目录
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SDL源代码分析系列文章列表:
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上一篇文章分析了SDL的初始化函数SDL_Init()。这篇文章继续分析SDL的源代码。本文分析SDL的窗口(SDL_Window)。
SDL播放视频的代码流程如下所示。
初始化:
SDL_Init(): 初始化SDL。
SDL_CreateWindow(): 创建窗口(Window)。
SDL_CreateRenderer(): 基于窗口创建渲染器(Render)。
SDL_CreateTexture(): 创建纹理(Texture)。
循环渲染数据:
SDL_UpdateTexture(): 设置纹理的数据。
SDL_RenderCopy(): 纹理复制给渲染器。SDL_RenderPresent(): 显示。
上篇文章分析了该流程中的第一个函数SDL_Init()。本文继续分析该流程中的第二个函数SDL_CreateWindow()。
SDL_Window
SDL_Window结构体定义了一个SDL2中的窗口。如果直接使用SDL2编译好的SDK的话,是看不到它的内部结构的。有关它的定义在头文件中只有一行代码,但是这一行定义前面的注释非常之多,如下所示:
- /**
- * \brief The type used to identify a window
- *
- * \sa SDL_CreateWindow()
- * \sa SDL_CreateWindowFrom()
- * \sa SDL_DestroyWindow()
- * \sa SDL_GetWindowData()
- * \sa SDL_GetWindowFlags()
- * \sa SDL_GetWindowGrab()
- * \sa SDL_GetWindowPosition()
- * \sa SDL_GetWindowSize()
- * \sa SDL_GetWindowTitle()
- * \sa SDL_HideWindow()
- * \sa SDL_MaximizeWindow()
- * \sa SDL_MinimizeWindow()
- * \sa SDL_RaiseWindow()
- * \sa SDL_RestoreWindow()
- * \sa SDL_SetWindowData()
- * \sa SDL_SetWindowFullscreen()
- * \sa SDL_SetWindowGrab()
- * \sa SDL_SetWindowIcon()
- * \sa SDL_SetWindowPosition()
- * \sa SDL_SetWindowSize()
- * \sa SDL_SetWindowBordered()
- * \sa SDL_SetWindowTitle()
- * \sa SDL_ShowWindow()
- */
- typedef struct SDL_Window SDL_Window;
在源代码工程中可以看到它的定义,位于video\SDL_sysvideo.h文件中。它的定义如下。
- /* Define the SDL window structure, corresponding to toplevel windows */
- struct SDL_Window
- {
- const void *magic;
- Uint32 id;
- char *title;
- SDL_Surface *icon;
- int x, y;
- int w, h;
- int min_w, min_h;
- int max_w, max_h;
- Uint32 flags;
- Uint32 last_fullscreen_flags;
- /* Stored position and size for windowed mode */
- SDL_Rect windowed;
- SDL_DisplayMode fullscreen_mode;
- float brightness;
- Uint16 *gamma;
- Uint16 *saved_gamma; /* (just offset into gamma) */
- SDL_Surface *surface;
- SDL_bool surface_valid;
- SDL_bool is_destroying;
- SDL_WindowShaper *shaper;
- SDL_WindowUserData *data;
- void *driverdata;
- SDL_Window *prev;
- SDL_Window *next;
- };
可以看出其中包含了一个“窗口”应该包含的各种属性。这个结构体中的各个变量还没有深入研究,暂不详细分析。下面来看看如何创建这个SDL_Window。
SDL_CreateWindow()
函数简介
SDL_CreateWindow()用于创建一个视频播放的窗口。SDL_CreateWindow()的原型如下。
- SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
- int x, int y, int w,
- int h, Uint32 flags);
参数含义如下。title :窗口标题x :窗口位置x坐标。也可以设置为SDL_WINDOWPOS_CENTERED或SDL_WINDOWPOS_UNDEFINED。y :窗口位置y坐标。同上。w :窗口的宽h :窗口的高flags :支持下列标识。包括了窗口的是否最大化、最小化,能否调整边界等等属性。 ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS, ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_ALLOW_HIGHDPI.
返回创建完成的窗口的ID。如果创建失败则返回0。
函数调用关系图
SDL_ CreateWindow ()关键函数的调用关系可以用下图表示。
上面的函数调用关系图本来是一张高清大图,但是由于博客对图片尺寸有限制,因而显得不太清晰。相册里面上传了一份原始的大图片:
打开上述相册里面的图片,右键选择“另存为”即可保存原始图片。
源代码分析
SDL_CreateWindow()的源代码位于video\SDL_video.c中,如下所示。
- SDL_Window * SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
- {
- SDL_Window *window;
- const char *hint;
- if (!_this) {
- /* Initialize the video system if needed */
- if (SDL_VideoInit(NULL) < 0) {
- return NULL;
- }
- }
- /* Some platforms can't create zero-sized windows */
- if (w < 1) {
- w = 1;
- }
- if (h < 1) {
- h = 1;
- }
- /* Some platforms have OpenGL enabled by default */
- #if (SDL_VIDEO_OPENGL && __MACOSX__) || __IPHONEOS__ || __ANDROID__
- flags |= SDL_WINDOW_OPENGL;
- #endif
- if (flags & SDL_WINDOW_OPENGL) {
- if (!_this->GL_CreateContext) {
- SDL_SetError("No OpenGL support in video driver");
- return NULL;
- }
- if (SDL_GL_LoadLibrary(NULL) < 0) {
- return NULL;
- }
- }
- /* Unless the user has specified the high-DPI disabling hint, respect the
- * SDL_WINDOW_ALLOW_HIGHDPI flag.
- */
- if (flags & SDL_WINDOW_ALLOW_HIGHDPI) {
- hint = SDL_GetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED);
- if (hint && SDL_atoi(hint) > 0) {
- flags &= ~SDL_WINDOW_ALLOW_HIGHDPI;
- }
- }
- window = (SDL_Window *)SDL_calloc(1, sizeof(*window));
- if (!window) {
- SDL_OutOfMemory();
- return NULL;
- }
- window->magic = &_this->window_magic;
- window->id = _this->next_object_id++;
- window->x = x;
- window->y = y;
- window->w = w;
- window->h = h;
- if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISUNDEFINED(y) ||
- SDL_WINDOWPOS_ISCENTERED(x) || SDL_WINDOWPOS_ISCENTERED(y)) {
- SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
- int displayIndex;
- SDL_Rect bounds;
- displayIndex = SDL_GetIndexOfDisplay(display);
- SDL_GetDisplayBounds(displayIndex, &bounds);
- if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISCENTERED(x)) {
- window->x = bounds.x + (bounds.w - w) / 2;
- }
- if (SDL_WINDOWPOS_ISUNDEFINED(y) || SDL_WINDOWPOS_ISCENTERED(y)) {
- window->y = bounds.y + (bounds.h - h) / 2;
- }
- }
- window->flags = ((flags & CREATE_FLAGS) | SDL_WINDOW_HIDDEN);
- window->last_fullscreen_flags = window->flags;
- window->brightness = 1.0f;
- window->next = _this->windows;
- window->is_destroying = SDL_FALSE;
- if (_this->windows) {
- _this->windows->prev = window;
- }
- _this->windows = window;
- if (_this->CreateWindow && _this->CreateWindow(_this, window) < 0) {
- SDL_DestroyWindow(window);
- return NULL;
- }
- if (title) {
- SDL_SetWindowTitle(window, title);
- }
- SDL_FinishWindowCreation(window, flags);
- /* If the window was created fullscreen, make sure the mode code matches */
- SDL_UpdateFullscreenMode(window, FULLSCREEN_VISIBLE(window));
- return window;
- }
下面总结一下SDL_CreateWindow()的大致流程。
1. 一些为了保证各个平台的兼容性的初始化工作。各个平台创建窗口的条件不同。例如,某些平台不支持创建大小为0的窗口。再例如,某些平台默认开启OpenGL。
2. 调用SDL_calloc()为SDL_Window结构体分配一块内存。同时设置一些基本属性,例如窗口的宽高,位置等等。
PS:上篇文章中已经提过,在这里重复一下SDL中内存分配函数的知识。在SDL中分配内存使用SDL_malloc(),SDL_calloc(),这些函数实际上就是malloc(),calloc()。它们的定义位于stdlib\SDL_malloc.c文件中。如下所示:
- #define memset SDL_memset
- #define memcpy SDL_memcpy
- #define malloc SDL_malloc
- #define calloc SDL_calloc
- #define realloc SDL_realloc
- #define free SDL_free
3. 调用VideoDevice的CreateWindow()方法创建窗口。这是创建窗口这个函数中最关键的一环。在这里有一点需要注意,SDL中有一个SDL_VideoDevice类型的静态全局变量_this。SDL调用视频驱动的功能都是通过调用该指针完成的。定义如下。
- static SDL_VideoDevice *_this = NULL;
该_this变量代表了当前视频驱动设备。该变量在SDL_Init()中被赋值。如果是Windows下使用,则会被赋值为“Windows视频驱动”;Android下使用,则会被赋值为“Android视频驱动”。这是上篇文章中的内容,不再重复记录。
下面我们以“Windows视频驱动”为例,看看CreateWindow()都会执行哪些函数。
首先回顾一下上篇文章中的一个知识。从上一篇文章的SDL_Init()函数的分析中我们可以得知,Windows视频驱动初始化的时候会给SDL_VideoDevice一系列的函数指针赋值,如下所示。
- static SDL_VideoDevice *WIN_CreateDevice(int devindex)
- {
- SDL_VideoDevice *device;
- SDL_VideoData *data;
- SDL_RegisterApp(NULL, 0, NULL);
- /* Initialize all variables that we clean on shutdown */
- device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
- if (device) {
- data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
- } else {
- data = NULL;
- }
- if (!data) {
- SDL_free(device);
- SDL_OutOfMemory();
- return NULL;
- }
- device->driverdata = data;
- data->userDLL = SDL_LoadObject("USER32.DLL");
- if (data->userDLL) {
- data->CloseTouchInputHandle = (BOOL (WINAPI *)( HTOUCHINPUT )) SDL_LoadFunction(data->userDLL, "CloseTouchInputHandle");
- data->GetTouchInputInfo = (BOOL (WINAPI *)( HTOUCHINPUT, UINT, PTOUCHINPUT, int )) SDL_LoadFunction(data->userDLL, "GetTouchInputInfo");
- data->RegisterTouchWindow = (BOOL (WINAPI *)( HWND, ULONG )) SDL_LoadFunction(data->userDLL, "RegisterTouchWindow");
- }
- /* Set the function pointers */
- device->VideoInit = WIN_VideoInit;
- device->VideoQuit = WIN_VideoQuit;
- device->GetDisplayBounds = WIN_GetDisplayBounds;
- device->GetDisplayModes = WIN_GetDisplayModes;
- device->SetDisplayMode = WIN_SetDisplayMode;
- device->PumpEvents = WIN_PumpEvents;
- #undef CreateWindow
- device->CreateWindow = WIN_CreateWindow;
- device->CreateWindowFrom = WIN_CreateWindowFrom;
- device->SetWindowTitle = WIN_SetWindowTitle;
- device->SetWindowIcon = WIN_SetWindowIcon;
- device->SetWindowPosition = WIN_SetWindowPosition;
- device->SetWindowSize = WIN_SetWindowSize;
- device->ShowWindow = WIN_ShowWindow;
- device->HideWindow = WIN_HideWindow;
- device->RaiseWindow = WIN_RaiseWindow;
- device->MaximizeWindow = WIN_MaximizeWindow;
- device->MinimizeWindow = WIN_MinimizeWindow;
- device->RestoreWindow = WIN_RestoreWindow;
- device->SetWindowBordered = WIN_SetWindowBordered;
- device->SetWindowFullscreen = WIN_SetWindowFullscreen;
- device->SetWindowGammaRamp = WIN_SetWindowGammaRamp;
- device->GetWindowGammaRamp = WIN_GetWindowGammaRamp;
- device->SetWindowGrab = WIN_SetWindowGrab;
- device->DestroyWindow = WIN_DestroyWindow;
- device->GetWindowWMInfo = WIN_GetWindowWMInfo;
- device->CreateWindowFramebuffer = WIN_CreateWindowFramebuffer;
- device->UpdateWindowFramebuffer = WIN_UpdateWindowFramebuffer;
- device->DestroyWindowFramebuffer = WIN_DestroyWindowFramebuffer;
- device->OnWindowEnter = WIN_OnWindowEnter;
- device->shape_driver.CreateShaper = Win32_CreateShaper;
- device->shape_driver.SetWindowShape = Win32_SetWindowShape;
- device->shape_driver.ResizeWindowShape = Win32_ResizeWindowShape;
- #if SDL_VIDEO_OPENGL_WGL
- device->GL_LoadLibrary = WIN_GL_LoadLibrary;
- device->GL_GetProcAddress = WIN_GL_GetProcAddress;
- device->GL_UnloadLibrary = WIN_GL_UnloadLibrary;
- device->GL_CreateContext = WIN_GL_CreateContext;
- device->GL_MakeCurrent = WIN_GL_MakeCurrent;
- device->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
- device->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
- device->GL_SwapWindow = WIN_GL_SwapWindow;
- device->GL_DeleteContext = WIN_GL_DeleteContext;
- #endif
- device->StartTextInput = WIN_StartTextInput;
- device->StopTextInput = WIN_StopTextInput;
- device->SetTextInputRect = WIN_SetTextInputRect;
- device->SetClipboardText = WIN_SetClipboardText;
- device->GetClipboardText = WIN_GetClipboardText;
- device->HasClipboardText = WIN_HasClipboardText;
- device->free = WIN_DeleteDevice;
- return device;
- }
从上文中可以看出,“Windows视频驱动”初始化之后,调用该SDL_VideoDevice的CreateWindow()实际上就等同于调用WIN_CreateWindow()这个函数。因此,我们来看一下WIN_CreateWindow()这个函数的定义(位于video\windows\SDL_windowswindow.c)。
- int WIN_CreateWindow(_THIS, SDL_Window * window)
- {
- HWND hwnd;
- RECT rect;
- DWORD style = STYLE_BASIC;
- int x, y;
- int w, h;
- style |= GetWindowStyle(window);
- /* Figure out what the window area will be */
- rect.left = window->x;
- rect.top = window->y;
- rect.right = window->x + window->w;
- rect.bottom = window->y + window->h;
- AdjustWindowRectEx(&rect, style, FALSE, 0);
- x = rect.left;
- y = rect.top;
- w = (rect.right - rect.left);
- h = (rect.bottom - rect.top);
- hwnd =
- CreateWindow(SDL_Appname, TEXT(""), style, x, y, w, h, NULL, NULL,
- SDL_Instance, NULL);
- if (!hwnd) {
- return WIN_SetError("Couldn't create window");
- }
- WIN_PumpEvents(_this);
- if (SetupWindowData(_this, window, hwnd, SDL_TRUE) < 0) {
- DestroyWindow(hwnd);
- return -1;
- }
- #if SDL_VIDEO_OPENGL_WGL
- /* We need to initialize the extensions before deciding how to create ES profiles */
- if (window->flags & SDL_WINDOW_OPENGL) {
- WIN_GL_InitExtensions(_this);
- }
- #endif
- #if SDL_VIDEO_OPENGL_ES2
- if ((window->flags & SDL_WINDOW_OPENGL) &&
- _this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES
- #if SDL_VIDEO_OPENGL_WGL
- && (!_this->gl_data || !_this->gl_data->HAS_WGL_EXT_create_context_es2_profile)
- #endif
- ) {
- #if SDL_VIDEO_OPENGL_EGL
- if (WIN_GLES_SetupWindow(_this, window) < 0) {
- WIN_DestroyWindow(_this, window);
- return -1;
- }
- #else
- return SDL_SetError("Could not create GLES window surface (no EGL support available)");
- #endif /* SDL_VIDEO_OPENGL_EGL */
- } else
- #endif /* SDL_VIDEO_OPENGL_ES2 */
- #if SDL_VIDEO_OPENGL_WGL
- if (window->flags & SDL_WINDOW_OPENGL) {
- if (WIN_GL_SetupWindow(_this, window) < 0) {
- WIN_DestroyWindow(_this, window);
- return -1;
- }
- }
- #endif
- return 0;
- }
从该函数的代码中我们可以看到很多的Win32的API。最核心的函数只有一个,就是CreateWindow()。正是这个Win32的API最终创建了SDL的窗口。当然,为了创建出来的窗口更“优质”,包含了一些初始化的工作,例如AdjustWindowRectEx();以及一些收尾工作,例如SetupWindowData()(该函数主要用于设置SDL_Window的参数)。4. 完成一些收尾工作。例如设置窗口的标题,如果是“全屏模式”则设置全屏显示等等。在这里简单介绍几个函数。SDL_SetWindowTitle()用于设置窗口的标题,它的定义如下。
- void SDL_SetWindowTitle(SDL_Window * window, const char *title)
- {
- CHECK_WINDOW_MAGIC(window, );
- if (title == window->title) {
- return;
- }
- SDL_free(window->title);
- if (title && *title) {
- window->title = SDL_strdup(title);
- } else {
- window->title = NULL;
- }
- if (_this->SetWindowTitle) {
- _this->SetWindowTitle(_this, window);
- }
- }
该函数调用了SDL_VideoDevice的SetWindowTitle()。在“Windows视频驱动”中,实际的执行函数是WIN_SetWindowTitle()。该函数的定义如下。
- void WIN_SetWindowTitle(_THIS, SDL_Window * window)
- {
- HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd;
- LPTSTR title;
- if (window->title) {
- title = WIN_UTF8ToString(window->title);
- } else {
- title = NULL;
- }
- SetWindowText(hwnd, title ? title : TEXT(""));
- SDL_free(title);
- }
从代码中可以看出,该函数调用了Win32的API函数SetWindowText()设置窗口的标题。SDL_FinishWindowCreation()完成一些窗口的收尾工作。该函数的定义如下。
- static void SDL_FinishWindowCreation(SDL_Window *window, Uint32 flags)
- {
- window->windowed.x = window->x;
- window->windowed.y = window->y;
- window->windowed.w = window->w;
- window->windowed.h = window->h;
- if (flags & SDL_WINDOW_MAXIMIZED) {
- SDL_MaximizeWindow(window);
- }
- if (flags & SDL_WINDOW_MINIMIZED) {
- SDL_MinimizeWindow(window);
- }
- if (flags & SDL_WINDOW_FULLSCREEN) {
- SDL_SetWindowFullscreen(window, flags);
- }
- if (flags & SDL_WINDOW_INPUT_GRABBED) {
- SDL_SetWindowGrab(window, SDL_TRUE);
- }
- if (!(flags & SDL_WINDOW_HIDDEN)) {
- SDL_ShowWindow(window);
- }
- }
从代码中可以看出,如果创建窗口的时候:
指定了“最大化”,则会执行SDL_MaximizeWindow();
指定了“最小化”,则会执行SDL_MinimizeWindow();
指定了“全屏”,则会执行SDL_SetWindowFullscreen();
指定了“抓取”(这个没有试过),则会执行SDL_SetWindowGrab();
指定了“隐藏”,则会执行SDL_ShowWindow()。
下面分别看一下SDL_MaximizeWindow(),SDL_MinimizeWindow(),SDL_SetWindowFullscreen(),SDL_ShowWindow()的代码。
SDL_MaximizeWindow()定义如下。
- void SDL_MaximizeWindow(SDL_Window * window)
- {
- CHECK_WINDOW_MAGIC(window, );
- if (window->flags & SDL_WINDOW_MAXIMIZED) {
- return;
- }
- /* !!! FIXME: should this check if the window is resizable? */
- if (_this->MaximizeWindow) {
- _this->MaximizeWindow(_this, window);
- }
- }
从代码中可以看出,SDL_MaximizeWindow()调用了SDL_VideoDevice的MaximizeWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_MaximizeWindow()函数,该函数的定义如下。
- void WIN_MaximizeWindow(_THIS, SDL_Window * window)
- {
- SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
- HWND hwnd = data->hwnd;
- data->expected_resize = TRUE;
- ShowWindow(hwnd, SW_MAXIMIZE);
- data->expected_resize = FALSE;
- }
从上述代码中可以看出WIN_MaximizeWindow()调用了Win32的API函数ShowWindow()。
SDL_MinimizeWindow()定义如下。
- void SDL_MinimizeWindow(SDL_Window * window)
- {
- CHECK_WINDOW_MAGIC(window, );
- if (window->flags & SDL_WINDOW_MINIMIZED) {
- return;
- }
- SDL_UpdateFullscreenMode(window, SDL_FALSE);
- if (_this->MinimizeWindow) {
- _this->MinimizeWindow(_this, window);
- }
- }
从代码中可以看出,SDL_MinimizeWindow()调用了SDL_VideoDevice的MinimizeWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_MinimizeWindow()函数,该函数的定义如下。
- void WIN_MinimizeWindow(_THIS, SDL_Window * window)
- {
- HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd;
- ShowWindow(hwnd, SW_MINIMIZE);
- }
从上述代码中可以看出WIN_MinimizeWindow()调用了Win32的API函数ShowWindow()。
SDL_SetWindowFullscreen()定义如下。
- int SDL_SetWindowFullscreen(SDL_Window * window, Uint32 flags)
- {
- CHECK_WINDOW_MAGIC(window, -1);
- flags &= FULLSCREEN_MASK;
- if ( flags == (window->flags & FULLSCREEN_MASK) ) {
- return 0;
- }
- /* clear the previous flags and OR in the new ones */
- window->flags &= ~FULLSCREEN_MASK;
- window->flags |= flags;
- SDL_UpdateFullscreenMode(window, FULLSCREEN_VISIBLE(window));
- return 0;
- }
从代码中可以看出,SDL_SetWindowFullscreen()调用了SDL_UpdateFullscreenMode()函数,该函数的定义如下。
- static void SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
- {
- SDL_VideoDisplay *display;
- SDL_Window *other;
- #ifdef __MACOSX__
- if (Cocoa_SetWindowFullscreenSpace(window, fullscreen)) {
- window->last_fullscreen_flags = window->flags;
- return;
- }
- #endif
- display = SDL_GetDisplayForWindow(window);
- if (fullscreen) {
- /* Hide any other fullscreen windows */
- if (display->fullscreen_window &&
- display->fullscreen_window != window) {
- SDL_MinimizeWindow(display->fullscreen_window);
- }
- }
- /* See if anything needs to be done now */
- if ((display->fullscreen_window == window) == fullscreen) {
- if ((window->last_fullscreen_flags & FULLSCREEN_MASK) == (window->flags & FULLSCREEN_MASK)) {
- return;
- }
- }
- /* See if there are any fullscreen windows */
- for (other = _this->windows; other; other = other->next) {
- SDL_bool setDisplayMode = SDL_FALSE;
- if (other == window) {
- setDisplayMode = fullscreen;
- } else if (FULLSCREEN_VISIBLE(other) &&
- SDL_GetDisplayForWindow(other) == display) {
- setDisplayMode = SDL_TRUE;
- }
- if (setDisplayMode) {
- SDL_DisplayMode fullscreen_mode;
- if (SDL_GetWindowDisplayMode(other, &fullscreen_mode) == 0) {
- SDL_bool resized = SDL_TRUE;
- if (other->w == fullscreen_mode.w && other->h == fullscreen_mode.h) {
- resized = SDL_FALSE;
- }
- /* only do the mode change if we want exclusive fullscreen */
- if ((window->flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
- SDL_SetDisplayModeForDisplay(display, &fullscreen_mode);
- } else {
- SDL_SetDisplayModeForDisplay(display, NULL);
- }
- if (_this->SetWindowFullscreen) {
- _this->SetWindowFullscreen(_this, other, display, SDL_TRUE);
- }
- display->fullscreen_window = other;
- /* Generate a mode change event here */
- if (resized) {
- SDL_SendWindowEvent(other, SDL_WINDOWEVENT_RESIZED,
- fullscreen_mode.w, fullscreen_mode.h);
- } else {
- SDL_OnWindowResized(other);
- }
- SDL_RestoreMousePosition(other);
- window->last_fullscreen_flags = window->flags;
- return;
- }
- }
- }
- /* Nope, restore the desktop mode */
- SDL_SetDisplayModeForDisplay(display, NULL);
- if (_this->SetWindowFullscreen) {
- _this->SetWindowFullscreen(_this, window, display, SDL_FALSE);
- }
- display->fullscreen_window = NULL;
- /* Generate a mode change event here */
- SDL_OnWindowResized(window);
- /* Restore the cursor position */
- SDL_RestoreMousePosition(window);
- window->last_fullscreen_flags = window->flags;
- }
SDL_UpdateFullscreenMode()代码很长,在这里我们只选择最关键的代码进行分析。SDL_UpdateFullscreenMode()最关键的地方在于它调用了SDL_VideoDevice的SetWindowFullscreen()函数。在“Windows视频驱动”下,实际上调用了WIN_SetWindowFullscreen()函数,该函数的定义如下。
- void WIN_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
- {
- SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
- HWND hwnd = data->hwnd;
- RECT rect;
- SDL_Rect bounds;
- DWORD style;
- HWND top;
- BOOL menu;
- int x, y;
- int w, h;
- if (SDL_ShouldAllowTopmost() && (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_INPUT_FOCUS)) == (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_INPUT_FOCUS)) {
- top = HWND_TOPMOST;
- } else {
- top = HWND_NOTOPMOST;
- }
- style = GetWindowLong(hwnd, GWL_STYLE);
- style &= ~STYLE_MASK;
- style |= GetWindowStyle(window);
- WIN_GetDisplayBounds(_this, display, &bounds);
- if (fullscreen) {
- x = bounds.x;
- y = bounds.y;
- w = bounds.w;
- h = bounds.h;
- } else {
- rect.left = 0;
- rect.top = 0;
- rect.right = window->windowed.w;
- rect.bottom = window->windowed.h;
- menu = (style & WS_CHILDWINDOW) ? FALSE : (GetMenu(hwnd) != NULL);
- AdjustWindowRectEx(&rect, style, menu, 0);
- w = (rect.right - rect.left);
- h = (rect.bottom - rect.top);
- x = window->windowed.x + rect.left;
- y = window->windowed.y + rect.top;
- }
- SetWindowLong(hwnd, GWL_STYLE, style);
- data->expected_resize = TRUE;
- SetWindowPos(hwnd, top, x, y, w, h, SWP_NOCOPYBITS | SWP_NOACTIVATE);
- data->expected_resize = FALSE;
- }
从代码中可以看出,该函数通过WIN_GetDisplayBounds()获得屏幕的尺寸,然后通过SetWindowPos()函数设置全屏窗口的大小和位置。SDL_ShowWindow()的定义如下。
- void SDL_ShowWindow(SDL_Window * window)
- {
- CHECK_WINDOW_MAGIC(window, );
- if (window->flags & SDL_WINDOW_SHOWN) {
- return;
- }
- if (_this->ShowWindow) {
- _this->ShowWindow(_this, window);
- }
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0);
- }
SDL_ShowWindow ()调用了SDL_VideoDevice的ShowWindow()函数。在“Windows视频驱动”下,实际上调用了WIN_ShowWindow()函数,该函数的定义如下。
- void WIN_ShowWindow(_THIS, SDL_Window * window)
- {
- HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd;
- ShowWindow(hwnd, SW_SHOW);
- }
该函数比较简单,直接调用了Win32中的ShowWindow()方法