+ memset(&vid_d3dpresentparameters, 0, sizeof(vid_d3dpresentparameters));
+// vid_d3dpresentparameters.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
+ vid_d3dpresentparameters.Flags = 0;
+ vid_d3dpresentparameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ vid_d3dpresentparameters.hDeviceWindow = mainwindow;
+ vid_d3dpresentparameters.BackBufferWidth = width;
+ vid_d3dpresentparameters.BackBufferHeight = height;
+ vid_d3dpresentparameters.MultiSampleType = samples > 1 ? (D3DMULTISAMPLE_TYPE)samples : D3DMULTISAMPLE_NONE;
+ vid_d3dpresentparameters.BackBufferCount = fullscreen ? (vid_dx9_triplebuffer.integer ? 3 : 2) : 1;
+ vid_d3dpresentparameters.FullScreen_RefreshRateInHz = fullscreen ? refreshrate : 0;
+ vid_d3dpresentparameters.Windowed = !fullscreen;
+ vid_d3dpresentparameters.EnableAutoDepthStencil = true;
+ vid_d3dpresentparameters.AutoDepthStencilFormat = bpp > 16 ? D3DFMT_D24S8 : D3DFMT_D16;
+ vid_d3dpresentparameters.BackBufferFormat = fullscreen?D3DFMT_X8R8G8B8:D3DFMT_UNKNOWN;
+ vid_d3dpresentparameters.PresentationInterval = vid_vsync.integer ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
+
+ memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier));
+ IDirect3D9_GetAdapterIdentifier(vid_d3d9, deviceindex, 0, &d3d9adapteridentifier);
+
+ IDirect3D9_CreateDevice(vid_d3d9, deviceindex, vid_dx9_hal.integer ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, mainwindow, vid_dx9_softvertex.integer ? D3DCREATE_SOFTWARE_VERTEXPROCESSING : D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid_d3dpresentparameters, &vid_d3d9dev);
+ }
+
+ if (!vid_d3d9dev)
+ {
+ VID_Shutdown();
+ return false;
+ }
+
+ IDirect3DDevice9_GetDeviceCaps(vid_d3d9dev, &vid_d3d9caps);
+
+ Con_Printf("Using D3D9 device: %s\n", d3d9adapteridentifier.Description);
+ gl_extensions = "";
+ gl_platform = "D3D9";
+ gl_platformextensions = "";
+
+ ShowWindow (mainwindow, SW_SHOWDEFAULT);
+ UpdateWindow (mainwindow);
+
+ // now we try to make sure we get the focus on the mode switch, because
+ // sometimes in some systems we don't. We grab the foreground, then
+ // finish setting up, pump all our messages, and sleep for a little while
+ // to let messages finish bouncing around the system, then we put
+ // ourselves at the top of the z order, then grab the foreground again,
+ // Who knows if it helps, but it probably doesn't hurt
+ SetForegroundWindow (mainwindow);
+
+ while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage (&msg);
+ DispatchMessage (&msg);
+ }
+
+ Sleep (100);
+
+ SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS);
+
+ SetForegroundWindow (mainwindow);
+
+ // fix the leftover Alt from any Alt-Tab or the like that switched us away
+ ClearAllStates ();
+
+ gl_renderer = d3d9adapteridentifier.Description;
+ gl_vendor = d3d9adapteridentifier.Driver;
+ gl_version = "";
+ gl_extensions = "";
+
+ Con_Printf("D3D9 adapter info:\n");
+ Con_Printf("Description: %s\n", d3d9adapteridentifier.Description);
+ Con_Printf("DeviceId: %x\n", (unsigned int)d3d9adapteridentifier.DeviceId);
+ Con_Printf("DeviceName: %p\n", d3d9adapteridentifier.DeviceName);
+ Con_Printf("Driver: %s\n", d3d9adapteridentifier.Driver);
+ Con_Printf("DriverVersion: %08x%08x\n", (unsigned int)d3d9adapteridentifier.DriverVersion.u.HighPart, (unsigned int)d3d9adapteridentifier.DriverVersion.u.LowPart);
+ Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+ Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+
+ // clear the extension flags
+ memset(&vid.support, 0, sizeof(vid.support));
+ Cvar_SetQuick(&gl_info_extensions, "");
+
+ // D3D9 requires BGRA
+ vid.forcetextype = TEXTYPE_BGRA;
+
+ vid.forcevbo = false;
+ vid.support.arb_depth_texture = true;
+ vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1;
+ vid.support.arb_occlusion_query = true; // can't find a cap for this
+ vid.support.arb_query_buffer_object = true;
+ vid.support.arb_shadow = true;
+ vid.support.arb_texture_compression = true;
+ vid.support.arb_texture_cube_map = true;
+ vid.support.arb_texture_non_power_of_two = (vid_d3d9caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
+ vid.support.arb_vertex_buffer_object = true;
+ vid.support.ext_blend_subtract = true;
+ vid.support.ext_draw_range_elements = true;
+ vid.support.ext_framebuffer_object = true;
+
+ vid.support.ext_texture_3d = true;
+ vid.support.ext_texture_compression_s3tc = true;
+ vid.support.ext_texture_filter_anisotropic = true;
+ vid.support.ati_separate_stencil = (vid_d3d9caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0;
+ vid.support.ext_texture_srgb = false; // FIXME use D3DSAMP_SRGBTEXTURE if CheckDeviceFormat agrees
+
+ vid.maxtexturesize_2d = min(vid_d3d9caps.MaxTextureWidth, vid_d3d9caps.MaxTextureHeight);
+ vid.maxtexturesize_3d = vid_d3d9caps.MaxVolumeExtent;
+ vid.maxtexturesize_cubemap = vid.maxtexturesize_2d;
+ vid.texunits = 4;
+ vid.teximageunits = vid_d3d9caps.MaxSimultaneousTextures;
+ vid.texarrayunits = 8; // can't find a caps field for this?
+ vid.max_anisotropy = vid_d3d9caps.MaxAnisotropy;
+ vid.maxdrawbuffers = vid_d3d9caps.NumSimultaneousRTs;
+
+ vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
+ vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
+ Con_DPrintf("Using D3D9.0 rendering path - %i texture matrix, %i texture images, %i texcoords, shadowmapping supported%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.maxdrawbuffers > 1 ? ", MRT detected (allows prepass deferred lighting)" : "");
+ vid.renderpath = RENDERPATH_D3D9;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = true;
+ vid.useinterleavedarrays = true;
+
+ Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+ Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+ Cvar_SetQuick(&gl_info_version, gl_version);
+ Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+ Cvar_SetQuick(&gl_info_driver, gl_driver);
+
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+ // clear to black (loading plaque will be seen over this)
+ IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
+ IDirect3DDevice9_BeginScene(vid_d3d9dev);
+ IDirect3DDevice9_EndScene(vid_d3d9dev);
+ IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
+ // because the only time we end/begin scene is in VID_Finish, we'd better start a scene now...
+ IDirect3DDevice9_BeginScene(vid_d3d9dev);
+ vid_begunscene = true;
+
+ //vid_menudrawfn = VID_MenuDraw;
+ //vid_menukeyfn = VID_MenuKey;
+ vid_usingmouse = false;
+ vid_usinghidecursor = false;
+ vid_usingvsync = false;
+ vid_hidden = vid_reallyhidden = false;
+ vid_initialized = true;
+
+ IN_StartupMouse ();
+
+ return true;
+}
+#endif
+
+qboolean VID_InitModeSOFT(viddef_mode_t *mode)
+{
+ int i;
+ HDC hdc;
+ RECT rect;
+ MSG msg;
+ int pixelformat, newpixelformat;
+ DWORD WindowStyle, ExWindowStyle;
+ int depth;
+ DEVMODE thismode;
+ qboolean foundmode, foundgoodmode;
+ int bpp = mode->bitsperpixel;
+ int width = mode->width;
+ int height = mode->height;
+ int refreshrate = (int)floor(mode->refreshrate+0.5);
+ int fullscreen = mode->fullscreen;
+
+ if (vid_initialized)
+ Sys_Error("VID_InitMode called when video is already initialised");
+
+ memset(&gdevmode, 0, sizeof(gdevmode));
+
+ vid_isfullscreen = false;
+ if (fullscreen)
+ {
+ if(vid_forcerefreshrate.integer)
+ {
+ foundmode = true;
+ gdevmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
+ gdevmode.dmBitsPerPel = bpp;
+ gdevmode.dmPelsWidth = width;
+ gdevmode.dmPelsHeight = height;
+ gdevmode.dmSize = sizeof (gdevmode);
+ if(refreshrate)
+ {
+ gdevmode.dmFields |= DM_DISPLAYFREQUENCY;
+ gdevmode.dmDisplayFrequency = refreshrate;
+ }
+ }
+ else
+ {
+ if(refreshrate == 0)
+ refreshrate = initialdevmode.dmDisplayFrequency; // default vid_refreshrate to the rate of the desktop
+
+ foundmode = false;
+ foundgoodmode = false;
+
+ thismode.dmSize = sizeof(thismode);
+ thismode.dmDriverExtra = 0;
+ for(i = 0; EnumDisplaySettings(NULL, i, &thismode); ++i)
+ {
+ if(~thismode.dmFields & (DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY))
+ {
+ Con_DPrintf("enumerating modes yielded a bogus item... please debug this\n");
+ continue;
+ }
+ if(developer_extra.integer)
+ Con_DPrintf("Found mode %dx%dx%dbpp %dHz... ", (int)thismode.dmPelsWidth, (int)thismode.dmPelsHeight, (int)thismode.dmBitsPerPel, (int)thismode.dmDisplayFrequency);
+ if(thismode.dmBitsPerPel != (DWORD)bpp)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("wrong bpp\n");
+ continue;
+ }
+ if(thismode.dmPelsWidth != (DWORD)width)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("wrong width\n");
+ continue;
+ }
+ if(thismode.dmPelsHeight != (DWORD)height)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("wrong height\n");
+ continue;
+ }
+
+ if(foundgoodmode)
+ {
+ // if we have a good mode, make sure this mode is better than the previous one, and allowed by the refreshrate
+ if(thismode.dmDisplayFrequency > (DWORD)refreshrate)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("too high refresh rate\n");
+ continue;
+ }
+ else if(thismode.dmDisplayFrequency <= gdevmode.dmDisplayFrequency)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("doesn't beat previous best match (too low)\n");
+ continue;
+ }
+ }
+ else if(foundmode)
+ {
+ // we do have one, but it isn't good... make sure it has a lower frequency than the previous one
+ if(thismode.dmDisplayFrequency >= gdevmode.dmDisplayFrequency)
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("doesn't beat previous best match (too high)\n");
+ continue;
+ }
+ }
+ // otherwise, take anything
+
+ memcpy(&gdevmode, &thismode, sizeof(gdevmode));
+ if(thismode.dmDisplayFrequency <= (DWORD)refreshrate)
+ foundgoodmode = true;
+ else
+ {
+ if(developer_extra.integer)
+ Con_DPrintf("(out of range)\n");
+ }
+ foundmode = true;
+ if(developer_extra.integer)
+ Con_DPrintf("accepted\n");
+ }
+ }
+
+ if (!foundmode)
+ {
+ VID_Shutdown();
+ Con_Printf("Unable to find the requested mode %dx%dx%dbpp\n", width, height, bpp);
+ return false;
+ }
+ else if(ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
+ {
+ VID_Shutdown();
+ Con_Printf("Unable to change to requested mode %dx%dx%dbpp\n", width, height, bpp);
+ return false;
+ }
+
+ vid_isfullscreen = true;
+ WindowStyle = WS_POPUP;
+ ExWindowStyle = WS_EX_TOPMOST;
+ }
+ else
+ {
+ hdc = GetDC (NULL);
+ i = GetDeviceCaps(hdc, RASTERCAPS);
+ depth = GetDeviceCaps(hdc, PLANES) * GetDeviceCaps(hdc, BITSPIXEL);
+ ReleaseDC (NULL, hdc);
+ if (i & RC_PALETTE)
+ {
+ VID_Shutdown();
+ Con_Print("Can't run in non-RGB mode\n");
+ return false;
+ }
+ if (bpp > depth)
+ {
+ VID_Shutdown();
+ Con_Print("A higher desktop depth is required to run this video mode\n");
+ return false;
+ }
+
+ WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
+ ExWindowStyle = 0;
+ }
+
+ AdjustWindowBounds(fullscreen, &width, &height, mode, WindowStyle, &rect);
+
+ pixelformat = 0;
+ newpixelformat = 0;
+ gl_extensions = "";
+ gl_platformextensions = "";
+
+ mainwindow = CreateWindowEx (ExWindowStyle, "DarkPlacesWindowClass", gamename, WindowStyle, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, global_hInstance, NULL);
+ if (!mainwindow)
+ {
+ Con_Printf("CreateWindowEx(%d, %s, %s, %d, %d, %d, %d, %d, %p, %p, %p, %p) failed\n", (int)ExWindowStyle, "DarkPlacesWindowClass", gamename, (int)WindowStyle, (int)(rect.left), (int)(rect.top), (int)(rect.right - rect.left), (int)(rect.bottom - rect.top), (void *)NULL, (void *)NULL, (void *)global_hInstance, (void *)NULL);
+ VID_Shutdown();
+ return false;
+ }
+
+ baseDC = GetDC(mainwindow);
+ vid.softpixels = NULL;
+ memset(&vid_softbmi, 0, sizeof(vid_softbmi));
+ vid_softbmi.bmiHeader.biSize = sizeof(vid_softbmi.bmiHeader);
+ vid_softbmi.bmiHeader.biWidth = width;
+ vid_softbmi.bmiHeader.biHeight = -height; // negative to make a top-down bitmap
+ vid_softbmi.bmiHeader.biPlanes = 1;
+ vid_softbmi.bmiHeader.biBitCount = 32;
+ vid_softbmi.bmiHeader.biCompression = BI_RGB;
+ vid_softbmi.bmiHeader.biSizeImage = width*height*4;
+ vid_softbmi.bmiHeader.biClrUsed = 256;
+ vid_softbmi.bmiHeader.biClrImportant = 256;
+ vid_softdibhandle = CreateDIBSection(baseDC, &vid_softbmi, DIB_RGB_COLORS, (void **)&vid.softpixels, NULL, 0);
+ if (!vid_softdibhandle)
+ {
+ Con_Printf("CreateDIBSection failed\n");
+ VID_Shutdown();
+ return false;
+ }
+
+ vid_softhdc = CreateCompatibleDC(baseDC);
+ vid_softhdc_backup = SelectObject(vid_softhdc, vid_softdibhandle);
+ if (!vid_softhdc_backup)
+ {
+ Con_Printf("SelectObject failed\n");
+ VID_Shutdown();
+ return false;
+ }
+// ReleaseDC(mainwindow, baseDC);
+// baseDC = NULL;
+
+ vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
+ if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid.softpixels, (unsigned int *)vid.softdepthpixels) < 0)
+ {
+ Con_Printf("Failed to initialize software rasterizer\n");
+ VID_Shutdown();
+ return false;
+ }
+
+ VID_Soft_SharedSetup();
+
+ ShowWindow (mainwindow, SW_SHOWDEFAULT);
+ UpdateWindow (mainwindow);
+
+ // now we try to make sure we get the focus on the mode switch, because
+ // sometimes in some systems we don't. We grab the foreground, then
+ // finish setting up, pump all our messages, and sleep for a little while
+ // to let messages finish bouncing around the system, then we put
+ // ourselves at the top of the z order, then grab the foreground again,
+ // Who knows if it helps, but it probably doesn't hurt
+ SetForegroundWindow (mainwindow);
+
+ while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage (&msg);
+ DispatchMessage (&msg);
+ }
+
+ Sleep (100);
+
+ SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS);
+
+ SetForegroundWindow (mainwindow);
+
+ // fix the leftover Alt from any Alt-Tab or the like that switched us away
+ ClearAllStates ();
+
+ //vid_menudrawfn = VID_MenuDraw;
+ //vid_menukeyfn = VID_MenuKey;
+ vid_usingmouse = false;
+ vid_usinghidecursor = false;
+ vid_usingvsync = false;
+ vid_reallyhidden = vid_hidden = false;
+ vid_initialized = true;
+
+ IN_StartupMouse ();
+
+ return true;
+}
+
+qboolean VID_InitMode(viddef_mode_t *mode)
+{
+#ifdef SSE_POSSIBLE
+ if (vid_soft.integer)
+ return VID_InitModeSOFT(mode);
+#endif
+#ifdef SUPPORTD3D
+// if (vid_dx11.integer)
+// return VID_InitModeDX(mode, 11);
+// if (vid_dx10.integer)
+// return VID_InitModeDX(mode, 10);
+ if (vid_dx9.integer)
+ return VID_InitModeDX(mode, 9);
+#endif
+ return VID_InitModeGL(mode);
+}
+
+
+static void IN_Shutdown(void);
+void VID_Shutdown (void)
+{
+ qboolean isgl;
+ if(vid_initialized == false)
+ return;
+
+ VID_EnableJoystick(false);
+ VID_SetMouse(false, false, false);
+
+ vid_initialized = false;
+ isgl = gldll != NULL;
+ IN_Shutdown();
+ gl_driver[0] = 0;
+ gl_extensions = "";
+ gl_platform = "";
+ gl_platformextensions = "";
+ if (vid_softhdc)
+ {
+ SelectObject(vid_softhdc, vid_softhdc_backup);
+ ReleaseDC(mainwindow, vid_softhdc);
+ }
+ vid_softhdc = NULL;
+ vid_softhdc_backup = NULL;
+ if (vid_softdibhandle)
+ DeleteObject(vid_softdibhandle);
+ vid_softdibhandle = NULL;
+ vid.softpixels = NULL;
+ if (vid.softdepthpixels)
+ free(vid.softdepthpixels);
+ vid.softdepthpixels = NULL;
+#ifdef SUPPORTD3D
+ if (vid_d3d9dev)
+ {
+ if (vid_begunscene)
+ IDirect3DDevice9_EndScene(vid_d3d9dev);
+ vid_begunscene = false;
+// Cmd_ExecuteString("r_texturestats", src_command, true);
+// Cmd_ExecuteString("memlist", src_command, true);
+ IDirect3DDevice9_Release(vid_d3d9dev);
+ }
+ vid_d3d9dev = NULL;
+ if (vid_d3d9)
+ IDirect3D9_Release(vid_d3d9);
+ vid_d3d9 = NULL;
+#endif
+ if (qwglMakeCurrent)
+ qwglMakeCurrent(NULL, NULL);
+ qwglMakeCurrent = NULL;
+ if (baseRC && qwglDeleteContext)
+ qwglDeleteContext(baseRC);
+ qwglDeleteContext = NULL;
+ // close the library before we get rid of the window
+ GL_CloseLibrary();
+ if (baseDC && mainwindow)
+ ReleaseDC(mainwindow, baseDC);
+ baseDC = NULL;
+ AppActivate(false, false);
+ if (mainwindow)
+ DestroyWindow(mainwindow);
+ mainwindow = 0;
+ if (vid_isfullscreen && isgl)
+ ChangeDisplaySettings (NULL, CDS_FULLSCREEN);
+ vid_isfullscreen = false;
+}
+
+void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
+{
+ static qboolean restore_spi;
+ static int originalmouseparms[3];
+
+ if (!mouseinitialized)
+ return;
+
+ if (relative)
+ {
+ if (!vid_usingmouse)
+ {
+ vid_usingmouse = true;
+ cl_ignoremousemoves = 2;
+#ifdef SUPPORTDIRECTX
+ if (dinput && g_pMouse)
+ {
+ IDirectInputDevice_Acquire(g_pMouse);
+ dinput_acquired = true;
+ }
+ else
+#endif
+ {
+ RECT window_rect;
+ window_rect.left = window_x;
+ window_rect.top = window_y;
+ window_rect.right = window_x + vid.width;
+ window_rect.bottom = window_y + vid.height;
+
+ // change mouse settings to turn off acceleration
+// COMMANDLINEOPTION: Windows GDI Input: -noforcemparms disables setting of mouse parameters (not used with -dinput, windows only)
+ if (!COM_CheckParm ("-noforcemparms") && SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0))
+ {
+ int newmouseparms[3];
+ newmouseparms[0] = 0; // threshold to double movement (only if accel level is >= 1)
+ newmouseparms[1] = 0; // threshold to quadruple movement (only if accel level is >= 2)
+ newmouseparms[2] = 0; // maximum level of acceleration (0 = off)
+ restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0) != FALSE;
+ }
+ else
+ restore_spi = false;
+ SetCursorPos ((window_x + vid.width / 2), (window_y + vid.height / 2));
+
+ SetCapture (mainwindow);
+ ClipCursor (&window_rect);
+ }
+ }
+ }
+ else
+ {
+ if (vid_usingmouse)
+ {
+ vid_usingmouse = false;
+ cl_ignoremousemoves = 2;
+#ifdef SUPPORTDIRECTX
+ if (dinput_acquired)
+ {
+ IDirectInputDevice_Unacquire(g_pMouse);
+ dinput_acquired = false;
+ }
+ else
+#endif
+ {
+ // restore system mouseparms if we changed them
+ if (restore_spi)
+ SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
+ restore_spi = false;
+ ClipCursor (NULL);
+ ReleaseCapture ();
+ }
+ }
+ }
+
+ if (vid_usinghidecursor != hidecursor)
+ {
+ vid_usinghidecursor = hidecursor;
+ ShowCursor (!hidecursor);
+ }
+}
+
+void VID_BuildJoyState(vid_joystate_t *joystate)
+{
+ VID_Shared_BuildJoyState_Begin(joystate);
+ VID_Shared_BuildJoyState_Finish(joystate);
+}
+
+void VID_EnableJoystick(qboolean enable)
+{
+ int index = joy_enable.integer > 0 ? joy_index.integer : -1;
+ qboolean success = false;
+ int sharedcount = 0;
+ sharedcount = VID_Shared_SetJoystick(index);
+ if (index >= 0 && index < sharedcount)
+ success = true;
+
+ // update cvar containing count of XInput joysticks
+ if (joy_detected.integer != sharedcount)
+ Cvar_SetValueQuick(&joy_detected, sharedcount);
+
+ if (joy_active.integer != (success ? 1 : 0))
+ Cvar_SetValueQuick(&joy_active, success ? 1 : 0);
+}
+
+#ifdef SUPPORTDIRECTX
+/*
+===========
+IN_InitDInput
+===========
+*/
+static qboolean IN_InitDInput (void)
+{
+ HRESULT hr;
+ DIPROPDWORD dipdw = {
+ {
+ sizeof(DIPROPDWORD), // diph.dwSize
+ sizeof(DIPROPHEADER), // diph.dwHeaderSize
+ 0, // diph.dwObj
+ DIPH_DEVICE, // diph.dwHow
+ },
+ DINPUT_BUFFERSIZE, // dwData
+ };
+
+ if (!hInstDI)
+ {
+ hInstDI = LoadLibrary("dinput.dll");
+
+ if (hInstDI == NULL)
+ {
+ Con_Print("Couldn't load dinput.dll\n");
+ return false;
+ }