Example #1
0
SDL_Surface *
SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags)
{
    SDL_DisplayMode desktop_mode;
    int display = GetVideoDisplay();
    int window_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(display);
    int window_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(display);
    int window_w;
    int window_h;
    Uint32 window_flags;
    Uint32 surface_flags;

    if (!SDL_GetVideoDevice()) {
        if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) {
            return NULL;
        }
    }

    SDL_GetDesktopDisplayMode(display, &desktop_mode);

    if (width == 0) {
        width = desktop_mode.w;
    }
    if (height == 0) {
        height = desktop_mode.h;
    }
    if (bpp == 0) {
        bpp = SDL_BITSPERPIXEL(desktop_mode.format);
    }

    /* See if we can simply resize the existing window and surface */
    if (SDL_ResizeVideoMode(width, height, bpp, flags) == 0) {
        return SDL_PublicSurface;
    }

    /* Destroy existing window */
    SDL_PublicSurface = NULL;
    if (SDL_ShadowSurface) {
        SDL_ShadowSurface->flags &= ~SDL_DONTFREE;
        SDL_FreeSurface(SDL_ShadowSurface);
        SDL_ShadowSurface = NULL;
    }
    if (SDL_VideoSurface) {
        SDL_VideoSurface->flags &= ~SDL_DONTFREE;
        SDL_FreeSurface(SDL_VideoSurface);
        SDL_VideoSurface = NULL;
    }
    if (SDL_VideoContext) {
        /* SDL_GL_MakeCurrent(0, NULL); *//* Doesn't do anything */
        SDL_GL_DeleteContext(SDL_VideoContext);
        SDL_VideoContext = NULL;
    }
    if (SDL_VideoWindow) {
        SDL_GetWindowPosition(SDL_VideoWindow, &window_x, &window_y);
        SDL_DestroyWindow(SDL_VideoWindow);
    }

    /* Set up the event filter */
    if (!SDL_GetEventFilter(NULL, NULL)) {
        SDL_SetEventFilter(SDL_CompatEventFilter, NULL);
    }

    /* Create a new window */
    window_flags = SDL_WINDOW_SHOWN;
    if (flags & SDL_FULLSCREEN) {
        window_flags |= SDL_WINDOW_FULLSCREEN;
    }
    if (flags & SDL_OPENGL) {
        window_flags |= SDL_WINDOW_OPENGL;
    }
    if (flags & SDL_RESIZABLE) {
        window_flags |= SDL_WINDOW_RESIZABLE;
    }
    if (flags & SDL_NOFRAME) {
        window_flags |= SDL_WINDOW_BORDERLESS;
    }
    GetEnvironmentWindowPosition(width, height, &window_x, &window_y);
    SDL_VideoWindow =
        SDL_CreateWindow(wm_title, window_x, window_y, width, height,
                         window_flags);
    if (!SDL_VideoWindow) {
        return NULL;
    }
    SDL_SetWindowIcon(SDL_VideoWindow, SDL_VideoIcon);

    SetupScreenSaver(flags);

    window_flags = SDL_GetWindowFlags(SDL_VideoWindow);
    surface_flags = 0;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        surface_flags |= SDL_FULLSCREEN;
    }
    if ((window_flags & SDL_WINDOW_OPENGL) && (flags & SDL_OPENGL)) {
        surface_flags |= SDL_OPENGL;
    }
    if (window_flags & SDL_WINDOW_RESIZABLE) {
        surface_flags |= SDL_RESIZABLE;
    }
    if (window_flags & SDL_WINDOW_BORDERLESS) {
        surface_flags |= SDL_NOFRAME;
    }

    SDL_VideoFlags = flags;

    /* If we're in OpenGL mode, just create a stub surface and we're done! */
    if (flags & SDL_OPENGL) {
        SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow);
        if (!SDL_VideoContext) {
            return NULL;
        }
        if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) {
            return NULL;
        }
        SDL_VideoSurface =
            SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0);
        if (!SDL_VideoSurface) {
            return NULL;
        }
        SDL_VideoSurface->flags |= surface_flags;
        SDL_PublicSurface = SDL_VideoSurface;
        return SDL_PublicSurface;
    }

    /* Create the screen surface */
    SDL_WindowSurface = SDL_GetWindowSurface(SDL_VideoWindow);
    if (!SDL_WindowSurface) {
        return NULL;
    }

    /* Center the public surface in the window surface */
    SDL_GetWindowSize(SDL_VideoWindow, &window_w, &window_h);
    SDL_VideoViewport.x = (window_w - width)/2;
    SDL_VideoViewport.y = (window_h - height)/2;
    SDL_VideoViewport.w = width;
    SDL_VideoViewport.h = height;

    SDL_VideoSurface = SDL_CreateRGBSurfaceFrom(NULL, 0, 0, 32, 0, 0, 0, 0, 0);
    SDL_VideoSurface->flags |= surface_flags;
    SDL_VideoSurface->flags |= SDL_DONTFREE;
    SDL_FreeFormat(SDL_VideoSurface->format);
    SDL_VideoSurface->format = SDL_WindowSurface->format;
    SDL_VideoSurface->format->refcount++;
    SDL_VideoSurface->w = width;
    SDL_VideoSurface->h = height;
    SDL_VideoSurface->pitch = SDL_WindowSurface->pitch;
    SDL_VideoSurface->pixels = (void *)((Uint8 *)SDL_WindowSurface->pixels +
        SDL_VideoViewport.y * SDL_VideoSurface->pitch +
        SDL_VideoViewport.x  * SDL_VideoSurface->format->BytesPerPixel);
    SDL_SetClipRect(SDL_VideoSurface, NULL);

    /* Create a shadow surface if necessary */
    if ((bpp != SDL_VideoSurface->format->BitsPerPixel)
        && !(flags & SDL_ANYFORMAT)) {
        SDL_ShadowSurface =
            SDL_CreateRGBSurface(0, width, height, bpp, 0, 0, 0, 0);
        if (!SDL_ShadowSurface) {
            return NULL;
        }
        SDL_ShadowSurface->flags |= surface_flags;
        SDL_ShadowSurface->flags |= SDL_DONTFREE;

        /* 8-bit SDL_ShadowSurface surfaces report that they have exclusive palette */
        if (SDL_ShadowSurface->format->palette) {
            SDL_ShadowSurface->flags |= SDL_HWPALETTE;
            SDL_DitherColors(SDL_ShadowSurface->format->palette->colors,
                             SDL_ShadowSurface->format->BitsPerPixel);
        }
        SDL_FillRect(SDL_ShadowSurface, NULL,
            SDL_MapRGB(SDL_ShadowSurface->format, 0, 0, 0));
    }
    SDL_PublicSurface =
        (SDL_ShadowSurface ? SDL_ShadowSurface : SDL_VideoSurface);

    ClearVideoSurface();

    /* We're finally done! */
    return SDL_PublicSurface;
}
Example #2
0
SDL_Surface *
SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags)
{
    SDL_DisplayMode desktop_mode;
    SDL_DisplayMode mode;
    int window_x = SDL_WINDOWPOS_UNDEFINED;
    int window_y = SDL_WINDOWPOS_UNDEFINED;
    Uint32 window_flags;
    Uint32 desktop_format;
    Uint32 desired_format;
    Uint32 surface_flags;

    if (!SDL_GetVideoDevice()) {
        if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) {
            return NULL;
        }
    }
    
    SDL_GetDesktopDisplayMode(&desktop_mode);

    if (width == 0) {
        width = desktop_mode.w;
    }
    if (height == 0) {
        height = desktop_mode.h;
    }

    /* See if we can simply resize the existing window and surface */
    if (SDL_ResizeVideoMode(width, height, bpp, flags) == 0) {
        return SDL_PublicSurface;
    }

    /* Destroy existing window */
    SDL_PublicSurface = NULL;
    if (SDL_ShadowSurface) {
        SDL_FreeSurface(SDL_ShadowSurface);
        SDL_ShadowSurface = NULL;
    }
    if (SDL_VideoSurface) {
        SDL_DelPaletteWatch(SDL_VideoSurface->format->palette,
                            SDL_VideoPaletteChanged, NULL);
        SDL_FreeSurface(SDL_VideoSurface);
        SDL_VideoSurface = NULL;
    }
    if (SDL_VideoContext) {
        /* SDL_GL_MakeCurrent(0, NULL); *//* Doesn't do anything */
        SDL_GL_DeleteContext(SDL_VideoContext);
        SDL_VideoContext = NULL;
    }
    if (SDL_VideoWindow) {
        SDL_GetWindowPosition(SDL_VideoWindow, &window_x, &window_y);
        SDL_DestroyWindow(SDL_VideoWindow);
    }

    /* Set up the event filter */
    if (!SDL_GetEventFilter(NULL, NULL)) {
        SDL_SetEventFilter(SDL_CompatEventFilter, NULL);
    }

    /* Create a new window */
    window_flags = SDL_WINDOW_SHOWN;
    if (flags & SDL_FULLSCREEN) {
        window_flags |= SDL_WINDOW_FULLSCREEN;
    }
    if (flags & SDL_OPENGL) {
        window_flags |= SDL_WINDOW_OPENGL;
    }
    if (flags & SDL_RESIZABLE) {
        window_flags |= SDL_WINDOW_RESIZABLE;
    }
    if (flags & SDL_NOFRAME) {
        window_flags |= SDL_WINDOW_BORDERLESS;
    }
    GetEnvironmentWindowPosition(width, height, &window_x, &window_y);
    SDL_SetFullscreenDisplayMode(NULL);
    SDL_VideoWindow =
        SDL_CreateWindow(wm_title, window_x, window_y, width, height,
                         window_flags);
    if (!SDL_VideoWindow) {
        return NULL;
    }
    SDL_SetWindowIcon(SDL_VideoWindow, SDL_VideoIcon);

    window_flags = SDL_GetWindowFlags(SDL_VideoWindow);
    surface_flags = 0;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        surface_flags |= SDL_FULLSCREEN;
    }
    if (window_flags & SDL_WINDOW_OPENGL) {
        surface_flags |= SDL_OPENGL;
    }
    if (window_flags & SDL_WINDOW_RESIZABLE) {
        surface_flags |= SDL_RESIZABLE;
    }
    if (window_flags & SDL_WINDOW_BORDERLESS) {
        surface_flags |= SDL_NOFRAME;
    }

    /* Set up the desired display mode */
    desktop_format = desktop_mode.format;
    if (desktop_format && ((flags & SDL_ANYFORMAT)
                           || (bpp == SDL_BITSPERPIXEL(desktop_format)))) {
        desired_format = desktop_format;
    } else {
        switch (bpp) {
        case 0:
            if (desktop_format) {
                desired_format = desktop_format;
            } else {
                desired_format = SDL_PIXELFORMAT_RGB888;
            }
            bpp = SDL_BITSPERPIXEL(desired_format);
            break;
        case 8:
            desired_format = SDL_PIXELFORMAT_INDEX8;
            break;
        case 15:
            desired_format = SDL_PIXELFORMAT_RGB555;
            break;
        case 16:
            desired_format = SDL_PIXELFORMAT_RGB565;
            break;
        case 24:
            desired_format = SDL_PIXELFORMAT_RGB24;
            break;
        case 32:
            desired_format = SDL_PIXELFORMAT_RGB888;
            break;
        default:
            SDL_SetError("Unsupported bpp in SDL_SetVideoMode()");
            return NULL;
        }
    }
    mode.format = desired_format;
    mode.w = width;
    mode.h = height;
    mode.refresh_rate = 0;

    /* Set the desired display mode */
    if (flags & SDL_FULLSCREEN) {
        if (SDL_SetFullscreenDisplayMode(&mode) < 0) {
            return NULL;
        }
    }

    /* If we're in OpenGL mode, just create a stub surface and we're done! */
    if (flags & SDL_OPENGL) {
        SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow);
        if (!SDL_VideoContext) {
            return NULL;
        }
        if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) {
            return NULL;
        }
        SDL_VideoSurface =
            SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0);
        if (!SDL_VideoSurface) {
            return NULL;
        }
        SDL_VideoSurface->flags |= surface_flags;
        SDL_PublicSurface = SDL_VideoSurface;
        return SDL_PublicSurface;
    }

    /* Create a renderer for the window */
    if (SDL_CreateRenderer
        (SDL_VideoWindow, -1,
         SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD) < 0) {
        return NULL;
    }
    SDL_GetRendererInfo(&SDL_VideoRendererInfo);

    /* Create a texture for the screen surface */
    SDL_VideoTexture =
        SDL_CreateTexture(desired_format, SDL_TEXTUREACCESS_STREAMING, width,
                          height);

    if (!SDL_VideoTexture) {
        SDL_VideoTexture =
            SDL_CreateTexture(desktop_format,
                              SDL_TEXTUREACCESS_STREAMING, width, height);
    }
    if (!SDL_VideoTexture) {
        return NULL;
    }

    /* Create the screen surface */
    SDL_VideoSurface = CreateVideoSurface(SDL_VideoTexture);
    if (!SDL_VideoSurface) {
        return NULL;
    }
    SDL_VideoSurface->flags |= surface_flags;

    /* Set a default screen palette */
    if (SDL_VideoSurface->format->palette) {
        SDL_VideoSurface->flags |= SDL_HWPALETTE;
        SDL_DitherColors(SDL_VideoSurface->format->palette->colors,
                         SDL_VideoSurface->format->BitsPerPixel);
        SDL_AddPaletteWatch(SDL_VideoSurface->format->palette,
                            SDL_VideoPaletteChanged, SDL_VideoSurface);
        SDL_SetPaletteColors(SDL_VideoSurface->format->palette,
                             SDL_VideoSurface->format->palette->colors, 0,
                             SDL_VideoSurface->format->palette->ncolors);
    }

    /* Create a shadow surface if necessary */
    if ((bpp != SDL_VideoSurface->format->BitsPerPixel)
        && !(flags & SDL_ANYFORMAT)) {
        SDL_ShadowSurface =
            SDL_CreateRGBSurface(0, width, height, bpp, 0, 0, 0, 0);
        if (!SDL_ShadowSurface) {
            return NULL;
        }
        SDL_ShadowSurface->flags |= surface_flags;

        /* 8-bit SDL_ShadowSurface surfaces report that they have exclusive palette */
        if (SDL_ShadowSurface->format->palette) {
            SDL_ShadowSurface->flags |= SDL_HWPALETTE;
            if (SDL_VideoSurface->format->palette) {
                SDL_SetSurfacePalette(SDL_ShadowSurface,
                                      SDL_VideoSurface->format->palette);
            } else {
                SDL_DitherColors(SDL_ShadowSurface->format->palette->colors,
                                 SDL_ShadowSurface->format->BitsPerPixel);
            }
            SDL_AddPaletteWatch(SDL_ShadowSurface->format->palette,
                                SDL_VideoPaletteChanged, SDL_ShadowSurface);
        }
    }
    SDL_PublicSurface =
        (SDL_ShadowSurface ? SDL_ShadowSurface : SDL_VideoSurface);

    SDL_VideoFlags = flags;

    ClearVideoSurface();

    SetupScreenSaver(flags);

    /* We're finally done! */
    return SDL_PublicSurface;
}