const char *VideoDriver_Dedicated::Start(const char * const *parm) { int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth(); _dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8)); _screen.width = _screen.pitch = _cur_resolution.width; _screen.height = _cur_resolution.height; _screen.dst_ptr = _dedicated_video_mem; ScreenSizeChanged(); BlitterFactoryBase::GetCurrentBlitter()->PostResize(); #if defined(WINCE) /* WinCE doesn't support console stuff */ #elif defined(WIN32) /* For win32 we need to allocate a console (debug mode does the same) */ CreateConsole(); CreateWindowsConsoleThread(); SetConsoleTitle(_T("OpenTTD Dedicated Server")); #endif #ifdef __OS2__ /* For OS/2 we also need to switch to console mode instead of PM mode */ OS2_SwitchToConsoleMode(); #endif DEBUG(driver, 1, "Loading dedicated server"); return NULL; }
/** * Size of the application screen changed. * Adapt the game screen-size, re-allocate the open windows, and repaint everything */ void GameSizeChanged() { _cur_resolution.width = _screen.width; _cur_resolution.height = _screen.height; ScreenSizeChanged(); RelocateAllWindows(_screen.width, _screen.height); MarkWholeScreenDirty(); }
const char *VideoDriver_Null::Start(const char * const *parm) { this->ticks = GetDriverParamInt(parm, "ticks", 1000); _screen.width = _screen.pitch = _cur_resolution.width; _screen.height = _cur_resolution.height; _screen.dst_ptr = NULL; ScreenSizeChanged(); /* Do not render, nor blit */ DEBUG(misc, 1, "Forcing blitter 'null'..."); BlitterFactoryBase::SelectBlitter("null"); return NULL; }
const char *VideoDriver_Null::Start(const char * const *parm) { #ifdef _MSC_VER /* Disable the MSVC assertion message box. */ _set_error_mode(_OUT_TO_STDERR); #endif this->ticks = GetDriverParamInt(parm, "ticks", 1000); _screen.width = _screen.pitch = _cur_resolution.width; _screen.height = _cur_resolution.height; _screen.dst_ptr = NULL; ScreenSizeChanged(); /* Do not render, nor blit */ DEBUG(misc, 1, "Forcing blitter 'null'..."); BlitterFactory::SelectBlitter("null"); return NULL; }