@0
   810
	}
slouken@0
   811
	video->info.vfmt = SDL_VideoSurface->format;
slouken@0
   812
slouken@0
   813
	/* We're done! */
slouken@0
   814
	return(SDL_PublicSurface);
slouken@0
   815
}
slouken@0
   816
slouken@0
   817
/* 
slouken@0
   818
 * Convert a surface into the video pixel format.
slouken@0
   819
 */
slouken@0
   820
SDL_Surface * SDL_DisplayFormat (SDL_Surface *surface)
slouken@0
   821
{
slouken@0
   822
	Uint32 flags;
slouken@0
   823
slouken@0
   824
	if ( ! SDL_PublicSurface ) {
slouken@0
   825
		SDL_SetError("No video mode has been set");
slouken@0
   826
		return(NULL);
slouken@0
   827
	}
slouken@0
   828
	/* Set the flags appropriate for copying to display surface */
slouken@0
   829
	flags  = (SDL_PublicSurface->flags&SDL_HWSURFACE);
slouken@0
   830
#ifdef AUTORLE_DISPLAYFORMAT
slouken@0
   831
	flags |= (surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA));
slouken@0
   832
	flags |= SDL_RLEACCELOK;
slouken@0
   833
#else
slouken@0
   834
	flags |= surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA|SDL_RLEACCELOK);
slouken@0
   835
#endif
slouken@0
   836
	return(SDL_ConvertSurface(surface, SDL_PublicSurface->format, flags));
slouken@0
   837
}
slouken@0
   838
slouken@0
   839
/*
slouken@0
   840
 * Convert a surface into a format that's suitable for blitting to
slouken@0
   841
 * the screen, but including an alpha channel.
slouken@0
   842
 */
slouken@0
   843
SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface)
slouken@0
   844
{
slouken@0
   845
	SDL_PixelFormat *vf;
slouken@0
   846
	SDL_PixelFormat *format;
slouken@0
   847
	SDL_Surface *converted;
slouken@0
   848
	Uint32 flags;
slouken@0
   849
	/* default to ARGB8888 */
slouken@0
   850
	Uint32 amask = 0xff000000;
slouken@0
   851
	Uint32 rmask = 0x00ff0000;
slouken@0
   852
	Uint32 gmask = 0x0000ff00;
slouken@0
   853
	Uint32 bmask = 0x000000ff;
slouken@0
   854
slouken@0
   855
	if ( ! SDL_PublicSurface ) {
slouken@0
   856
		SDL_SetError("No video mode has been set");
slouken@0
   857
		return(NULL);
slouken@0
   858
	}
slouken@0
   859
	vf = SDL_PublicSurface->format;
slouken@0
   860
slouken@0
   861
	switch(vf->BytesPerPixel) {
slouken@0
   862
	    case 2:
slouken@0
   863
		/* For XGY5[56]5, use, AXGY8888, where {X, Y} = {R, B}.
slouken@0
   864
		   For anything else (like ARGB4444) it doesn't matter
slouken@0
   865
		   since we have no special code for it anyway */
slouken@0
   866
		if ( (vf->Rmask == 0x1f) &&
slouken@0
   867
		     (vf->Bmask == 0xf800 || vf->Bmask == 0x7c00)) {
slouken@0
   868
			rmask = 0xff;
slouken@0
   869
			bmask = 0xff0000;
slouken@0
   870
		}
slouken@0
   871
		break;
slouken@0
   872
slouken@0
   873
	    case 3:
slouken@0
   874
	    case 4:
slouken@0
   875
		/* Keep the video format, as long as the high 8 bits are
slouken@0
   876
		   unused or alpha */
slouken@0
   877
		if ( (vf->Rmask == 0xff) && (vf->Bmask == 0xff0000) ) {
slouken@0
   878
			rmask = 0xff;
slouken@0
   879
			bmask = 0xff0000;
slouken@0
   880
		}
slouken@0
   881
		break;
slouken@0
   882
slouken@0
   883
	    default:
slouken@0
   884
		/* We have no other optimised formats right now. When/if a new
slouken@0
   885
		   optimised alpha format is written, add the converter here */
slouken@0
   886
		break;
slouken@0
   887
	}
slouken@0
   888
	format = SDL_AllocFormat(32, rmask, gmask, bmask, amask);
slouken@0
   889
	flags = SDL_PublicSurface->flags & SDL_HWSURFACE;
slouken@0
   890
	flags |= surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
slouken@0
   891
	converted = SDL_ConvertSurface(surface, format, flags);
slouken@0
   892
	SDL_FreeFormat(format);
slouken@0
   893
	return(converted);
slouken@0
   894
}
slouken@0
   895
slouken@0
   896
/*
slouken@0
   897
 * Update a specific portion of the physical screen
slouken@0
   898
 */
slouken@0
   899
void SDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h)
slouken@0
   900
{
slouken@0
   901
	if ( screen ) {
slouken@0
   902
		SDL_Rect rect;
slouken@0
   903
slouken@0
   904
		/* Perform some checking */
slouken@0
   905
		if ( w == 0 )
slouken@0
   906
			w = screen->w;
slouken@0
   907
		if ( h == 0 )
slouken@0
   908
			h = screen->h;
slouken@0
   909
		if ( (int)(x+w) > screen->w )
slouken@0
   910
			return;
slouken@0
   911
		if ( (int)(y+h) > screen->h )
slouken@0
   912
			return;
slouken@0
   913
slouken@0
   914
		/* Fill the rectangle */
slouken@0
   915
		rect.x = x;
slouken@0
   916
		rect.y = y;
slouken@0
   917
		rect.w = w;
slouken@0
   918
		rect.h = h;
slouken@0
   919
		SDL_UpdateRects(screen, 1, &rect);
slouken@0
   920
	}
slouken@0
   921
}
slouken@0
   922
void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
slouken@0
   923
{
slouken@0
   924
	int i;
slouken@0
   925
	SDL_VideoDevice *video = current_video;
slouken@0
   926
	SDL_VideoDevice *this = current_video;
slouken@0
   927
slouken@0
   928
	if ( screen == SDL_ShadowSurface ) {
slouken@0
   929
		/* Blit the shadow surface using saved mapping */
slouken@0
   930
	        SDL_Palette *pal = screen->format->palette;
slouken@0
   931
		SDL_Color *saved_colors = NULL;
slouken@0
   932
	        if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
   933
			/* simulated 8bpp, use correct physical palette */
slouken@0
   934
			saved_colors = pal->colors;
slouken@0
   935
			if ( video->gammacols ) {
slouken@0
   936
				/* gamma-corrected palette */
slouken@0
   937
				pal->colors = video->gammacols;
slouken@0
   938
			} else if ( video->physpal ) {
slouken@0
   939
				/* physical palette different from logical */
slouken@0
   940
				pal->colors = video->physpal->colors;
slouken@0
   941
			}
slouken@0
   942
		}
slouken@0
   943
		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
slouken@0
   944
			SDL_LockCursor();
slouken@0
   945
			SDL_DrawCursor(SDL_ShadowSurface);
slouken@0
   946
			for ( i=0; i<numrects; ++i ) {
slouken@0
   947
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
   948
						SDL_VideoSurface, &rects[i]);
slouken@0
   949
			}
slouken@0
   950
			SDL_EraseCursor(SDL_ShadowSurface);
slouken@0
   951
			SDL_UnlockCursor();
slouken@0
   952
		} else {
slouken@0
   953
			for ( i=0; i<numrects; ++i ) {
slouken@0
   954
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
   955
						SDL_VideoSurface, &rects[i]);
slouken@0
   956
			}
slouken@0
   957
		}
slouken@0
   958
		if ( saved_colors )
slouken@0
   959
			pal->colors = saved_colors;
slouken@0
   960
slouken@0
   961
		/* Fall through to video surface update */
slouken@0
   962
		screen = SDL_VideoSurface;
slouken@0
   963
	}
slouken@0
   964
	if ( screen == SDL_VideoSurface ) {
slouken@0
   965
		/* Update the video surface */
slouken@0
   966
		if ( screen->offset ) {
slouken@0
   967
			for ( i=0; i<numrects; ++i ) {
slouken@0
   968
				rects[i].x += video->offset_x;
slouken@0
   969
				rects[i].y += video->offset_y;
slouken@0
   970
			}
slouken@0
   971
			video->UpdateRects(this, numrects, rects);
slouken@0
   972
			for ( i=0; i<numrects; ++i ) {
slouken@0
   973
				rects[i].x -= video->offset_x;
slouken@0
   974
				rects[i].y -= video->offset_y;
slouken@0
   975
			}
slouken@0
   976
		} else {
slouken@0
   977
			video->UpdateRects(this, numrects, rects);
slouken@0
   978
		}
slouken@0
   979
	}
slouken@0
   980
}
slouken@0
   981
slouken@0
   982
/*
slouken@0
   983
 * Performs hardware double buffering, if possible, or a full update if not.
slouken@0
   984
 */
slouken@0
   985
int SDL_Flip(SDL_Surface *screen)
slouken@0
   986
{
slouken@0
   987
	SDL_VideoDevice *video = current_video;
slouken@0
   988
	/* Copy the shadow surface to the video surface */
slouken@0
   989
	if ( screen == SDL_ShadowSurface ) {
slouken@0
   990
		SDL_Rect rect;
slouken@0
   991
	        SDL_Palette *pal = screen->format->palette;
slouken@0
   992
		SDL_Color *saved_colors = NULL;
slouken@0
   993
	        if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
   994
			/* simulated 8bpp, use correct physical palette */
slouken@0
   995
			saved_colors = pal->colors;
slouken@0
   996
			if ( video->gammacols ) {
slouken@0
   997
				/* gamma-corrected palette */
slouken@0
   998
				pal->colors = video->gammacols;
slouken@0
   999
			} else if ( video->physpal ) {
slouken@0
  1000
				/* physical palette different from logical */
slouken@0
  1001
				pal->colors = video->physpal->colors;
slouken@0
  1002
			}
slouken@0
  1003
		}
slouken@0
  1004
slouken@0
  1005
		rect.x = 0;
slouken@0
  1006
		rect.y = 0;
slouken@0
  1007
		rect.w = screen->w;
slouken@0
  1008
		rect.h = screen->h;
slouken@0
  1009
		SDL_LowerBlit(SDL_ShadowSurface,&rect, SDL_VideoSurface,&rect);
slouken@0
  1010
slouken@0
  1011
		if ( saved_colors )
slouken@0
  1012
			pal->colors = saved_colors;
slouken@0
  1013
		screen = SDL_VideoSurface;
slouken@0
  1014
	}
slouken@0
  1015
	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
  1016
		SDL_VideoDevice *this  = current_video;
slouken@0
  1017
		return(video->FlipHWSurface(this, SDL_VideoSurface));
slouken@0
  1018
	} else {
slouken@0
  1019
		SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1020
	}
slouken@0
  1021
	return(0);
slouken@0
  1022
}
slouken@0
  1023
slouken@0
  1024
static void SetPalette_logical(SDL_Surface *screen, SDL_Color *colors,
slouken@0
  1025
			       int firstcolor, int ncolors)
slouken@0
  1026
{
slouken@0
  1027
        SDL_Palette *pal = screen->format->palette;
slouken@0
  1028
	SDL_Palette *vidpal;
slouken@0
  1029
slouken@0
  1030
	if ( colors != (pal->colors + firstcolor) ) {
slouken@0
  1031
	        memcpy(pal->colors + firstcolor, colors,
slouken@0
  1032
		       ncolors * sizeof(*colors));
slouken@0
  1033
	}
slouken@0
  1034
slouken@0
  1035
	vidpal = SDL_VideoSurface->format->palette;
slouken@0
  1036
	if ( (screen == SDL_ShadowSurface) && vidpal ) {
slouken@0
  1037
	        /*
slouken@0
  1038
		 * This is a shadow surface, and the physical
slouken@0
  1039
		 * framebuffer is also indexed. Propagate the
slouken@0
  1040
		 * changes to its logical palette so that
slouken@0
  1041
		 * updates are always identity blits
slouken@0
  1042
		 */
slouken@0
  1043
		memcpy(vidpal->colors + firstcolor, colors,
slouken@0
  1044
		       ncolors * sizeof(*colors));
slouken@0
  1045
	}
slouken@0
  1046
	SDL_FormatChanged(screen);
slouken@0
  1047
}
slouken@0
  1048
slouken@0
  1049
static int SetPalette_physical(SDL_Surface *screen,
slouken@0
  1050
                               SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1051
{
slouken@0
  1052
	SDL_VideoDevice *video = current_video;
slouken@0
  1053
	int gotall = 1;
slouken@0
  1054
slouken@0
  1055
	if ( video->physpal ) {
slouken@0
  1056
		/* We need to copy the new colors, since we haven't
slouken@0
  1057
		 * already done the copy in the logical set above.
slouken@0
  1058
		 */
slouken@0
  1059
		memcpy(video->physpal->colors + firstcolor,
slouken@0
  1060
		       colors, ncolors * sizeof(*colors));
slouken@0
  1061
	}
slouken@0
  1062
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1063
		if ( SDL_VideoSurface->flags & SDL_HWPALETTE ) {
slouken@0
  1064
			/*
slouken@0
  1065
			 * The real screen is also indexed - set its physical
slouken@0
  1066
			 * palette. The physical palette does not include the
slouken@0
  1067
			 * gamma modification, we apply it directly instead,
slouken@0
  1068
			 * but this only happens if we have hardware palette.
slouken@0
  1069
			 */
slouken@0
  1070
			screen = SDL_VideoSurface;
slouken@0
  1071
		} else {
slouken@0
  1072
			/*
slouken@0
  1073
			 * The video surface is not indexed - invalidate any
slouken@0
  1074
			 * active shadow-to-video blit mappings.
slouken@0
  1075
			 */
slouken@0
  1076
			if ( screen->map->dst == SDL_VideoSurface ) {
slouken@0
  1077
				SDL_InvalidateMap(screen->map);
slouken@0
  1078
			}
slouken@0
  1079
			if ( video->gamma ) {
slouken@0
  1080
				if( ! video->gammacols ) {
slouken@0
  1081
					SDL_Palette *pp = video->physpal;
slouken@0
  1082
					if(!pp)
slouken@0
  1083
						pp = screen->format->palette;
slouken@0
  1084
					video->gammacols = malloc(pp->ncolors
slouken@0
  1085
							  * sizeof(SDL_Color));
slouken@0
  1086
					SDL_ApplyGamma(video->gamma,
slouken@0
  1087
						       pp->colors,
slouken@0
  1088
						       video->gammacols,
slouken@0
  1089
						       pp->ncolors);
slouken@0
  1090
				} else {
slouken@0
  1091
					SDL_ApplyGamma(video->gamma, colors,
slouken@0
  1092
						       video->gammacols
slouken@0
  1093
						       + firstcolor,
slouken@0
  1094
						       ncolors);
slouken@0
  1095
				}
slouken@0
  1096
			}
slouken@0
  1097
			SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1098
		}
slouken@0
  1099
	}
slouken@0
  1100
slouken@0
  1101
	if ( screen == SDL_VideoSurface ) {
slouken@0
  1102
		SDL_Color gcolors[256];
slouken@0
  1103
slouken@0
  1104
	        if ( video->gamma ) {
slouken@0
  1105
		        SDL_ApplyGamma(video->gamma, colors, gcolors, ncolors);
slouken@0
  1106
			colors = gcolors;
slouken@0
  1107
		}
slouken@0
  1108
		gotall = video->SetColors(video, firstcolor, ncolors, colors);
slouken@0
  1109
		if ( ! gotall ) {
slouken@0
  1110
			/* The video flags shouldn't have SDL_HWPALETTE, and
slouken@0
  1111
			   the video driver is responsible for copying back the
slouken@0
  1112
			   correct colors into the video surface palette.
slouken@0
  1113
			*/
slouken@0
  1114
			;
slouken@0
  1115
		}
slouken@0
  1116
		SDL_CursorPaletteChanged();
slouken@0
  1117
	}
slouken@0
  1118
	return gotall;
slouken@0
  1119
}
slouken@0
  1120
slouken@0
  1121
/*
slouken@0
  1122
 * Set the physical and/or logical colormap of a surface:
slouken@0
  1123
 * Only the screen has a physical colormap. It determines what is actually
slouken@0
  1124
 * sent to the display.
slouken@0
  1125
 * The logical colormap is used to map blits to/from the surface.
slouken@0
  1126
 * 'which' is one or both of SDL_LOGPAL, SDL_PHYSPAL
slouken@0
  1127
 *
slouken@0
  1128
 * Return nonzero if all colours were set as requested, or 0 otherwise.
slouken@0
  1129
 */
slouken@0
  1130
int SDL_SetPalette(SDL_Surface *screen, int which,
slouken@0
  1131
		   SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1132
{
slouken@0
  1133
        SDL_Palette *pal;
slouken@0
  1134
	int gotall;
slouken@0
  1135
	int palsize;
slouken@0
  1136
slouken@0
  1137
	if ( screen != SDL_PublicSurface ) {
slouken@0
  1138
	        /* only screens have physical palettes */
slouken@0
  1139
	        which &= ~SDL_PHYSPAL;
slouken@0
  1140
	} else if( (screen->flags & SDL_HWPALETTE) != SDL_HWPALETTE ) {
slouken@0
  1141
	        /* hardware palettes required for split colormaps */
slouken@0
  1142
	        which |= SDL_PHYSPAL | SDL_LOGPAL;
slouken@0
  1143
	}
slouken@0
  1144
slouken@0
  1145
	/* Verify the parameters */
slouken@0
  1146
	pal = screen->format->palette;
slouken@0
  1147
	if( !pal ) {
slouken@0
  1148
	        return 0;	/* not a palettized surface */
slouken@0
  1149
	}
slouken@0
  1150
	gotall = 1;
slouken@0
  1151
	palsize = 1 << screen->format->BitsPerPixel;
slouken@0
  1152
	if ( ncolors > (palsize - firstcolor) ) {
slouken@0
  1153
	        ncolors = (palsize - firstcolor);
slouken@0
  1154
		gotall = 0;
slouken@0
  1155
	}
slouken@0
  1156
slouken@0
  1157
	if ( which & SDL_LOGPAL ) {
slouken@0
  1158
		/*
slouken@0
  1159
		 * Logical palette change: The actual screen isn't affected,
slouken@0
  1160
		 * but the internal colormap is altered so that the
slouken@0
  1161
		 * interpretation of the pixel values (for blits etc) is
slouken@0
  1162
		 * changed.
slouken@0
  1163
		 */
slouken@0
  1164
	        SetPalette_logical(screen, colors, firstcolor, ncolors);
slouken@0
  1165
	}
slouken@0
  1166
	if ( which & SDL_PHYSPAL ) {
slouken@0
  1167
		SDL_VideoDevice *video = current_video;
slouken@0
  1168
	        /*
slouken@0
  1169
		 * Physical palette change: This doesn't affect the
slouken@0
  1170
		 * program's idea of what the screen looks like, but changes
slouken@0
  1171
		 * its actual appearance.
slouken@0
  1172
		 */
slouken@0
  1173
	        if(!video)
slouken@0
  1174
		        return gotall;	/* video not yet initialized */
slouken@0
  1175
		if(!video->physpal && !(which & SDL_LOGPAL) ) {
slouken@0
  1176
			/* Lazy physical palette allocation */
slouken@0
  1177
		        int size;
slouken@0
  1178
			SDL_Palette *pp = malloc(sizeof(*pp));
slouken@0
  1179
			current_video->physpal = pp;
slouken@0
  1180
			pp->ncolors = pal->ncolors;
slouken@0
  1181
			size = pp->ncolors * sizeof(SDL_Color);
slouken@0
  1182
			pp->colors = malloc(size);
slouken@0
  1183
			memcpy(pp->colors, pal->colors, size);
slouken@0
  1184
		}
slouken@0
  1185
		if ( ! SetPalette_physical(screen,
slouken@0
  1186
		                           colors, firstcolor, ncolors) ) {
slouken@0
  1187
			gotall = 0;
slouken@0
  1188
		}
slouken@0
  1189
	}
slouken@0
  1190
	return gotall;
slouken@0
  1191
}
slouken@0
  1192
slouken@0
  1193
int SDL_SetColors(SDL_Surface *screen, SDL_Color *colors, int firstcolor,
slouken@0
  1194
		  int ncolors)
slouken@0
  1195
{
slouken@0
  1196
        return SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL,
slouken@0
  1197
			      colors, firstcolor, ncolors);
slouken@0
  1198
}
slouken@0
  1199
slouken@0
  1200
/*
slouken@0
  1201
 * Clean up the video subsystem
slouken@0
  1202
 */
slouken@0
  1203
void SDL_VideoQuit (void)
slouken@0
  1204
{
slouken@0
  1205
	SDL_Surface *ready_to_go;
slouken@0
  1206
slouken@0
  1207
	if ( current_video ) {
slouken@0
  1208
		SDL_VideoDevice *video = current_video;
slouken@0
  1209
		SDL_VideoDevice *this  = current_video;
slouken@0
  1210
slouken@0
  1211
		/* Halt event processing before doing anything else */
slouken@0
  1212
		SDL_StopEventLoop();
slouken@0
  1213
slouken@0
  1214
		/* Clean up allocated window manager items */
slouken@0
  1215
		if ( SDL_PublicSurface ) {
slouken@0
  1216
			SDL_PublicSurface = NULL;
slouken@0
  1217
		}
slouken@0
  1218
		SDL_CursorQuit();
slouken@0
  1219
slouken@0
  1220
		/* Just in case... */
slouken@0
  1221
		SDL_WM_GrabInputOff();
slouken@0
  1222
slouken@0
  1223
		/* Clean up the system video */
slouken@0
  1224
		video->VideoQuit(this);
slouken@0
  1225
slouken@0
  1226
		/* Free any lingering surfaces */
slouken@0
  1227
		ready_to_go = SDL_ShadowSurface;
slouken@0
  1228
		SDL_ShadowSurface = NULL;
slouken@0
  1229
		SDL_FreeSurface(ready_to_go);
slouken@0
  1230
		if ( SDL_VideoSurface != NULL ) {
slouken@0
  1231
			ready_to_go = SDL_VideoSurface;
slouken@0
  1232
			SDL_VideoSurface = NULL;
slouken@0
  1233
			SDL_FreeSurface(ready_to_go);
slouken@0
  1234
		}
slouken@0
  1235
		SDL_PublicSurface = NULL;
slouken@0
  1236
slouken@0
  1237
		/* Clean up miscellaneous memory */
slouken@0
  1238
		if ( video->physpal ) {
slouken@0
  1239
			free(video->physpal->colors);
slouken@0
  1240
			free(video->physpal);
slouken@0
  1241
			video->physpal = NULL;
slouken@0
  1242
		}
slouken@0
  1243
		if ( video->gammacols ) {
slouken@0
  1244
			free(video->gammacols);
slouken@0
  1245
			video->gammacols = NULL;
slouken@0
  1246
		}
slouken@0
  1247
		if ( video->gamma ) {
slouken@0
  1248
			free(video->gamma);
slouken@0
  1249
			video->gamma = NULL;
slouken@0
  1250
		}
slouken@0
  1251
		if ( wm_title != NULL ) {
slouken@0
  1252
			free(wm_title);
slouken@0
  1253
			wm_title = NULL;
slouken@0
  1254
		}
slouken@0
  1255
		if ( wm_icon != NULL ) {
slouken@0
  1256
			free(wm_icon);
slouken@0
  1257
			wm_icon = NULL;
slouken@0
  1258
		}
slouken@0
  1259
slouken@0
  1260
		/* Finish cleaning up video subsystem */
slouken@0
  1261
		video->free(this);
slouken@0
  1262
		current_video = NULL;
slouken@0
  1263
	}
slouken@0
  1264
	return;
slouken@0
  1265
}
slouken@0
  1266
slouken@0
  1267
/* Load the GL driver library */
slouken@0
  1268
int SDL_GL_LoadLibrary(const char *path)
slouken@0
  1269
{
slouken@0
  1270
	SDL_VideoDevice *video = current_video;
slouken@0
  1271
	SDL_VideoDevice *this = current_video;
slouken@0
  1272
	int retval;
slouken@0
  1273
slouken@0
  1274
	retval = -1;
slouken@7
  1275
	if ( video && video->GL_LoadLibrary ) {
slouken@0
  1276
		retval = video->GL_LoadLibrary(this, path);
slouken@0
  1277
	} else {
slouken@0
  1278
		SDL_SetError("No dynamic GL support in video driver");
slouken@0
  1279
	}
slouken@0
  1280
	return(retval);
slouken@0
  1281
}
slouken@0
  1282
slouken@0
  1283
void *SDL_GL_GetProcAddress(const char* proc)
slouken@0
  1284
{
slouken@0
  1285
	SDL_VideoDevice *video = current_video;
slouken@0
  1286
	SDL_VideoDevice *this = current_video;
slouken@0
  1287
	void *func;
slouken@0
  1288
slouken@0
  1289
	func = NULL;
slouken@0
  1290
	if ( video->GL_GetProcAddress ) {
slouken@0
  1291
		if ( video->gl_config.driver_loaded ) {
slouken@0
  1292
			func = video->GL_GetProcAddress(this, proc);
slouken@0
  1293
		} else {
slouken@0
  1294
			SDL_SetError("No GL driver has been loaded");
slouken@0
  1295
		}
slouken@0
  1296
	} else {
slouken@0
  1297
		SDL_SetError("No dynamic GL support in video driver");
slouken@0
  1298
	}
slouken@0
  1299
	return func;
slouken@0
  1300
}
slouken@0
  1301
slouken@0
  1302
/* Set the specified GL attribute for setting up a GL video mode */
slouken@0
  1303
int SDL_GL_SetAttribute( SDL_GLattr attr, int value )
slouken@0
  1304
{
slouken@0
  1305
	int retval;
slouken@0
  1306
	SDL_VideoDevice *video = current_video;
slouken@0
  1307
slouken@0
  1308
	retval = 0;
slouken@0
  1309
	switch (attr) {
slouken@0
  1310
		case SDL_GL_RED_SIZE:
slouken@0
  1311
			video->gl_config.red_size = value;
slouken@0
  1312
			break;
slouken@0
  1313
		case SDL_GL_GREEN_SIZE:
slouken@0
  1314
			video->gl_config.green_size = value;
slouken@0
  1315
			break;
slouken@0
  1316
		case SDL_GL_BLUE_SIZE:
slouken@0
  1317
			video->gl_config.blue_size = value;
slouken@0
  1318
			break;
slouken@0
  1319
		case SDL_GL_ALPHA_SIZE:
slouken@0
  1320
			video->gl_config.alpha_size = value;
slouken@0
  1321
			break;
slouken@0
  1322
		case SDL_GL_DOUBLEBUFFER:
slouken@0
  1323
			video->gl_config.double_buffer = value;
slouken@0
  1324
			break;
slouken@0
  1325
        	case SDL_GL_BUFFER_SIZE:
slouken@0
  1326
	        	video->gl_config.buffer_size = value;
slouken@0
  1327
			break;
slouken@0
  1328
		case SDL_GL_DEPTH_SIZE:
slouken@0
  1329
			video->gl_config.depth_size = value;
slouken@0
  1330
			break;
slouken@0
  1331
		case SDL_GL_STENCIL_SIZE:
slouken@0
  1332
			video->gl_config.stencil_size = value;
slouken@0
  1333
			break;
slouken@0
  1334
	        case SDL_GL_ACCUM_RED_SIZE:
slouken@0
  1335
			video->gl_config.accum_red_size = value;
slouken@0
  1336
			break;
slouken@0
  1337
	        case SDL_GL_ACCUM_GREEN_SIZE:
slouken@0
  1338
			video->gl_config.accum_green_size = value;
slouken@0
  1339
			break;
slouken@0
  1340
	        case SDL_GL_ACCUM_BLUE_SIZE:
slouken@0
  1341
			video->gl_config.accum_blue_size = value;
slouken@0
  1342
			break;
slouken@0
  1343
	        case SDL_GL_ACCUM_ALPHA_SIZE:
slouken@0
  1344
			video->gl_config.accum_alpha_size = value;
slouken@0
  1345
			break;
slouken@0
  1346
		default:
slouken@0
  1347
			SDL_SetError("Unknown OpenGL attribute");
slouken@0
  1348
			retval = -1;
slouken@0
  1349
			break;
slouken@0
  1350
	}
slouken@0
  1351
	return(retval);
slouken@0
  1352
}
slouken@0
  1353
slouken@0
  1354
/* Retrieve an attribute value from the windowing system. */
slouken@0
  1355
int SDL_GL_GetAttribute(SDL_GLattr attr, int* value)
slouken@0
  1356
{
slouken@0
  1357
	int retval = -1;
slouken@0
  1358
	SDL_VideoDevice* video = current_video;
slouken@0
  1359
	SDL_VideoDevice* this = current_video;
slouken@0
  1360
slouken@0
  1361
	if ( video->GL_GetAttribute ) {
slouken@0
  1362
		retval = this->GL_GetAttribute(this, attr, value);
slouken@11
  1363
	} else {
slouken@11
  1364
		*value = 0;
slouken@11
  1365
		SDL_SetError("GL_GetAttribute not supported");
slouken@0
  1366
	}
slouken@0
  1367
	return retval;
slouken@0
  1368
}
slouken@0
  1369
slouken@0
  1370
/* Perform a GL buffer swap on the current GL context */
slouken@0
  1371
void SDL_GL_SwapBuffers(void)
slouken@0
  1372
{
slouken@0
  1373
	SDL_VideoDevice *video = current_video;
slouken@0
  1374
	SDL_VideoDevice *this = current_video;
slouken@0
  1375
slouken@0
  1376
	if ( video->screen->flags & SDL_OPENGL ) {
slouken@0
  1377
		video->GL_SwapBuffers( this );
slouken@0
  1378
	}
slouken@0
  1379
}
slouken@0
  1380
slouken@0
  1381
/* Update rects with locking */
slouken@0
  1382
void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect *rects)
slouken@0
  1383
{
slouken@0
  1384
	SDL_GL_Lock();
slouken@0
  1385
 	SDL_GL_UpdateRects(numrects, rects);
slouken@0
  1386
	SDL_GL_Unlock();
slouken@0
  1387
}
slouken@0
  1388
slouken@0
  1389
/* Update rects without state setting and changing (the caller is responsible for it) */
slouken@0
  1390
void SDL_GL_UpdateRects(int numrects, SDL_Rect *rects)
slouken@0
  1391
{
slouken@0
  1392
#ifdef HAVE_OPENGL
slouken@0
  1393
	SDL_VideoDevice *this = current_video;
slouken@0
  1394
	SDL_Rect update, tmp;
slouken@0
  1395
	int x, y, i;
slouken@0
  1396
slouken@0
  1397
	for ( i = 0; i < numrects; i++ )
slouken@0
  1398
	{
slouken@0
  1399
		tmp.y = rects[i].y;
slouken@0
  1400
		tmp.h = rects[i].h;
slouken@0
  1401
		for ( y = 0; y <= rects[i].h / 256; y++ )
slouken@0
  1402
		{
slouken@0
  1403
			tmp.x = rects[i].x;
slouken@0
  1404
			tmp.w = rects[i].w;
slouken@0
  1405
			for ( x = 0; x <= rects[i].w / 256; x++ )
slouken@0
  1406
			{
slouken@0
  1407
				update.x = tmp.x;
slouken@0
  1408
				update.y = tmp.y;
slouken@0
  1409
				update.w = tmp.w;
slouken@0
  1410
				update.h = tmp.h;
slouken@0
  1411
slouken@0
  1412
				if ( update.w > 256 )
slouken@0
  1413
					update.w = 256;
slouken@0
  1414
slouken@0
  1415
				if ( update.h > 256 )
slouken@0
  1416
					update.h = 256;
slouken@0
  1417
			
slouken@0
  1418
				this->glFlush();
slouken@0
  1419
				this->glTexSubImage2D( 
slouken@0
  1420
					GL_TEXTURE_2D, 
slouken@0
  1421
					0, 
slouken@0
  1422
					0, 
slouken@0
  1423
					0, 
slouken@0
  1424
					update.w, 
slouken@0
  1425
					update.h, 
slouken@0
  1426
					this->is_32bit? GL_RGBA : GL_RGB,
slouken@0
  1427
#ifdef GL_VERSION_1_2
slouken@0
  1428
					this->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
  1429
#else
slouken@0
  1430
					GL_UNSIGNED_BYTE,
slouken@0
  1431
#endif
slouken@0
  1432
					(Uint8 *)this->screen->pixels + 
slouken@0
  1433
						this->screen->format->BytesPerPixel * update.x + 
slouken@0
  1434
						update.y * this->screen->pitch );
slouken@0
  1435
	
slouken@0
  1436
				this->glFlush();
slouken@0
  1437
				/*
slouken@0
  1438
				* Note the parens around the function name:
slouken@0
  1439
				* This is because some OpenGL implementations define glTexCoord etc 
slouken@0
  1440
				* as macros, and we don't want them expanded here.
slouken@0
  1441
				*/
slouken@0
  1442
				this->glBegin(GL_TRIANGLE_STRIP);
slouken@0
  1443
					(this->glTexCoord2f)( 0.0, 0.0 );	
slouken@0
  1444
					(this->glVertex2i)( update.x, update.y );
slouken@0
  1445
					(this->glTexCoord2f)( (float)(update.w / 256.0), 0.0 );	
slouken@0
  1446
					(this->glVertex2i)( update.x + update.w, update.y );
slouken@0
  1447
					(this->glTexCoord2f)( 0.0, (float)(update.h / 256.0) );
slouken@0
  1448
					(this->glVertex2i)( update.x, update.y + update.h );
slouken@0
  1449
					(this->glTexCoord2f)( (float)(update.w / 256.0), (float)(update.h / 256.0) );	
slouken@0
  1450
					(this->glVertex2i)( update.x + update.w	, update.y + update.h );
slouken@0
  1451
				this->glEnd();	
slouken@0
  1452
			
slouken@0
  1453
				tmp.x += 256;
slouken@0
  1454
				tmp.w -= 256;
slouken@0
  1455
			}
slouken@0
  1456
			tmp.y += 256;
slouken@0
  1457
			tmp.h -= 256;
slouken@0
  1458
		}
slouken@0
  1459
	}
slouken@0
  1460
#endif
slouken@0
  1461
}
slouken@0
  1462
slouken@0
  1463
/* Lock == save current state */
slouken@0
  1464
void SDL_GL_Lock()
slouken@0
  1465
{
slouken@0
  1466
#ifdef HAVE_OPENGL
slouken@0
  1467
	lock_count--;
slouken@0
  1468
	if (lock_count==-1)
slouken@0
  1469
	{
slouken@0
  1470
		SDL_VideoDevice *this = current_video;
slouken@0
  1471
slouken@0
  1472
		this->glPushAttrib( GL_ALL_ATTRIB_BITS );	/* TODO: narrow range of what is saved */
slouken@0
  1473
		this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
slouken@0
  1474
slouken@0
  1475
		this->glEnable(GL_TEXTURE_2D);
slouken@0
  1476
		this->glEnable(GL_BLEND);
slouken@0
  1477
		this->glDisable(GL_FOG);
slouken@0
  1478
		this->glDisable(GL_ALPHA_TEST);
slouken@0
  1479
		this->glDisable(GL_DEPTH_TEST);
slouken@0
  1480
		this->glDisable(GL_SCISSOR_TEST);	
slouken@0
  1481
		this->glDisable(GL_STENCIL_TEST);
slouken@0
  1482
		this->glDisable(GL_CULL_FACE);
slouken@0
  1483
slouken@0
  1484
		this->glBindTexture( GL_TEXTURE_2D, this->texture );
slouken@0
  1485
		this->glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
slouken@0
  1486
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
slouken@0
  1487
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
slouken@0
  1488
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
slouken@0
  1489
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
slouken@0
  1490
slouken@0
  1491
		this->glPixelStorei( GL_UNPACK_ROW_LENGTH, this->screen->pitch / this->screen->format->BytesPerPixel );
slouken@0
  1492
		this->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@0
  1493
		(this->glColor4f)(1.0, 1.0, 1.0, 1.0);		/* Solaris workaround */
slouken@0
  1494
slouken@0
  1495
		this->glViewport(0, 0, this->screen->w, this->screen->h);
slouken@0
  1496
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1497
		this->glPushMatrix();
slouken@0
  1498
		this->glLoadIdentity();
slouken@0
  1499
slouken@0
  1500
		this->glOrtho(0.0, (GLdouble) this->screen->w, (GLdouble) this->screen->h, 0.0, 0.0, 1.0);
slouken@0
  1501
slouken@0
  1502
		this->glMatrixMode(GL_MODELVIEW);
slouken@0
  1503
		this->glPushMatrix();
slouken@0
  1504
		this->glLoadIdentity();
slouken@0
  1505
	}
slouken@0
  1506
#endif
slouken@0
  1507
}
slouken@0
  1508
slouken@0
  1509
/* Unlock == restore saved state */
slouken@0
  1510
void SDL_GL_Unlock()
slouken@0
  1511
{
slouken@0
  1512
#ifdef HAVE_OPENGL
slouken@0
  1513
	lock_count++;
slouken@0
  1514
	if (lock_count==0)
slouken@0
  1515
	{
slouken@0
  1516
		SDL_VideoDevice *this = current_video;
slouken@0
  1517
slouken@0
  1518
		this->glPopMatrix();
slouken@0
  1519
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1520
		this->glPopMatrix();
slouken@0
  1521
slouken@0
  1522
		this->glPopClientAttrib();
slouken@0
  1523
		this->glPopAttrib();
slouken@0
  1524
	}
slouken@0
  1525
#endif
slouken@0
  1526
}
slouken@0
  1527
slouken@0
  1528
/*
slouken@0
  1529
 * Sets/Gets the title and icon text of the display window, if any.
slouken@0
  1530
 */
slouken@0
  1531
void SDL_WM_SetCaption (const char *title, const char *icon)
slouken@0
  1532
{
slouken@0
  1533
	SDL_VideoDevice *video = current_video;
slouken@0
  1534
	SDL_VideoDevice *this  = current_video;
slouken@0
  1535
slouken@0
  1536
	if ( title ) {
slouken@0
  1537
		if ( wm_title ) {
slouken@0
  1538
			free(wm_title);
slouken@0
  1539
		}
slouken@0
  1540
		wm_title = (char *)malloc(strlen(title)+1);
slouken@0
  1541
		if ( wm_title != NULL ) {
slouken@0
  1542
			strcpy(wm_title, title);
slouken@0
  1543
		}
slouken@0
  1544
	}
slouken@0
  1545
	if ( icon ) {
slouken@0
  1546
		if ( wm_icon ) {
slouken@0
  1547
			free(wm_icon);
slouken@0
  1548
		}
slouken@0
  1549
		wm_icon = (char *)malloc(strlen(icon)+1);
slouken@0
  1550
		if ( wm_icon != NULL ) {
slouken@0
  1551
			strcpy(wm_icon, icon);
slouken@0
  1552
		}
slouken@0
  1553
	}
slouken@0
  1554
	if ( (title || icon) && video && (video->SetCaption != NULL) ) {
slouken@0
  1555
		video->SetCaption(this, wm_title, wm_icon);
slouken@0
  1556
	}
slouken@0
  1557
}
slouken@0
  1558
void SDL_WM_GetCaption (char **title, char **icon)
slouken@0
  1559
{
slouken@0
  1560
	if ( title ) {
slouken@0
  1561
		*title = wm_title;
slouken@0
  1562
	}
slouken@0
  1563
	if ( icon ) {
slouken@0
  1564
		*icon = wm_icon;
slouken@0
  1565
	}
slouken@0
  1566
}
slouken@0
  1567
slouken@0
  1568
/* Utility function used by SDL_WM_SetIcon() */
slouken@0
  1569
static void CreateMaskFromColorKey(SDL_Surface *icon, Uint8 *mask)
slouken@0
  1570
{
slouken@0
  1571
	int x, y;
slouken@0
  1572
	Uint32 colorkey;
slouken@0
  1573
#define SET_MASKBIT(icon, x, y, mask) \
slouken@0
  1574
	mask[(y*((icon->w+7)/8))+(x/8)] &= ~(0x01<<(7-(x%8)))
slouken@0
  1575
slouken@0
  1576
	colorkey = icon->format->colorkey;
slouken@0
  1577
	switch (icon->format->BytesPerPixel) {
slouken@0
  1578
		case 1: { Uint8 *pixels;
slouken@0
  1579
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1580
				pixels = (Uint8 *)icon->pixels + y*icon->pitch;
slouken@0
  1581
				for ( x=0; x<icon->w; ++x ) {
slouken@0
  1582
					if ( *pixels++ == colorkey ) {
slouken@0
  1583
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1584
					}
slouken@0
  1585
				}
slouken@0
  1586
			}
slouken@0
  1587
		}
slouken@0
  1588
		break;
slouken@0
  1589
slouken@0
  1590
		case 2: { Uint16 *pixels;
slouken@0
  1591
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1592
				pixels = (Uint16 *)icon->pixels +
slouken@0
  1593
				                   y*icon->pitch/2;
slouken@0
  1594
				for ( x=0; x<icon->w; ++x ) {
slouken@0
  1595
					if ( *pixels++ == colorkey ) {
slouken@0
  1596
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1597
					}
slouken@0
  1598
				}
slouken@0
  1599
			}
slouken@0
  1600
		}
slouken@0
  1601
		break;
slouken@0
  1602
slouken@0
  1603
		case 4: { Uint32 *pixels;
slouken@0
  1604
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1605
				pixels = (Uint32 *)icon->pixels +
slouken@0
  1606
				                   y*icon->pitch/4;
slouken@0
  1607
				for ( x=0; x<icon->w; ++x ) {
slouken@0
  1608
					if ( *pixels++ == colorkey ) {
slouken@0
  1609
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1610
					}
slouken@0
  1611
				}
slouken@0
  1612
			}
slouken@0
  1613
		}
slouken@0
  1614
		break;
slouken@0
  1615
	}
slouken@0
  1616
}
slouken@0
  1617
slouken@0
  1618
/*
slouken@0
  1619
 * Sets the window manager icon for the display window.
slouken@0
  1620
 */
slouken@0
  1621
void SDL_WM_SetIcon (SDL_Surface *icon, Uint8 *mask)
slouken@0
  1622
{
slouken@0
  1623
	SDL_VideoDevice *video = current_video;
slouken@0
  1624
	SDL_VideoDevice *this  = current_video;
slouken@0
  1625
slouken@0
  1626
	if ( icon && video->SetIcon ) {
slouken@0
  1627
		/* Generate a mask if necessary, and create the icon! */
slouken@0
  1628
		if ( mask == NULL ) {
slouken@0
  1629
			int mask_len = icon->h*(icon->w+7)/8;
slouken@0
  1630
			mask = (Uint8 *)malloc(mask_len);
slouken@0
  1631
			if ( mask == NULL ) {
slouken@0
  1632
				return;
slouken@0
  1633
			}
slouken@0
  1634
			memset(mask, ~0, mask_len);
slouken@0
  1635
			if ( icon->flags & SDL_SRCCOLORKEY ) {
slouken@0
  1636
				CreateMaskFromColorKey(icon, mask);
slouken@0
  1637
			}
slouken@0
  1638
			video->SetIcon(video, icon, mask);
slouken@0
  1639
			free(mask);
slouken@0
  1640
		} else {
slouken@0
  1641
			video->SetIcon(this, icon, mask);
slouken@0
  1642
		}
slouken@0
  1643
	}
slouken@0
  1644
}
slouken@0
  1645
slouken@0
  1646
/*
slouken@0
  1647
 * Grab or ungrab the keyboard and mouse input.
slouken@0
  1648
 * This function returns the final grab mode after calling the
slouken@0
  1649
 * driver dependent function.
slouken@0
  1650
 */
slouken@0
  1651
static SDL_GrabMode SDL_WM_GrabInputRaw(SDL_GrabMode mode)
slouken@0
  1652
{
slouken@0
  1653
	SDL_VideoDevice *video = current_video;
slouken@0
  1654
	SDL_VideoDevice *this  = current_video;
slouken@0
  1655
slouken@0
  1656
	/* Only do something if we have support for grabs */
slouken@0
  1657
	if ( video->GrabInput == NULL ) {
slouken@0
  1658
		return(video->input_grab);
slouken@0
  1659
	}
slouken@0
  1660
slouken@0
  1661
	/* If the final grab mode if off, only then do we actually grab */
slouken@0
  1662
#ifdef DEBUG_GRAB
slouken@0
  1663
  printf("SDL_WM_GrabInputRaw(%d) ... ", mode);
slouken@0
  1664
#endif
slouken@0
  1665
	if ( mode == SDL_GRAB_OFF ) {
slouken@0
  1666
		if ( video->input_grab != SDL_GRAB_OFF ) {
slouken@0
  1667
			mode = video->GrabInput(this, mode);
slouken@0
  1668
		}
slouken@0
  1669
	} else {
slouken@0
  1670
		if ( video->input_grab == SDL_GRAB_OFF ) {
slouken@0
  1671
			mode = video->GrabInput(this, mode);
slouken@0
  1672
		}
slouken@0
  1673
	}
slouken@0
  1674
	if ( mode != video->input_grab ) {
slouken@0
  1675
		video->input_grab = mode;
slouken@0
  1676
		if ( video->CheckMouseMode ) {
slouken@0
  1677
			video->CheckMouseMode(this);
slouken@0
  1678
		}
slouken@0
  1679
	}
slouken@0
  1680
#ifdef DEBUG_GRAB
slouken@0
  1681
  printf("Final mode %d\n", video->input_grab);
slouken@0
  1682
#endif
slouken@0
  1683
slouken@0
  1684
	/* Return the final grab state */
slouken@0
  1685
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1686
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1687
	}
slouken@0
  1688
	return(mode);
slouken@0
  1689
}
slouken@0
  1690
SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode)
slouken@0
  1691
{
slouken@0
  1692
	SDL_VideoDevice *video = current_video;
slouken@0
  1693
slouken@11
  1694
	/* If the video isn't initialized yet, we can't do anything */
slouken@11
  1695
	if ( ! video ) {
slouken@11
  1696
		return SDL_GRAB_OFF;
slouken@11
  1697
	}
slouken@0
  1698
slouken@0
  1699
	/* Return the current mode on query */
slouken@0
  1700
	if ( mode == SDL_GRAB_QUERY ) {
slouken@0
  1701
		mode = video->input_grab;
slouken@0
  1702
		if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1703
			mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1704
		}
slouken@0
  1705
		return(mode);
slouken@0
  1706
	}
slouken@0
  1707
slouken@0
  1708
#ifdef DEBUG_GRAB
slouken@0
  1709
  printf("SDL_WM_GrabInput(%d) ... ", mode);
slouken@0
  1710
#endif
slouken@0
  1711
	/* If the video surface is fullscreen, we always grab */
slouken@0
  1712
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1713
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1714
	}
slouken@0
  1715
	if ( SDL_VideoSurface && (SDL_VideoSurface->flags & SDL_FULLSCREEN) ) {
slouken@0
  1716
		mode += SDL_GRAB_FULLSCREEN;
slouken@0
  1717
	}
slouken@0
  1718
	return(SDL_WM_GrabInputRaw(mode));
slouken@0
  1719
}
slouken@0
  1720
static SDL_GrabMode SDL_WM_GrabInputOff(void)
slouken@0
  1721
{
slouken@0
  1722
	SDL_GrabMode mode;
slouken@0
  1723
slouken@0
  1724
	/* First query the current grab state */
slouken@0
  1725
	mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
slouken@0
  1726
slouken@0
  1727
	/* Now explicitly turn off input grab */
slouken@0
  1728
	SDL_WM_GrabInputRaw(SDL_GRAB_OFF);
slouken@0
  1729
slouken@0
  1730
	/* Return the old state */
slouken@0
  1731
	return(mode);
slouken@0
  1732
}
slouken@0
  1733
slouken@0
  1734
/*
slouken@0
  1735
 * Iconify the window in window managed environments.
slouken@0
  1736
 * A successful iconification will result in an SDL_APPACTIVE loss event.
slouken@0
  1737
 */
slouken@0
  1738
int SDL_WM_IconifyWindow(void)
slouken@0
  1739
{
slouken@0
  1740
	SDL_VideoDevice *video = current_video;
slouken@0
  1741
	SDL_VideoDevice *this  = current_video;
slouken@0
  1742
	int retval;
slouken@0
  1743
slouken@0
  1744
	retval = 0;
slouken@0
  1745
	if ( video->IconifyWindow ) {
slouken@0
  1746
		retval = video->IconifyWindow(this);
slouken@0
  1747
	}
slouken@0
  1748
	return(retval);
slouken@0
  1749
}
slouken@0
  1750
slouken@0
  1751
/*
slouken@0
  1752
 * Toggle fullscreen mode
slouken@0
  1753
 */
slouken@0
  1754
int SDL_WM_ToggleFullScreen(SDL_Surface *surface)
slouken@0
  1755
{
slouken@0
  1756
	SDL_VideoDevice *video = current_video;
slouken@0
  1757
	SDL_VideoDevice *this  = current_video;
slouken@0
  1758
	int toggled;
slouken@0
  1759
slouken@0
  1760
	toggled = 0;
slouken@0
  1761
	if ( SDL_PublicSurface && (surface == SDL_PublicSurface) &&
slouken@0
  1762
	     video->ToggleFullScreen ) {
slouken@0
  1763
		if ( surface->flags & SDL_FULLSCREEN ) {
slouken@0
  1764
			toggled = video->ToggleFullScreen(this, 0);
slouken@0
  1765
			if ( toggled ) {
slouken@0
  1766
				SDL_VideoSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1767
				SDL_PublicSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1768
			}
slouken@0
  1769
		} else {
slouken@0
  1770
			toggled = video->ToggleFullScreen(this, 1);
slouken@0
  1771
			if ( toggled ) {
slouken@0
  1772
				SDL_VideoSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1773
				SDL_PublicSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1774
			}
slouken@0
  1775
		}
slouken@0
  1776
		/* Double-check the grab state inside SDL_WM_GrabInput() */
slouken@0
  1777
		if ( toggled ) {
slouken@0
  1778
			SDL_WM_GrabInput(video->input_grab);
slouken@0
  1779
		}
slouken@0
  1780
	}
slouken@0
  1781
	return(toggled);
slouken@0
  1782
}
slouken@0
  1783
slouken@0
  1784
/*
slouken@0
  1785
 * Get some platform dependent window manager information
slouken@0
  1786
 */
slouken@0
  1787
int SDL_GetWMInfo (SDL_SysWMinfo *info)
slouken@0
  1788
{
slouken@0
  1789
	SDL_VideoDevice *video = current_video;
slouken@0
  1790
	SDL_VideoDevice *this  = current_video;
slouken@0
  1791
slouken@0
  1792
	if ( video && video->GetWMInfo ) {
slouken@0
  1793
		return(video->GetWMInfo(this, info));
slouken@0
  1794
	} else {
slouken@0
  1795
		return(0);
slouken@0
  1796
	}
slouken@0
  1797
}