src/video/SDL_video.c
author Ryan C. Gordon <icculus@icculus.org>
Thu, 08 Sep 2005 18:26:56 +0000
changeset 1141 fe1fa56dcbc6
parent 1140 af8b0f9ac2f4
child 1187 19d8949b4584
permissions -rw-r--r--
If couldn't load a needed GL symbol in SDL_SetVideoMode(), report it more
specifically. Patch by Anders F Bj´┐Żrklund <afb@algonet.se>.

--ryan.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2004 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#ifdef SAVE_RCSID
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static char rcsid =
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 "@(#) $Id$";
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#endif
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/* The high-level video driver subsystem */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_events.h"
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#include "SDL_mutex.h"
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#include "SDL_sysvideo.h"
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#include "SDL_sysevents.h"
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#include "SDL_blit.h"
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#include "SDL_pixels_c.h"
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#include "SDL_events_c.h"
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#include "SDL_cursor_c.h"
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/* Available video drivers */
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static VideoBootStrap *bootstrap[] = {
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#ifdef ENABLE_QUARTZ
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	&QZ_bootstrap,
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#endif
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#ifdef ENABLE_X11
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	&X11_bootstrap,
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#endif
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#ifdef ENABLE_DGA
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	&DGA_bootstrap,
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#endif
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#ifdef ENABLE_NANOX
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	&NX_bootstrap,
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#endif
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#ifdef ENABLE_IPOD
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	&iPod_bootstrap,
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#endif
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#ifdef ENABLE_QTOPIA
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	&Qtopia_bootstrap,
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#endif
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#ifdef ENABLE_FBCON
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	&FBCON_bootstrap,
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#endif
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#ifdef ENABLE_DIRECTFB
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	&DirectFB_bootstrap,
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#endif
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#ifdef ENABLE_PS2GS
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	&PS2GS_bootstrap,
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#endif
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#ifdef ENABLE_GGI
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	&GGI_bootstrap,
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#endif
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#ifdef ENABLE_VGL
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	&VGL_bootstrap,
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#endif
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#ifdef ENABLE_SVGALIB
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	&SVGALIB_bootstrap,
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#endif
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#ifdef ENABLE_AALIB
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	&AALIB_bootstrap,
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#endif
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#ifdef ENABLE_DIRECTX
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	&DIRECTX_bootstrap,
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#endif
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#ifdef ENABLE_WINDIB
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	&WINDIB_bootstrap,
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#endif
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#ifdef ENABLE_BWINDOW
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	&BWINDOW_bootstrap,
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#endif
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#ifdef ENABLE_TOOLBOX
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	&TOOLBOX_bootstrap,
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#endif
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#ifdef ENABLE_DRAWSPROCKET
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	&DSp_bootstrap,
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#endif
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#ifdef ENABLE_CYBERGRAPHICS
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	&CGX_bootstrap,
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#endif
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#ifdef ENABLE_PHOTON
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	&ph_bootstrap,
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#endif
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#ifdef ENABLE_EPOC
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	&EPOC_bootstrap,
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#endif
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#ifdef ENABLE_XBIOS
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	&XBIOS_bootstrap,
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#endif
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#ifdef ENABLE_GEM
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	&GEM_bootstrap,
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#endif
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#ifdef ENABLE_PICOGUI
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	&PG_bootstrap,
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#endif
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#ifdef ENABLE_DC
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	&DC_bootstrap,
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#endif
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#ifdef ENABLE_RISCOS
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    &RISCOS_bootstrap,
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#endif
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#ifdef ENABLE_DUMMYVIDEO
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	&DUMMY_bootstrap,
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#endif
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	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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#ifdef HAVE_OPENGL
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static int lock_count = 0;
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#endif
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/*
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 * Initialize the video and event subsystems -- determine native pixel format
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 */
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int SDL_VideoInit (const char *driver_name, Uint32 flags)
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{
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	SDL_VideoDevice *video;
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	int index;
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	int i;
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	SDL_PixelFormat vformat;
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	Uint32 video_flags;
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	/* Toggle the event thread flags, based on OS requirements */
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#if defined(MUST_THREAD_EVENTS)
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	flags |= SDL_INIT_EVENTTHREAD;
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#elif defined(CANT_THREAD_EVENTS)
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	if ( (flags & SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
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		SDL_SetError("OS doesn't support threaded events");
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		return(-1);
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	}
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#endif
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	/* Check to make sure we don't overwrite 'current_video' */
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	if ( current_video != NULL ) {
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		SDL_VideoQuit();
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	}
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	/* Select the proper video driver */
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	index = 0;
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	video = NULL;
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	if ( driver_name != NULL ) {
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#if 0	/* This will be replaced with a better driver selection API */
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		if ( strrchr(driver_name, ':') != NULL ) {
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			index = atoi(strrchr(driver_name, ':')+1);
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		}
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#endif
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		for ( i=0; bootstrap[i]; ++i ) {
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			if ( strncmp(bootstrap[i]->name, driver_name,
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			             strlen(bootstrap[i]->name)) == 0 ) {
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				if ( bootstrap[i]->available() ) {
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					video = bootstrap[i]->create(index);
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					break;
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				}
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			}
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		}
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	} else {
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		for ( i=0; bootstrap[i]; ++i ) {
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			if ( bootstrap[i]->available() ) {
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				video = bootstrap[i]->create(index);
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				if ( video != NULL ) {
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					break;
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				}
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			}
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		}
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	}
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	if ( video == NULL ) {
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		SDL_SetError("No available video device");
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		return(-1);
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	}
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	current_video = video;
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	current_video->name = bootstrap[i]->name;
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	/* Do some basic variable initialization */
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	video->screen = NULL;
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	video->shadow = NULL;
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	video->visible = NULL;
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	video->physpal = NULL;
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	video->gammacols = NULL;
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	video->gamma = NULL;
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	video->wm_title = NULL;
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	video->wm_icon  = NULL;
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	video->offset_x = 0;
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	video->offset_y = 0;
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	memset(&video->info, 0, (sizeof video->info));
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	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 = 5;
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#if 1 /* This seems to work on more video cards, as a default */
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	video->gl_config.green_size = 5;
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#else
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	video->gl_config.green_size = 6;
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#endif
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	video->gl_config.blue_size = 5;
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	video->gl_config.alpha_size = 0;
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	video->gl_config.buffer_size = 0;
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	video->gl_config.depth_size = 16;
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	video->gl_config.stencil_size = 0;
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	video->gl_config.double_buffer = 1;
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	video->gl_config.accum_red_size = 0;
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	video->gl_config.accum_green_size = 0;
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	video->gl_config.accum_blue_size = 0;
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	video->gl_config.accum_alpha_size = 0;
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	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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	/* Initialize the video subsystem */
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	memset(&vformat, 0, sizeof(vformat));
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	if ( video->VideoInit(video, &vformat) < 0 ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	/* Create a zero sized video surface of the appropriate format */
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	video_flags = SDL_SWSURFACE;
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	SDL_VideoSurface = SDL_CreateRGBSurface(video_flags, 0, 0,
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				vformat.BitsPerPixel,
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				vformat.Rmask, vformat.Gmask, vformat.Bmask, 0);
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	if ( SDL_VideoSurface == NULL ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	SDL_PublicSurface = NULL;	/* Until SDL_SetVideoMode() */
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#if 0 /* Don't change the current palette - may be used by other programs.
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       * The application can't do anything with the display surface until
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       * a video mode has been set anyway. :)
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       */
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	/* If we have a palettized surface, create a default palette */
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	if ( SDL_VideoSurface->format->palette ) {
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		SDL_PixelFormat *vf = SDL_VideoSurface->format;
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		SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
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		video->SetColors(video,
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				 0, vf->palette->ncolors, vf->palette->colors);
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	}
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#endif
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	video->info.vfmt = SDL_VideoSurface->format;
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	/* Start the event loop */
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	if ( SDL_StartEventLoop(flags) < 0 ) {
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		SDL_VideoQuit();
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		return(-1);
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	}
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	SDL_CursorInit(flags & SDL_INIT_EVENTTHREAD);
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	/* We're ready to go! */
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	return(0);
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}
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char *SDL_VideoDriverName(char *namebuf, int maxlen)
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{
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	if ( current_video != NULL ) {
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		strncpy(namebuf, current_video->name, maxlen-1);
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		namebuf[maxlen-1] = '\0';
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		return(namebuf);
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	}
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	return(NULL);
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}
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/*
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 * Get the current display surface
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 */
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SDL_Surface *SDL_GetVideoSurface(void)
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{
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	SDL_Surface *visible;
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	visible = NULL;
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	if ( current_video ) {
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		visible = current_video->visible;
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	}
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	return(visible);
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}
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/*
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 * Get the current information about the video hardware
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 */
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const SDL_VideoInfo *SDL_GetVideoInfo(void)
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{
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	const SDL_VideoInfo *info;
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	info = NULL;
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	if ( current_video ) {
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		info = &current_video->info;
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	}
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	return(info);
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}
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/*
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 * Return a pointer to an array of available screen dimensions for the
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 * given format, sorted largest to smallest.  Returns NULL if there are
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 * no dimensions available for a particular format, or (SDL_Rect **)-1
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 * if any dimension is okay for the given format.  If 'format' is NULL,
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 * the mode list will be for the format given by SDL_GetVideoInfo()->vfmt
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 */
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SDL_Rect ** SDL_ListModes (SDL_PixelFormat *format, Uint32 flags)
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{
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	SDL_VideoDevice *video = current_video;
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	SDL_VideoDevice *this  = current_video;
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	SDL_Rect **modes;
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   337
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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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#ifdef macintosh /* 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;
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	/* Currently 1 and 4 bpp are not supported */
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	if ( bpp < 8 || bpp > 32 ) {
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		return(0);
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   384
	}
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   385
	if ( (width <= 0) || (height <= 0) ) {
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		return(0);
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   387
	}
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   388
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	/* Search through the list valid of modes */
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	memset(&format, 0, sizeof(format));
slouken@0
   391
	supported = 0;
slouken@0
   392
	table = ((bpp+7)/8)-1;
slouken@0
   393
	SDL_closest_depths[table][0] = bpp;
slouken@0
   394
	SDL_closest_depths[table][7] = 0;
slouken@0
   395
	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
slouken@0
   396
		format.BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   397
		sizes = SDL_ListModes(&format, flags);
slouken@0
   398
		if ( sizes == (SDL_Rect **)0 ) {
slouken@0
   399
			/* No sizes supported at this bit-depth */
slouken@0
   400
			continue;
slouken@0
   401
		} else 
slouken@853
   402
		if (sizes == (SDL_Rect **)NEGATIVE_ONE) {
slouken@0
   403
			/* Any size supported at this bit-depth */
slouken@0
   404
			supported = 1;
slouken@0
   405
			continue;
slouken@853
   406
		} else if (current_video->handles_any_size) {
slouken@853
   407
			/* Driver can center a smaller surface to simulate fullscreen */
slouken@853
   408
			for ( i=0; sizes[i]; ++i ) {
slouken@853
   409
				if ((sizes[i]->w >= width) && (sizes[i]->h >= height)) {
slouken@853
   410
					supported = 1; /* this mode can fit the centered window. */
slouken@853
   411
					break;
slouken@853
   412
				}
slouken@853
   413
			}
slouken@0
   414
		} else
slouken@0
   415
		for ( i=0; sizes[i]; ++i ) {
slouken@0
   416
			if ((sizes[i]->w == width) && (sizes[i]->h == height)) {
slouken@0
   417
				supported = 1;
slouken@0
   418
				break;
slouken@0
   419
			}
slouken@0
   420
		}
slouken@0
   421
	}
slouken@0
   422
	if ( supported ) {
slouken@0
   423
		--b;
slouken@0
   424
		return(SDL_closest_depths[table][b]);
slouken@0
   425
	} else {
slouken@0
   426
		return(0);
slouken@0
   427
	}
slouken@0
   428
}
slouken@0
   429
slouken@0
   430
/*
slouken@0
   431
 * Get the closest non-emulated video mode to the one requested
slouken@0
   432
 */
slouken@0
   433
static int SDL_GetVideoMode (int *w, int *h, int *BitsPerPixel, Uint32 flags)
slouken@0
   434
{
slouken@0
   435
	int table, b, i;
slouken@0
   436
	int supported;
slouken@0
   437
	int native_bpp;
slouken@0
   438
	SDL_PixelFormat format;
slouken@0
   439
	SDL_Rect **sizes;
slouken@0
   440
slouken@456
   441
	/* Check parameters */
slouken@456
   442
	if ( *BitsPerPixel < 8 || *BitsPerPixel > 32 ) {
slouken@456
   443
		SDL_SetError("Invalid bits per pixel (range is {8...32})");
slouken@456
   444
		return(0);
slouken@456
   445
	}
icculus@430
   446
	if ((*w <= 0) || (*h <= 0)) {
slouken@456
   447
		SDL_SetError("Invalid width or height");
icculus@430
   448
		return(0);
icculus@430
   449
	}
icculus@430
   450
slouken@0
   451
	/* Try the original video mode, get the closest depth */
slouken@0
   452
	native_bpp = SDL_VideoModeOK(*w, *h, *BitsPerPixel, flags);
slouken@0
   453
	if ( native_bpp == *BitsPerPixel ) {
slouken@0
   454
		return(1);
slouken@0
   455
	}
slouken@0
   456
	if ( native_bpp > 0 ) {
slouken@0
   457
		*BitsPerPixel = native_bpp;
slouken@0
   458
		return(1);
slouken@0
   459
	}
slouken@0
   460
slouken@0
   461
	/* No exact size match at any depth, look for closest match */
slouken@0
   462
	memset(&format, 0, sizeof(format));
slouken@0
   463
	supported = 0;
slouken@0
   464
	table = ((*BitsPerPixel+7)/8)-1;
slouken@0
   465
	SDL_closest_depths[table][0] = *BitsPerPixel;
slouken@0
   466
	SDL_closest_depths[table][7] = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   467
	for ( b = 0; !supported && SDL_closest_depths[table][b]; ++b ) {
patmandin@1076
   468
		int best;
patmandin@1076
   469
slouken@0
   470
		format.BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   471
		sizes = SDL_ListModes(&format, flags);
slouken@0
   472
		if ( sizes == (SDL_Rect **)0 ) {
slouken@0
   473
			/* No sizes supported at this bit-depth */
slouken@0
   474
			continue;
slouken@0
   475
		}
patmandin@1076
   476
		best=0;
slouken@0
   477
		for ( i=0; sizes[i]; ++i ) {
patmandin@1076
   478
			/* Mode with both dimensions bigger or equal than asked ? */
patmandin@1076
   479
			if ((sizes[i]->w >= *w) && (sizes[i]->h >= *h)) {
patmandin@1076
   480
				/* Mode with any dimension smaller or equal than current best ? */
patmandin@1076
   481
				if ((sizes[i]->w <= sizes[best]->w) || (sizes[i]->h <= sizes[best]->h)) {
patmandin@1076
   482
					best=i;
slouken@0
   483
					supported = 1;
slouken@0
   484
				}
slouken@0
   485
			}
slouken@0
   486
		}
patmandin@1076
   487
		if (supported) {
patmandin@1076
   488
			*w=sizes[best]->w;
patmandin@1076
   489
			*h=sizes[best]->h;
slouken@0
   490
			*BitsPerPixel = SDL_closest_depths[table][b];
slouken@0
   491
		}
slouken@0
   492
	}
slouken@0
   493
	if ( ! supported ) {
slouken@0
   494
		SDL_SetError("No video mode large enough for %dx%d", *w, *h);
slouken@0
   495
	}
slouken@0
   496
	return(supported);
slouken@0
   497
}
slouken@0
   498
slouken@0
   499
/* This should probably go somewhere else -- like SDL_surface.c */
slouken@0
   500
static void SDL_ClearSurface(SDL_Surface *surface)
slouken@0
   501
{
slouken@0
   502
	Uint32 black;
slouken@0
   503
slouken@0
   504
	black = SDL_MapRGB(surface->format, 0, 0, 0);
slouken@0
   505
	SDL_FillRect(surface, NULL, black);
slouken@0
   506
	if ((surface->flags&SDL_HWSURFACE) && (surface->flags&SDL_DOUBLEBUF)) {
slouken@0
   507
		SDL_Flip(surface);
slouken@0
   508
		SDL_FillRect(surface, NULL, black);
slouken@0
   509
	}
slouken@0
   510
	SDL_Flip(surface);
slouken@0
   511
}
slouken@0
   512
slouken@0
   513
/*
slouken@0
   514
 * Create a shadow surface suitable for fooling the app. :-)
slouken@0
   515
 */
slouken@0
   516
static void SDL_CreateShadowSurface(int depth)
slouken@0
   517
{
slouken@0
   518
	Uint32 Rmask, Gmask, Bmask;
slouken@0
   519
slouken@0
   520
	/* Allocate the shadow surface */
slouken@0
   521
	if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@0
   522
		Rmask = (SDL_VideoSurface->format)->Rmask;
slouken@0
   523
		Gmask = (SDL_VideoSurface->format)->Gmask;
slouken@0
   524
		Bmask = (SDL_VideoSurface->format)->Bmask;
slouken@0
   525
	} else {
slouken@0
   526
		Rmask = Gmask = Bmask = 0;
slouken@0
   527
	}
slouken@0
   528
	SDL_ShadowSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
slouken@0
   529
				SDL_VideoSurface->w, SDL_VideoSurface->h,
slouken@0
   530
						depth, Rmask, Gmask, Bmask, 0);
slouken@0
   531
	if ( SDL_ShadowSurface == NULL ) {
slouken@0
   532
		return;
slouken@0
   533
	}
slouken@0
   534
slouken@0
   535
	/* 8-bit shadow surfaces report that they have exclusive palette */
slouken@0
   536
	if ( SDL_ShadowSurface->format->palette ) {
slouken@0
   537
		SDL_ShadowSurface->flags |= SDL_HWPALETTE;
slouken@0
   538
		if ( depth == (SDL_VideoSurface->format)->BitsPerPixel ) {
slouken@0
   539
			memcpy(SDL_ShadowSurface->format->palette->colors,
slouken@0
   540
				SDL_VideoSurface->format->palette->colors,
slouken@0
   541
				SDL_VideoSurface->format->palette->ncolors*
slouken@0
   542
							sizeof(SDL_Color));
slouken@0
   543
		} else {
slouken@0
   544
			SDL_DitherColors(
slouken@0
   545
			SDL_ShadowSurface->format->palette->colors, depth);
slouken@0
   546
		}
slouken@0
   547
	}
slouken@0
   548
slouken@0
   549
	/* If the video surface is resizable, the shadow should say so */
slouken@0
   550
	if ( (SDL_VideoSurface->flags & SDL_RESIZABLE) == SDL_RESIZABLE ) {
slouken@0
   551
		SDL_ShadowSurface->flags |= SDL_RESIZABLE;
slouken@0
   552
	}
slouken@0
   553
	/* If the video surface has no frame, the shadow should say so */
slouken@0
   554
	if ( (SDL_VideoSurface->flags & SDL_NOFRAME) == SDL_NOFRAME ) {
slouken@0
   555
		SDL_ShadowSurface->flags |= SDL_NOFRAME;
slouken@0
   556
	}
slouken@0
   557
	/* If the video surface is fullscreen, the shadow should say so */
slouken@0
   558
	if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
slouken@0
   559
		SDL_ShadowSurface->flags |= SDL_FULLSCREEN;
slouken@0
   560
	}
slouken@0
   561
	/* If the video surface is flippable, the shadow should say so */
slouken@0
   562
	if ( (SDL_VideoSurface->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   563
		SDL_ShadowSurface->flags |= SDL_DOUBLEBUF;
slouken@0
   564
	}
slouken@0
   565
	return;
slouken@0
   566
}
slouken@0
   567
slouken@910
   568
#ifdef __QNXNTO__
slouken@910
   569
    #include <sys/neutrino.h>
slouken@910
   570
#endif /* __QNXNTO__ */
slouken@910
   571
slouken@0
   572
/*
slouken@0
   573
 * Set the requested video mode, allocating a shadow buffer if necessary.
slouken@0
   574
 */
slouken@0
   575
SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
slouken@0
   576
{
slouken@0
   577
	SDL_VideoDevice *video, *this;
slouken@0
   578
	SDL_Surface *prev_mode, *mode;
slouken@0
   579
	int video_w;
slouken@0
   580
	int video_h;
slouken@0
   581
	int video_bpp;
slouken@0
   582
	int is_opengl;
slouken@0
   583
	SDL_GrabMode saved_grab;
slouken@0
   584
slouken@0
   585
	/* Start up the video driver, if necessary..
slouken@0
   586
	   WARNING: This is the only function protected this way!
slouken@0
   587
	 */
slouken@0
   588
	if ( ! current_video ) {
slouken@0
   589
		if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE) < 0 ) {
slouken@0
   590
			return(NULL);
slouken@0
   591
		}
slouken@0
   592
	}
slouken@0
   593
	this = video = current_video;
slouken@0
   594
slouken@0
   595
	/* Default to the current video bpp */
slouken@0
   596
	if ( bpp == 0 ) {
slouken@0
   597
		flags |= SDL_ANYFORMAT;
slouken@0
   598
		bpp = SDL_VideoSurface->format->BitsPerPixel;
slouken@0
   599
	}
slouken@0
   600
slouken@0
   601
	/* Get a good video mode, the closest one possible */
slouken@0
   602
	video_w = width;
slouken@0
   603
	video_h = height;
slouken@0
   604
	video_bpp = bpp;
slouken@0
   605
	if ( ! SDL_GetVideoMode(&video_w, &video_h, &video_bpp, flags) ) {
slouken@0
   606
		return(NULL);
slouken@0
   607
	}
slouken@0
   608
slouken@0
   609
	/* Check the requested flags */
slouken@0
   610
	/* There's no palette in > 8 bits-per-pixel mode */
slouken@0
   611
	if ( video_bpp > 8 ) {
slouken@0
   612
		flags &= ~SDL_HWPALETTE;
slouken@0
   613
	}
slouken@0
   614
#if 0
slouken@0
   615
	if ( (flags&SDL_FULLSCREEN) != SDL_FULLSCREEN ) {
slouken@0
   616
		/* There's no windowed double-buffering */
slouken@0
   617
		flags &= ~SDL_DOUBLEBUF;
slouken@0
   618
	}
slouken@0
   619
#endif
slouken@0
   620
	if ( (flags&SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
   621
		/* Use hardware surfaces when double-buffering */
slouken@0
   622
		flags |= SDL_HWSURFACE;
slouken@0
   623
	}
slouken@0
   624
slouken@0
   625
	is_opengl = ( ( flags & SDL_OPENGL ) == SDL_OPENGL );
slouken@0
   626
	if ( is_opengl ) {
slouken@0
   627
		/* These flags are for 2D video modes only */
slouken@0
   628
		flags &= ~(SDL_HWSURFACE|SDL_DOUBLEBUF);
slouken@0
   629
	}
slouken@0
   630
slouken@14
   631
	/* Reset the keyboard here so event callbacks can run */
slouken@14
   632
	SDL_ResetKeyboard();
slouken@460
   633
	SDL_ResetMouse();
slouken@14
   634
slouken@0
   635
	/* Clean up any previous video mode */
slouken@0
   636
	if ( SDL_PublicSurface != NULL ) {
slouken@0
   637
		SDL_PublicSurface = NULL;
slouken@0
   638
	}
slouken@0
   639
	if ( SDL_ShadowSurface != NULL ) {
slouken@0
   640
		SDL_Surface *ready_to_go;
slouken@0
   641
		ready_to_go = SDL_ShadowSurface;
slouken@0
   642
		SDL_ShadowSurface = NULL;
slouken@0
   643
		SDL_FreeSurface(ready_to_go);
slouken@0
   644
	}
slouken@0
   645
	if ( video->physpal ) {
slouken@0
   646
		free(video->physpal->colors);
slouken@0
   647
		free(video->physpal);
slouken@0
   648
		video->physpal = NULL;
slouken@0
   649
	}
slouken@0
   650
	if( video->gammacols) {
slouken@662
   651
		free(video->gammacols);
slouken@0
   652
		video->gammacols = NULL;
slouken@0
   653
	}
slouken@0
   654
slouken@0
   655
	/* Save the previous grab state and turn off grab for mode switch */
slouken@0
   656
	saved_grab = SDL_WM_GrabInputOff();
slouken@0
   657
slouken@0
   658
	/* Try to set the video mode, along with offset and clipping */
slouken@0
   659
	prev_mode = SDL_VideoSurface;
slouken@0
   660
	SDL_LockCursor();
slouken@0
   661
	SDL_VideoSurface = NULL;	/* In case it's freed by driver */
slouken@0
   662
	mode = video->SetVideoMode(this, prev_mode,video_w,video_h,video_bpp,flags);
slouken@0
   663
	if ( mode ) { /* Prevent resize events from mode change */
slouken@0
   664
	    SDL_PrivateResize(mode->w, mode->h);
slouken@229
   665
slouken@229
   666
	    /* Sam - If we asked for OpenGL mode, and didn't get it, fail */
slouken@229
   667
	    if ( is_opengl && !(mode->flags & SDL_OPENGL) ) {
slouken@229
   668
		mode = NULL;
slouken@883
   669
		SDL_SetError("OpenGL not available");
slouken@229
   670
	    }
slouken@662
   671
	}
slouken@0
   672
	/*
slouken@0
   673
	 * rcg11292000
slouken@0
   674
	 * If you try to set an SDL_OPENGL surface, and fail to find a
slouken@0
   675
	 * matching  visual, then the next call to SDL_SetVideoMode()
slouken@0
   676
	 * will segfault, since  we no longer point to a dummy surface,
slouken@0
   677
	 * but rather NULL.
slouken@0
   678
	 * Sam 11/29/00
slouken@0
   679
	 * WARNING, we need to make sure that the previous mode hasn't
slouken@0
   680
	 * already been freed by the video driver.  What do we do in
slouken@0
   681
	 * that case?  Should we call SDL_VideoInit() again?
slouken@0
   682
	 */
slouken@0
   683
	SDL_VideoSurface = (mode != NULL) ? mode : prev_mode;
slouken@0
   684
slouken@0
   685
	if ( (mode != NULL) && (!is_opengl) ) {
slouken@0
   686
		/* Sanity check */
slouken@0
   687
		if ( (mode->w < width) || (mode->h < height) ) {
slouken@0
   688
			SDL_SetError("Video mode smaller than requested");
slouken@0
   689
			return(NULL);
slouken@0
   690
		}
slouken@0
   691
slouken@0
   692
		/* If we have a palettized surface, create a default palette */
slouken@0
   693
		if ( mode->format->palette ) {
slouken@662
   694
			SDL_PixelFormat *vf = mode->format;
slouken@0
   695
			SDL_DitherColors(vf->palette->colors, vf->BitsPerPixel);
slouken@0
   696
			video->SetColors(this, 0, vf->palette->ncolors,
slouken@0
   697
			                           vf->palette->colors);
slouken@0
   698
		}
slouken@0
   699
slouken@0
   700
		/* Clear the surface to black */
slouken@0
   701
		video->offset_x = 0;
slouken@0
   702
		video->offset_y = 0;
slouken@0
   703
		mode->offset = 0;
slouken@0
   704
		SDL_SetClipRect(mode, NULL);
slouken@0
   705
		SDL_ClearSurface(mode);
slouken@0
   706
slouken@0
   707
		/* Now adjust the offsets to match the desired mode */
slouken@0
   708
		video->offset_x = (mode->w-width)/2;
slouken@0
   709
		video->offset_y = (mode->h-height)/2;
slouken@0
   710
		mode->offset = video->offset_y*mode->pitch +
slouken@0
   711
				video->offset_x*mode->format->BytesPerPixel;
slouken@0
   712
#ifdef DEBUG_VIDEO
slouken@0
   713
  fprintf(stderr,
slouken@0
   714
	"Requested mode: %dx%dx%d, obtained mode %dx%dx%d (offset %d)\n",
slouken@0
   715
		width, height, bpp,
slouken@0
   716
		mode->w, mode->h, mode->format->BitsPerPixel, mode->offset);
slouken@0
   717
#endif
slouken@0
   718
		mode->w = width;
slouken@0
   719
		mode->h = height;
slouken@0
   720
		SDL_SetClipRect(mode, NULL);
slouken@0
   721
	}
slouken@0
   722
	SDL_ResetCursor();
slouken@0
   723
	SDL_UnlockCursor();
slouken@0
   724
slouken@0
   725
	/* If we failed setting a video mode, return NULL... (Uh Oh!) */
slouken@0
   726
	if ( mode == NULL ) {
slouken@0
   727
		return(NULL);
slouken@0
   728
	}
slouken@0
   729
slouken@0
   730
	/* If there is no window manager, set the SDL_NOFRAME flag */
slouken@0
   731
	if ( ! video->info.wm_available ) {
slouken@0
   732
		mode->flags |= SDL_NOFRAME;
slouken@0
   733
	}
slouken@0
   734
slouken@0
   735
	/* Reset the mouse cursor and grab for new video mode */
slouken@0
   736
	SDL_SetCursor(NULL);
slouken@0
   737
	if ( video->UpdateMouse ) {
slouken@0
   738
		video->UpdateMouse(this);
slouken@0
   739
	}
slouken@0
   740
	SDL_WM_GrabInput(saved_grab);
slouken@0
   741
	SDL_GetRelativeMouseState(NULL, NULL); /* Clear first large delta */
slouken@0
   742
icculus@650
   743
#ifdef HAVE_OPENGL
icculus@650
   744
	/* Load GL symbols (before MakeCurrent, where we need glGetString). */
icculus@650
   745
	if ( flags & (SDL_OPENGL | SDL_OPENGLBLIT) ) {
slouken@910
   746
slouken@1032
   747
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
slouken@916
   748
#define __SDL_NOGETPROCADDR__
patmandin@989
   749
#elif defined(__MINT__)
patmandin@989
   750
#define __SDL_NOGETPROCADDR__
slouken@916
   751
#endif
slouken@910
   752
#ifdef __SDL_NOGETPROCADDR__
slouken@910
   753
    #define SDL_PROC(ret,func,params) video->func=func;
slouken@663
   754
#else
slouken@910
   755
    #define SDL_PROC(ret,func,params) \
slouken@910
   756
    do { \
slouken@910
   757
        video->func = SDL_GL_GetProcAddress(#func); \
slouken@910
   758
        if ( ! video->func ) { \
icculus@1141
   759
            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
slouken@910
   760
        return(NULL); \
slouken@910
   761
        } \
slouken@910
   762
    } while ( 0 );
slouken@910
   763
slouken@910
   764
#endif /* __SDL_NOGETPROCADDR__ */
slouken@910
   765
icculus@650
   766
#include "SDL_glfuncs.h"
icculus@650
   767
#undef SDL_PROC	
icculus@650
   768
	}
slouken@910
   769
#endif /* HAVE_OPENGL */
icculus@650
   770
slouken@0
   771
	/* If we're running OpenGL, make the context current */
slouken@0
   772
	if ( (video->screen->flags & SDL_OPENGL) &&
slouken@0
   773
	      video->GL_MakeCurrent ) {
slouken@0
   774
		if ( video->GL_MakeCurrent(this) < 0 ) {
slouken@0
   775
			return(NULL);
slouken@0
   776
		}
slouken@0
   777
	}
slouken@0
   778
slouken@0
   779
	/* Set up a fake SDL surface for OpenGL "blitting" */
slouken@0
   780
	if ( (flags & SDL_OPENGLBLIT) == SDL_OPENGLBLIT ) {
slouken@0
   781
		/* Load GL functions for performing the texture updates */
slouken@0
   782
#ifdef HAVE_OPENGL
slouken@0
   783
slouken@0
   784
		/* Create a software surface for blitting */
slouken@0
   785
#ifdef GL_VERSION_1_2
slouken@0
   786
		/* If the implementation either supports the packed pixels
slouken@0
   787
		   extension, or implements the core OpenGL 1.2 API, it will
slouken@0
   788
		   support the GL_UNSIGNED_SHORT_5_6_5 texture format.
slouken@0
   789
		 */
slouken@0
   790
		if ( (bpp == 16) &&
slouken@282
   791
		     (strstr((const char *)video->glGetString(GL_EXTENSIONS), "GL_EXT_packed_pixels") ||
slouken@282
   792
		     (atof((const char *)video->glGetString(GL_VERSION)) >= 1.2f))
slouken@282
   793
		   ) {
slouken@0
   794
			video->is_32bit = 0;
slouken@0
   795
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   796
				flags, 
slouken@0
   797
				width, 
slouken@0
   798
				height,  
slouken@0
   799
				16,
slouken@0
   800
				31 << 11,
slouken@0
   801
				63 << 5,
slouken@0
   802
				31,
slouken@0
   803
				0
slouken@0
   804
				);
slouken@0
   805
		}
slouken@0
   806
		else
slouken@0
   807
#endif /* OpenGL 1.2 */
slouken@0
   808
		{
slouken@0
   809
			video->is_32bit = 1;
slouken@0
   810
			SDL_VideoSurface = SDL_CreateRGBSurface(
slouken@0
   811
				flags, 
slouken@0
   812
				width, 
slouken@0
   813
				height, 
slouken@0
   814
				32, 
slouken@0
   815
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@0
   816
				0x000000FF,
slouken@0
   817
				0x0000FF00,
slouken@0
   818
				0x00FF0000,
slouken@0
   819
				0xFF000000
slouken@0
   820
#else
slouken@0
   821
				0xFF000000,
slouken@0
   822
				0x00FF0000,
slouken@0
   823
				0x0000FF00,
slouken@0
   824
				0x000000FF
slouken@0
   825
#endif
slouken@0
   826
				);
slouken@0
   827
		}
slouken@0
   828
		if ( ! SDL_VideoSurface ) {
slouken@0
   829
			return(NULL);
slouken@0
   830
		}
slouken@0
   831
		SDL_VideoSurface->flags = mode->flags | SDL_OPENGLBLIT;
slouken@0
   832
slouken@0
   833
		/* Free the original video mode surface (is this safe?) */
slouken@0
   834
		SDL_FreeSurface(mode);
slouken@0
   835
slouken@662
   836
		/* Set the surface completely opaque & white by default */
slouken@0
   837
		memset( SDL_VideoSurface->pixels, 255, SDL_VideoSurface->h * SDL_VideoSurface->pitch );
slouken@0
   838
		video->glGenTextures( 1, &video->texture );
slouken@0
   839
		video->glBindTexture( GL_TEXTURE_2D, video->texture );
slouken@0
   840
		video->glTexImage2D(
slouken@0
   841
			GL_TEXTURE_2D,
slouken@0
   842
			0,
slouken@0
   843
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   844
			256,
slouken@0
   845
			256,
slouken@0
   846
			0,
slouken@0
   847
			video->is_32bit ? GL_RGBA : GL_RGB,
slouken@0
   848
#ifdef GL_VERSION_1_2
slouken@0
   849
			video->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
   850
#else
slouken@0
   851
			GL_UNSIGNED_BYTE,
slouken@0
   852
#endif
slouken@0
   853
			NULL);
slouken@0
   854
slouken@0
   855
		video->UpdateRects = SDL_GL_UpdateRectsLock;
slouken@0
   856
#else
slouken@0
   857
		SDL_SetError("Somebody forgot to #define HAVE_OPENGL");
slouken@0
   858
		return(NULL);
slouken@0
   859
#endif
slouken@0
   860
	}
slouken@0
   861
slouken@0
   862
	/* Create a shadow surface if necessary */
slouken@0
   863
	/* There are three conditions under which we create a shadow surface:
slouken@0
   864
		1.  We need a particular bits-per-pixel that we didn't get.
slouken@0
   865
		2.  We need a hardware palette and didn't get one.
slouken@0
   866
		3.  We need a software surface and got a hardware surface.
slouken@0
   867
	*/
slouken@0
   868
	if ( !(SDL_VideoSurface->flags & SDL_OPENGL) &&
slouken@0
   869
	     (
slouken@0
   870
	     (  !(flags&SDL_ANYFORMAT) &&
slouken@0
   871
			(SDL_VideoSurface->format->BitsPerPixel != bpp)) ||
slouken@0
   872
	     (   (flags&SDL_HWPALETTE) && 
slouken@0
   873
				!(SDL_VideoSurface->flags&SDL_HWPALETTE)) ||
slouken@0
   874
		/* If the surface is in hardware, video writes are visible
slouken@0
   875
		   as soon as they are performed, so we need to buffer them
slouken@0
   876
		 */
slouken@0
   877
	     (   ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) &&
slouken@580
   878
				(SDL_VideoSurface->flags&SDL_HWSURFACE)) ||
slouken@580
   879
	     (   (flags&SDL_DOUBLEBUF) &&
slouken@580
   880
				(SDL_VideoSurface->flags&SDL_HWSURFACE) &&
slouken@580
   881
				!(SDL_VideoSurface->flags&SDL_DOUBLEBUF))
slouken@0
   882
	     ) ) {
slouken@0
   883
		SDL_CreateShadowSurface(bpp);
slouken@0
   884
		if ( SDL_ShadowSurface == NULL ) {
slouken@0
   885
			SDL_SetError("Couldn't create shadow surface");
slouken@0
   886
			return(NULL);
slouken@0
   887
		}
slouken@0
   888
		SDL_PublicSurface = SDL_ShadowSurface;
slouken@0
   889
	} else {
slouken@0
   890
		SDL_PublicSurface = SDL_VideoSurface;
slouken@0
   891
	}
slouken@0
   892
	video->info.vfmt = SDL_VideoSurface->format;
slouken@0
   893
slouken@0
   894
	/* We're done! */
slouken@0
   895
	return(SDL_PublicSurface);
slouken@0
   896
}
slouken@0
   897
slouken@0
   898
/* 
slouken@0
   899
 * Convert a surface into the video pixel format.
slouken@0
   900
 */
slouken@0
   901
SDL_Surface * SDL_DisplayFormat (SDL_Surface *surface)
slouken@0
   902
{
slouken@0
   903
	Uint32 flags;
slouken@0
   904
slouken@0
   905
	if ( ! SDL_PublicSurface ) {
slouken@0
   906
		SDL_SetError("No video mode has been set");
slouken@0
   907
		return(NULL);
slouken@0
   908
	}
slouken@0
   909
	/* Set the flags appropriate for copying to display surface */
slouken@313
   910
	if (((SDL_PublicSurface->flags&SDL_HWSURFACE) == SDL_HWSURFACE) && current_video->info.blit_hw)
slouken@306
   911
		flags = SDL_HWSURFACE;
slouken@306
   912
	else 
slouken@306
   913
		flags = SDL_SWSURFACE;
slouken@0
   914
#ifdef AUTORLE_DISPLAYFORMAT
slouken@0
   915
	flags |= (surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA));
slouken@0
   916
	flags |= SDL_RLEACCELOK;
slouken@0
   917
#else
slouken@0
   918
	flags |= surface->flags & (SDL_SRCCOLORKEY|SDL_SRCALPHA|SDL_RLEACCELOK);
slouken@0
   919
#endif
slouken@0
   920
	return(SDL_ConvertSurface(surface, SDL_PublicSurface->format, flags));
slouken@0
   921
}
slouken@0
   922
slouken@0
   923
/*
slouken@0
   924
 * Convert a surface into a format that's suitable for blitting to
slouken@0
   925
 * the screen, but including an alpha channel.
slouken@0
   926
 */
slouken@0
   927
SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface)
slouken@0
   928
{
slouken@0
   929
	SDL_PixelFormat *vf;
slouken@0
   930
	SDL_PixelFormat *format;
slouken@0
   931
	SDL_Surface *converted;
slouken@0
   932
	Uint32 flags;
slouken@0
   933
	/* default to ARGB8888 */
slouken@0
   934
	Uint32 amask = 0xff000000;
slouken@0
   935
	Uint32 rmask = 0x00ff0000;
slouken@0
   936
	Uint32 gmask = 0x0000ff00;
slouken@0
   937
	Uint32 bmask = 0x000000ff;
slouken@0
   938
slouken@0
   939
	if ( ! SDL_PublicSurface ) {
slouken@0
   940
		SDL_SetError("No video mode has been set");
slouken@0
   941
		return(NULL);
slouken@0
   942
	}
slouken@0
   943
	vf = SDL_PublicSurface->format;
slouken@0
   944
slouken@0
   945
	switch(vf->BytesPerPixel) {
slouken@0
   946
	    case 2:
slouken@0
   947
		/* For XGY5[56]5, use, AXGY8888, where {X, Y} = {R, B}.
slouken@0
   948
		   For anything else (like ARGB4444) it doesn't matter
slouken@0
   949
		   since we have no special code for it anyway */
slouken@0
   950
		if ( (vf->Rmask == 0x1f) &&
slouken@0
   951
		     (vf->Bmask == 0xf800 || vf->Bmask == 0x7c00)) {
slouken@0
   952
			rmask = 0xff;
slouken@0
   953
			bmask = 0xff0000;
slouken@0
   954
		}
slouken@0
   955
		break;
slouken@0
   956
slouken@0
   957
	    case 3:
slouken@0
   958
	    case 4:
slouken@0
   959
		/* Keep the video format, as long as the high 8 bits are
slouken@0
   960
		   unused or alpha */
slouken@0
   961
		if ( (vf->Rmask == 0xff) && (vf->Bmask == 0xff0000) ) {
slouken@0
   962
			rmask = 0xff;
slouken@0
   963
			bmask = 0xff0000;
slouken@0
   964
		}
slouken@0
   965
		break;
slouken@0
   966
slouken@0
   967
	    default:
slouken@0
   968
		/* We have no other optimised formats right now. When/if a new
slouken@0
   969
		   optimised alpha format is written, add the converter here */
slouken@0
   970
		break;
slouken@0
   971
	}
slouken@0
   972
	format = SDL_AllocFormat(32, rmask, gmask, bmask, amask);
slouken@0
   973
	flags = SDL_PublicSurface->flags & SDL_HWSURFACE;
slouken@0
   974
	flags |= surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
slouken@0
   975
	converted = SDL_ConvertSurface(surface, format, flags);
slouken@0
   976
	SDL_FreeFormat(format);
slouken@0
   977
	return(converted);
slouken@0
   978
}
slouken@0
   979
slouken@0
   980
/*
slouken@0
   981
 * Update a specific portion of the physical screen
slouken@0
   982
 */
slouken@0
   983
void SDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h)
slouken@0
   984
{
slouken@0
   985
	if ( screen ) {
slouken@0
   986
		SDL_Rect rect;
slouken@0
   987
slouken@0
   988
		/* Perform some checking */
slouken@0
   989
		if ( w == 0 )
slouken@0
   990
			w = screen->w;
slouken@0
   991
		if ( h == 0 )
slouken@0
   992
			h = screen->h;
slouken@0
   993
		if ( (int)(x+w) > screen->w )
slouken@0
   994
			return;
slouken@0
   995
		if ( (int)(y+h) > screen->h )
slouken@0
   996
			return;
slouken@0
   997
slouken@0
   998
		/* Fill the rectangle */
slouken@0
   999
		rect.x = x;
slouken@0
  1000
		rect.y = y;
slouken@0
  1001
		rect.w = w;
slouken@0
  1002
		rect.h = h;
slouken@0
  1003
		SDL_UpdateRects(screen, 1, &rect);
slouken@0
  1004
	}
slouken@0
  1005
}
slouken@0
  1006
void SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects)
slouken@0
  1007
{
slouken@0
  1008
	int i;
slouken@0
  1009
	SDL_VideoDevice *video = current_video;
slouken@0
  1010
	SDL_VideoDevice *this = current_video;
slouken@0
  1011
slouken@0
  1012
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1013
		/* Blit the shadow surface using saved mapping */
slouken@488
  1014
		SDL_Palette *pal = screen->format->palette;
slouken@0
  1015
		SDL_Color *saved_colors = NULL;
slouken@488
  1016
		if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
  1017
			/* simulated 8bpp, use correct physical palette */
slouken@0
  1018
			saved_colors = pal->colors;
slouken@0
  1019
			if ( video->gammacols ) {
slouken@0
  1020
				/* gamma-corrected palette */
slouken@0
  1021
				pal->colors = video->gammacols;
slouken@0
  1022
			} else if ( video->physpal ) {
slouken@0
  1023
				/* physical palette different from logical */
slouken@0
  1024
				pal->colors = video->physpal->colors;
slouken@0
  1025
			}
slouken@0
  1026
		}
slouken@0
  1027
		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
slouken@0
  1028
			SDL_LockCursor();
slouken@0
  1029
			SDL_DrawCursor(SDL_ShadowSurface);
slouken@0
  1030
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1031
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
  1032
						SDL_VideoSurface, &rects[i]);
slouken@0
  1033
			}
slouken@0
  1034
			SDL_EraseCursor(SDL_ShadowSurface);
slouken@0
  1035
			SDL_UnlockCursor();
slouken@0
  1036
		} else {
slouken@0
  1037
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1038
				SDL_LowerBlit(SDL_ShadowSurface, &rects[i], 
slouken@0
  1039
						SDL_VideoSurface, &rects[i]);
slouken@0
  1040
			}
slouken@0
  1041
		}
slouken@488
  1042
		if ( saved_colors ) {
slouken@0
  1043
			pal->colors = saved_colors;
slouken@488
  1044
		}
slouken@0
  1045
slouken@0
  1046
		/* Fall through to video surface update */
slouken@0
  1047
		screen = SDL_VideoSurface;
slouken@0
  1048
	}
slouken@0
  1049
	if ( screen == SDL_VideoSurface ) {
slouken@0
  1050
		/* Update the video surface */
slouken@0
  1051
		if ( screen->offset ) {
slouken@0
  1052
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1053
				rects[i].x += video->offset_x;
slouken@0
  1054
				rects[i].y += video->offset_y;
slouken@0
  1055
			}
slouken@0
  1056
			video->UpdateRects(this, numrects, rects);
slouken@0
  1057
			for ( i=0; i<numrects; ++i ) {
slouken@0
  1058
				rects[i].x -= video->offset_x;
slouken@0
  1059
				rects[i].y -= video->offset_y;
slouken@0
  1060
			}
slouken@0
  1061
		} else {
slouken@0
  1062
			video->UpdateRects(this, numrects, rects);
slouken@0
  1063
		}
slouken@0
  1064
	}
slouken@0
  1065
}
slouken@0
  1066
slouken@0
  1067
/*
slouken@0
  1068
 * Performs hardware double buffering, if possible, or a full update if not.
slouken@0
  1069
 */
slouken@0
  1070
int SDL_Flip(SDL_Surface *screen)
slouken@0
  1071
{
slouken@0
  1072
	SDL_VideoDevice *video = current_video;
slouken@0
  1073
	/* Copy the shadow surface to the video surface */
slouken@0
  1074
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1075
		SDL_Rect rect;
slouken@488
  1076
		SDL_Palette *pal = screen->format->palette;
slouken@0
  1077
		SDL_Color *saved_colors = NULL;
slouken@488
  1078
		if ( pal && !(SDL_VideoSurface->flags & SDL_HWPALETTE) ) {
slouken@0
  1079
			/* simulated 8bpp, use correct physical palette */
slouken@0
  1080
			saved_colors = pal->colors;
slouken@0
  1081
			if ( video->gammacols ) {
slouken@0
  1082
				/* gamma-corrected palette */
slouken@0
  1083
				pal->colors = video->gammacols;
slouken@0
  1084
			} else if ( video->physpal ) {
slouken@0
  1085
				/* physical palette different from logical */
slouken@0
  1086
				pal->colors = video->physpal->colors;
slouken@0
  1087
			}
slouken@0
  1088
		}
slouken@0
  1089
slouken@0
  1090
		rect.x = 0;
slouken@0
  1091
		rect.y = 0;
slouken@0
  1092
		rect.w = screen->w;
slouken@0
  1093
		rect.h = screen->h;
slouken@488
  1094
		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
slouken@488
  1095
			SDL_LockCursor();
slouken@488
  1096
			SDL_DrawCursor(SDL_ShadowSurface);
slouken@488
  1097
			SDL_LowerBlit(SDL_ShadowSurface, &rect,
slouken@488
  1098
					SDL_VideoSurface, &rect);
slouken@488
  1099
			SDL_EraseCursor(SDL_ShadowSurface);
slouken@488
  1100
			SDL_UnlockCursor();
slouken@488
  1101
		} else {
slouken@488
  1102
			SDL_LowerBlit(SDL_ShadowSurface, &rect,
slouken@488
  1103
					SDL_VideoSurface, &rect);
slouken@488
  1104
		}
slouken@488
  1105
		if ( saved_colors ) {
slouken@488
  1106
			pal->colors = saved_colors;
slouken@488
  1107
		}
slouken@0
  1108
slouken@488
  1109
		/* Fall through to video surface update */
slouken@0
  1110
		screen = SDL_VideoSurface;
slouken@0
  1111
	}
slouken@0
  1112
	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
slouken@0
  1113
		SDL_VideoDevice *this  = current_video;
slouken@0
  1114
		return(video->FlipHWSurface(this, SDL_VideoSurface));
slouken@0
  1115
	} else {
slouken@0
  1116
		SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1117
	}
slouken@0
  1118
	return(0);
slouken@0
  1119
}
slouken@0
  1120
slouken@0
  1121
static void SetPalette_logical(SDL_Surface *screen, SDL_Color *colors,
slouken@0
  1122
			       int firstcolor, int ncolors)
slouken@0
  1123
{
slouken@662
  1124
	SDL_Palette *pal = screen->format->palette;
slouken@0
  1125
	SDL_Palette *vidpal;
slouken@0
  1126
slouken@0
  1127
	if ( colors != (pal->colors + firstcolor) ) {
slouken@662
  1128
		memcpy(pal->colors + firstcolor, colors,
slouken@0
  1129
		       ncolors * sizeof(*colors));
slouken@0
  1130
	}
slouken@0
  1131
slouken@0
  1132
	vidpal = SDL_VideoSurface->format->palette;
slouken@0
  1133
	if ( (screen == SDL_ShadowSurface) && vidpal ) {
slouken@662
  1134
		/*
slouken@0
  1135
		 * This is a shadow surface, and the physical
slouken@0
  1136
		 * framebuffer is also indexed. Propagate the
slouken@0
  1137
		 * changes to its logical palette so that
slouken@0
  1138
		 * updates are always identity blits
slouken@0
  1139
		 */
slouken@0
  1140
		memcpy(vidpal->colors + firstcolor, colors,
slouken@0
  1141
		       ncolors * sizeof(*colors));
slouken@0
  1142
	}
slouken@0
  1143
	SDL_FormatChanged(screen);
slouken@0
  1144
}
slouken@0
  1145
slouken@0
  1146
static int SetPalette_physical(SDL_Surface *screen,
slouken@0
  1147
                               SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1148
{
slouken@0
  1149
	SDL_VideoDevice *video = current_video;
slouken@0
  1150
	int gotall = 1;
slouken@0
  1151
slouken@0
  1152
	if ( video->physpal ) {
slouken@0
  1153
		/* We need to copy the new colors, since we haven't
slouken@0
  1154
		 * already done the copy in the logical set above.
slouken@0
  1155
		 */
slouken@0
  1156
		memcpy(video->physpal->colors + firstcolor,
slouken@0
  1157
		       colors, ncolors * sizeof(*colors));
slouken@0
  1158
	}
slouken@0
  1159
	if ( screen == SDL_ShadowSurface ) {
slouken@0
  1160
		if ( SDL_VideoSurface->flags & SDL_HWPALETTE ) {
slouken@0
  1161
			/*
slouken@0
  1162
			 * The real screen is also indexed - set its physical
slouken@0
  1163
			 * palette. The physical palette does not include the
slouken@0
  1164
			 * gamma modification, we apply it directly instead,
slouken@0
  1165
			 * but this only happens if we have hardware palette.
slouken@0
  1166
			 */
slouken@0
  1167
			screen = SDL_VideoSurface;
slouken@0
  1168
		} else {
slouken@0
  1169
			/*
slouken@0
  1170
			 * The video surface is not indexed - invalidate any
slouken@0
  1171
			 * active shadow-to-video blit mappings.
slouken@0
  1172
			 */
slouken@0
  1173
			if ( screen->map->dst == SDL_VideoSurface ) {
slouken@0
  1174
				SDL_InvalidateMap(screen->map);
slouken@0
  1175
			}
slouken@0
  1176
			if ( video->gamma ) {
slouken@0
  1177
				if( ! video->gammacols ) {
slouken@0
  1178
					SDL_Palette *pp = video->physpal;
slouken@0
  1179
					if(!pp)
slouken@0
  1180
						pp = screen->format->palette;
slouken@0
  1181
					video->gammacols = malloc(pp->ncolors
slouken@0
  1182
							  * sizeof(SDL_Color));
slouken@0
  1183
					SDL_ApplyGamma(video->gamma,
slouken@0
  1184
						       pp->colors,
slouken@0
  1185
						       video->gammacols,
slouken@0
  1186
						       pp->ncolors);
slouken@0
  1187
				} else {
slouken@0
  1188
					SDL_ApplyGamma(video->gamma, colors,
slouken@0
  1189
						       video->gammacols
slouken@0
  1190
						       + firstcolor,
slouken@0
  1191
						       ncolors);
slouken@0
  1192
				}
slouken@0
  1193
			}
slouken@0
  1194
			SDL_UpdateRect(screen, 0, 0, 0, 0);
slouken@0
  1195
		}
slouken@0
  1196
	}
slouken@0
  1197
slouken@0
  1198
	if ( screen == SDL_VideoSurface ) {
slouken@0
  1199
		SDL_Color gcolors[256];
slouken@0
  1200
slouken@662
  1201
		if ( video->gamma ) {
slouken@662
  1202
			SDL_ApplyGamma(video->gamma, colors, gcolors, ncolors);
slouken@0
  1203
			colors = gcolors;
slouken@0
  1204
		}
slouken@0
  1205
		gotall = video->SetColors(video, firstcolor, ncolors, colors);
slouken@0
  1206
		if ( ! gotall ) {
slouken@0
  1207
			/* The video flags shouldn't have SDL_HWPALETTE, and
slouken@0
  1208
			   the video driver is responsible for copying back the
slouken@0
  1209
			   correct colors into the video surface palette.
slouken@0
  1210
			*/
slouken@0
  1211
			;
slouken@0
  1212
		}
slouken@0
  1213
		SDL_CursorPaletteChanged();
slouken@0
  1214
	}
slouken@0
  1215
	return gotall;
slouken@0
  1216
}
slouken@0
  1217
slouken@0
  1218
/*
slouken@0
  1219
 * Set the physical and/or logical colormap of a surface:
slouken@0
  1220
 * Only the screen has a physical colormap. It determines what is actually
slouken@0
  1221
 * sent to the display.
slouken@0
  1222
 * The logical colormap is used to map blits to/from the surface.
slouken@0
  1223
 * 'which' is one or both of SDL_LOGPAL, SDL_PHYSPAL
slouken@0
  1224
 *
slouken@0
  1225
 * Return nonzero if all colours were set as requested, or 0 otherwise.
slouken@0
  1226
 */
slouken@0
  1227
int SDL_SetPalette(SDL_Surface *screen, int which,
slouken@0
  1228
		   SDL_Color *colors, int firstcolor, int ncolors)
slouken@0
  1229
{
slouken@662
  1230
	SDL_Palette *pal;
slouken@0
  1231
	int gotall;
slouken@0
  1232
	int palsize;
slouken@0
  1233
slouken@34
  1234
	if ( ! current_video ) {
slouken@34
  1235
		return 0;
slouken@34
  1236
	}
slouken@0
  1237
	if ( screen != SDL_PublicSurface ) {
slouken@662
  1238
		/* only screens have physical palettes */
slouken@662
  1239
		which &= ~SDL_PHYSPAL;
slouken@0
  1240
	} else if( (screen->flags & SDL_HWPALETTE) != SDL_HWPALETTE ) {
slouken@662
  1241
		/* hardware palettes required for split colormaps */
slouken@662
  1242
		which |= SDL_PHYSPAL | SDL_LOGPAL;
slouken@0
  1243
	}
slouken@0
  1244
slouken@0
  1245
	/* Verify the parameters */
slouken@0
  1246
	pal = screen->format->palette;
slouken@0
  1247
	if( !pal ) {
slouken@662
  1248
		return 0;	/* not a palettized surface */
slouken@0
  1249
	}
slouken@0
  1250
	gotall = 1;
slouken@0
  1251
	palsize = 1 << screen->format->BitsPerPixel;
slouken@0
  1252
	if ( ncolors > (palsize - firstcolor) ) {
slouken@662
  1253
		ncolors = (palsize - firstcolor);
slouken@0
  1254
		gotall = 0;
slouken@0
  1255
	}
slouken@0
  1256
slouken@0
  1257
	if ( which & SDL_LOGPAL ) {
slouken@0
  1258
		/*
slouken@0
  1259
		 * Logical palette change: The actual screen isn't affected,
slouken@0
  1260
		 * but the internal colormap is altered so that the
slouken@0
  1261
		 * interpretation of the pixel values (for blits etc) is
slouken@0
  1262
		 * changed.
slouken@0
  1263
		 */
slouken@662
  1264
		SetPalette_logical(screen, colors, firstcolor, ncolors);
slouken@0
  1265
	}
slouken@0
  1266
	if ( which & SDL_PHYSPAL ) {
slouken@0
  1267
		SDL_VideoDevice *video = current_video;
slouken@662
  1268
		/*
slouken@0
  1269
		 * Physical palette change: This doesn't affect the
slouken@0
  1270
		 * program's idea of what the screen looks like, but changes
slouken@0
  1271
		 * its actual appearance.
slouken@0
  1272
		 */
slouken@662
  1273
		if(!video)
slouken@662
  1274
			return gotall;	/* video not yet initialized */
slouken@0
  1275
		if(!video->physpal && !(which & SDL_LOGPAL) ) {
slouken@0
  1276
			/* Lazy physical palette allocation */
slouken@662
  1277
			int size;
slouken@0
  1278
			SDL_Palette *pp = malloc(sizeof(*pp));
slouken@944
  1279
			if ( !pp ) {
slouken@944
  1280
				return 0;
slouken@944
  1281
			}
slouken@0
  1282
			current_video->physpal = pp;
slouken@0
  1283
			pp->ncolors = pal->ncolors;
slouken@0
  1284
			size = pp->ncolors * sizeof(SDL_Color);
slouken@0
  1285
			pp->colors = malloc(size);
slouken@944
  1286
			if ( !pp->colors ) {
slouken@944
  1287
				return 0;
slouken@944
  1288
			}
slouken@0
  1289
			memcpy(pp->colors, pal->colors, size);
slouken@0
  1290
		}
slouken@0
  1291
		if ( ! SetPalette_physical(screen,
slouken@0
  1292
		                           colors, firstcolor, ncolors) ) {
slouken@0
  1293
			gotall = 0;
slouken@0
  1294
		}
slouken@0
  1295
	}
slouken@0
  1296
	return gotall;
slouken@0
  1297
}
slouken@0
  1298
slouken@0
  1299
int SDL_SetColors(SDL_Surface *screen, SDL_Color *colors, int firstcolor,
slouken@0
  1300
		  int ncolors)
slouken@0
  1301
{
slouken@662
  1302
	return SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL,
slouken@0
  1303
			      colors, firstcolor, ncolors);
slouken@0
  1304
}
slouken@0
  1305
slouken@0
  1306
/*
slouken@0
  1307
 * Clean up the video subsystem
slouken@0
  1308
 */
slouken@0
  1309
void SDL_VideoQuit (void)
slouken@0
  1310
{
slouken@0
  1311
	SDL_Surface *ready_to_go;
slouken@0
  1312
slouken@0
  1313
	if ( current_video ) {
slouken@0
  1314
		SDL_VideoDevice *video = current_video;
slouken@0
  1315
		SDL_VideoDevice *this  = current_video;
slouken@0
  1316
slouken@0
  1317
		/* Halt event processing before doing anything else */
slouken@0
  1318
		SDL_StopEventLoop();
slouken@0
  1319
slouken@0
  1320
		/* Clean up allocated window manager items */
slouken@0
  1321
		if ( SDL_PublicSurface ) {
slouken@0
  1322
			SDL_PublicSurface = NULL;
slouken@0
  1323
		}
slouken@0
  1324
		SDL_CursorQuit();
slouken@0
  1325
slouken@0
  1326
		/* Just in case... */
slouken@0
  1327
		SDL_WM_GrabInputOff();
slouken@0
  1328
slouken@0
  1329
		/* Clean up the system video */
slouken@0
  1330
		video->VideoQuit(this);
slouken@0
  1331
slouken@0
  1332
		/* Free any lingering surfaces */
slouken@0
  1333
		ready_to_go = SDL_ShadowSurface;
slouken@0
  1334
		SDL_ShadowSurface = NULL;
slouken@0
  1335
		SDL_FreeSurface(ready_to_go);
slouken@0
  1336
		if ( SDL_VideoSurface != NULL ) {
slouken@0
  1337
			ready_to_go = SDL_VideoSurface;
slouken@0
  1338
			SDL_VideoSurface = NULL;
slouken@0
  1339
			SDL_FreeSurface(ready_to_go);
slouken@0
  1340
		}
slouken@0
  1341
		SDL_PublicSurface = NULL;
slouken@0
  1342
slouken@0
  1343
		/* Clean up miscellaneous memory */
slouken@0
  1344
		if ( video->physpal ) {
slouken@0
  1345
			free(video->physpal->colors);
slouken@0
  1346
			free(video->physpal);
slouken@0
  1347
			video->physpal = NULL;
slouken@0
  1348
		}
slouken@0
  1349
		if ( video->gammacols ) {
slouken@0
  1350
			free(video->gammacols);
slouken@0
  1351
			video->gammacols = NULL;
slouken@0
  1352
		}
slouken@0
  1353
		if ( video->gamma ) {
slouken@0
  1354
			free(video->gamma);
slouken@0
  1355
			video->gamma = NULL;
slouken@0
  1356
		}
slouken@58
  1357
		if ( video->wm_title != NULL ) {
slouken@58
  1358
			free(video->wm_title);
slouken@58
  1359
			video->wm_title = NULL;
slouken@0
  1360
		}
slouken@58
  1361
		if ( video->wm_icon != NULL ) {
slouken@58
  1362
			free(video->wm_icon);
slouken@58
  1363
			video->wm_icon = NULL;
slouken@0
  1364
		}
slouken@0
  1365
slouken@0
  1366
		/* Finish cleaning up video subsystem */
slouken@0
  1367
		video->free(this);
slouken@0
  1368
		current_video = NULL;
slouken@0
  1369
	}
slouken@0
  1370
	return;
slouken@0
  1371
}
slouken@0
  1372
slouken@0
  1373
/* Load the GL driver library */
slouken@0
  1374
int SDL_GL_LoadLibrary(const char *path)
slouken@0
  1375
{
slouken@0
  1376
	SDL_VideoDevice *video = current_video;
slouken@0
  1377
	SDL_VideoDevice *this = current_video;
slouken@0
  1378
	int retval;
slouken@0
  1379
slouken@0
  1380
	retval = -1;
icculus@423
  1381
	if ( video == NULL ) {
icculus@423
  1382
		SDL_SetError("Video subsystem has not been initialized");
slouken@0
  1383
	} else {
icculus@423
  1384
		if ( video->GL_LoadLibrary ) {
icculus@423
  1385
			retval = video->GL_LoadLibrary(this, path);
icculus@423
  1386
		} else {
icculus@423
  1387
			SDL_SetError("No dynamic GL support in video driver");
icculus@423
  1388
		}
slouken@0
  1389
	}
slouken@0
  1390
	return(retval);
slouken@0
  1391
}
slouken@0
  1392
slouken@0
  1393
void *SDL_GL_GetProcAddress(const char* proc)
slouken@0
  1394
{
slouken@0
  1395
	SDL_VideoDevice *video = current_video;
slouken@0
  1396
	SDL_VideoDevice *this = current_video;
slouken@0
  1397
	void *func;
slouken@0
  1398
slouken@0
  1399
	func = NULL;
slouken@0
  1400
	if ( video->GL_GetProcAddress ) {
slouken@0
  1401
		if ( video->gl_config.driver_loaded ) {
slouken@0
  1402
			func = video->GL_GetProcAddress(this, proc);
slouken@0
  1403
		} else {
slouken@0
  1404
			SDL_SetError("No GL driver has been loaded");
slouken@0
  1405
		}
slouken@0
  1406
	} else {
slouken@0
  1407
		SDL_SetError("No dynamic GL support in video driver");
slouken@0
  1408
	}
slouken@0
  1409
	return func;
slouken@0
  1410
}
slouken@0
  1411
slouken@0
  1412
/* Set the specified GL attribute for setting up a GL video mode */
slouken@0
  1413
int SDL_GL_SetAttribute( SDL_GLattr attr, int value )
slouken@0
  1414
{
slouken@0
  1415
	int retval;
slouken@0
  1416
	SDL_VideoDevice *video = current_video;
slouken@0
  1417
slouken@0
  1418
	retval = 0;
slouken@0
  1419
	switch (attr) {
slouken@0
  1420
		case SDL_GL_RED_SIZE:
slouken@0
  1421
			video->gl_config.red_size = value;
slouken@0
  1422
			break;
slouken@0
  1423
		case SDL_GL_GREEN_SIZE:
slouken@0
  1424
			video->gl_config.green_size = value;
slouken@0
  1425
			break;
slouken@0
  1426
		case SDL_GL_BLUE_SIZE:
slouken@0
  1427
			video->gl_config.blue_size = value;
slouken@0
  1428
			break;
slouken@0
  1429
		case SDL_GL_ALPHA_SIZE:
slouken@0
  1430
			video->gl_config.alpha_size = value;
slouken@0
  1431
			break;
slouken@0
  1432
		case SDL_GL_DOUBLEBUFFER:
slouken@0
  1433
			video->gl_config.double_buffer = value;
slouken@0
  1434
			break;
slouken@662
  1435
		case SDL_GL_BUFFER_SIZE:
slouken@662
  1436
			video->gl_config.buffer_size = value;
slouken@0
  1437
			break;
slouken@0
  1438
		case SDL_GL_DEPTH_SIZE:
slouken@0
  1439
			video->gl_config.depth_size = value;
slouken@0
  1440
			break;
slouken@0
  1441
		case SDL_GL_STENCIL_SIZE:
slouken@0
  1442
			video->gl_config.stencil_size = value;
slouken@0
  1443
			break;
slouken@450
  1444
		case SDL_GL_ACCUM_RED_SIZE:
slouken@0
  1445
			video->gl_config.accum_red_size = value;
slouken@0
  1446
			break;
slouken@450
  1447
		case SDL_GL_ACCUM_GREEN_SIZE:
slouken@0
  1448
			video->gl_config.accum_green_size = value;
slouken@0
  1449
			break;
slouken@450
  1450
		case SDL_GL_ACCUM_BLUE_SIZE:
slouken@0
  1451
			video->gl_config.accum_blue_size = value;
slouken@0
  1452
			break;
slouken@450
  1453
		case SDL_GL_ACCUM_ALPHA_SIZE:
slouken@0
  1454
			video->gl_config.accum_alpha_size = value;
slouken@0
  1455
			break;
slouken@450
  1456
		case SDL_GL_STEREO:
slouken@450
  1457
			video->gl_config.stereo = value;
slouken@450
  1458
			break;
slouken@656
  1459
		case SDL_GL_MULTISAMPLEBUFFERS:
slouken@656
  1460
			video->gl_config.multisamplebuffers = value;
slouken@655
  1461
			break;
slouken@656
  1462
		case SDL_GL_MULTISAMPLESAMPLES:
slouken@656
  1463
			video->gl_config.multisamplesamples = value;
slouken@655
  1464
			break;
slouken@0
  1465
		default:
slouken@0
  1466
			SDL_SetError("Unknown OpenGL attribute");
slouken@0
  1467
			retval = -1;
slouken@0
  1468
			break;
slouken@0
  1469
	}
slouken@0
  1470
	return(retval);
slouken@0
  1471
}
slouken@0
  1472
slouken@0
  1473
/* Retrieve an attribute value from the windowing system. */
slouken@0
  1474
int SDL_GL_GetAttribute(SDL_GLattr attr, int* value)
slouken@0
  1475
{
slouken@0
  1476
	int retval = -1;
slouken@0
  1477
	SDL_VideoDevice* video = current_video;
slouken@0
  1478
	SDL_VideoDevice* this = current_video;
slouken@0
  1479
slouken@0
  1480
	if ( video->GL_GetAttribute ) {
slouken@0
  1481
		retval = this->GL_GetAttribute(this, attr, value);
slouken@11
  1482
	} else {
slouken@11
  1483
		*value = 0;
slouken@11
  1484
		SDL_SetError("GL_GetAttribute not supported");
slouken@0
  1485
	}
slouken@0
  1486
	return retval;
slouken@0
  1487
}
slouken@0
  1488
slouken@0
  1489
/* Perform a GL buffer swap on the current GL context */
slouken@0
  1490
void SDL_GL_SwapBuffers(void)
slouken@0
  1491
{
slouken@0
  1492
	SDL_VideoDevice *video = current_video;
slouken@0
  1493
	SDL_VideoDevice *this = current_video;
slouken@0
  1494
slouken@0
  1495
	if ( video->screen->flags & SDL_OPENGL ) {
slouken@266
  1496
		video->GL_SwapBuffers(this);
slouken@266
  1497
	} else {
slouken@266
  1498
		SDL_SetError("OpenGL video mode has not been set");
slouken@0
  1499
	}
slouken@0
  1500
}
slouken@0
  1501
slouken@0
  1502
/* Update rects with locking */
slouken@0
  1503
void SDL_GL_UpdateRectsLock(SDL_VideoDevice* this, int numrects, SDL_Rect *rects)
slouken@0
  1504
{
slouken@0
  1505
	SDL_GL_Lock();
slouken@0
  1506
 	SDL_GL_UpdateRects(numrects, rects);
slouken@0
  1507
	SDL_GL_Unlock();
slouken@0
  1508
}
slouken@0
  1509
slouken@0
  1510
/* Update rects without state setting and changing (the caller is responsible for it) */
slouken@0
  1511
void SDL_GL_UpdateRects(int numrects, SDL_Rect *rects)
slouken@0
  1512
{
slouken@0
  1513
#ifdef HAVE_OPENGL
slouken@0
  1514
	SDL_VideoDevice *this = current_video;
slouken@0
  1515
	SDL_Rect update, tmp;
slouken@0
  1516
	int x, y, i;
slouken@0
  1517
slouken@0
  1518
	for ( i = 0; i < numrects; i++ )
slouken@0
  1519
	{
slouken@0
  1520
		tmp.y = rects[i].y;
slouken@0
  1521
		tmp.h = rects[i].h;
slouken@0
  1522
		for ( y = 0; y <= rects[i].h / 256; y++ )
slouken@0
  1523
		{
slouken@0
  1524
			tmp.x = rects[i].x;
slouken@0
  1525
			tmp.w = rects[i].w;
slouken@0
  1526
			for ( x = 0; x <= rects[i].w / 256; x++ )
slouken@0
  1527
			{
slouken@0
  1528
				update.x = tmp.x;
slouken@0
  1529
				update.y = tmp.y;
slouken@0
  1530
				update.w = tmp.w;
slouken@0
  1531
				update.h = tmp.h;
slouken@0
  1532
slouken@0
  1533
				if ( update.w > 256 )
slouken@0
  1534
					update.w = 256;
slouken@0
  1535
slouken@0
  1536
				if ( update.h > 256 )
slouken@0
  1537
					update.h = 256;
slouken@0
  1538
			
slouken@0
  1539
				this->glFlush();
slouken@0
  1540
				this->glTexSubImage2D( 
slouken@0
  1541
					GL_TEXTURE_2D, 
slouken@0
  1542
					0, 
slouken@0
  1543
					0, 
slouken@0
  1544
					0, 
slouken@0
  1545
					update.w, 
slouken@0
  1546
					update.h, 
slouken@0
  1547
					this->is_32bit? GL_RGBA : GL_RGB,
slouken@0
  1548
#ifdef GL_VERSION_1_2
slouken@0
  1549
					this->is_32bit ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_5_6_5,
slouken@0
  1550
#else
slouken@0
  1551
					GL_UNSIGNED_BYTE,
slouken@0
  1552
#endif
slouken@0
  1553
					(Uint8 *)this->screen->pixels + 
slouken@0
  1554
						this->screen->format->BytesPerPixel * update.x + 
slouken@0
  1555
						update.y * this->screen->pitch );
slouken@0
  1556
	
slouken@0
  1557
				this->glFlush();
slouken@0
  1558
				/*
slouken@0
  1559
				* Note the parens around the function name:
slouken@0
  1560
				* This is because some OpenGL implementations define glTexCoord etc 
slouken@0
  1561
				* as macros, and we don't want them expanded here.
slouken@0
  1562
				*/
slouken@0
  1563
				this->glBegin(GL_TRIANGLE_STRIP);
slouken@0
  1564
					(this->glTexCoord2f)( 0.0, 0.0 );	
slouken@0
  1565
					(this->glVertex2i)( update.x, update.y );
slouken@0
  1566
					(this->glTexCoord2f)( (float)(update.w / 256.0), 0.0 );	
slouken@0
  1567
					(this->glVertex2i)( update.x + update.w, update.y );
slouken@0
  1568
					(this->glTexCoord2f)( 0.0, (float)(update.h / 256.0) );
slouken@0
  1569
					(this->glVertex2i)( update.x, update.y + update.h );
slouken@0
  1570
					(this->glTexCoord2f)( (float)(update.w / 256.0), (float)(update.h / 256.0) );	
slouken@0
  1571
					(this->glVertex2i)( update.x + update.w	, update.y + update.h );
slouken@0
  1572
				this->glEnd();	
slouken@0
  1573
			
slouken@0
  1574
				tmp.x += 256;
slouken@0
  1575
				tmp.w -= 256;
slouken@0
  1576
			}
slouken@0
  1577
			tmp.y += 256;
slouken@0
  1578
			tmp.h -= 256;
slouken@0
  1579
		}
slouken@0
  1580
	}
slouken@0
  1581
#endif
slouken@0
  1582
}
slouken@0
  1583
slouken@0
  1584
/* Lock == save current state */
slouken@0
  1585
void SDL_GL_Lock()
slouken@0
  1586
{
slouken@0
  1587
#ifdef HAVE_OPENGL
slouken@0
  1588
	lock_count--;
slouken@0
  1589
	if (lock_count==-1)
slouken@0
  1590
	{
slouken@0
  1591
		SDL_VideoDevice *this = current_video;
slouken@0
  1592
slouken@0
  1593
		this->glPushAttrib( GL_ALL_ATTRIB_BITS );	/* TODO: narrow range of what is saved */
slouken@125
  1594
#ifdef GL_CLIENT_PIXEL_STORE_BIT
slouken@0
  1595
		this->glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
slouken@125
  1596
#endif
slouken@0
  1597
slouken@0
  1598
		this->glEnable(GL_TEXTURE_2D);
slouken@0
  1599
		this->glEnable(GL_BLEND);
slouken@0
  1600
		this->glDisable(GL_FOG);
slouken@0
  1601
		this->glDisable(GL_ALPHA_TEST);
slouken@0
  1602
		this->glDisable(GL_DEPTH_TEST);
slouken@0
  1603
		this->glDisable(GL_SCISSOR_TEST);	
slouken@0
  1604
		this->glDisable(GL_STENCIL_TEST);
slouken@0
  1605
		this->glDisable(GL_CULL_FACE);
slouken@0
  1606
slouken@0
  1607
		this->glBindTexture( GL_TEXTURE_2D, this->texture );
slouken@0
  1608
		this->glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
slouken@0
  1609
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
slouken@0
  1610
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
slouken@0
  1611
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
slouken@0
  1612
		this->glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
slouken@0
  1613
slouken@0
  1614
		this->glPixelStorei( GL_UNPACK_ROW_LENGTH, this->screen->pitch / this->screen->format->BytesPerPixel );
slouken@0
  1615
		this->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@0
  1616
		(this->glColor4f)(1.0, 1.0, 1.0, 1.0);		/* Solaris workaround */
slouken@0
  1617
slouken@0
  1618
		this->glViewport(0, 0, this->screen->w, this->screen->h);
slouken@0
  1619
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1620
		this->glPushMatrix();
slouken@0
  1621
		this->glLoadIdentity();
slouken@0
  1622
slouken@0
  1623
		this->glOrtho(0.0, (GLdouble) this->screen->w, (GLdouble) this->screen->h, 0.0, 0.0, 1.0);
slouken@0
  1624
slouken@0
  1625
		this->glMatrixMode(GL_MODELVIEW);
slouken@0
  1626
		this->glPushMatrix();
slouken@0
  1627
		this->glLoadIdentity();
slouken@0
  1628
	}
slouken@0
  1629
#endif
slouken@0
  1630
}
slouken@0
  1631
slouken@0
  1632
/* Unlock == restore saved state */
slouken@0
  1633
void SDL_GL_Unlock()
slouken@0
  1634
{
slouken@0
  1635
#ifdef HAVE_OPENGL
slouken@0
  1636
	lock_count++;
slouken@0
  1637
	if (lock_count==0)
slouken@0
  1638
	{
slouken@0
  1639
		SDL_VideoDevice *this = current_video;
slouken@0
  1640
slouken@0
  1641
		this->glPopMatrix();
slouken@0
  1642
		this->glMatrixMode(GL_PROJECTION);
slouken@0
  1643
		this->glPopMatrix();
slouken@0
  1644
slouken@0
  1645
		this->glPopClientAttrib();
slouken@0
  1646
		this->glPopAttrib();
slouken@0
  1647
	}
slouken@0
  1648
#endif
slouken@0
  1649
}
slouken@0
  1650
slouken@0
  1651
/*
slouken@0
  1652
 * Sets/Gets the title and icon text of the display window, if any.
slouken@0
  1653
 */
slouken@0
  1654
void SDL_WM_SetCaption (const char *title, const char *icon)
slouken@0
  1655
{
slouken@0
  1656
	SDL_VideoDevice *video = current_video;
slouken@0
  1657
	SDL_VideoDevice *this  = current_video;
slouken@0
  1658
slouken@58
  1659
	if ( video ) {
slouken@58
  1660
		if ( title ) {
slouken@58
  1661
			if ( video->wm_title ) {
slouken@58
  1662
				free(video->wm_title);
slouken@58
  1663
			}
slouken@58
  1664
			video->wm_title = (char *)malloc(strlen(title)+1);
slouken@58
  1665
			if ( video->wm_title != NULL ) {
slouken@58
  1666
				strcpy(video->wm_title, title);
slouken@58
  1667
			}
slouken@0
  1668
		}
slouken@58
  1669
		if ( icon ) {
slouken@58
  1670
			if ( video->wm_icon ) {
slouken@58
  1671
				free(video->wm_icon);
slouken@58
  1672
			}
slouken@58
  1673
			video->wm_icon = (char *)malloc(strlen(icon)+1);
slouken@58
  1674
			if ( video->wm_icon != NULL ) {
slouken@58
  1675
				strcpy(video->wm_icon, icon);
slouken@58
  1676
			}
slouken@0
  1677
		}
slouken@58
  1678
		if ( (title || icon) && (video->SetCaption != NULL) ) {
slouken@58
  1679
			video->SetCaption(this, video->wm_title,video->wm_icon);
slouken@0
  1680
		}
slouken@0
  1681
	}
slouken@0
  1682
}
slouken@0
  1683
void SDL_WM_GetCaption (char **title, char **icon)
slouken@0
  1684
{
slouken@58
  1685
	SDL_VideoDevice *video = current_video;
slouken@58
  1686
slouken@58
  1687
	if ( video ) {
slouken@58
  1688
		if ( title ) {
slouken@58
  1689
			*title = video->wm_title;
slouken@58
  1690
		}
slouken@58
  1691
		if ( icon ) {
slouken@58
  1692
			*icon = video->wm_icon;
slouken@58
  1693
		}
slouken@0
  1694
	}
slouken@0
  1695
}
slouken@0
  1696
slouken@541
  1697
/* Utility function used by SDL_WM_SetIcon();
slouken@541
  1698
 * flags & 1 for color key, flags & 2 for alpha channel. */
slouken@541
  1699
static void CreateMaskFromColorKeyOrAlpha(SDL_Surface *icon, Uint8 *mask, int flags)
slouken@0
  1700
{
slouken@0
  1701
	int x, y;
slouken@0
  1702
	Uint32 colorkey;
slouken@0
  1703
#define SET_MASKBIT(icon, x, y, mask) \
slouken@0
  1704
	mask[(y*((icon->w+7)/8))+(x/8)] &= ~(0x01<<(7-(x%8)))
slouken@0
  1705
slouken@0
  1706
	colorkey = icon->format->colorkey;
slouken@0
  1707
	switch (icon->format->BytesPerPixel) {
slouken@0
  1708
		case 1: { Uint8 *pixels;
slouken@0
  1709
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1710
				pixels = (Uint8 *)icon->pixels + y*icon->pitch;
slouken@0
  1711
				for ( x=0; x<icon->w; ++x ) {
slouken@0
  1712
					if ( *pixels++ == colorkey ) {
slouken@0
  1713
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1714
					}
slouken@0
  1715
				}
slouken@0
  1716
			}
slouken@0
  1717
		}
slouken@0
  1718
		break;
slouken@0
  1719
slouken@0
  1720
		case 2: { Uint16 *pixels;
slouken@0
  1721
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1722
				pixels = (Uint16 *)icon->pixels +
slouken@0
  1723
				                   y*icon->pitch/2;
slouken@0
  1724
				for ( x=0; x<icon->w; ++x ) {
slouken@541
  1725
					if ( (flags & 1) && *pixels == colorkey ) {
slouken@541
  1726
						SET_MASKBIT(icon, x, y, mask);
slouken@541
  1727
					} else if((flags & 2) && (*pixels & icon->format->Amask) == 0) {
slouken@0
  1728
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1729
					}
slouken@541
  1730
					pixels++;
slouken@0
  1731
				}
slouken@0
  1732
			}
slouken@0
  1733
		}
slouken@0
  1734
		break;
slouken@0
  1735
slouken@0
  1736
		case 4: { Uint32 *pixels;
slouken@0
  1737
			for ( y=0; y<icon->h; ++y ) {
slouken@0
  1738
				pixels = (Uint32 *)icon->pixels +
slouken@0
  1739
				                   y*icon->pitch/4;
slouken@0
  1740
				for ( x=0; x<icon->w; ++x ) {
slouken@541
  1741
					if ( (flags & 1) && *pixels == colorkey ) {
slouken@541
  1742
						SET_MASKBIT(icon, x, y, mask);
slouken@541
  1743
					} else if((flags & 2) && (*pixels & icon->format->Amask) == 0) {
slouken@0
  1744
						SET_MASKBIT(icon, x, y, mask);
slouken@0
  1745
					}
slouken@541
  1746
					pixels++;
slouken@0
  1747
				}
slouken@0
  1748
			}
slouken@0
  1749
		}
slouken@0
  1750
		break;
slouken@0
  1751
	}
slouken@0
  1752
}
slouken@0
  1753
slouken@0
  1754
/*
slouken@0
  1755
 * Sets the window manager icon for the display window.
slouken@0
  1756
 */
slouken@0
  1757
void SDL_WM_SetIcon (SDL_Surface *icon, Uint8 *mask)
slouken@0
  1758
{
slouken@0
  1759
	SDL_VideoDevice *video = current_video;
slouken@0
  1760
	SDL_VideoDevice *this  = current_video;
slouken@0
  1761
slouken@0
  1762
	if ( icon && video->SetIcon ) {
slouken@0
  1763
		/* Generate a mask if necessary, and create the icon! */
slouken@0
  1764
		if ( mask == NULL ) {
slouken@0
  1765
			int mask_len = icon->h*(icon->w+7)/8;
slouken@541
  1766
			int flags = 0;
slouken@0
  1767
			mask = (Uint8 *)malloc(mask_len);
slouken@0
  1768
			if ( mask == NULL ) {
slouken@0
  1769
				return;
slouken@0
  1770
			}
slouken@0
  1771
			memset(mask, ~0, mask_len);
slouken@541
  1772
			if ( icon->flags & SDL_SRCCOLORKEY ) flags |= 1;
slouken@541
  1773
			if ( icon->flags & SDL_SRCALPHA ) flags |= 2;
slouken@541
  1774
			if( flags ) {
slouken@541
  1775
				CreateMaskFromColorKeyOrAlpha(icon, mask, flags);
slouken@0
  1776
			}
slouken@0
  1777
			video->SetIcon(video, icon, mask);
slouken@0
  1778
			free(mask);
slouken@0
  1779
		} else {
slouken@0
  1780
			video->SetIcon(this, icon, mask);
slouken@0
  1781
		}
slouken@0
  1782
	}
slouken@0
  1783
}
slouken@0
  1784
slouken@0
  1785
/*
slouken@0
  1786
 * Grab or ungrab the keyboard and mouse input.
slouken@0
  1787
 * This function returns the final grab mode after calling the
slouken@0
  1788
 * driver dependent function.
slouken@0
  1789
 */
slouken@0
  1790
static SDL_GrabMode SDL_WM_GrabInputRaw(SDL_GrabMode mode)
slouken@0
  1791
{
slouken@0
  1792
	SDL_VideoDevice *video = current_video;
slouken@0
  1793
	SDL_VideoDevice *this  = current_video;
slouken@0
  1794
slouken@0
  1795
	/* Only do something if we have support for grabs */
slouken@0
  1796
	if ( video->GrabInput == NULL ) {
slouken@0
  1797
		return(video->input_grab);
slouken@0
  1798
	}
slouken@0
  1799
slouken@0
  1800
	/* If the final grab mode if off, only then do we actually grab */
slouken@0
  1801
#ifdef DEBUG_GRAB
slouken@0
  1802
  printf("SDL_WM_GrabInputRaw(%d) ... ", mode);
slouken@0
  1803
#endif
slouken@0
  1804
	if ( mode == SDL_GRAB_OFF ) {
slouken@0
  1805
		if ( video->input_grab != SDL_GRAB_OFF ) {
slouken@0
  1806
			mode = video->GrabInput(this, mode);
slouken@0
  1807
		}
slouken@0
  1808
	} else {
slouken@0
  1809
		if ( video->input_grab == SDL_GRAB_OFF ) {
slouken@0
  1810
			mode = video->GrabInput(this, mode);
slouken@0
  1811
		}
slouken@0
  1812
	}
slouken@0
  1813
	if ( mode != video->input_grab ) {
slouken@0
  1814
		video->input_grab = mode;
slouken@0
  1815
		if ( video->CheckMouseMode ) {
slouken@0
  1816
			video->CheckMouseMode(this);
slouken@0
  1817
		}
slouken@0
  1818
	}
slouken@0
  1819
#ifdef DEBUG_GRAB
slouken@0
  1820
  printf("Final mode %d\n", video->input_grab);
slouken@0
  1821
#endif
slouken@0
  1822
slouken@0
  1823
	/* Return the final grab state */
slouken@0
  1824
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1825
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1826
	}
slouken@0
  1827
	return(mode);
slouken@0
  1828
}
slouken@0
  1829
SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode)
slouken@0
  1830
{
slouken@0
  1831
	SDL_VideoDevice *video = current_video;
slouken@0
  1832
slouken@11
  1833
	/* If the video isn't initialized yet, we can't do anything */
slouken@11
  1834
	if ( ! video ) {
slouken@11
  1835
		return SDL_GRAB_OFF;
slouken@11
  1836
	}
slouken@0
  1837
slouken@0
  1838
	/* Return the current mode on query */
slouken@0
  1839
	if ( mode == SDL_GRAB_QUERY ) {
slouken@0
  1840
		mode = video->input_grab;
slouken@0
  1841
		if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1842
			mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1843
		}
slouken@0
  1844
		return(mode);
slouken@0
  1845
	}
slouken@0
  1846
slouken@0
  1847
#ifdef DEBUG_GRAB
slouken@0
  1848
  printf("SDL_WM_GrabInput(%d) ... ", mode);
slouken@0
  1849
#endif
slouken@0
  1850
	/* If the video surface is fullscreen, we always grab */
slouken@0
  1851
	if ( mode >= SDL_GRAB_FULLSCREEN ) {
slouken@0
  1852
		mode -= SDL_GRAB_FULLSCREEN;
slouken@0
  1853
	}
slouken@0
  1854
	if ( SDL_VideoSurface && (SDL_VideoSurface->flags & SDL_FULLSCREEN) ) {
slouken@0
  1855
		mode += SDL_GRAB_FULLSCREEN;
slouken@0
  1856
	}
slouken@0
  1857
	return(SDL_WM_GrabInputRaw(mode));
slouken@0
  1858
}
slouken@0
  1859
static SDL_GrabMode SDL_WM_GrabInputOff(void)
slouken@0
  1860
{
slouken@0
  1861
	SDL_GrabMode mode;
slouken@0
  1862
slouken@0
  1863
	/* First query the current grab state */
slouken@0
  1864
	mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
slouken@0
  1865
slouken@0
  1866
	/* Now explicitly turn off input grab */
slouken@0
  1867
	SDL_WM_GrabInputRaw(SDL_GRAB_OFF);
slouken@0
  1868
slouken@0
  1869
	/* Return the old state */
slouken@0
  1870
	return(mode);
slouken@0
  1871
}
slouken@0
  1872
slouken@0
  1873
/*
slouken@0
  1874
 * Iconify the window in window managed environments.
slouken@0
  1875
 * A successful iconification will result in an SDL_APPACTIVE loss event.
slouken@0
  1876
 */
slouken@0
  1877
int SDL_WM_IconifyWindow(void)
slouken@0
  1878
{
slouken@0
  1879
	SDL_VideoDevice *video = current_video;
slouken@0
  1880
	SDL_VideoDevice *this  = current_video;
slouken@0
  1881
	int retval;
slouken@0
  1882
slouken@0
  1883
	retval = 0;
slouken@0
  1884
	if ( video->IconifyWindow ) {
slouken@0
  1885
		retval = video->IconifyWindow(this);
slouken@0
  1886
	}
slouken@0
  1887
	return(retval);
slouken@0
  1888
}
slouken@0
  1889
slouken@0
  1890
/*
slouken@0
  1891
 * Toggle fullscreen mode
slouken@0
  1892
 */
slouken@0
  1893
int SDL_WM_ToggleFullScreen(SDL_Surface *surface)
slouken@0
  1894
{
slouken@0
  1895
	SDL_VideoDevice *video = current_video;
slouken@0
  1896
	SDL_VideoDevice *this  = current_video;
slouken@0
  1897
	int toggled;
slouken@0
  1898
slouken@0
  1899
	toggled = 0;
slouken@0
  1900
	if ( SDL_PublicSurface && (surface == SDL_PublicSurface) &&
slouken@0
  1901
	     video->ToggleFullScreen ) {
slouken@0
  1902
		if ( surface->flags & SDL_FULLSCREEN ) {
slouken@0
  1903
			toggled = video->ToggleFullScreen(this, 0);
slouken@0
  1904
			if ( toggled ) {
slouken@0
  1905
				SDL_VideoSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1906
				SDL_PublicSurface->flags &= ~SDL_FULLSCREEN;
slouken@0
  1907
			}
slouken@0
  1908
		} else {
slouken@0
  1909
			toggled = video->ToggleFullScreen(this, 1);
slouken@0
  1910
			if ( toggled ) {
slouken@0
  1911
				SDL_VideoSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1912
				SDL_PublicSurface->flags |= SDL_FULLSCREEN;
slouken@0
  1913
			}
slouken@0
  1914
		}
slouken@0
  1915
		/* Double-check the grab state inside SDL_WM_GrabInput() */
slouken@0
  1916
		if ( toggled ) {
slouken@0
  1917
			SDL_WM_GrabInput(video->input_grab);
slouken@0
  1918
		}
slouken@0
  1919
	}
slouken@0
  1920
	return(toggled);
slouken@0
  1921
}
slouken@0
  1922
slouken@0
  1923
/*
slouken@0
  1924
 * Get some platform dependent window manager information
slouken@0
  1925
 */
slouken@0
  1926
int SDL_GetWMInfo (SDL_SysWMinfo *info)
slouken@0
  1927
{
slouken@0
  1928
	SDL_VideoDevice *video = current_video;
slouken@0
  1929
	SDL_VideoDevice *this  = current_video;
slouken@0
  1930
slouken@0
  1931
	if ( video && video->GetWMInfo ) {
slouken@0
  1932
		return(video->GetWMInfo(this, info));
slouken@0
  1933
	} else {
slouken@0
  1934
		return(0);
slouken@0
  1935
	}
slouken@0
  1936
}