src/video/SDL_video.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 29 Feb 2008 13:57:49 +0000
branchSDL-1.2
changeset 4140 fc69b552ee32
parent 3995 604321d3575e
child 4142 4433ef2a1802
permissions -rw-r--r--
Date: Thu, 28 Feb 2008 22:54:29 +0100
From: Sylvain Beucler
Subject: [SDL] SDL window resize and flicker

I have a resizable SDL window, and when it's resized, the surface goes
black _and_ is flushed to screen before I have a chance to redraw
it. This causes flicker.

The super-small attached patch fixes this issue by avoiding a
SDL_Flip() right after the window resize. What do you think?

This SDL_ClearSurface function is only called once in the code, in
SDL_SetVideoMode, and as far as I can tell the patch doesn't introduce
other changes than getting rid of the flicker.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 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 Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 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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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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/* The high-level video driver subsystem */
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#include "SDL.h"
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#include "SDL_sysvideo.h"
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#include "SDL_blit.h"
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#include "SDL_pixels_c.h"
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#include "SDL_cursor_c.h"
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#include "../events/SDL_sysevents.h"
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#include "../events/SDL_events_c.h"
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/* Available video drivers */
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static VideoBootStrap *bootstrap[] = {
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#if SDL_VIDEO_DRIVER_QUARTZ
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	&QZ_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_X11
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	&X11_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DGA
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	&DGA_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_NANOX
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	&NX_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_IPOD
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	&iPod_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_QTOPIA
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	&Qtopia_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_WSCONS
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	&WSCONS_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_FBCON
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	&FBCON_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DIRECTFB
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	&DirectFB_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_PS2GS
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	&PS2GS_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_GGI
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	&GGI_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_VGL
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	&VGL_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_SVGALIB
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	&SVGALIB_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_GAPI
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	&GAPI_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_WINDIB
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	&WINDIB_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DDRAW
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	&DIRECTX_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_BWINDOW
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	&BWINDOW_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_TOOLBOX
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	&TOOLBOX_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DRAWSPROCKET
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	&DSp_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_PHOTON
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	&ph_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_EPOC
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	&EPOC_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_XBIOS
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	&XBIOS_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_GEM
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	&GEM_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_PICOGUI
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	&PG_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DC
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	&DC_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_NDS
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	&NDS_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_RISCOS
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	&RISCOS_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_OS2FS
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	&OS2FSLib_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_AALIB
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	&AALIB_bootstrap,
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#endif
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#if SDL_VIDEO_DRIVER_DUMMY
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	&DUMMY_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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/* 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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#if SDL_VIDEO_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 ( SDL_strrchr(driver_name, ':') != NULL ) {
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			index = atoi(SDL_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 ( SDL_strcasecmp(bootstrap[i]->name, driver_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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	SDL_memset(&video->info, 0, (sizeof video->info));
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	video->displayformatalphapixel = NULL;
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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 = 3;
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	video->gl_config.green_size = 3;
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	video->gl_config.blue_size = 2;
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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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	video->gl_config.stereo = 0;
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	video->gl_config.multisamplebuffers = 0;
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	video->gl_config.multisamplesamples = 0;
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	video->gl_config.accelerated = -1; /* not known, don't set */
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	video->gl_config.swap_control = -1; /* not known, don't set */
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	/* Initialize the video subsystem */
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	SDL_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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		SDL_strlcpy(namebuf, current_video->name, maxlen);
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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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   359
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#ifdef __MACOS__ /* MPW optimization bug? */
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#define NEGATIVE_ONE 0xFFFFFFFF
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#else
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#define NEGATIVE_ONE -1
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#endif
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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;
slouken@0
   373
slouken@0
   374
	/* Currently 1 and 4 bpp are not supported */
slouken@0
   375
	if ( bpp < 8 || bpp > 32 ) {
slouken@0
   376
		return(0);
slouken@0
   377
	}
slouken@456
   378
	if ( (width <= 0) || (height <= 0) ) {
slouken@0
   379
		return(0);
slouken@0
   380
	}
slouken@0
   381
slouken@0
   382
	/* Search through the list valid of modes */
slouken@1336
   383
	SDL_memset(&format, 0, sizeof(format));
slouken@0
   384
	supported = 0;
slouken@0
   385
	table = ((bpp+7)/8)-1;
slouken@0
   386
	SDL_closest_depths[table][0] = bpp;
slouken@0
   387
	SDL_closest_depths[table][7] = 0;
slouken@0
   388
	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
slouken@0
   389
		format.BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   390
		sizes = SDL_ListModes(&format, flags);
slouken@0
   391
		if ( sizes == (SDL_Rect **)0 ) {
slouken@0
   392
			/* No sizes supported at this bit-depth */
slouken@0
   393
			continue;
slouken@0
   394
		} else 
slouken@853
   395
		if (sizes == (SDL_Rect **)NEGATIVE_ONE) {
slouken@0
   396
			/* Any size supported at this bit-depth */
slouken@0
   397
			supported = 1;
slouken@0
   398
			continue;
slouken@853
   399
		} else if (current_video->handles_any_size) {
slouken@853
   400
			/* Driver can center a smaller surface to simulate fullscreen */
slouken@853
   401
			for ( i=0; sizes[i]; ++i ) {
slouken@853
   402
				if ((sizes[i]->w >= width) && (sizes[i]->h >= height)) {
slouken@853
   403
					supported = 1; /* this mode can fit the centered window. */
slouken@853
   404
					break;
slouken@853
   405
				}
slouken@853
   406
			}
slouken@0
   407
		} else
slouken@0
   408
		for ( i=0; sizes[i]; ++i ) {
slouken@0
   409
			if ((sizes[i]->w == width) && (sizes[i]->h == height)) {
slouken@0
   410
				supported = 1;
slouken@0
   411
				break;
slouken@0
   412
			}
slouken@0
   413
		}
slouken@0
   414
	}
slouken@0
   415
	if ( supported ) {
slouken@0
   416
		--b;
slouken@0
   417
		return(SDL_closest_depths[table][b]);
slouken@0
   418
	} else {
slouken@0
   419
		return(0);
slouken@0
   420
	}
slouken@0
   421
}
slouken@0
   422
slouken@0
   423
/*
slouken@0
   424
 * Get the closest non-emulated video mode to the one requested
slouken@0
   425
 */
slouken@0
   426
static int SDL_GetVideoMode (int *w, int *h, int *BitsPerPixel, Uint32 flags)
slouken@0
   427
{
slouken@0
   428
	int table, b, i;
slouken@0
   429
	int supported;
slouken@0
   430
	int native_bpp;
slouken@0
   431
	SDL_PixelFormat format;
slouken@0
   432
	SDL_Rect **sizes;
slouken@0
   433
slouken@456
   434
	/* Check parameters */
slouken@456
   435
	if ( *BitsPerPixel < 8 || *BitsPerPixel > 32 ) {
slouken@456
   436
		SDL_SetError("Invalid bits per pixel (range is {8...32})");
slouken@456
   437
		return(0);
slouken@456
   438
	}
icculus@430
   439
	if ((*w <= 0) || (*h <= 0)) {
slouken@456
   440
		SDL_SetError("Invalid width or height");
icculus@430
   441
		return(0);
icculus@430
   442
	}
icculus@430
   443
slouken@0
   444
	/* Try the original video mode, get the closest depth */
slouken@0
   445
	native_bpp = SDL_VideoModeOK(*w, *h, *BitsPerPixel, flags);
slouken@0
   446
	if ( native_bpp == *BitsPerPixel ) {
slouken@0
   447
		return(1);
slouken@0
   448
	}
slouken@0
   449
	if ( native_bpp > 0 ) {
slouken@0
   450
		*BitsPerPixel = native_bpp;
slouken@0
   451
		return(1);
slouken@0
   452
	}
slouken@0
   453
slouken@0
   454
	/* No exact size match at any depth, look for closest match */
slouken@1336
   455
	SDL_memset(&format, 0, sizeof(format));
slouken@0
   456
	supported = 0;
slouken@0
   457
	table = ((*BitsPerPixel+7)/8)-1;
slouken@0
   458
	SDL_closest_depths[table][0] = *BitsPerPixel;
slouken@0
   459
	SDL_closest_depths[table][7] = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   460
	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
patmandin@1076
   461
		int best;
patmandin@1076
   462
slouken@0
   463
		format.BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   464
		sizes = SDL_ListModes(&format, flags);
slouken@0
   465
		if ( sizes == (SDL_Rect **)0 ) {
slouken@0
   466
			/* No sizes supported at this bit-depth */
slouken@0
   467
			continue;
slouken@0
   468
		}
patmandin@1076
   469
		best=0;
slouken@0
   470
		for ( i=0; sizes[i]; ++i ) {
patmandin@1076
   471
			/* Mode with both dimensions bigger or equal than asked ? */
patmandin@1076
   472
			if ((sizes[i]->w >= *w) && (sizes[i]->h >= *h)) {
patmandin@1076
   473
				/* Mode with any dimension smaller or equal than current best ? */
patmandin@1076
   474
				if ((sizes[i]->w <= sizes[best]->w) || (sizes[i]->h <= sizes[best]->h)) {
patmandin@1257
   475
					/* Now choose the mode that has less pixels */
patmandin@1266
   476
					if ((sizes[i]->w * sizes[i]->h) <= (sizes[best]->w * sizes[best]->h)) {
patmandin@1257
   477
						best=i;
patmandin@1257
   478
						supported = 1;
patmandin@1257
   479
					}
slouken@0
   480
				}
slouken@0
   481
			}
slouken@0
   482
		}
patmandin@1076
   483
		if (supported) {
patmandin@1076
   484
			*w=sizes[best]->w;
patmandin@1076
   485
			*h=sizes[best]->h;
slouken@0
   486
			*BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   487
		}
slouken@0
   488
	}
slouken@0
   489
	if ( ! supported ) {
slouken@0
   490
		SDL_SetError("No video mode large enough for %dx%d", *w, *h);
slouken@0
   491
	}
slouken@0
   492
	return(supported);
slouken@0
   493
}
slouken@0
   494
slouken@0
   495
/* This should probably go somewhere else -- like SDL_surface.c */
slouken@0
   496
static void SDL_ClearSurface(SDL_Surface *surface)
slouken@0
   497
{
slouken@0
   498
	Uint32 black;
slouken@0
   499
slouken@0
   500
	black = SDL_MapRGB(surface->format, 0, 0, 0);
slouken@0
   501
	SDL_FillRect(surface, NULL, black);
slouken@0
   502
	if ((surface->flags&SDL_HWSURFACE) && (surface->flags&SDL_DOUBLEBUF)) {
slouken@0
   503
		SDL_Flip(surface);
slouken@0
   504
		SDL_FillRect(surface, NULL, black);
slouken@0
   505
	}
slouken@0
   506
}
slouken@0
   507
slouken@0
   508
/*
slouken@0
   509
 * Create a shadow surface suitable for fooling the app. :-)
slouken@0
   510
 */
slouken@0
   511
static void SDL_CreateShadowSurface(int depth)
slouken@0
   512
{
slouken@0
   513
	Uint32 Rmask, Gmask, Bmask;
slouken@0
   514
slouken@0
   515
	/* Allocate the shadow surface */
slouken@0
   516
	if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@0
   517
		Rmask = (SDL_VideoSurface->format)->Rmask;
slouken@0
   518
		Gmask = (SDL_VideoSurface->format)->Gmask;
slouken@0
   519
		Bmask = (SDL_VideoSurface->format)->Bmask;
slouken@0
   520
	} else {
slouken@0
   521
		Rmask = Gmask = Bmask = 0;
slouken@0
   522
	}
slouken@0
   523
	SDL_ShadowSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
slouken@0
   524
				SDL_VideoSurface->w, SDL_VideoSurface->h,
slouken@0
   525
						depth, Rmask, Gmask, Bmask, 0);
slouken@0
   526
	if ( SDL_ShadowSurface == NULL ) {
slouken@0
   527
		return;
slouken@0
   528
	}
slouken@0
   529
slouken@0
   530
	/* 8-bit shadow surfaces report that they have exclusive palette */
slouken@0
   531
	if ( SDL_ShadowSurface->format->palette ) {
slouken@0
   532
		SDL_ShadowSurface->flags |= SDL_HWPALETTE;
slouken@0
   533
		if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@1336
   534
			SDL_memcpy(SDL_ShadowSurface->format->palette->colors,
slouken@0
   535
				SDL_VideoSurface->format->palette->colors,
slouken@0
   536
				SDL_VideoSurface->format->palette->ncolors*
slouken@0
   537
							sizeof(SDL_Color));
slouken@0
   538
		} else {
slouken@0
   539
			SDL_DitherColors(
slouken@0
   540
			SDL_ShadowSurface->format->palette->colors, depth);
slouken@0
   541
		}
slouken@0
   542
	}
slouken@0
   543
slouken@0
   544
	/* If the video surface is resizable, the shadow should say so */
slouken@0
   545
	if ( (SDL_VideoSurface->flags & SDL_RESIZABLE) == SDL_RESIZABLE ) {
slouken@0
   546
		SDL_ShadowSurface->flags |= SDL_RESIZABLE;
slouken@0
   547
	}
slouken@0
   548
	/* If the video surface has no frame, the shadow should say so */
slouken@0
   549
	if ( (SDL_VideoSurface->flags & SDL_NOFRAME) == SDL_NOFRAME ) {
slouken@0
   550
		SDL_ShadowSurface->flags |= SDL_NOFRAME;
slouken@0
   551
	}
slouken@0
   552
	/* If the video surface is fullscreen, the shadow should say so */
slouken@0
   553
	if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
slouken@0
   554
		SDL_ShadowSurface->flags |= SDL_FULLSCREEN;
slouken@0
   555
	}
slouken@0
   556
	/* If the video surface is flippable, the shadow should say so */
slouken@0
   557
	if ( (SDL_VideoSurface->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   558
		SDL_ShadowSurface->flags |= SDL_DOUBLEBUF;
slouken@0
   559
	}
slouken@0
   560
	return;
slouken@0
   561
}
slouken@0
   562
slouken@910
   563
#ifdef __QNXNTO__
slouken@910
   564
    #include <sys/neutrino.h>
slouken@910
   565
#endif /* __QNXNTO__ */
slouken@910
   566
slouken@0
   567
/*
slouken@0
   568
 * Set the requested video mode, allocating a shadow buffer if necessary.
slouken@0
   569
 */
slouken@0
   570
SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
slouken@0
   571
{
slouken@0
   572
	SDL_VideoDevice *video, *this;
slouken@0
   573
	SDL_Surface *prev_mode, *mode;
slouken@0
   574
	int video_w;
slouken@0
   575
	int video_h;
slouken@0
   576
	int video_bpp;
slouken@0
   577
	int is_opengl;
slouken@0
   578
	SDL_GrabMode saved_grab;
slouken@0
   579
slouken@0
   580
	/* Start up the video driver, if necessary..
slouken@0
   581
	   WARNING: This is the only function protected this way!
slouken@0
   582
	 */
slouken@0
   583
	if ( ! current_video ) {
slouken@0
   584
		if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE) < 0 ) {
slouken@0
   585
			return(NULL);
slouken@0
   586
		}
slouken@0
   587
	}
slouken@0
   588
	this = video = current_video;
slouken@0
   589
slouken@1545
   590
	/* Default to the current width and height */
slouken@1545
   591
	if ( width == 0 ) {
slouken@1545
   592
		width = video->info.current_w;
slouken@1545
   593
	}
slouken@1545
   594
	if ( height == 0 ) {
slouken@1545
   595
		height = video->info.current_h;
slouken@1545
   596
	}
slouken@0
   597
	/* Default to the current video bpp */
slouken@0
   598
	if ( bpp == 0 ) {
slouken@0
   599
		flags |= SDL_ANYFORMAT;
slouken@0
   600
		bpp = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   601
	}
slouken@0
   602
slouken@0
   603
	/* Get a good video mode, the closest one possible */
slouken@0
   604
	video_w = width;
slouken@0
   605
	video_h = height;
slouken@0
   606
	video_bpp = bpp;
slouken@0
   607
	if ( ! SDL_GetVideoMode(&video_w, &video_h, &video_bpp, flags) ) {
slouken@0
   608
		return(NULL);
slouken@0
   609
	}
slouken@0
   610
slouken@0
   611
	/* Check the requested flags */
slouken@0
   612
	/* There's no palette in > 8 bits-per-pixel mode */
slouken@0
   613
	if ( video_bpp > 8 ) {
slouken@0
   614
		flags &= ~SDL_HWPALETTE;
slouken@0
   615
	}
slouken@0
   616
#if 0
slouken@0
   617
	if ( (flags&SDL_FULLSCREEN) != SDL_FULLSCREEN ) {
slouken@0
   618
		/* There's no windowed double-buffering */
slouken@0
   619
		flags &= ~SDL_DOUBLEBUF;
slouken@0
   620
	}
slouken@0
   621
#endif
slouken@0
   622
	if ( (flags&SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   623
		/* Use hardware surfaces when double-buffering */
slouken@0
   624
		flags |= SDL_HWSURFACE;
slouken@0
   625
	}
slouken@0
   626
slouken@0
   627
	is_opengl = ( ( flags & SDL_OPENGL ) == SDL_OPENGL );
slouken@0
   628
	if ( is_opengl ) {
slouken@0
   629
		/* These flags are for 2D video modes only */
slouken@0
   630
		flags &= ~(SDL_HWSURFACE|SDL_DOUBLEBUF);
slouken@0
   631
	}
slouken@0
   632
slouken@14
   633
	/* Reset the keyboard here so event callbacks can run */
slouken@14
   634
	SDL_ResetKeyboard();
slouken@460
   635
	SDL_ResetMouse();
slouken@1296
   636
	SDL_cursorstate &= ~CURSOR_USINGSW;
slouken@14
   637
slouken@0
   638
	/* Clean up any previous video mode */
slouken@0
   639
	if ( SDL_PublicSurface != NULL ) {
slouken@0
   640
		SDL_PublicSurface = NULL;
slouken@0
   641
	}
slouken@0
   642
	if ( SDL_ShadowSurface != NULL ) {
slouken@0
   643
		SDL_Surface *ready_to_go;
slouken@0
   644
		ready_to_go = SDL_ShadowSurface;
slouken@0
   645
		SDL_ShadowSurface = NULL;
slouken@0
   646
		SDL_FreeSurface(ready_to_go);
slouken@0
   647
	}
slouken@0
   648
	if ( video->physpal ) {
slouken@1336
   649
		SDL_free(video->physpal->colors);
slouken@1336
   650
		SDL_free(video->physpal);
slouken@0
   651
		video->physpal = NULL;
slouken@0
   652
	}
slouken@0
   653
	if( video->gammacols) {
slouken@1336
   654
		SDL_free(video->gammacols);
slouken@0
   655
		video->gammacols = NULL;
slouken@0
   656
	}
slouken@0
   657
slouken@0
   658
	/* Save the previous grab state and turn off grab for mode switch */
slouken@0
   659
	saved_grab = SDL_WM_GrabInputOff();
slouken@0
   660
slouken@0
   661
	/* Try to set the video mode, along with offset and clipping */
slouken@0
   662
	prev_mode = SDL_VideoSurface;
slouken@0
   663
	SDL_LockCursor();
slouken@0
   664
	SDL_VideoSurface = NULL;	/* In case it's freed by driver */
slouken@0
   665
	mode = video->SetVideoMode(this, prev_mode,video_w,video_h,video_bpp,flags);
slouken@0
   666
	if ( mode ) { /* Prevent resize events from mode change */
icculus@1190
   667
          /* But not on OS/2 */
icculus@1190
   668
#ifndef __OS2__
slouken@0
   669
	    SDL_PrivateResize(mode->w, mode->h);
icculus@1190
   670
#endif
slouken@229
   671
slouken@229
   672
	    /* Sam - If we asked for OpenGL mode, and didn't get it, fail */
slouken@229
   673
	    if ( is_opengl && !(mode->flags & SDL_OPENGL) ) {
slouken@229
   674
		mode = NULL;
slouken@883
   675
		SDL_SetError("OpenGL not available");
slouken@229
   676
	    }
slouken@662
   677
	}
slouken@0
   678
	/*
slouken@0
   679
	 * rcg11292000
slouken@0
   680
	 * If you try to set an SDL_OPENGL surface, and fail to find a
slouken@0
   681
	 * matching  visual, then the next call to SDL_SetVideoMode()
slouken@0
   682
	 * will segfault, since  we no longer point to a dummy surface,
slouken@0
   683
	 * but rather NULL.
slouken@0
   684
	 * Sam 11/29/00
slouken@0
   685
	 * WARNING, we need to make sure that the previous mode hasn't
slouken@0
   686
	 * already been freed by the video driver.  What do we do in
slouken@0
   687
	 * that case?  Should we call SDL_VideoInit() again?
slouken@0
   688
	 */
slouken@0
   689
	SDL_VideoSurface = (mode != NULL) ? mode : prev_mode;
slouken@0
   690
slouken@0
   691
	if ( (mode != NULL) && (!is_opengl) ) {
slouken@0
   692
		/* Sanity check */
slouken@0
   693
		if ( (mode->w < width) || (mode->h < height) ) {
slouken@0
   694
			SDL_SetError("Video mode smaller than requested");
slouken@0
   695
			return(NULL);
slouken@0
   696
		}
slouken@0
   697
slouken@0
   698
		/* If we have a palettized surface, create a default palette */
slouken@0
   699
		if ( mode->format->palette ) {
slouken@662
   700
			SDL_PixelFormat *vf = mode->format;
slouken@0
   701
			SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
slouken@0
   702
			video->SetColors(this, 0, vf->palette->ncolors,
slouken@0
   703
			                           vf->palette->colors);
slouken@0
   704
		}
slouken@0
   705
slouken@0
   706
		/* Clear the surface to black */
slouken@0
   707
		video->offset_x = 0;
slouken@0
   708
		video->offset_y = 0;
slouken@0
   709
		mode->offset = 0;
slouken@0
   710
		SDL_SetClipRect(mode, NULL);
slouken@0
   711
		SDL_ClearSurface(mode);
slouken@0
   712
slouken@0
   713
		/* Now adjust the offsets to match the desired mode */
slouken@0
   714
		video->offset_x = (mode->w-width)/2;
slouken@0
   715
		video->offset_y = (mode->h-height)/2;
slouken@0
   716
		mode->offset = video->offset_y*mode->pitch +
slouken@0
   717
				video->offset_x*mode->format->BytesPerPixel;
slouken@0
   718
#ifdef DEBUG_VIDEO
slouken@0
   719
  fprintf(stderr,
slouken@0
   720
	"Requested mode: %dx%dx%d, obtained mode %dx%dx%d (offset %d)\n",
slouken@0
   721
		width, height, bpp,
slouken@0
   722
		mode->w, mode->h, mode->format->BitsPerPixel, mode->offset);
slouken@0
   723
#endif
slouken@0
   724
		mode->w = width;
slouken@0
   725
		mode->h = height;
slouken@0
   726
		SDL_SetClipRect(mode, NULL);
slouken@0
   727
	}
slouken@0
   728
	SDL_ResetCursor();
slouken@0
   729
	SDL_UnlockCursor();
slouken@0
   730
slouken@0
   731
	/* If we failed setting a video mode, return NULL... (Uh Oh!) */
slouken@0
   732
	if ( mode == NULL ) {
slouken@0
   733
		return(NULL);
slouken@0
   734
	}
slouken@0
   735
slouken@0
   736
	/* If there is no window manager, set the SDL_NOFRAME flag */
slouken@0
   737
	if ( ! video->info.wm_available ) {
slouken@0
   738
		mode->flags |= SDL_NOFRAME;
slouken@0
   739
	}
slouken@0
   740
slouken@0
   741
	/* Reset the mouse cursor and grab for new video mode */
slouken@0
   742
	SDL_SetCursor(NULL);
slouken@0
   743
	if ( video->UpdateMouse ) {
slouken@0
   744
		video->UpdateMouse(this);
slouken@0
   745
	}
slouken@0
   746
	SDL_WM_GrabInput(saved_grab);
slouken@0
   747
	SDL_GetRelativeMouseState(NULL, NULL); /* Clear first large delta */
slouken@0
   748
slouken@1361
   749
#if SDL_VIDEO_OPENGL
icculus@650
   750
	/* Load GL symbols (before MakeCurrent, where we need glGetString). */
icculus@650
   751
	if ( flags & (SDL_OPENGL | SDL_OPENGLBLIT) ) {
slouken@910
   752
slouken@1032
   753
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
slouken@916
   754
#define __SDL_NOGETPROCADDR__
patmandin@989
   755
#elif defined(__MINT__)
patmandin@989
   756
#define __SDL_NOGETPROCADDR__
slouken@916
   757
#endif
slouken@910
   758
#ifdef __SDL_NOGETPROCADDR__
slouken@910
   759
    #define SDL_PROC(ret,func,params) video->func=func;
slouken@663
   760
#else
slouken@910
   761
    #define SDL_PROC(ret,func,params) \
slouken@910
   762
    do { \
slouken@910
   763
        video->func = SDL_GL_GetProcAddress(#func); \
slouken@910
   764
        if ( ! video->func ) { \
icculus@1141
   765
            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
slouken@910
   766
        return(NULL); \
slouken@910
   767
        } \
slouken@910
   768
    } while ( 0 );
slouken@910
   769
slouken@910
   770
#endif /* __SDL_NOGETPROCADDR__ */
slouken@910
   771
icculus@650
   772
#include "SDL_glfuncs.h"
icculus@650
   773
#undef SDL_PROC	
icculus@650
   774
	}
slouken@1361
   775
#endif /* SDL_VIDEO_OPENGL */
icculus@650
   776
slouken@0
   777
	/* If we're running OpenGL, make the context current */
slouken@0
   778
	if ( (video->screen->flags & SDL_OPENGL) &&
slouken@0
   779
	      video->GL_MakeCurrent ) {
slouken@0
   780
		if ( video->GL_MakeCurrent(this) < 0 ) {
slouken@0
   781
			return(NULL);
slouken@0
   782
		}
slouken@0
   783
	}
slouken@0
   784
slouken@0
   785
	/* Set up a fake SDL surface for OpenGL "blitting" */
slouken@0
   786
	if ( (flags & SDL_OPENGLBLIT) == SDL_OPENGLBLIT ) {
slouken@0
   787
		/* Load GL functions for performing the texture updates */
slouken@1361
   788
#if SDL_VIDEO_OPENGL
slouken@0
   789
slouken@0
   790
		/* Create a software surface for blitting */
slouken@0
   791
#ifdef GL_VERSION_1_2
slouken@0
   792
		/* If the implementation either supports the packed pixels
slouken@0
   793
		   extension, or implements the core OpenGL 1.2 API, it will
slouken@0
   794
		   support the GL_UNSIGNED_SHORT_5_6_5 texture format.
slouken@0
   795
		 */
slouken@0
   796
		if ( (bpp == 16) &&
slouken@1336
   797
		     (SDL_strstr((const char *)video->glGetString(GL_EXTENSIONS), "GL_EXT_packed_pixels") ||
slouken@1341
   798
		     (SDL_atof((const char *)video->glGetString(GL_VERSION)) >= 1.2f))
slouken@282
   799
		   ) {
slouken@0
   800
			video->is_32bit = 0;
slouken@0
   801
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   802
				flags, 
slouken@0
   803
				width, 
slouken@0
   804
				height,  
slouken@0
   805
				16,
slouken@0
   806
				31 << 11,
slouken@0
   807
				63 << 5,
slouken@0
   808
				31,
slouken@0
   809
				0
slouken@0
   810
				);
slouken@0
   811
		}
slouken@0
   812
		else
slouken@0
   813
#endif /* OpenGL 1.2 */
slouken@0
   814
		{
slouken@0
   815
			video->is_32bit = 1;
slouken@0
   816
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   817
				flags, 
slouken@0
   818
				width, 
slouken@0
   819
				height, 
slouken@0
   820
				32, 
slouken@0
   821
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@0
   822
				0x000000FF,
slouken@0
   823
				0x0000FF00,
slouken@0
   824
				0x00FF0000,
slouken@0
   825
				0xFF000000
slouken@0
   826
#else
slouken@0
   827
				0xFF000000,
slouken@0
   828
				0x00FF0000,
slouken@0
   829
				0x0000FF00,
slouken@0
   830
				0x000000FF
slouken@0
   831
#endif
slouken@0
   832
				);
slouken@0
   833
		}
slouken@0
   834
		if ( ! SDL_VideoSurface ) {
slouken@0
   835
			return(NULL);
slouken@0
   836
		}
slouken@0
   837
		SDL_VideoSurface->flags = mode->flags | SDL_OPENGLBLIT;
slouken@0
   838
slouken@0
   839
		/* Free the original video mode surface (is this safe?) */
slouken@0
   840
		SDL_FreeSurface(mode);
slouken@0
   841
slouken@662
   842
		/* Set the surface completely opaque & white by default */
slouken@1336
   843
		SDL_memset( SDL_VideoSurface->pixels, 255, SDL_VideoSurface->h * SDL_VideoSurface->pitch );
slouken@0
   844
		video->glGenTextures( 1, &video->texture );
slouken@0
   845
		video->glBindTexture( GL_TEXTURE_2D, video->texture );
slouken@0
   846
		video->glTexImage2D(
slouken@0
   847
			GL_TEXTURE_2D,
slouken@0
   848
			0,
slouken@0
   849
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   850
			256,
slouken@0
   851
			256,
slouken@0
   852
			0,
slouken@0
   853
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   854
#ifdef GL_VERSION_1_2
slouken@0
   855
			video->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
   856
#else
slouken@0
   857
			GL_UNSIGNED_BYTE,
slouken@0
   858
#endif
slouken@0
   859
			NULL);
slouken@0
   860
slouken@0
   861
		video->UpdateRects = SDL_GL_UpdateRectsLock;
slouken@0
   862
#else
slouken@1361
   863
		SDL_SetError("Somebody forgot to #define SDL_VIDEO_OPENGL");
slouken@0
   864
		return(NULL);
slouken@0
   865
#endif
slouken@0
   866
	}
slouken@0
   867
slouken@0
   868
	/* Create a shadow surface if necessary */
slouken@0
   869
	/* There are three conditions under which we create a shadow surface:
slouken@0
   870
		1.  We need a particular bits-per-pixel that we didn't get.
slouken@0
   871
		2.  We need a hardware palette and didn't get one.
slouken@0
   872
		3.  We need a software surface and got a hardware surface.
slouken@0
   873
	*/
slouken@0
   874
	if ( !(SDL_VideoSurface->flags & SDL_OPENGL) &&
slouken@0
   875
	     (
slouken@0
   876
	     (  !(flags&SDL_ANYFORMAT) &&
slouken@0
   877
			(SDL_VideoSurface->format->BitsPerPixel != bpp)) ||
slouken@0
   878
	     (   (flags&SDL_HWPALETTE) && 
slouken@0
   879
				!(SDL_VideoSurface->flags&SDL_HWPALETTE)) ||
slouken@0
   880
		/* If the surface is in hardware, video writes are visible
slouken@0
   881
		   as soon as they are performed, so we need to buffer them
slouken@0
   882
		 */
slouken@0
   883
	     (   ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) &&
slouken@580
   884
				(SDL_VideoSurface->flags&SDL_HWSURFACE)) ||
slouken@580
   885
	     (   (flags&SDL_DOUBLEBUF) &&
slouken@580
   886
				(SDL_VideoSurface->flags&SDL_HWSURFACE) &&
slouken@580
   887
				!(SDL_VideoSurface->flags&SDL_DOUBLEBUF))
slouken@0
   888
	     ) ) {
slouken@0
   889
		SDL_CreateShadowSurface(bpp);
slouken@0
   890
		if ( SDL_ShadowSurface == NULL ) {
slouken@0
   891
			SDL_SetError("Couldn't create shadow surface");
slouken@0
   892
			return(NULL);
slouken@0
   893
		}
slouken@0
   894
		SDL_PublicSurface = SDL_ShadowSurface;
slouken@0
   895
	} else {
slouken@0
   896
		SDL_PublicSurface = SDL_VideoSurface;
slouken@0
   897
	}
slouken@0
   898
	video->info.vfmt = SDL_VideoSurface->format;
slouken@1545
   899
	video->info.current_w = SDL_VideoSurface->w;
slouken@1545
   900
	video->info.current_h = SDL_VideoSurface->h;
slouken@0
   901
slouken@0
   902
	/* We're done! */
slouken@0
   903
	return(SDL_PublicSurface);
slouken@0
   904
}
slouken@0
   905
slouken@0
   906
/* 
slouken@0
   907
 * Convert a surface into the video pixel format.
slouken@0
   908
 */
slouken@0
   909
SDL_Surface * SDL_DisplayFormat (SDL_Surface *surface)
slouken@0
   910
{
slouken@0
   911
	Uint32 flags;
slouken@0
   912
slouken@0
   913
	if ( ! SDL_PublicSurface ) {
slouken@0
   914
		SDL_SetError("No video mode has been set");
slouken@0
   915
		return(NULL);
slouken@0
   916
	}
slouken@0
   917
	/* Set the flags appropriate for copying to display surface */
slouken@313
   918
	if (((SDL_PublicSurface->flags&SDL_HWSURFACE) == SDL_HWSURFACE) && current_video->info.blit_hw)
slouken@306
   919
		flags = SDL_HWSURFACE;
slouken@306
   920
	else 
slouken@306
   921
		flags = SDL_SWSURFACE;
slouken@0
   922
#ifdef AUTORLE_DISPLAYFORMAT
slouken@0
   923
	flags |= (surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA));
slouken@0
   924
	flags |= SDL_RLEACCELOK;
slouken@0
   925
#else
slouken@0
   926
	flags |= surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA|SDL_RLEACCELOK);
slouken@0
   927
#endif
slouken@0
   928
	return(SDL_ConvertSurface(surface, SDL_PublicSurface->format, flags));
slouken@0
   929
}
slouken@0
   930
slouken@0
   931
/*
slouken@0
   932
 * Convert a surface into a format that's suitable for blitting to
slouken@0
   933
 * the screen, but including an alpha channel.
slouken@0
   934
 */
slouken@0
   935
SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface)
slouken@0
   936
{
slouken@0
   937
	SDL_PixelFormat *vf;
slouken@0
   938
	SDL_PixelFormat *format;
slouken@0
   939
	SDL_Surface *converted;
slouken@0
   940
	Uint32 flags;
slouken@0
   941
	/* default to ARGB8888 */
slouken@0
   942
	Uint32 amask = 0xff000000;
slouken@0
   943
	Uint32 rmask = 0x00ff0000;
slouken@0
   944
	Uint32 gmask = 0x0000ff00;
slouken@0
   945
	Uint32 bmask = 0x000000ff;
slouken@0
   946
slouken@0
   947
	if ( ! SDL_PublicSurface ) {
slouken@0
   948
		SDL_SetError("No video mode has been set");
slouken@0
   949
		return(NULL);
slouken@0
   950
	}
slouken@0
   951
	vf = SDL_PublicSurface->format;
slouken@0
   952
slouken@0
   953
	switch(vf->BytesPerPixel) {
slouken@0
   954
	    case 2:
slouken@0
   955
		/* For XGY5[56]5, use, AXGY8888, where {X, Y} = {R, B}.
slouken@0
   956
		   For anything else (like ARGB4444) it doesn't matter
slouken@0
   957
		   since we have no special code for it anyway */
slouken@0
   958
		if ( (vf->Rmask == 0x1f) &&
slouken@0
   959
		     (vf->Bmask == 0xf800 || vf->Bmask == 0x7c00)) {
slouken@0
   960
			rmask = 0xff;
slouken@0
   961
			bmask = 0xff0000;
slouken@0
   962
		}
slouken@0
   963
		break;
slouken@0
   964
slouken@0
   965
	    case 3:
slouken@0
   966
	    case 4:
slouken@0
   967
		/* Keep the video format, as long as the high 8 bits are
slouken@0
   968
		   unused or alpha */
slouken@0
   969
		if ( (vf->Rmask == 0xff) && (vf->Bmask == 0xff0000) ) {
slouken@0
   970
			rmask = 0xff;
slouken@0
   971
			bmask = 0xff0000;
slouken@0
   972
		}
slouken@0
   973
		break;
slouken@0
   974
slouken@0
   975
	    default:
slouken@0
   976
		/* We have no other optimised formats right now. When/if a new
slouken@0
   977
		   optimised alpha format is written, add the converter here */
slouken@0
   978
		break;
slouken@0
   979
	}
slouken@0
   980
	format = SDL_AllocFormat(32, rmask, gmask, bmask, amask);
slouken@0
   981
	flags = SDL_PublicSurface->flags & SDL_HWSURFACE;
slouken@0
   982
	flags |= surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
slouken@0
   983
	converted = SDL_ConvertSurface(surface, format, flags);
slouken@0
   984
	SDL_FreeFormat(format);
slouken@0
   985
	return(converted);
slouken@0
   986
}
slouken@0
   987
slouken@0
   988
/*
slouken@0
   989
 * Update a specific portion of the physical screen
slouken@0
   990
 */
slouken@0
   991
void SDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h)
slouken@0
   992
{
slouken@0
   993
	if ( screen ) {
slouken@0
   994
		SDL_Rect rect;
slouken@0
   995
slouken@0
   996
		/* Perform some checking */
slouken@0
   997
		if ( w == 0 )
slouken@0
   998
			w = screen->w;
slouken@0
   999
		if ( h == 0 )
slouken@0
  1000
			h = screen->h;
slouken@0
  1001
		if ( (int)(x+w) > screen->w )
slouken@0
  1002
			return;
slouken@0
  1003
		if ( (int)(y+h) > screen->h )
slouken@0
  1004
			return;
slouken@0
  1005
slouken@0
  1006
		/* Fill the rectangle */
slouken@1428
  1007
		rect.x = (Sint16)x;
slouken@1428
  1008
		rect.y = (Sint16)y;
slouken@1428
  1009
		rect.w = (Uint16)w;
slouken@1428
  1010
		rect.h = (Uint16)h;
slouken@0
  1011
		SDL_UpdateRects(screen, 1, &rect);
slouken@0
  1012
	}
slouken@0
  1013
}
slouken@0
  1014
void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
slouken@0
  1015
{
slouken@0
  1016
	int i;
slouken@0
  1017
	SDL_VideoDevice *video = current_video;
slouken@0
  1018
	SDL_VideoDevice *this = current_video;
slouken@0
  1019
slouken@1491
  1020
	if ( (screen->flags & (SDL_OPENGL | SDL_OPENGLBLIT)) == SDL_OPENGL ) {
slouken@1491
  1021
		SDL_SetError("OpenGL active, use SDL_GL_SwapBuffers()");
slouken@1491
  1022
		return;
slouken@1491
  1023
	}
slouken@0
  1024
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1025
		/* Blit the shadow surface using saved mapping */
slouken@488
  1026
		SDL_Palette *pal = screen->format->palette;
slouken@0
  1027
		SDL_Color *saved_colors = NULL;
slouken@488
  1028
		if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
  1029
			/* simulated 8bpp, use correct physical palette */
slouken@0
  1030
			saved_colors = pal->colors;
slouken@0
  1031
			if ( video->gammacols ) {
slouken@0
  1032
				/* gamma-corrected palette */
slouken@0
  1033
				pal->colors = video->gammacols;
slouken@0
  1034
			} else if ( video->physpal ) {
slouken@0
  1035
				/* physical palette different from logical */
slouken@0
  1036
				pal->colors = video->physpal->colors;
slouken@0
  1037
			}
slouken@0
  1038
		}
slouken@0
  1039
		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
slouken@0
  1040
			SDL_LockCursor();
slouken@0
  1041
			SDL_DrawCursor(SDL_ShadowSurface);
slouken@0
  1042
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1043
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
  1044
						SDL_VideoSurface, &rects[i]);
slouken@0
  1045
			}
slouken@0
  1046
			SDL_EraseCursor(SDL_ShadowSurface);
slouken@0
  1047
			SDL_UnlockCursor();
slouken@0
  1048
		} else {
slouken@0
  1049
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1050
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
  1051
						SDL_VideoSurface, &rects[i]);
slouken@0
  1052
			}
slouken@0
  1053
		}
slouken@488
  1054
		if ( saved_colors ) {
slouken@0
  1055
			pal->colors = saved_colors;
slouken@488
  1056
		}
slouken@0
  1057
slouken@0
  1058
		/* Fall through to video surface update */
slouken@0
  1059
		screen = SDL_VideoSurface;
slouken@0
  1060
	}
slouken@0
  1061
	if ( screen == SDL_VideoSurface ) {
slouken@0
  1062
		/* Update the video surface */
slouken@0
  1063
		if ( screen->offset ) {
slouken@0
  1064
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1065
				rects[i].x += video->offset_x;
slouken@0
  1066
				rects[i].y += video->offset_y;
slouken@0
  1067
			}
slouken@0
  1068
			video->UpdateRects(this, numrects, rects);
slouken@0
  1069
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1070
				rects[i].x -= video->offset_x;
slouken@0
  1071
				rects[i].y -= video->offset_y;
slouken@0
  1072
			}
slouken@0
  1073
		} else {
slouken@0
  1074
			video->UpdateRects(this, numrects, rects);
slouken@0
  1075
		}
slouken@0
  1076
	}
slouken@0
  1077
}
slouken@0
  1078
slouken@0
  1079
/*
slouken@0
  1080
 * Performs hardware double buffering, if possible, or a full update if not.
slouken@0
  1081
 */
slouken@0
  1082
int SDL_Flip(SDL_Surface *screen)
slouken@0
  1083
{
slouken@0
  1084
	SDL_VideoDevice *video = current_video;
slouken@0
  1085
	/* Copy the shadow surface to the video surface */
slouken@0
  1086
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1087
		SDL_Rect rect;
slouken@488
  1088
		SDL_Palette *pal = screen->format->palette;
slouken@0
  1089
		SDL_Color *saved_colors = NULL;
slouken@488
  1090
		if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
  1091
			/* simulated 8bpp, use correct physical palette */
slouken@0
  1092
			saved_colors = pal->colors;
slouken@0
  1093
			if ( video->gammacols ) {
slouken@0
  1094
				/* gamma-corrected palette */
slouken@0
  1095
				pal->colors = video->gammacols;
slouken@0
  1096
			} else if ( video->physpal ) {
slouken@0
  1097
				/* physical palette different from logical */
slouken@0
  1098
				pal->colors = video->physpal->colors;
slouken@0
  1099
			}
slouken@0
  1100
		}
slouken@0
  1101
slouken@0
  1102
		rect.x = 0;
slouken@0
  1103
		rect.y = 0;
slouken@0
  1104
		rect.w = screen->w;
slouken@0
  1105
		rect.h = screen->h;
slouken@488
  1106
		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
slouken@488
  1107
			SDL_LockCursor();
slouken@488
  1108
			SDL_DrawCursor(SDL_ShadowSurface);
slouken@488
  1109
			SDL_LowerBlit(SDL_ShadowSurface, &rect,
slouken@488
  1110
					SDL_VideoSurface, &rect);
slouken@488
  1111
			SDL_EraseCursor(SDL_ShadowSurface);
slouken@488
  1112
			SDL_UnlockCursor();
slouken@488
  1113
		} else {
slouken@488
  1114
			SDL_LowerBlit(SDL_ShadowSurface, &rect,
slouken@488
  1115
					SDL_VideoSurface, &rect);
slouken@488
  1116
		}
slouken@488
  1117
		if ( saved_colors ) {
slouken@488
  1118
			pal->colors = saved_colors;
slouken@488
  1119
		}
slouken@0
  1120
slouken@488
  1121
		/* Fall through to video surface update */
slouken@0
  1122
		screen = SDL_VideoSurface;
slouken@0
  1123
	}
slouken@0
  1124
	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
  1125
		SDL_VideoDevice *this  = current_video;
slouken@0
  1126
		return(video->FlipHWSurface(this, SDL_VideoSurface));
slouken@0
  1127
	} else {
slouken@0
  1128
		SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1129
	}
slouken@0
  1130
	return(0);
slouken@0
  1131
}
slouken@0
  1132
slouken@0
  1133
static void SetPalette_logical(SDL_Surface *screen, SDL_Color *colors,
slouken@0
  1134
			       int firstcolor, int ncolors)
slouken@0
  1135
{
slouken@662
  1136
	SDL_Palette *pal = screen->format->palette;
slouken@0
  1137
	SDL_Palette *vidpal;
slouken@0
  1138
slouken@0
  1139
	if ( colors != (pal->colors + firstcolor) ) {
slouken@1336
  1140
		SDL_memcpy(pal->colors + firstcolor, colors,
slouken@0
  1141
		       ncolors * sizeof(*colors));
slouken@0
  1142
	}
slouken@0
  1143
slouken@3995
  1144
	if ( current_video && SDL_VideoSurface ) {
slouken@3995
  1145
		vidpal = SDL_VideoSurface->format->palette;
slouken@3995
  1146
		if ( (screen == SDL_ShadowSurface) && vidpal ) {
slouken@3995
  1147
			/*
slouken@3995
  1148
			 * This is a shadow surface, and the physical
slouken@3995
  1149
			 * framebuffer is also indexed. Propagate the
slouken@3995
  1150
			 * changes to its logical palette so that
slouken@3995
  1151
			 * updates are always identity blits
slouken@3995
  1152
			 */
slouken@3995
  1153
			SDL_memcpy(vidpal->colors + firstcolor, colors,
slouken@3995
  1154
			       ncolors * sizeof(*colors));
slouken@3995
  1155
		}
slouken@0
  1156
	}
slouken@0
  1157
	SDL_FormatChanged(screen);
slouken@0
  1158
}
slouken@0
  1159
slouken@0
  1160
static int SetPalette_physical(SDL_Surface *screen,
slouken@0
  1161
                               SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1162
{
slouken@0
  1163
	SDL_VideoDevice *video = current_video;
slouken@0
  1164
	int gotall = 1;
slouken@0
  1165
slouken@0
  1166
	if ( video->physpal ) {
slouken@0
  1167
		/* We need to copy the new colors, since we haven't
slouken@0
  1168
		 * already done the copy in the logical set above.
slouken@0
  1169
		 */
slouken@1336
  1170
		SDL_memcpy(video->physpal->colors + firstcolor,
slouken@0
  1171
		       colors, ncolors * sizeof(*colors));
slouken@0
  1172
	}
slouken@0
  1173
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1174
		if ( SDL_VideoSurface->flags & SDL_HWPALETTE ) {
slouken@0
  1175
			/*
slouken@0
  1176
			 * The real screen is also indexed - set its physical
slouken@0
  1177
			 * palette. The physical palette does not include the
slouken@0
  1178
			 * gamma modification, we apply it directly instead,
slouken@0
  1179
			 * but this only happens if we have hardware palette.
slouken@0
  1180
			 */
slouken@0
  1181
			screen = SDL_VideoSurface;
slouken@0
  1182
		} else {
slouken@0
  1183
			/*
slouken@0
  1184
			 * The video surface is not indexed - invalidate any
slouken@0
  1185
			 * active shadow-to-video blit mappings.
slouken@0
  1186
			 */
slouken@0
  1187
			if ( screen->map->dst == SDL_VideoSurface ) {
slouken@0
  1188
				SDL_InvalidateMap(screen->map);
slouken@0
  1189
			}
slouken@0
  1190
			if ( video->gamma ) {
slouken@0
  1191
				if( ! video->gammacols ) {
slouken@0
  1192
					SDL_Palette *pp = video->physpal;
slouken@0
  1193
					if(!pp)
slouken@0
  1194
						pp = screen->format->palette;
slouken@1336
  1195
					video->gammacols = SDL_malloc(pp->ncolors
slouken@0
  1196
							  * sizeof(SDL_Color));
slouken@0
  1197
					SDL_ApplyGamma(video->gamma,
slouken@0
  1198
						       pp->colors,
slouken@0
  1199
						       video->gammacols,
slouken@0
  1200
						       pp->ncolors);
slouken@0
  1201
				} else {
slouken@0
  1202
					SDL_ApplyGamma(video->gamma, colors,
slouken@0
  1203
						       video->gammacols
slouken@0
  1204
						       + firstcolor,
slouken@0
  1205
						       ncolors);
slouken@0
  1206
				}
slouken@0
  1207
			}
slouken@0
  1208
			SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1209
		}
slouken@0
  1210
	}
slouken@0
  1211
slouken@0
  1212
	if ( screen == SDL_VideoSurface ) {
slouken@0
  1213
		SDL_Color gcolors[256];
slouken@0
  1214
slouken@662
  1215
		if ( video->gamma ) {
slouken@662
  1216
			SDL_ApplyGamma(video->gamma, colors, gcolors, ncolors);
slouken@0
  1217
			colors = gcolors;
slouken@0
  1218
		}
slouken@0
  1219
		gotall = video->SetColors(video, firstcolor, ncolors, colors);
slouken@0
  1220
		if ( ! gotall ) {
slouken@0
  1221
			/* The video flags shouldn't have SDL_HWPALETTE, and
slouken@0
  1222
			   the video driver is responsible for copying back the
slouken@0
  1223
			   correct colors into the video surface palette.
slouken@0
  1224
			*/
slouken@0
  1225
			;
slouken@0
  1226
		}
slouken@0
  1227
		SDL_CursorPaletteChanged();
slouken@0
  1228
	}
slouken@0
  1229
	return gotall;
slouken@0
  1230
}
slouken@0
  1231
slouken@0
  1232
/*
slouken@0
  1233
 * Set the physical and/or logical colormap of a surface:
slouken@0
  1234
 * Only the screen has a physical colormap. It determines what is actually
slouken@0
  1235
 * sent to the display.
slouken@0
  1236
 * The logical colormap is used to map blits to/from the surface.
slouken@0
  1237
 * 'which' is one or both of SDL_LOGPAL, SDL_PHYSPAL
slouken@0
  1238
 *
slouken@0
  1239
 * Return nonzero if all colours were set as requested, or 0 otherwise.
slouken@0
  1240
 */
slouken@0
  1241
int SDL_SetPalette(SDL_Surface *screen, int which,
slouken@0
  1242
		   SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1243
{
slouken@662
  1244
	SDL_Palette *pal;
slouken@0
  1245
	int gotall;
slouken@0
  1246
	int palsize;
slouken@0
  1247
slouken@3995
  1248
	if ( !screen ) {
slouken@34
  1249
		return 0;
slouken@34
  1250
	}
slouken@3995
  1251
	if ( !current_video || screen != SDL_PublicSurface ) {
slouken@662
  1252
		/* only screens have physical palettes */
slouken@662
  1253
		which &= ~SDL_PHYSPAL;
slouken@3995
  1254
	} else if ( (screen->flags & SDL_HWPALETTE) != SDL_HWPALETTE ) {
slouken@662
  1255
		/* hardware palettes required for split colormaps */
slouken@662
  1256
		which |= SDL_PHYSPAL | SDL_LOGPAL;
slouken@0
  1257
	}
slouken@0
  1258
slouken@0
  1259
	/* Verify the parameters */
slouken@0
  1260
	pal = screen->format->palette;
slouken@0
  1261
	if( !pal ) {
slouken@662
  1262
		return 0;	/* not a palettized surface */
slouken@0
  1263
	}
slouken@0
  1264
	gotall = 1;
slouken@0
  1265
	palsize = 1 << screen->format->BitsPerPixel;
slouken@0
  1266
	if ( ncolors > (palsize - firstcolor) ) {
slouken@662
  1267
		ncolors = (palsize - firstcolor);
slouken@0
  1268
		gotall = 0;
slouken@0
  1269
	}
slouken@0
  1270
slouken@0
  1271
	if ( which & SDL_LOGPAL ) {
slouken@0
  1272
		/*
slouken@0
  1273
		 * Logical palette change: The actual screen isn't affected,
slouken@0
  1274
		 * but the internal colormap is altered so that the
slouken@0
  1275
		 * interpretation of the pixel values (for blits etc) is
slouken@0
  1276
		 * changed.
slouken@0
  1277
		 */
slouken@662
  1278
		SetPalette_logical(screen, colors, firstcolor, ncolors);
slouken@0
  1279
	}
slouken@0
  1280
	if ( which & SDL_PHYSPAL ) {
slouken@0
  1281
		SDL_VideoDevice *video = current_video;
slouken@662
  1282
		/*
slouken@0
  1283
		 * Physical palette change: This doesn't affect the
slouken@0
  1284
		 * program's idea of what the screen looks like, but changes
slouken@0
  1285
		 * its actual appearance.
slouken@0
  1286
		 */
slouken@3995
  1287
		if ( !video->physpal && !(which & SDL_LOGPAL) ) {
slouken@0
  1288
			/* Lazy physical palette allocation */
slouken@662
  1289
			int size;
slouken@1336
  1290
			SDL_Palette *pp = SDL_malloc(sizeof(*pp));
slouken@944
  1291
			if ( !pp ) {
slouken@944
  1292
				return 0;
slouken@944
  1293
			}
slouken@3995
  1294
			video->physpal = pp;
slouken@0
  1295
			pp->ncolors = pal->ncolors;
slouken@0
  1296
			size = pp->ncolors * sizeof(SDL_Color);
slouken@1336
  1297
			pp->colors = SDL_malloc(size);
slouken@944
  1298
			if ( !pp->colors ) {
slouken@944
  1299
				return 0;
slouken@944
  1300
			}
slouken@1336
  1301
			SDL_memcpy(pp->colors, pal->colors, size);
slouken@0
  1302
		}
slouken@0
  1303
		if ( ! SetPalette_physical(screen,
slouken@0
  1304
		                           colors, firstcolor, ncolors) ) {
slouken@0
  1305
			gotall = 0;
slouken@0
  1306
		}
slouken@0
  1307
	}
slouken@0
  1308
	return gotall;
slouken@0
  1309
}
slouken@0
  1310
slouken@0
  1311
int SDL_SetColors(SDL_Surface *screen, SDL_Color *colors, int firstcolor,
slouken@0
  1312
		  int ncolors)
slouken@0
  1313
{
slouken@662
  1314
	return SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL,
slouken@0
  1315
			      colors, firstcolor, ncolors);
slouken@0
  1316
}
slouken@0
  1317
slouken@0
  1318
/*
slouken@0
  1319
 * Clean up the video subsystem
slouken@0
  1320
 */
slouken@0
  1321
void SDL_VideoQuit (void)
slouken@0
  1322
{
slouken@0
  1323
	SDL_Surface *ready_to_go;
slouken@0
  1324
slouken@0
  1325
	if ( current_video ) {
slouken@0
  1326
		SDL_VideoDevice *video = current_video;
slouken@0
  1327
		SDL_VideoDevice *this  = current_video;
slouken@0
  1328
slouken@0
  1329
		/* Halt event processing before doing anything else */
slouken@0
  1330
		SDL_StopEventLoop();
slouken@0
  1331
slouken@0
  1332
		/* Clean up allocated window manager items */
slouken@0
  1333
		if ( SDL_PublicSurface ) {
slouken@0
  1334
			SDL_PublicSurface = NULL;
slouken@0
  1335
		}
slouken@0
  1336
		SDL_CursorQuit();
slouken@0
  1337
slouken@0
  1338
		/* Just in case... */
slouken@0
  1339
		SDL_WM_GrabInputOff();
slouken@0
  1340
slouken@0
  1341
		/* Clean up the system video */
slouken@0
  1342
		video->VideoQuit(this);
slouken@0
  1343
slouken@0
  1344
		/* Free any lingering surfaces */
slouken@0
  1345
		ready_to_go = SDL_ShadowSurface;
slouken@0
  1346
		SDL_ShadowSurface = NULL;
slouken@0
  1347
		SDL_FreeSurface(ready_to_go);
slouken@0
  1348
		if ( SDL_VideoSurface != NULL ) {
slouken@0
  1349
			ready_to_go = SDL_VideoSurface;
slouken@0
  1350
			SDL_VideoSurface = NULL;
slouken@0
  1351
			SDL_FreeSurface(ready_to_go);
slouken@0
  1352
		}
slouken@0
  1353
		SDL_PublicSurface = NULL;
slouken@0
  1354
slouken@0
  1355
		/* Clean up miscellaneous memory */
slouken@0
  1356
		if ( video->physpal ) {
slouken@1336
  1357
			SDL_free(video->physpal->colors);
slouken@1336
  1358
			SDL_free(video->physpal);
slouken@0
  1359
			video->physpal = NULL;
slouken@0
  1360
		}
slouken@0
  1361
		if ( video->gammacols ) {
slouken@1336
  1362
			SDL_free(video->gammacols);
slouken@0
  1363
			video->gammacols = NULL;
slouken@0
  1364
		}
slouken@0
  1365
		if ( video->gamma ) {
slouken@1336
  1366
			SDL_free(video->gamma);
slouken@0
  1367
			video->gamma = NULL;
slouken@0
  1368
		}
slouken@58
  1369
		if ( video->wm_title != NULL ) {
slouken@1336
  1370
			SDL_free(video->wm_title);
slouken@58
  1371
			video->wm_title = NULL;
slouken@0
  1372
		}
slouken@58
  1373
		if ( video->wm_icon != NULL ) {
slouken@1336
  1374
			SDL_free(video->wm_icon);
slouken@58
  1375
			video->wm_icon = NULL;
slouken@0
  1376
		}
slouken@0
  1377
slouken@0
  1378
		/* Finish cleaning up video subsystem */
slouken@0
  1379
		video->free(this);
slouken@0
  1380
		current_video = NULL;
slouken@0
  1381
	}
slouken@0
  1382
	return;
slouken@0
  1383
}
slouken@0
  1384
slouken@0
  1385
/* Load the GL driver library */
slouken@0
  1386
int SDL_GL_LoadLibrary(const char *path)
slouken@0
  1387
{
slouken@0
  1388
	SDL_VideoDevice *video = current_video;
slouken@0
  1389
	SDL_VideoDevice *this = current_video;
slouken@0
  1390
	int retval;
slouken@0
  1391
slouken@0
  1392
	retval = -1;
icculus@423
  1393
	if ( video == NULL ) {
icculus@423
  1394
		SDL_SetError("Video subsystem has not been initialized");
slouken@0
  1395
	} else {
icculus@423
  1396
		if ( video->GL_LoadLibrary ) {
icculus@423
  1397
			retval = video->GL_LoadLibrary(this, path);
icculus@423
  1398
		} else {
icculus@423
  1399
			SDL_SetError("No dynamic GL support in video driver");
icculus@423
  1400
		}
slouken@0
  1401
	}
slouken@0
  1402
	return(retval);
slouken@0
  1403
}
slouken@0
  1404
slouken@0
  1405
void *SDL_GL_GetProcAddress(const char* proc)
slouken@0
  1406
{
slouken@0
  1407
	SDL_VideoDevice *video = current_video;
slouken@0
  1408
	SDL_VideoDevice *this = current_video;
slouken@0
  1409
	void *func;
slouken@0
  1410
slouken@0
  1411
	func = NULL;
slouken@0
  1412
	if ( video->GL_GetProcAddress ) {
slouken@0
  1413
		if ( video->gl_config.driver_loaded ) {
slouken@0
  1414
			func = video->GL_GetProcAddress(this, proc);
slouken@0
  1415
		} else {
slouken@0
  1416
			SDL_SetError("No GL driver has been loaded");
slouken@0
  1417
		}
slouken@0
  1418
	} else {
slouken@0
  1419
		SDL_SetError("No dynamic GL support in video driver");
slouken@0
  1420
	}
slouken@0
  1421
	return func;
slouken@0
  1422
}
slouken@0
  1423
slouken@0
  1424
/* Set the specified GL attribute for setting up a GL video mode */
slouken@0
  1425
int SDL_GL_SetAttribute( SDL_GLattr attr, int value )
slouken@0
  1426
{
slouken@0
  1427
	int retval;
slouken@0
  1428
	SDL_VideoDevice *video = current_video;
slouken@0
  1429
slouken@0
  1430
	retval = 0;
slouken@0
  1431
	switch (attr) {
slouken@0
  1432
		case SDL_GL_RED_SIZE:
slouken@0
  1433
			video->gl_config.red_size = value;
slouken@0
  1434
			break;
slouken@0
  1435
		case SDL_GL_GREEN_SIZE:
slouken@0
  1436
			video->gl_config.green_size = value;
slouken@0
  1437
			break;
slouken@0
  1438
		case SDL_GL_BLUE_SIZE:
slouken@0
  1439
			video->gl_config.blue_size = value;
slouken@0
  1440
			break;
slouken@0
  1441
		case SDL_GL_ALPHA_SIZE:
slouken@0
  1442
			video->gl_config.alpha_size = value;
slouken@0
  1443
			break;
slouken@0
  1444
		case SDL_GL_DOUBLEBUFFER:
slouken@0
  1445
			video->gl_config.double_buffer = value;
slouken@0
  1446
			break;
slouken@662
  1447
		case SDL_GL_BUFFER_SIZE:
slouken@662
  1448
			video->gl_config.buffer_size = value;
slouken@0
  1449
			break;
slouken@0
  1450
		case SDL_GL_DEPTH_SIZE:
slouken@0
  1451
			video->gl_config.depth_size = value;
slouken@0
  1452
			break;
slouken@0
  1453
		case SDL_GL_STENCIL_SIZE:
slouken@0
  1454
			video->gl_config.stencil_size = value;
slouken@0
  1455
			break;
slouken@450
  1456
		case SDL_GL_ACCUM_RED_SIZE:
slouken@0
  1457
			video->gl_config.accum_red_size = value;
slouken@0
  1458
			break;
slouken@450
  1459
		case SDL_GL_ACCUM_GREEN_SIZE:
slouken@0
  1460
			video->gl_config.accum_green_size = value;
slouken@0
  1461
			break;
slouken@450
  1462
		case SDL_GL_ACCUM_BLUE_SIZE:
slouken@0
  1463
			video->gl_config.accum_blue_size = value;
slouken@0
  1464
			break;
slouken@450
  1465
		case SDL_GL_ACCUM_ALPHA_SIZE:
slouken@0
  1466
			video->gl_config.accum_alpha_size = value;
slouken@0
  1467
			break;
slouken@450
  1468
		case SDL_GL_STEREO:
slouken@450
  1469
			video->gl_config.stereo = value;
slouken@450
  1470
			break;
slouken@656
  1471
		case SDL_GL_MULTISAMPLEBUFFERS:
slouken@656
  1472
			video->gl_config.multisamplebuffers = value;
slouken@655
  1473
			break;
slouken@656
  1474
		case SDL_GL_MULTISAMPLESAMPLES:
slouken@656
  1475
			video->gl_config.multisamplesamples = value;
slouken@655
  1476
			break;
slouken@1737
  1477
		case SDL_GL_ACCELERATED_VISUAL:
slouken@1737
  1478
			video->gl_config.accelerated = value;
slouken@1737
  1479
			break;
slouken@1736
  1480
		case SDL_GL_SWAP_CONTROL:
slouken@1736
  1481
			video->gl_config.swap_control = value;
slouken@1736
  1482
			break;
slouken@0
  1483
		default:
slouken@0
  1484
			SDL_SetError("Unknown OpenGL attribute");
slouken@0
  1485
			retval = -1;
slouken@0
  1486
			break;
slouken@0
  1487
	}
slouken@0
  1488
	return(retval);
slouken@0
  1489
}
slouken@0
  1490
slouken@0
  1491
/* Retrieve an attribute value from the windowing system. */
slouken@0
  1492
int SDL_GL_GetAttribute(SDL_GLattr attr, int* value)
slouken@0
  1493
{
slouken@0
  1494
	int retval = -1;
slouken@0
  1495
	SDL_VideoDevice* video = current_video;
slouken@0
  1496
	SDL_VideoDevice* this = current_video;
slouken@0
  1497
slouken@0
  1498
	if ( video->GL_GetAttribute ) {
slouken@0
  1499
		retval = this->GL_GetAttribute(this, attr, value);
slouken@11
  1500
	} else {
slouken@11
  1501
		*value = 0;
slouken@11
  1502
		SDL_SetError("GL_GetAttribute not supported");
slouken@0
  1503
	}
slouken@0
  1504
	return retval;
slouken@0
  1505
}
slouken@0
  1506
slouken@0
  1507
/* Perform a GL buffer swap on the current GL context */
slouken@0
  1508
void SDL_GL_SwapBuffers(void)
slouken@0
  1509
{
slouken@0
  1510
	SDL_VideoDevice *video = current_video;
slouken@0
  1511
	SDL_VideoDevice *this = current_video;
slouken@0
  1512
slouken@0
  1513
	if ( video->screen->flags & SDL_OPENGL ) {
slouken@266
  1514
		video->GL_SwapBuffers(this);
slouken@266
  1515
	} else {
slouken@266
  1516
		SDL_SetError("OpenGL video mode has not been set");
slouken@0
  1517
	}
slouken@0
  1518
}
slouken@0
  1519
slouken@0
  1520
/* Update rects with locking */
slouken@0
  1521
void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect *rects)
slouken@0
  1522
{
slouken@0
  1523
	SDL_GL_Lock();
slouken@0
  1524
 	SDL_GL_UpdateRects(numrects, rects);
slouken@0
  1525
	SDL_GL_Unlock();
slouken@0
  1526
}
slouken@0
  1527
slouken@0
  1528
/* Update rects without state setting and changing (the caller is responsible for it) */
slouken@0
  1529
void SDL_GL_UpdateRects(int numrects, SDL_Rect *rects)
slouken@0
  1530
{
slouken@1361
  1531
#if SDL_VIDEO_OPENGL
slouken@0
  1532
	SDL_VideoDevice *this = current_video;
slouken@0
  1533
	SDL_Rect update, tmp;
slouken@0
  1534
	int x, y, i;
slouken@0
  1535
slouken@0
  1536
	for ( i = 0; i < numrects; i++ )
slouken@0
  1537
	{
slouken@0
  1538
		tmp.y = rects[i].y;
slouken@0
  1539
		tmp.h = rects[i].h;
slouken@0
  1540
		for ( y = 0; y <= rects[i].h / 256; y++ )
slouken@0
  1541
		{
slouken@0
  1542
			tmp.x = rects[i].x;
slouken@0
  1543
			tmp.w = rects[i].w;
slouken@0
  1544
			for ( x = 0; x <= rects[i].w / 256; x++ )
slouken@0
  1545
			{
slouken@0
  1546
				update.x = tmp.x;
slouken@0
  1547
				update.y = tmp.y;
slouken@0
  1548
				update.w = tmp.w;
slouken@0
  1549
				update.h = tmp.h;
slouken@0
  1550
slouken@0
  1551
				if ( update.w > 256 )
slouken@0
  1552
					update.w = 256;
slouken@0
  1553
slouken@0
  1554
				if ( update.h > 256 )
slouken@0
  1555
					update.h = 256;
slouken@0
  1556
			
slouken@0
  1557
				this->glFlush();
slouken@0
  1558
				this->glTexSubImage2D( 
slouken@0
  1559
					GL_TEXTURE_2D, 
slouken@0
  1560
					0, 
slouken@0
  1561
					0, 
slouken@0
  1562
					0, 
slouken@0
  1563
					update.w, 
slouken@0
  1564
					update.h, 
slouken@0
  1565
					this->is_32bit? GL_RGBA : GL_RGB,
slouken@0
  1566
#ifdef GL_VERSION_1_2
slouken@0
  1567
					this->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
  1568
#else
slouken@0
  1569
					GL_UNSIGNED_BYTE,
slouken@0
  1570
#endif
slouken@0
  1571
					(Uint8 *)this->screen->pixels + 
slouken@0
  1572
						this->screen->format->BytesPerPixel * update.x + 
slouken@0
  1573
						update.y * this->screen->pitch );
slouken@0
  1574
	
slouken@0
  1575
				this->glFlush();
slouken@0
  1576
				/*
slouken@0
  1577
				* Note the parens around the function name:
slouken@0
  1578
				* This is because some OpenGL implementations define glTexCoord etc 
slouken@0
  1579
				* as macros, and we don't want them expanded here.
slouken@0
  1580
				*/
slouken@0
  1581
				this->glBegin(GL_TRIANGLE_STRIP);
slouken@0
  1582
					(this->glTexCoord2f)( 0.0, 0.0 );	
slouken@0
  1583
					(this->glVertex2i)( update.x, update.y );
slouken@0
  1584
					(this->glTexCoord2f)( (float)(update.w / 256.0), 0.0 );	
slouken@0
  1585
					(this->glVertex2i)( update.x + update.w, update.y );
slouken@0
  1586
					(this->glTexCoord2f)( 0.0, (float)(update.h / 256.0) );
slouken@0
  1587
					(this->glVertex2i)( update.x, update.y + update.h );
slouken@0
  1588
					(this->glTexCoord2f)( (float)(update.w / 256.0), (float)(update.h / 256.0) );	
slouken@0
  1589
					(this->glVertex2i)( update.x + update.w	, update.y + update.h );
slouken@0
  1590
				this->glEnd();	
slouken@0
  1591
			
slouken@0
  1592
				tmp.x += 256;
slouken@0
  1593
				tmp.w -= 256;
slouken@0
  1594
			}
slouken@0
  1595
			tmp.y += 256;
slouken@0
  1596
			tmp.h -= 256;
slouken@0
  1597
		}
slouken@0
  1598
	}
slouken@0
  1599
#endif
slouken@0
  1600
}
slouken@0
  1601
slouken@0
  1602
/* Lock == save current state */
slouken@0
  1603
void SDL_GL_Lock()
slouken@0
  1604
{
slouken@1361
  1605
#if SDL_VIDEO_OPENGL
slouken@0
  1606
	lock_count--;
slouken@0
  1607
	if (lock_count==-1)
slouken@0
  1608
	{
slouken@0
  1609
		SDL_VideoDevice *this = current_video;
slouken@0
  1610
slouken@0
  1611
		this->glPushAttrib( GL_ALL_ATTRIB_BITS );	/* TODO: narrow range of what is saved */
slouken@125
  1612
#ifdef GL_CLIENT_PIXEL_STORE_BIT
slouken@0
  1613
		this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
slouken@125
  1614
#endif
slouken@0
  1615
slouken@0
  1616
		this->glEnable(GL_TEXTURE_2D);
slouken@0
  1617
		this->glEnable(GL_BLEND);
slouken@0
  1618
		this->glDisable(GL_FOG);
slouken@0
  1619
		this->glDisable(GL_ALPHA_TEST);
slouken@0
  1620
		this->glDisable(GL_DEPTH_TEST);
slouken@0
  1621
		this->glDisable(GL_SCISSOR_TEST);	
slouken@0
  1622
		this->glDisable(GL_STENCIL_TEST);
slouken@0
  1623
		this->glDisable(GL_CULL_FACE);
slouken@0
  1624
slouken@0
  1625
		this->glBindTexture( GL_TEXTURE_2D, this->texture );
slouken@0
  1626
		this->glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
slouken@0
  1627
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
slouken@0
  1628
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
slouken@0
  1629
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
slouken@0
  1630
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
slouken@0
  1631
slouken@0
  1632
		this->glPixelStorei( GL_UNPACK_ROW_LENGTH, this->screen->pitch / this->screen->format->BytesPerPixel );
slouken@0
  1633
		this->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@0
  1634
		(this->glColor4f)(1.0, 1.0, 1.0, 1.0);		/* Solaris workaround */
slouken@0
  1635
slouken@0
  1636
		this->glViewport(0, 0, this->screen->w, this->screen->h);
slouken@0
  1637
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1638
		this->glPushMatrix();
slouken@0
  1639
		this->glLoadIdentity();
slouken@0
  1640
slouken@0
  1641
		this->glOrtho(0.0, (GLdouble) this->screen->w, (GLdouble) this->screen->h, 0.0, 0.0, 1.0);
slouken@0
  1642
slouken@0
  1643
		this->glMatrixMode(GL_MODELVIEW);
slouken@0
  1644
		this->glPushMatrix();
slouken@0
  1645
		this->glLoadIdentity();
slouken@0
  1646
	}
slouken@0
  1647
#endif
slouken@0
  1648
}
slouken@0
  1649
slouken@0
  1650
/* Unlock == restore saved state */
slouken@0
  1651
void SDL_GL_Unlock()
slouken@0
  1652
{
slouken@1361
  1653
#if SDL_VIDEO_OPENGL
slouken@0
  1654
	lock_count++;
slouken@0
  1655
	if (lock_count==0)
slouken@0
  1656
	{
slouken@0
  1657
		SDL_VideoDevice *this = current_video;
slouken@0
  1658
slouken@0
  1659
		this->glPopMatrix();
slouken@0
  1660
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1661
		this->glPopMatrix();
slouken@0
  1662
slouken@0
  1663
		this->glPopClientAttrib();
slouken@0
  1664
		this->glPopAttrib();
slouken@0
  1665
	}
slouken@0
  1666
#endif
slouken@0
  1667
}
slouken@0
  1668
slouken@0
  1669
/*
slouken@0
  1670
 * Sets/Gets the title and icon text of the display window, if any.
slouken@0
  1671
 */
slouken@0
  1672
void SDL_WM_SetCaption (const char *title, const char *icon)
slouken@0
  1673
{
slouken@0
  1674
	SDL_VideoDevice *video = current_video;
slouken@0
  1675
	SDL_VideoDevice *this  = current_video;
slouken@0
  1676
slouken@58
  1677
	if ( video ) {
slouken@58
  1678
		if ( title ) {
slouken@58
  1679
			if ( video->wm_title ) {
slouken@1336
  1680
				SDL_free(video->wm_title);
slouken@58
  1681
			}
slouken@1379
  1682
			video->wm_title = SDL_strdup(title);
slouken@0
  1683
		}
slouken@58
  1684
		if ( icon ) {
slouken@58
  1685
			if ( video->wm_icon ) {
slouken@1336
  1686
				SDL_free(video->wm_icon);
slouken@58
  1687
			}
slouken@1379
  1688
			video->wm_icon = SDL_strdup(icon);
slouken@0
  1689
		}
slouken@58
  1690
		if ( (title || icon) && (video->SetCaption != NULL) ) {
slouken@58
  1691
			video->SetCaption(this, video->wm_title,video->wm_icon);
slouken@0
  1692
		}
slouken@0
  1693
	}
slouken@0
  1694
}
slouken@0
  1695
void SDL_WM_GetCaption (char **title, char **icon)
slouken@0
  1696
{
slouken@58
  1697
	SDL_VideoDevice *video = current_video;
slouken@58
  1698
slouken@58
  1699
	if ( video ) {
slouken@58
  1700
		if ( title ) {
slouken@58
  1701
			*title = video->wm_title;
slouken@58
  1702
		}
slouken@58
  1703
		if ( icon ) {
slouken@58
  1704
			*icon = video->wm_icon;
slouken@58
  1705
		}
slouken@0
  1706
	}
slouken@0
  1707
}
slouken@0
  1708
slouken@541
  1709
/* Utility function used by SDL_WM_SetIcon();
slouken@541
  1710
 * flags & 1 for color key, flags & 2 for alpha channel. */
slouken@541
  1711
static void CreateMaskFromColorKeyOrAlpha(SDL_Surface *icon, Uint8 *mask, int flags)
slouken@0
  1712
{
slouken@0
  1713
	int x, y;
slouken@0
  1714
	Uint32 colorkey;
slouken@0
  1715
#define SET_MASKBIT(icon, x, y, mask) \
slouken@0
  1716
	mask[(y*((icon->w+7)/8))+(x/8)] &= ~(0x01<<(7-(x%8)))
slouken@0
  1717
slouken@0
  1718
	colorkey = icon->format->colorkey;
slouken@0
  1719
	switch (icon->format->BytesPerPixel) {
slouken@0
  1720
		case 1: { Uint8 *pixels;
slouken@0
  1721
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1722
				pixels = (Uint8 *)icon->pixels + y*icon->pitch;
slouken@0
  1723
				for ( x=0; x<icon->w; ++x ) {
slouken@0
  1724
					if ( *pixels++ == colorkey ) {
slouken@0
  1725
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1726
					}
slouken@0
  1727
				}
slouken@0
  1728
			}
slouken@0
  1729
		}
slouken@0
  1730
		break;
slouken@0
  1731
slouken@0
  1732
		case 2: { Uint16 *pixels;
slouken@0
  1733
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1734
				pixels = (Uint16 *)icon->pixels +
slouken@0
  1735
				                   y*icon->pitch/2;
slouken@0
  1736
				for ( x=0; x<icon->w; ++x ) {
slouken@541
  1737
					if ( (flags & 1) && *pixels == colorkey ) {
slouken@541
  1738
						SET_MASKBIT(icon, x, y, mask);
slouken@541
  1739
					} else if((flags & 2) && (*pixels & icon->format->Amask) == 0) {
slouken@0
  1740
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1741
					}
slouken@541
  1742
					pixels++;
slouken@0
  1743
				}
slouken@0
  1744
			}
slouken@0
  1745
		}
slouken@0
  1746
		break;
slouken@0
  1747
slouken@0
  1748
		case 4: { Uint32 *pixels;
slouken@0
  1749
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1750
				pixels = (Uint32 *)icon->pixels +
slouken@0
  1751
				                   y*icon->pitch/4;
slouken@0
  1752
				for ( x=0; x<icon->w; ++x ) {
slouken@541
  1753
					if ( (flags & 1) && *pixels == colorkey ) {
slouken@541
  1754
						SET_MASKBIT(icon, x, y, mask);
slouken@541
  1755
					} else if((flags & 2) && (*pixels & icon->format->Amask) == 0) {
slouken@0
  1756
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1757
					}
slouken@541
  1758
					pixels++;
slouken@0
  1759
				}
slouken@0
  1760
			}
slouken@0
  1761
		}
slouken@0
  1762
		break;
slouken@0
  1763
	}
slouken@0
  1764
}
slouken@0
  1765
slouken@0
  1766
/*
slouken@0
  1767
 * Sets the window manager icon for the display window.
slouken@0
  1768
 */
slouken@0
  1769
void SDL_WM_SetIcon (SDL_Surface *icon, Uint8 *mask)
slouken@0
  1770
{
slouken@0
  1771
	SDL_VideoDevice *video = current_video;
slouken@0
  1772
	SDL_VideoDevice *this  = current_video;
slouken@0
  1773
slouken@0
  1774
	if ( icon && video->SetIcon ) {
slouken@0
  1775
		/* Generate a mask if necessary, and create the icon! */
slouken@0
  1776
		if ( mask == NULL ) {
slouken@0
  1777
			int mask_len = icon->h*(icon->w+7)/8;
slouken@541
  1778
			int flags = 0;
slouken@1336
  1779
			mask = (Uint8 *)SDL_malloc(mask_len);
slouken@0
  1780
			if ( mask == NULL ) {
slouken@0
  1781
				return;
slouken@0
  1782
			}
slouken@1336
  1783
			SDL_memset(mask, ~0, mask_len);
slouken@541
  1784
			if ( icon->flags & SDL_SRCCOLORKEY ) flags |= 1;
slouken@541
  1785
			if ( icon->flags & SDL_SRCALPHA ) flags |= 2;
slouken@541
  1786
			if( flags ) {
slouken@541
  1787
				CreateMaskFromColorKeyOrAlpha(icon, mask, flags);
slouken@0
  1788
			}
slouken@0
  1789
			video->SetIcon(video, icon, mask);
slouken@1336
  1790
			SDL_free(mask);
slouken@0
  1791
		} else {
slouken@0
  1792
			video->SetIcon(this, icon, mask);
slouken@0
  1793
		}
slouken@0
  1794
	}
slouken@0
  1795
}
slouken@0
  1796
slouken@0
  1797
/*
slouken@0
  1798
 * Grab or ungrab the keyboard and mouse input.
slouken@0
  1799
 * This function returns the final grab mode after calling the
slouken@0
  1800
 * driver dependent function.
slouken@0
  1801
 */
slouken@0
  1802
static SDL_GrabMode SDL_WM_GrabInputRaw(SDL_GrabMode mode)
slouken@0
  1803
{
slouken@0
  1804
	SDL_VideoDevice *video = current_video;
slouken@0
  1805
	SDL_VideoDevice *this  = current_video;
slouken@0
  1806
slouken@0
  1807
	/* Only do something if we have support for grabs */
slouken@0
  1808
	if ( video->GrabInput == NULL ) {
slouken@0
  1809
		return(video->input_grab);
slouken@0
  1810
	}
slouken@0
  1811
slouken@0
  1812
	/* If the final grab mode if off, only then do we actually grab */
slouken@0
  1813
#ifdef DEBUG_GRAB
slouken@0
  1814
  printf("SDL_WM_GrabInputRaw(%d) ... ", mode);
slouken@0
  1815
#endif
slouken@0
  1816
	if ( mode == SDL_GRAB_OFF ) {
slouken@0
  1817
		if ( video->input_grab != SDL_GRAB_OFF ) {
slouken@0
  1818
			mode = video->GrabInput(this, mode);
slouken@0
  1819
		}
slouken@0
  1820
	} else {
slouken@0
  1821
		if ( video->input_grab == SDL_GRAB_OFF ) {
slouken@0
  1822
			mode = video->GrabInput(this, mode);
slouken@0
  1823
		}
slouken@0
  1824
	}
slouken@0
  1825
	if ( mode != video->input_grab ) {
slouken@0
  1826
		video->input_grab = mode;
slouken@0
  1827
		if ( video->CheckMouseMode ) {
slouken@0
  1828
			video->CheckMouseMode(this);
slouken@0
  1829
		}
slouken@0
  1830
	}
slouken@0
  1831
#ifdef DEBUG_GRAB
slouken@0
  1832
  printf("Final mode %d\n", video->input_grab);
slouken@0
  1833
#endif
slouken@0
  1834
slouken@0
  1835
	/* Return the final grab state */
slouken@0
  1836
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1837
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1838
	}
slouken@0
  1839
	return(mode);
slouken@0
  1840
}
slouken@0
  1841
SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode)
slouken@0
  1842
{
slouken@0
  1843
	SDL_VideoDevice *video = current_video;
slouken@0
  1844
slouken@11
  1845
	/* If the video isn't initialized yet, we can't do anything */
slouken@11
  1846
	if ( ! video ) {
slouken@11
  1847
		return SDL_GRAB_OFF;
slouken@11
  1848
	}
slouken@0
  1849
slouken@0
  1850
	/* Return the current mode on query */
slouken@0
  1851
	if ( mode == SDL_GRAB_QUERY ) {
slouken@0
  1852
		mode = video->input_grab;
slouken@0
  1853
		if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1854
			mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1855
		}
slouken@0
  1856
		return(mode);
slouken@0
  1857
	}
slouken@0
  1858
slouken@0
  1859
#ifdef DEBUG_GRAB
slouken@0
  1860
  printf("SDL_WM_GrabInput(%d) ... ", mode);
slouken@0
  1861
#endif
slouken@0
  1862
	/* If the video surface is fullscreen, we always grab */
slouken@0
  1863
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1864
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1865
	}
slouken@0
  1866
	if ( SDL_VideoSurface && (SDL_VideoSurface->flags & SDL_FULLSCREEN) ) {
slouken@0
  1867
		mode += SDL_GRAB_FULLSCREEN;
slouken@0
  1868
	}
slouken@0
  1869
	return(SDL_WM_GrabInputRaw(mode));
slouken@0
  1870
}
slouken@0
  1871
static SDL_GrabMode SDL_WM_GrabInputOff(void)
slouken@0
  1872
{
slouken@0
  1873
	SDL_GrabMode mode;
slouken@0
  1874
slouken@0
  1875
	/* First query the current grab state */
slouken@0
  1876
	mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
slouken@0
  1877
slouken@0
  1878
	/* Now explicitly turn off input grab */
slouken@0
  1879
	SDL_WM_GrabInputRaw(SDL_GRAB_OFF);
slouken@0
  1880
slouken@0
  1881
	/* Return the old state */
slouken@0
  1882
	return(mode);
slouken@0
  1883
}
slouken@0
  1884
slouken@0
  1885
/*
slouken@0
  1886
 * Iconify the window in window managed environments.
slouken@0
  1887
 * A successful iconification will result in an SDL_APPACTIVE loss event.
slouken@0
  1888
 */
slouken@0
  1889
int SDL_WM_IconifyWindow(void)
slouken@0
  1890
{
slouken@0
  1891
	SDL_VideoDevice *video = current_video;
slouken@0
  1892
	SDL_VideoDevice *this  = current_video;
slouken@0
  1893
	int retval;
slouken@0
  1894
slouken@0
  1895
	retval = 0;
slouken@0
  1896
	if ( video->IconifyWindow ) {
slouken@0
  1897
		retval = video->IconifyWindow(this);
slouken@0
  1898
	}
slouken@0
  1899
	return(retval);
slouken@0
  1900
}
slouken@0
  1901
slouken@0
  1902
/*
slouken@0
  1903
 * Toggle fullscreen mode
slouken@0
  1904
 */
slouken@0
  1905
int SDL_WM_ToggleFullScreen(SDL_Surface *surface)
slouken@0
  1906
{
slouken@0
  1907
	SDL_VideoDevice *video = current_video;
slouken@0
  1908
	SDL_VideoDevice *this  = current_video;
slouken@0
  1909
	int toggled;
slouken@0
  1910
slouken@0
  1911
	toggled = 0;
slouken@0
  1912
	if ( SDL_PublicSurface && (surface == SDL_PublicSurface) &&
slouken@0
  1913
	     video->ToggleFullScreen ) {
slouken@0
  1914
		if ( surface->flags & SDL_FULLSCREEN ) {
slouken@0
  1915
			toggled = video->ToggleFullScreen(this, 0);
slouken@0
  1916
			if ( toggled ) {
slouken@0
  1917
				SDL_VideoSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1918
				SDL_PublicSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1919
			}
slouken@0
  1920
		} else {
slouken@0
  1921
			toggled = video->ToggleFullScreen(this, 1);
slouken@0
  1922
			if ( toggled ) {
slouken@0
  1923
				SDL_VideoSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1924
				SDL_PublicSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1925
			}
slouken@0
  1926
		}
slouken@0
  1927
		/* Double-check the grab state inside SDL_WM_GrabInput() */
slouken@0
  1928
		if ( toggled ) {
slouken@0
  1929
			SDL_WM_GrabInput(video->input_grab);
slouken@0
  1930
		}
slouken@0
  1931
	}
slouken@0
  1932
	return(toggled);
slouken@0
  1933
}
slouken@0
  1934
slouken@0
  1935
/*
slouken@0
  1936
 * Get some platform dependent window manager information
slouken@0
  1937
 */
slouken@0
  1938
int SDL_GetWMInfo (SDL_SysWMinfo *info)
slouken@0
  1939
{
slouken@0
  1940
	SDL_VideoDevice *video = current_video;
slouken@0
  1941
	SDL_VideoDevice *this  = current_video;
slouken@0
  1942
slouken@0
  1943
	if ( video && video->GetWMInfo ) {
slouken@0
  1944
		return(video->GetWMInfo(this, info));
slouken@0
  1945
	} else {
slouken@0
  1946
		return(0);
slouken@0
  1947
	}
slouken@0
  1948
}