#include "quakedef.h"
#include "image.h"
-#include "dpsoftrast.h"
+#include "utf8lib.h"
#ifndef __IPHONEOS__
#ifdef MACOSX
#include <IOKit/hidsystem/IOHIDLib.h>
#include <IOKit/hidsystem/IOHIDParameter.h>
#include <IOKit/hidsystem/event_status_driver.h>
-static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
-static qboolean vid_usingnoaccel;
+#if (MAC_OS_X_VERSION_MIN_REQUIRED < 120000)
+ #define IOMainPort IOMasterPort
+#endif
+static cvar_t apple_mouse_noaccel = {CF_CLIENT | CF_ARCHIVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static qbool vid_usingnoaccel;
static double originalMouseSpeed = -1.0;
-io_connect_t IN_GetIOHandle(void)
+static io_connect_t IN_GetIOHandle(void)
{
io_connect_t iohandle = MACH_PORT_NULL;
kern_return_t status;
io_service_t iohidsystem = MACH_PORT_NULL;
mach_port_t masterport;
- status = IOMasterPort(MACH_PORT_NULL, &masterport);
+ status = IOMainPort(MACH_PORT_NULL, &masterport);
if(status != KERN_SUCCESS)
return 0;
// Tell startup code that we have a client
int cl_available = true;
-qboolean vid_supportrefreshrate = false;
+qbool vid_supportrefreshrate = false;
-static qboolean vid_usingmouse = false;
-static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
-static qboolean vid_usinghidecursor = false;
-static qboolean vid_hasfocus = false;
-static qboolean vid_isfullscreen;
-#if SDL_MAJOR_VERSION != 1
-static qboolean vid_usingvsync = false;
-#endif
+static qbool vid_usingmouse = false;
+static qbool vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
+static qbool vid_usinghidecursor = false;
+static qbool vid_hasfocus = false;
+static qbool vid_isfullscreen;
+static qbool vid_usingvsync = false;
static SDL_Joystick *vid_sdljoystick = NULL;
+static SDL_GameController *vid_sdlgamecontroller = NULL;
+static cvar_t joy_sdl2_trigger_deadzone = {CF_ARCHIVE | CF_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
// GAME_STEELSTORM specific
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
static int win_half_height = 50;
static int video_bpp;
-#if SDL_MAJOR_VERSION == 1
-static SDL_Surface *screen;
-static int video_flags;
-#else
-static SDL_GLContext *context;
+static SDL_GLContext context;
static SDL_Window *window;
static int window_flags;
-#endif
-static SDL_Surface *vid_softsurface;
static vid_mode_t desktop_mode;
-/////////////////////////
// Input handling
-////
-//TODO: Add error checking
#ifndef SDLK_PERCENT
#define SDLK_PERCENT '%'
-#define SDLK_PRINTSCREEN SDLK_PRINT
-#define SDLK_SCROLLLOCK SDLK_SCROLLOCK
-#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK
-#define SDLK_KP_1 SDLK_KP1
-#define SDLK_KP_2 SDLK_KP2
-#define SDLK_KP_3 SDLK_KP3
-#define SDLK_KP_4 SDLK_KP4
-#define SDLK_KP_5 SDLK_KP5
-#define SDLK_KP_6 SDLK_KP6
-#define SDLK_KP_7 SDLK_KP7
-#define SDLK_KP_8 SDLK_KP8
-#define SDLK_KP_9 SDLK_KP9
-#define SDLK_KP_0 SDLK_KP0
#endif
static int MapKey( unsigned int sdlkey )
{
switch(sdlkey)
{
- default: return 0;
+ // sdlkey can be Unicode codepoint for non-ascii keys, which are valid
+ default: return sdlkey & SDLK_SCANCODE_MASK ? 0 : sdlkey;
// case SDLK_UNKNOWN: return K_UNKNOWN;
case SDLK_RETURN: return K_ENTER;
case SDLK_ESCAPE: return K_ESCAPE;
case SDLK_F10: return K_F10;
case SDLK_F11: return K_F11;
case SDLK_F12: return K_F12;
-#if SDL_MAJOR_VERSION == 1
case SDLK_PRINTSCREEN: return K_PRINTSCREEN;
case SDLK_SCROLLLOCK: return K_SCROLLOCK;
-#endif
case SDLK_PAUSE: return K_PAUSE;
case SDLK_INSERT: return K_INS;
case SDLK_HOME: return K_HOME;
case SDLK_LEFT: return K_LEFTARROW;
case SDLK_DOWN: return K_DOWNARROW;
case SDLK_UP: return K_UPARROW;
-#if SDL_MAJOR_VERSION == 1
case SDLK_NUMLOCKCLEAR: return K_NUMLOCK;
-#endif
case SDLK_KP_DIVIDE: return K_KP_DIVIDE;
case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY;
case SDLK_KP_MINUS: return K_KP_MINUS;
case SDLK_KP_PLUS: return K_KP_PLUS;
case SDLK_KP_ENTER: return K_KP_ENTER;
-#if SDL_MAJOR_VERSION == 1
- case SDLK_KP_1: return K_KP_1;
- case SDLK_KP_2: return K_KP_2;
- case SDLK_KP_3: return K_KP_3;
- case SDLK_KP_4: return K_KP_4;
+ case SDLK_KP_1: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_1 : K_END);
+ case SDLK_KP_2: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_2 : K_DOWNARROW);
+ case SDLK_KP_3: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_3 : K_PGDN);
+ case SDLK_KP_4: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_4 : K_LEFTARROW);
case SDLK_KP_5: return K_KP_5;
- case SDLK_KP_6: return K_KP_6;
- case SDLK_KP_7: return K_KP_7;
- case SDLK_KP_8: return K_KP_8;
- case SDLK_KP_9: return K_KP_9;
- case SDLK_KP_0: return K_KP_0;
-#endif
- case SDLK_KP_PERIOD: return K_KP_PERIOD;
+ case SDLK_KP_6: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_6 : K_RIGHTARROW);
+ case SDLK_KP_7: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_7 : K_HOME);
+ case SDLK_KP_8: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_8 : K_UPARROW);
+ case SDLK_KP_9: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_9 : K_PGUP);
+ case SDLK_KP_0: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_0 : K_INS);
+ case SDLK_KP_PERIOD: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_PERIOD : K_DEL);
// case SDLK_APPLICATION: return K_APPLICATION;
// case SDLK_POWER: return K_POWER;
case SDLK_KP_EQUALS: return K_KP_EQUALS;
case SDLK_RALT: return K_ALT;
// case SDLK_RGUI: return K_RGUI;
// case SDLK_MODE: return K_MODE;
-#if SDL_MAJOR_VERSION != 1
// case SDLK_AUDIONEXT: return K_AUDIONEXT;
// case SDLK_AUDIOPREV: return K_AUDIOPREV;
// case SDLK_AUDIOSTOP: return K_AUDIOSTOP;
// case SDLK_KBDILLUMUP: return K_KBDILLUMUP;
// case SDLK_EJECT: return K_EJECT;
// case SDLK_SLEEP: return K_SLEEP;
-#endif
}
}
-qboolean VID_HasScreenKeyboardSupport(void)
+qbool VID_HasScreenKeyboardSupport(void)
{
-#if SDL_MAJOR_VERSION != 1
return SDL_HasScreenKeyboardSupport() != SDL_FALSE;
-#else
- return false;
-#endif
}
-void VID_ShowKeyboard(qboolean show)
+void VID_ShowKeyboard(qbool show)
{
-#if SDL_MAJOR_VERSION != 1
if (!SDL_HasScreenKeyboardSupport())
return;
if (SDL_IsTextInputActive())
SDL_StopTextInput();
}
-#endif
}
-qboolean VID_ShowingKeyboard(void)
+qbool VID_ShowingKeyboard(void)
{
-#if SDL_MAJOR_VERSION != 1
return SDL_IsTextInputActive() != 0;
-#else
- return false;
-#endif
}
-void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
+void VID_SetMouse(qbool relative, qbool hidecursor)
{
#ifndef DP_MOBILETOUCH
#ifdef MACOSX
if(relative)
if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
- VID_SetMouse(false, false, false); // ungrab first!
+ VID_SetMouse(false, false); // ungrab first!
#endif
if (vid_usingmouse != relative)
{
vid_usingmouse = relative;
cl_ignoremousemoves = 2;
-#if SDL_MAJOR_VERSION == 1
- SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
-#else
vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0;
-// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks);
-#endif
+// Con_Printf("VID_SetMouse(%i, %i) relativeworks = %i\n", (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks);
#ifdef MACOSX
if(relative)
{
int multitouchs[MAXFINGERS];
// modified heavily by ELUAN
-static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive)
+static qbool VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qbool *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qbool iamexclusive)
{
int finger;
float fx, fy, fwidth, fheight;
float overfx, overfy, overfwidth, overfheight;
float rel[3];
float sqsum;
- qboolean button = false;
+ qbool button = false;
VectorClear(rel);
if (pwidth > 0 && pheight > 0)
{
// ELUAN:
// not reentrant, but we only need one mouse cursor anyway...
-static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key)
+static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qbool *resultbutton, keynum_t key)
{
int finger;
float fx, fy, fwidth, fheight;
- qboolean button = false;
+ qbool button = false;
static int cursorfinger = -1;
static int cursorfreemovement = false;
static int canclick = false;
}
if (scr_numtouchscreenareas < 128)
{
- if (clickrealtime + 1 > realtime)
+ if (clickrealtime + 1 > host.realtime)
{
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga";
}
}
else
{
- switch ((int)realtime * 10 % 20)
+ switch ((int)host.realtime * 10 % 20)
{
case 0:
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
{
Key_Event(key, 0, true);
canclick = false;
- clickrealtime = realtime;
+ clickrealtime = host.realtime;
}
// SS:BR can't qc can't cope with presses and releases on the same frame
- if (clickrealtime && clickrealtime + 0.1 < realtime)
+ if (clickrealtime && clickrealtime + 0.1 < host.realtime)
{
Key_Event(key, 0, false);
clickrealtime = 0;
{
SDL_Joystick *joy = vid_sdljoystick;
int j;
- int numaxes;
- int numbuttons;
- numaxes = SDL_JoystickNumAxes(joy);
- for (j = 0;j < numaxes;j++)
- joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
- numbuttons = SDL_JoystickNumButtons(joy);
- for (j = 0;j < numbuttons;j++)
- joystate->button[j] = SDL_JoystickGetButton(joy, j);
+
+ if (vid_sdlgamecontroller)
+ {
+ for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
+ {
+ joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f);
+ }
+ for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
+ joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j);
+ // emulate joy buttons for trigger "axes"
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ }
+ else
+
+ {
+ int numaxes;
+ int numbuttons;
+ numaxes = SDL_JoystickNumAxes(joy);
+ for (j = 0;j < numaxes;j++)
+ joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+ numbuttons = SDL_JoystickNumButtons(joy);
+ for (j = 0;j < numbuttons;j++)
+ joystate->button[j] = SDL_JoystickGetButton(joy, j);
+ }
}
VID_Shared_BuildJoyState_Finish(joystate);
int i, numfingers;
float xscale, yscale;
float move[3], aim[3];
- static qboolean oldbuttons[128];
- static qboolean buttons[128];
- static keydest_t oldkeydest;
+ static qbool oldbuttons[128];
+ static qbool buttons[128];
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
memcpy(oldbuttons, buttons, sizeof(oldbuttons));
memset(multitouchs, 0, sizeof(multitouchs));
multitouch[MAXFINGERS-1][0] = 0;
}*/
- if (oldkeydest != keydest)
- {
- switch(keydest)
- {
- case key_game: VID_ShowKeyboard(false);break;
- case key_console: VID_ShowKeyboard(true);break;
- case key_message: VID_ShowKeyboard(true);break;
- default: break; /* qc extensions control the other cases */
- }
- }
- oldkeydest = keydest;
// TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS!
// TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed
// SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame
{
int x, y;
float move[3], aim[3], click[3];
- static qboolean oldbuttons[128];
- static qboolean buttons[128];
+ static qbool oldbuttons[128];
+ static qbool buttons[128];
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
memcpy(oldbuttons, buttons, sizeof(oldbuttons));
memset(multitouchs, 0, sizeof(multitouchs));
if (!VID_ShowingKeyboard())
{
// user entered a command, close the console now
- Con_ToggleConsole_f();
+ Con_ToggleConsole_f(cmd_local);
}
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
{
static int old_x = 0, old_y = 0;
static int stuck = 0;
+ static keydest_t oldkeydest;
+ static qbool oldshowkeyboard;
int x, y;
vid_joystate_t joystate;
+ keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
scr_numtouchscreenareas = 0;
+ // Only apply the new keyboard state if the input changes.
+ if (keydest != oldkeydest || !!vid_touchscreen_showkeyboard.integer != oldshowkeyboard)
+ {
+ switch(keydest)
+ {
+ case key_console: VID_ShowKeyboard(true);break;
+ case key_message: VID_ShowKeyboard(true);break;
+ default: VID_ShowKeyboard(!!vid_touchscreen_showkeyboard.integer); break;
+ }
+ }
+ oldkeydest = keydest;
+ oldshowkeyboard = !!vid_touchscreen_showkeyboard.integer;
+
if (vid_touchscreen.integer)
{
switch(gamemode)
// we need 2 frames to initialize the center position
if(!stuck)
{
-#if SDL_MAJOR_VERSION == 1
- SDL_WarpMouse(win_half_width, win_half_height);
-#else
SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
-#endif
SDL_GetMouseState(&x, &y);
SDL_GetRelativeMouseState(&x, &y);
++stuck;
SDL_GetMouseState(&x, &y);
old_x = x - win_half_width;
old_y = y - win_half_height;
-#if SDL_MAJOR_VERSION == 1
- SDL_WarpMouse(win_half_width, win_half_height);
-#else
SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
-#endif
}
} else {
SDL_GetRelativeMouseState( &x, &y );
////
#ifdef SDL_R_RESTART
-static qboolean sdl_needs_restart;
+static qbool sdl_needs_restart;
static void sdl_start(void)
{
}
K_MOUSE1,
K_MOUSE3,
K_MOUSE2,
-#if SDL_MAJOR_VERSION == 1
- // TODO Find out how SDL maps these buttons. It looks like we should
- // still include these for sdl2? At least the button indexes don't
- // differ between SDL1 and SDL2 for me, thus this array should stay the
- // same (in X11 button order).
- K_MWHEELUP,
- K_MWHEELDOWN,
-#endif
K_MOUSE4,
K_MOUSE5,
K_MOUSE6,
K_MOUSE16,
};
-#if SDL_MAJOR_VERSION == 1
-// SDL
-void Sys_SendKeyEvents( void )
-{
- static qboolean sound_active = true;
- int keycode;
- SDL_Event event;
-
- VID_EnableJoystick(true);
-
- while( SDL_PollEvent( &event ) )
- switch( event.type ) {
- case SDL_QUIT:
- Sys_Quit(0);
- break;
- case SDL_KEYDOWN:
- case SDL_KEYUP:
- keycode = MapKey(event.key.keysym.sym);
- if (!VID_JoyBlockEmulatedKeys(keycode))
- Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
- break;
- case SDL_ACTIVEEVENT:
- if( event.active.state & SDL_APPACTIVE )
- {
- if( event.active.gain )
- vid_hidden = false;
- else
- vid_hidden = true;
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- case SDL_MOUSEBUTTONUP:
- if (!vid_touchscreen.integer)
- if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap))
- Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
- break;
- case SDL_JOYBUTTONDOWN:
- case SDL_JOYBUTTONUP:
- case SDL_JOYAXISMOTION:
- case SDL_JOYBALLMOTION:
- case SDL_JOYHATMOTION:
- break;
- case SDL_VIDEOEXPOSE:
- break;
- case SDL_VIDEORESIZE:
- if(vid_resizable.integer < 2 || vid_isfullscreen)
- {
- vid.width = event.resize.w;
- vid.height = event.resize.h;
- if (!vid_isfullscreen)
- screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
- if (vid_softsurface)
- {
- SDL_FreeSurface(vid_softsurface);
- vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
- SDL_SetAlpha(vid_softsurface, 0, 255);
- vid.softpixels = (unsigned int *)vid_softsurface->pixels;
- if (vid.softdepthpixels)
- free(vid.softdepthpixels);
- vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
- }
-#ifdef SDL_R_RESTART
- // better not call R_Modules_Restart from here directly, as this may wreak havoc...
- // so, let's better queue it for next frame
- if(!sdl_needs_restart)
- {
- Cbuf_AddText("\nr_restart\n");
- sdl_needs_restart = true;
- }
-#endif
- }
- break;
-#if SDL_MAJOR_VERSION != 1
- case SDL_TEXTEDITING:
- break;
- case SDL_TEXTINPUT:
- break;
-#endif
- case SDL_MOUSEMOTION:
- break;
- default:
- Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
- break;
- }
-
- // enable/disable sound on focus gain/loss
- if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
- {
- if (!sound_active)
- {
- S_UnblockSound ();
- sound_active = true;
- }
- }
- else
- {
- if (sound_active)
- {
- S_BlockSound ();
- sound_active = false;
- }
- }
-}
-
-#else
-
//#define DEBUGSDLEVENTS
// SDL2
void Sys_SendKeyEvents( void )
{
- static qboolean sound_active = true;
+ static qbool sound_active = true;
int keycode;
int i;
- int j;
- int unicode;
+ const char *chp;
+ qbool isdown;
+ Uchar unicode;
SDL_Event event;
VID_EnableJoystick(true);
while( SDL_PollEvent( &event ) )
+ loop_start:
switch( event.type ) {
case SDL_QUIT:
#ifdef DEBUGSDLEVENTS
Con_DPrintf("SDL_Event: SDL_QUIT\n");
#endif
- Sys_Quit(0);
+ host.state = host_shutdown;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
#ifdef DEBUGSDLEVENTS
if (event.type == SDL_KEYDOWN)
- Con_DPrintf("SDL_Event: SDL_KEYDOWN %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode);
+ Con_DPrintf("SDL_Event: SDL_KEYDOWN %i\n", event.key.keysym.sym);
else
- Con_DPrintf("SDL_Event: SDL_KEYUP %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode);
+ Con_DPrintf("SDL_Event: SDL_KEYUP %i\n", event.key.keysym.sym);
#endif
keycode = MapKey(event.key.keysym.sym);
+ isdown = (event.key.state == SDL_PRESSED);
+ unicode = 0;
+ if(isdown)
+ {
+ if(SDL_PollEvent(&event))
+ {
+ if(event.type == SDL_TEXTINPUT)
+ {
+ // combine key code from SDL_KEYDOWN event and character
+ // from SDL_TEXTINPUT event in a single Key_Event call
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text);
+#endif
+ unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL);
+ }
+ else
+ {
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ Key_Event(keycode, 0, isdown);
+ goto loop_start;
+ }
+ }
+ }
if (!VID_JoyBlockEmulatedKeys(keycode))
- Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
+ Key_Event(keycode, unicode, isdown);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
vid.width = event.window.data1;
vid.height = event.window.data2;
- if (vid_softsurface)
- {
- SDL_FreeSurface(vid_softsurface);
- vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
- SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
- vid.softpixels = (unsigned int *)vid_softsurface->pixels;
- if (vid.softdepthpixels)
- free(vid.softdepthpixels);
- vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
- }
#ifdef SDL_R_RESTART
- // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // better not call R_Modules_Restart_f from here directly, as this may wreak havoc...
// so, let's better queue it for next frame
if(!sdl_needs_restart)
{
- Cbuf_AddText("\nr_restart\n");
+ Cbuf_AddText(cmd_local, "\nr_restart\n");
sdl_needs_restart = true;
}
#endif
vid_hasfocus = false;
break;
case SDL_WINDOWEVENT_CLOSE:
- Sys_Quit(0);
+ host.state = host_shutdown;
break;
}
}
#ifdef DEBUGSDLEVENTS
Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text);
#endif
- // we have some characters to parse
+ // convert utf8 string to char
+ // NOTE: this code is supposed to run even if utf8enable is 0
+ chp = event.text.text;
+ while (*chp != 0)
{
- unicode = 0;
- for (i = 0;event.text.text[i];)
- {
- unicode = event.text.text[i++];
- if (unicode & 0x80)
- {
- // UTF-8 character
- // strip high bits (we could count these to validate character length but we don't)
- for (j = 0x80;unicode & j;j >>= 1)
- unicode ^= j;
- for (;(event.text.text[i] & 0xC0) == 0x80;i++)
- unicode = (unicode << 6) | (event.text.text[i] & 0x3F);
- // low characters are invalid and could be bad, so replace them
- if (unicode < 0x80)
- unicode = '?'; // we could use 0xFFFD instead, the unicode substitute character
- }
- //Con_DPrintf("SDL_TEXTINPUT: K_TEXT %i \n", unicode);
-
- Key_Event(K_TEXT, unicode, true);
- Key_Event(K_TEXT, unicode, false);
- }
+ // input the chars one by one (there can be multiple chars when e.g. using an "input method")
+ unicode = u8_getchar_utf8_enabled(chp, &chp);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
}
break;
case SDL_MOUSEMOTION:
}
}
}
-#endif
/////////////////
// Video system
////
-#ifdef USE_GLES2
-#ifndef qglClear
-#ifdef __IPHONEOS__
-#include <OpenGLES/ES2/gl.h>
-#else
-#include <SDL_opengles.h>
-#endif
-
-//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__)
-#define PRECALL
-#define POSTCALL
-GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;}
-GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;}
-GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;}
-//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;}
-GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;}
-//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;}
-GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;}
-GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;}
-GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;}
-GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;}
-//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;}
-GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;}
-GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;}
-//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;}
-const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;}
-void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;}
-void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;}
-void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;}
-void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
-void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;}
-//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;}
-//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;}
-void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;}
-//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;}
-void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;}
-void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;}
-void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;}
-void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;}
-void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;}
-void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;}
-void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;}
-void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;}
-void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;}
-void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;}
-void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;}
-void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;}
-void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;}
-void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;}
-void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;}
-void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;}
-void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;}
-void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;}
-void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;}
-void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;}
-void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;}
-void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;}
-void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;}
-void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;}
-void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;}
-void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;}
-void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;}
-void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;}
-void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;}
-void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;}
-//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;}
-void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;}
-void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;}
-void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;}
-void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;}
-//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;}
-void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;}
-void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;}
-void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;}
-void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;}
-void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;}
-void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;}
-void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;}
-void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;}
-void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;}
-//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
-//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
-void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
-void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;}
-void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;}
-//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;}
-//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;}
-void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;}
-void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;}
-void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;}
-void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;}
-void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;}
-void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;}
-void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;}
-//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;}
-void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;}
-void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;}
-void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;}
-void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;}
-void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;}
-void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;}
-void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;}
-void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;}
-void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;}
-void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;}
-void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;}
-void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
-void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
-void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;}
-void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;}
-void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;}
-//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;}
-//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;}
-//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;}
-void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;}
-void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;}
-void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;}
-void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;}
-void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;}
-void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;}
-void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;}
-void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;}
-void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;}
-void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;}
-void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;}
-void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;}
-void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;}
-void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;}
-void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;}
-void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;}
-void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;}
-void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;}
-void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;}
-void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;}
-void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;}
-void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;}
-//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;}
-void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;}
-void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;}
-void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;}
-void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;}
-void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;}
-void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;}
-void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;}
-void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;}
-void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;}
-void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;}
-void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;}
-void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;}
-void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;}
-void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;}
-void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;}
-void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;}
-void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;}
-void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;}
-void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;}
-void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;}
-void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;}
-void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;}
-void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;}
-void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;}
-void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;}
-void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;}
-void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;}
-void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;}
-void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;}
-void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;}
-void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;}
-void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;}
-void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;}
-void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;}
-void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;}
-void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;}
-void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;}
-void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;}
-void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;}
-void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;}
-void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;}
-void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;}
-void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;}
-void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;}
-void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;}
-void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;}
-void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;}
-void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;}
-void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;}
-void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;}
-void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;}
-void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;}
-void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;}
-void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;}
-void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;}
-//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;}
-//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;}
-void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;}
-//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;}
-//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;}
-void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;}
-//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;}
-//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;}
-void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;}
-void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;}
-void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;}
-void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;}
-void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;}
-//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;}
-//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;}
-//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;}
-#endif
-
-#if SDL_MAJOR_VERSION == 1
-#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x))
-#endif
-
-void GLES_Init(void)
-{
-#ifndef qglClear
- qglIsBufferARB = wrapglIsBuffer;
- qglIsEnabled = wrapglIsEnabled;
- qglIsFramebufferEXT = wrapglIsFramebuffer;
-// qglIsQueryARB = wrapglIsQuery;
- qglIsRenderbufferEXT = wrapglIsRenderbuffer;
-// qglUnmapBufferARB = wrapglUnmapBuffer;
- qglCheckFramebufferStatus = wrapglCheckFramebufferStatus;
- qglGetError = wrapglGetError;
- qglCreateProgram = wrapglCreateProgram;
- qglCreateShader = wrapglCreateShader;
-// qglGetHandleARB = wrapglGetHandle;
- qglGetAttribLocation = wrapglGetAttribLocation;
- qglGetUniformLocation = wrapglGetUniformLocation;
-// qglMapBufferARB = wrapglMapBuffer;
- qglGetString = wrapglGetString;
-// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
- qglActiveTexture = wrapglActiveTexture;
- qglAlphaFunc = wrapglAlphaFunc;
- qglArrayElement = wrapglArrayElement;
- qglAttachShader = wrapglAttachShader;
-// qglBegin = wrapglBegin;
-// qglBeginQueryARB = wrapglBeginQuery;
- qglBindAttribLocation = wrapglBindAttribLocation;
-// qglBindFragDataLocation = wrapglBindFragDataLocation;
- qglBindBufferARB = wrapglBindBuffer;
- qglBindFramebuffer = wrapglBindFramebuffer;
- qglBindRenderbuffer = wrapglBindRenderbuffer;
- qglBindTexture = wrapglBindTexture;
- qglBlendEquationEXT = wrapglBlendEquation;
- qglBlendFunc = wrapglBlendFunc;
- qglBufferDataARB = wrapglBufferData;
- qglBufferSubDataARB = wrapglBufferSubData;
- qglClear = wrapglClear;
- qglClearColor = wrapglClearColor;
- qglClearDepth = wrapglClearDepth;
- qglClearStencil = wrapglClearStencil;
- qglClientActiveTexture = wrapglClientActiveTexture;
- qglColor4f = wrapglColor4f;
- qglColor4ub = wrapglColor4ub;
- qglColorMask = wrapglColorMask;
- qglColorPointer = wrapglColorPointer;
- qglCompileShader = wrapglCompileShader;
- qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
- qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
- qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
- qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
- qglCopyTexImage2D = wrapglCopyTexImage2D;
- qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
- qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
- qglCullFace = wrapglCullFace;
- qglDeleteBuffersARB = wrapglDeleteBuffers;
- qglDeleteFramebuffers = wrapglDeleteFramebuffers;
- qglDeleteProgram = wrapglDeleteProgram;
- qglDeleteShader = wrapglDeleteShader;
-// qglDeleteQueriesARB = wrapglDeleteQueries;
- qglDeleteRenderbuffers = wrapglDeleteRenderbuffers;
- qglDeleteTextures = wrapglDeleteTextures;
- qglDepthFunc = wrapglDepthFunc;
- qglDepthMask = wrapglDepthMask;
- qglDepthRangef = wrapglDepthRangef;
- qglDetachShader = wrapglDetachShader;
- qglDisable = wrapglDisable;
- qglDisableClientState = wrapglDisableClientState;
- qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
- qglDrawArrays = wrapglDrawArrays;
-// qglDrawBuffer = wrapglDrawBuffer;
-// qglDrawBuffersARB = wrapglDrawBuffers;
- qglDrawElements = wrapglDrawElements;
-// qglDrawRangeElements = wrapglDrawRangeElements;
- qglEnable = wrapglEnable;
- qglEnableClientState = wrapglEnableClientState;
- qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
-// qglEnd = wrapglEnd;
-// qglEndQueryARB = wrapglEndQuery;
- qglFinish = wrapglFinish;
- qglFlush = wrapglFlush;
- qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
- qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
- qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
- qglGenBuffersARB = wrapglGenBuffers;
- qglGenFramebuffers = wrapglGenFramebuffers;
-// qglGenQueriesARB = wrapglGenQueries;
- qglGenRenderbuffers = wrapglGenRenderbuffers;
- qglGenTextures = wrapglGenTextures;
- qglGenerateMipmapEXT = wrapglGenerateMipmap;
- qglGetActiveAttrib = wrapglGetActiveAttrib;
- qglGetActiveUniform = wrapglGetActiveUniform;
- qglGetAttachedShaders = wrapglGetAttachedShaders;
- qglGetBooleanv = wrapglGetBooleanv;
-// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
- qglGetDoublev = wrapglGetDoublev;
- qglGetFloatv = wrapglGetFloatv;
- qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
- qglGetProgramInfoLog = wrapglGetProgramInfoLog;
- qglGetShaderInfoLog = wrapglGetShaderInfoLog;
- qglGetIntegerv = wrapglGetIntegerv;
- qglGetShaderiv = wrapglGetShaderiv;
- qglGetProgramiv = wrapglGetProgramiv;
-// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
-// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
-// qglGetQueryivARB = wrapglGetQueryiv;
- qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
- qglGetShaderSource = wrapglGetShaderSource;
- qglGetTexImage = wrapglGetTexImage;
- qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
- qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
- qglGetTexParameterfv = wrapglGetTexParameterfv;
- qglGetTexParameteriv = wrapglGetTexParameteriv;
- qglGetUniformfv = wrapglGetUniformfv;
- qglGetUniformiv = wrapglGetUniformiv;
- qglHint = wrapglHint;
- qglLineWidth = wrapglLineWidth;
- qglLinkProgram = wrapglLinkProgram;
- qglLoadIdentity = wrapglLoadIdentity;
- qglLoadMatrixf = wrapglLoadMatrixf;
- qglMatrixMode = wrapglMatrixMode;
- qglMultiTexCoord1f = wrapglMultiTexCoord1f;
- qglMultiTexCoord2f = wrapglMultiTexCoord2f;
- qglMultiTexCoord3f = wrapglMultiTexCoord3f;
- qglMultiTexCoord4f = wrapglMultiTexCoord4f;
- qglNormalPointer = wrapglNormalPointer;
- qglPixelStorei = wrapglPixelStorei;
- qglPointSize = wrapglPointSize;
-// qglPolygonMode = wrapglPolygonMode;
- qglPolygonOffset = wrapglPolygonOffset;
-// qglPolygonStipple = wrapglPolygonStipple;
- qglReadBuffer = wrapglReadBuffer;
- qglReadPixels = wrapglReadPixels;
- qglRenderbufferStorage = wrapglRenderbufferStorage;
- qglScissor = wrapglScissor;
- qglShaderSource = wrapglShaderSource;
- qglStencilFunc = wrapglStencilFunc;
- qglStencilFuncSeparate = wrapglStencilFuncSeparate;
- qglStencilMask = wrapglStencilMask;
- qglStencilOp = wrapglStencilOp;
- qglStencilOpSeparate = wrapglStencilOpSeparate;
- qglTexCoord1f = wrapglTexCoord1f;
- qglTexCoord2f = wrapglTexCoord2f;
- qglTexCoord3f = wrapglTexCoord3f;
- qglTexCoord4f = wrapglTexCoord4f;
- qglTexCoordPointer = wrapglTexCoordPointer;
- qglTexEnvf = wrapglTexEnvf;
- qglTexEnvfv = wrapglTexEnvfv;
- qglTexEnvi = wrapglTexEnvi;
- qglTexImage2D = wrapglTexImage2D;
- qglTexImage3D = wrapglTexImage3D;
- qglTexParameterf = wrapglTexParameterf;
- qglTexParameterfv = wrapglTexParameterfv;
- qglTexParameteri = wrapglTexParameteri;
- qglTexSubImage2D = wrapglTexSubImage2D;
- qglTexSubImage3D = wrapglTexSubImage3D;
- qglUniform1f = wrapglUniform1f;
- qglUniform1fv = wrapglUniform1fv;
- qglUniform1i = wrapglUniform1i;
- qglUniform1iv = wrapglUniform1iv;
- qglUniform2f = wrapglUniform2f;
- qglUniform2fv = wrapglUniform2fv;
- qglUniform2i = wrapglUniform2i;
- qglUniform2iv = wrapglUniform2iv;
- qglUniform3f = wrapglUniform3f;
- qglUniform3fv = wrapglUniform3fv;
- qglUniform3i = wrapglUniform3i;
- qglUniform3iv = wrapglUniform3iv;
- qglUniform4f = wrapglUniform4f;
- qglUniform4fv = wrapglUniform4fv;
- qglUniform4i = wrapglUniform4i;
- qglUniform4iv = wrapglUniform4iv;
- qglUniformMatrix2fv = wrapglUniformMatrix2fv;
- qglUniformMatrix3fv = wrapglUniformMatrix3fv;
- qglUniformMatrix4fv = wrapglUniformMatrix4fv;
- qglUseProgram = wrapglUseProgram;
- qglValidateProgram = wrapglValidateProgram;
- qglVertex2f = wrapglVertex2f;
- qglVertex3f = wrapglVertex3f;
- qglVertex4f = wrapglVertex4f;
- qglVertexAttribPointer = wrapglVertexAttribPointer;
- qglVertexPointer = wrapglVertexPointer;
- qglViewport = wrapglViewport;
- qglVertexAttrib1f = wrapglVertexAttrib1f;
-// qglVertexAttrib1s = wrapglVertexAttrib1s;
-// qglVertexAttrib1d = wrapglVertexAttrib1d;
- qglVertexAttrib2f = wrapglVertexAttrib2f;
-// qglVertexAttrib2s = wrapglVertexAttrib2s;
-// qglVertexAttrib2d = wrapglVertexAttrib2d;
- qglVertexAttrib3f = wrapglVertexAttrib3f;
-// qglVertexAttrib3s = wrapglVertexAttrib3s;
-// qglVertexAttrib3d = wrapglVertexAttrib3d;
- qglVertexAttrib4f = wrapglVertexAttrib4f;
-// qglVertexAttrib4s = wrapglVertexAttrib4s;
-// qglVertexAttrib4d = wrapglVertexAttrib4d;
-// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub;
- qglVertexAttrib1fv = wrapglVertexAttrib1fv;
-// qglVertexAttrib1sv = wrapglVertexAttrib1sv;
-// qglVertexAttrib1dv = wrapglVertexAttrib1dv;
- qglVertexAttrib2fv = wrapglVertexAttrib2fv;
-// qglVertexAttrib2sv = wrapglVertexAttrib2sv;
-// qglVertexAttrib2dv = wrapglVertexAttrib2dv;
- qglVertexAttrib3fv = wrapglVertexAttrib3fv;
-// qglVertexAttrib3sv = wrapglVertexAttrib3sv;
-// qglVertexAttrib3dv = wrapglVertexAttrib3dv;
- qglVertexAttrib4fv = wrapglVertexAttrib4fv;
-// qglVertexAttrib4sv = wrapglVertexAttrib4sv;
-// qglVertexAttrib4dv = wrapglVertexAttrib4dv;
-// qglVertexAttrib4iv = wrapglVertexAttrib4iv;
-// qglVertexAttrib4bv = wrapglVertexAttrib4bv;
-// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv;
-// qglVertexAttrib4usv = wrapglVertexAttrib4usv;
-// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv;
-// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv;
-// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv;
-// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv;
-// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv;
-// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv;
-// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv;
-// qglGetVertexAttribdv = wrapglGetVertexAttribdv;
- qglGetVertexAttribfv = wrapglGetVertexAttribfv;
- qglGetVertexAttribiv = wrapglGetVertexAttribiv;
- qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
-#endif
-
- gl_renderer = (const char *)qglGetString(GL_RENDERER);
- gl_vendor = (const char *)qglGetString(GL_VENDOR);
- gl_version = (const char *)qglGetString(GL_VERSION);
- gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
-
- if (!gl_extensions)
- gl_extensions = "";
- if (!gl_platformextensions)
- gl_platformextensions = "";
-
- Con_Printf("GL_VENDOR: %s\n", gl_vendor);
- Con_Printf("GL_RENDERER: %s\n", gl_renderer);
- Con_Printf("GL_VERSION: %s\n", gl_version);
- Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
- Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
-
- // 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 );
-
- // GLES devices in general do not like GL_BGRA, so use GL_RGBA
- vid.forcetextype = TEXTYPE_RGBA;
-
- vid.support.gl20shaders = true;
- vid.support.amd_texture_texture4 = false;
- vid.support.arb_depth_texture = SDL_GL_ExtensionSupported("GL_OES_depth_texture") != 0; // renderbuffer used anyway on gles2?
- vid.support.arb_draw_buffers = false;
- vid.support.arb_multitexture = false;
- vid.support.arb_occlusion_query = false;
- vid.support.arb_shadow = false;
- vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
- vid.support.arb_texture_cube_map = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0;
- vid.support.arb_texture_env_combine = false;
- vid.support.arb_texture_gather = false;
- vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
- vid.support.arb_vertex_buffer_object = true; // GLES2 core
- vid.support.ati_separate_stencil = false;
- vid.support.ext_blend_minmax = false;
- vid.support.ext_blend_subtract = true; // GLES2 core
- vid.support.ext_blend_func_separate = true; // GLES2 core
- vid.support.ext_draw_range_elements = false;
-
- /* ELUAN:
- Note: "In OS 2.1, the functions in GL_OES_framebuffer_object were not usable from the Java API.
- Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...)
- It's apparently been fixed in 2.2, though I haven't tested."
- */
- vid.support.ext_framebuffer_object = false;//true;
-
- vid.support.ext_packed_depth_stencil = false;
- vid.support.ext_stencil_two_side = false;
- vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0;
- vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0;
- vid.support.ext_texture_edge_clamp = true; // GLES2 core
- vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
- vid.support.ext_texture_srgb = false;
-
- // NOTE: On some devices, a value of 512 gives better FPS than the maximum.
- qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
-
-#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- if (vid.support.ext_texture_filter_anisotropic)
- qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
-#endif
- if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
-#ifdef GL_MAX_3D_TEXTURE_SIZE
- if (vid.support.ext_texture_3d)
- qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
-#endif
- Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
- Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
- {
-#define GL_ALPHA_BITS 0x0D55
-#define GL_RED_BITS 0x0D52
-#define GL_GREEN_BITS 0x0D53
-#define GL_BLUE_BITS 0x0D54
-#define GL_DEPTH_BITS 0x0D56
-#define GL_STENCIL_BITS 0x0D57
- int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
- qglGetIntegerv(GL_RED_BITS , &fb_r);
- qglGetIntegerv(GL_GREEN_BITS , &fb_g);
- qglGetIntegerv(GL_BLUE_BITS , &fb_b);
- qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
- qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
- qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
- Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
- }
-
- // verify that cubemap textures are really supported
- if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
- vid.support.arb_texture_cube_map = false;
-
- // verify that 3d textures are really supported
- if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
- {
- vid.support.ext_texture_3d = false;
- Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
- }
-
- vid.texunits = 4;
- vid.teximageunits = 8;
- vid.texarrayunits = 5;
- //qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);CHECKGLERROR
- //qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (GLint*)&vid.texarrayunits);CHECKGLERROR
- vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
- vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
- vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
- Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
- vid.renderpath = RENDERPATH_GLES2;
- vid.useinterleavedarrays = false;
- vid.sRGBcapable2D = false;
- vid.sRGBcapable3D = false;
-
- // VorteX: set other info (maybe place them in VID_InitMode?)
- extern cvar_t gl_info_vendor;
- extern cvar_t gl_info_renderer;
- extern cvar_t gl_info_version;
- extern cvar_t gl_info_platform;
- extern cvar_t gl_info_driver;
- 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);
-}
-#endif
-
void *GL_GetProcAddress(const char *name)
{
void *p = NULL;
return p;
}
-static qboolean vid_sdl_initjoysticksystem = false;
+qbool GL_ExtensionSupported(const char *name)
+{
+ return SDL_GL_ExtensionSupported(name);
+}
+
+static qbool vid_sdl_initjoysticksystem = false;
void VID_Init (void)
{
#ifdef DP_MOBILETOUCH
Cvar_SetValueQuick(&vid_touchscreen, 1);
#endif
+ Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
#ifdef SDL_R_RESTART
R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
- if (vid_sdl_initjoysticksystem)
- Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
+ if (!vid_sdl_initjoysticksystem)
+ Con_Printf(CON_ERROR "Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
vid_isfullscreen = false;
}
static int vid_sdljoystickindex = -1;
-void VID_EnableJoystick(qboolean enable)
+void VID_EnableJoystick(qbool enable)
{
int index = joy_enable.integer > 0 ? joy_index.integer : -1;
int numsdljoysticks;
- qboolean success = false;
+ qbool success = false;
int sharedcount = 0;
int sdlindex = -1;
sharedcount = VID_Shared_SetJoystick(index);
vid_sdljoystickindex = sdlindex;
// close SDL joystick if active
if (vid_sdljoystick)
+ {
SDL_JoystickClose(vid_sdljoystick);
- vid_sdljoystick = NULL;
+ vid_sdljoystick = NULL;
+ }
+ if (vid_sdlgamecontroller)
+ {
+ SDL_GameControllerClose(vid_sdlgamecontroller);
+ vid_sdlgamecontroller = NULL;
+ }
if (sdlindex >= 0)
{
vid_sdljoystick = SDL_JoystickOpen(sdlindex);
if (vid_sdljoystick)
{
-#if SDL_MAJOR_VERSION == 1
- const char *joystickname = SDL_JoystickName(sdlindex);
-#else
const char *joystickname = SDL_JoystickName(vid_sdljoystick);
-#endif
+ if (SDL_IsGameController(vid_sdljoystickindex))
+ {
+ vid_sdlgamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex);
+ Con_DPrintf("Using SDL GameController mappings for Joystick %i\n", index);
+ }
Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
}
else
{
- Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+ Con_Printf(CON_ERROR "Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
sdlindex = -1;
}
}
Cvar_SetValueQuick(&joy_active, success ? 1 : 0);
}
-#if SDL_MAJOR_VERSION == 1
-// set the icon (we dont use SDL here since it would be too much a PITA)
-#ifdef WIN32
-#include "resource.h"
-#include <SDL_syswm.h>
-static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
-{
- SDL_Surface *screen = NULL;
- SDL_SysWMinfo info;
- HICON icon;
- SDL_WM_SetCaption( gamename, NULL );
- screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
- if (screen)
- {
- // get the HWND handle
- SDL_VERSION( &info.version );
- if (SDL_GetWMInfo(&info))
- {
- icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
-#ifndef _W64 //If Windows 64bit data types don't exist
-#ifndef SetClassLongPtr
-#define SetClassLongPtr SetClassLong
-#endif
-#ifndef GCLP_HICON
-#define GCLP_HICON GCL_HICON
-#endif
-#ifndef LONG_PTR
-#define LONG_PTR LONG
-#endif
-#endif
- SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
- }
- }
- return screen;
-}
-#elif defined(MACOSX)
-static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+static void VID_OutputVersion(void)
{
- SDL_Surface *screen = NULL;
- SDL_WM_SetCaption( gamename, NULL );
- screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
- // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
- return screen;
+ SDL_version version;
+ SDL_GetVersion(&version);
+ Con_Printf( "Linked against SDL version %d.%d.%d\n"
+ "Using SDL library version %d.%d.%d\n",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
+ version.major, version.minor, version.patch );
}
-#else
-// Adding the OS independent XPM version --blub
-#include "darkplaces.xpm"
-#include "nexuiz.xpm"
-#if SDL_MAJOR_VERSION == 1
-#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
-#include <SDL_syswm.h>
-#endif
-#endif
-static SDL_Surface *icon = NULL;
-static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+
+#ifdef WIN32
+static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
{
- /*
- * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
- * default settings with less than 91 colors and transparency.
- */
-
- int width, height, colors, isize, i, j;
- int thenone = -1;
- static SDL_Color palette[256];
- unsigned short palenc[256]; // store color id by char
- char *xpm;
- char **idata, *data;
- const SDL_version *version;
- SDL_Surface *screen = NULL;
-
- if (icon)
- SDL_FreeSurface(icon);
- icon = NULL;
- version = SDL_Linked_Version();
- // only use non-XPM icon support in SDL v1.3 and higher
- // SDL v1.2 does not support "smooth" transparency, and thus is better
- // off the xpm way
- if(version->major >= 2 || (version->major == 1 && version->minor >= 3))
+ int workWidth;
+ int workHeight;
+ int titleBarPixels = 2;
+ int screenHeight;
+ RECT workArea;
+ LONG width = mode->width; // vid_width
+ LONG height = mode->height; // vid_height
+
+ // adjust width and height for the space occupied by window decorators (title bar, borders)
+ rect->top = 0;
+ rect->left = 0;
+ rect->right = width;
+ rect->bottom = height;
+ AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0);
+
+ SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0);
+ workWidth = workArea.right - workArea.left;
+ workHeight = workArea.bottom - workArea.top;
+
+ // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar)
+ // If the task bar is docked to the the left screen border and we move the window to negative y,
+ // there would be some part of the regular desktop visible on the bottom of the screen.
+ screenHeight = GetSystemMetrics(SM_CYSCREEN);
+ if (screenHeight == workHeight)
+ titleBarPixels = -rect->top;
+
+ //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels);
+
+ // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area
+ if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels))
{
- data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
- if(data)
- {
- unsigned int red = 0x00FF0000;
- unsigned int green = 0x0000FF00;
- unsigned int blue = 0x000000FF;
- unsigned int alpha = 0xFF000000;
- width = image_width;
- height = image_height;
-
- // reallocate with malloc, as this is in tempmempool (do not want)
- xpm = data;
- data = (char *) malloc(width * height * 4);
- memcpy(data, xpm, width * height * 4);
- Mem_Free(xpm);
- xpm = NULL;
-
- icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
-
- if (icon)
- icon->pixels = data;
- else
- {
- Con_Printf( "Failed to create surface for the window Icon!\n"
- "%s\n", SDL_GetError());
- free(data);
- }
- }
+ rect->left = workArea.left;
+ mode->width = workWidth;
+ rect->top = workArea.top + titleBarPixels;
+ mode->height = workHeight - titleBarPixels;
}
-
- // we only get here if non-XPM icon was missing, or SDL version is not
- // sufficient for transparent non-XPM icons
- if(!icon)
+ else
{
- xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL);
- idata = NULL;
- if(xpm)
- idata = XPM_DecodeString(xpm);
- if(!idata)
- idata = ENGINE_ICON;
- if(xpm)
- Mem_Free(xpm);
-
- data = idata[0];
-
- if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4)
- {
- if(isize == 1)
- {
- for(i = 0; i < colors; ++i)
- {
- unsigned int r, g, b;
- char idx;
-
- if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
- {
- char foo[2];
- if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
- break;
- else
- {
- palette[i].r = 255; // color key
- palette[i].g = 0;
- palette[i].b = 255;
- thenone = i; // weeeee
- palenc[(unsigned char) idx] = i;
- }
- }
- else
- {
- palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
- palette[i].g = g;
- palette[i].b = b;
- palenc[(unsigned char) idx] = i;
- }
- }
-
- if (i == colors)
- {
- // allocate the image data
- data = (char*) malloc(width*height);
-
- for(j = 0; j < height; ++j)
- {
- for(i = 0; i < width; ++i)
- {
- // casting to the safest possible datatypes ^^
- data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
- }
- }
-
- if(icon != NULL)
- {
- // SDL_FreeSurface should free the data too
- // but for completeness' sake...
- if(icon->flags & SDL_PREALLOC)
- {
- free(icon->pixels);
- icon->pixels = NULL; // safety
- }
- SDL_FreeSurface(icon);
- }
-
- icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
- // 8 bit surfaces get an empty palette allocated according to the docs
- // so it's a palette image for sure :) no endian check necessary for the mask
-
- if(icon)
- {
- icon->pixels = data;
- SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
- SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
- }
- else
- {
- Con_Printf( "Failed to create surface for the window Icon!\n"
- "%s\n", SDL_GetError());
- free(data);
- }
- }
- else
- {
- Con_Printf("This XPM's palette looks odd. Can't continue.\n");
- }
- }
- else
- {
- // NOTE: Only 1-char colornames are supported
- Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
- }
- }
- else
- {
- // NOTE: Only 1-char colornames are supported
- Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
- }
- }
-
- if (icon)
- SDL_WM_SetIcon(icon, NULL);
-
- SDL_WM_SetCaption( gamename, NULL );
- screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
-
-#if SDL_MAJOR_VERSION == 1
-// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
-#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
-
- version = SDL_Linked_Version();
- // only use non-XPM icon support in SDL v1.3 and higher
- // SDL v1.2 does not support "smooth" transparency, and thus is better
- // off the xpm way
- if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3))))
- {
- // in this case, we did not set the good icon yet
- SDL_SysWMinfo info;
- SDL_VERSION(&info.version);
- if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11)
- {
- data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
- if(data)
- {
- // use _NET_WM_ICON too
- static long netwm_icon[MAX_NETWM_ICON];
- int pos = 0;
- int i = 1;
- char vabuf[1024];
-
- while(data)
- {
- if(pos + 2 * image_width * image_height < MAX_NETWM_ICON)
- {
- netwm_icon[pos++] = image_width;
- netwm_icon[pos++] = image_height;
- for(i = 0; i < image_height; ++i)
- for(j = 0; j < image_width; ++j)
- netwm_icon[pos++] = BuffLittleLong((unsigned char *) &data[(i*image_width+j)*4]);
- }
- else
- {
- Con_Printf("Skipping NETWM icon #%d because there is no space left\n", i);
- }
- ++i;
- Mem_Free(data);
- data = (char *) loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL);
- }
-
- info.info.x11.lock_func();
- {
- Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false);
- XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos);
- }
- info.info.x11.unlock_func();
- }
- }
+ rect->left = workArea.left + max(0, (workWidth - width) / 2);
+ rect->top = workArea.top + max(0, (workHeight - height) / 2);
}
-#endif
-#endif
- return screen;
}
-
-#endif
#endif
-static void VID_OutputVersion(void)
-{
- SDL_version version;
-#if SDL_MAJOR_VERSION == 1
- version = *SDL_Linked_Version();
-#else
- SDL_GetVersion(&version);
-#endif
- Con_Printf( "Linked against SDL version %d.%d.%d\n"
- "Using SDL library version %d.%d.%d\n",
- SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
- version.major, version.minor, version.patch );
-}
+extern cvar_t gl_info_vendor;
+extern cvar_t gl_info_renderer;
+extern cvar_t gl_info_version;
+extern cvar_t gl_info_platform;
+extern cvar_t gl_info_driver;
-static qboolean VID_InitModeGL(viddef_mode_t *mode)
+static qbool VID_InitModeGL(viddef_mode_t *mode)
{
-#if SDL_MAJOR_VERSION == 1
- static int notfirstvideomode = false;
- int flags = SDL_OPENGL;
-#else
int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
-#endif
-#ifndef USE_GLES2
+ // currently SDL_WINDOWPOS_UNDEFINED behaves exactly like SDL_WINDOWPOS_CENTERED, this might change some day
+ // https://trello.com/c/j56vUcwZ/81-centered-vs-undefined-window-position
+ int xPos = SDL_WINDOWPOS_UNDEFINED;
+ int yPos = SDL_WINDOWPOS_UNDEFINED;
int i;
+#ifndef USE_GLES2
const char *drivername;
#endif
win_half_height = mode->height>>1;
if(vid_resizable.integer)
-#if SDL_MAJOR_VERSION == 1
- flags |= SDL_RESIZABLE;
-#else
windowflags |= SDL_WINDOW_RESIZABLE;
-#endif
VID_OutputVersion();
-#if SDL_MAJOR_VERSION == 1
- /*
- SDL 1.2 Hack
- We cant switch from one OpenGL video mode to another.
- Thus we first switch to some stupid 2D mode and then back to OpenGL.
- */
- if (notfirstvideomode)
- SDL_SetVideoMode( 0, 0, 0, 0 );
- notfirstvideomode = true;
-#endif
-
#ifndef USE_GLES2
// SDL usually knows best
drivername = NULL;
// COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
- i = COM_CheckParm("-gl_driver");
- if (i && i < com_argc - 1)
- drivername = com_argv[i + 1];
+ i = Sys_CheckParm("-gl_driver");
+ if (i && i < sys.argc - 1)
+ drivername = sys.argv[i + 1];
if (SDL_GL_LoadLibrary(drivername) < 0)
{
- Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
+ Con_Printf(CON_ERROR "Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
return false;
}
#endif
// hide the menu with SDL_WINDOW_BORDERLESS
windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
#endif
-#ifndef USE_GLES2
- if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
- {
- VID_Shutdown();
- Con_Print("Required OpenGL function glGetString not found\n");
- return false;
- }
-#endif
-
- // Knghtbrd: should do platform-specific extension string function here
vid_isfullscreen = false;
-#if SDL_MAJOR_VERSION == 1
{
- const SDL_VideoInfo *vi = SDL_GetVideoInfo();
- desktop_mode.width = vi->current_w;
- desktop_mode.height = vi->current_h;
- desktop_mode.bpp = vi->vfmt->BitsPerPixel;
- desktop_mode.pixelheight_num = 1;
- desktop_mode.pixelheight_denom = 1; // SDL does not provide this
if (mode->fullscreen) {
if (vid_desktopfullscreen.integer)
{
- mode->width = vi->current_w;
- mode->height = vi->current_h;
- mode->bitsperpixel = vi->vfmt->BitsPerPixel;
- }
- flags |= SDL_FULLSCREEN;
- vid_isfullscreen = true;
- }
- }
-#else
- {
- if (mode->fullscreen) {
- if (vid_desktopfullscreen.integer)
+ vid_mode_t *m = VID_GetDesktopMode();
+ mode->width = m->width;
+ mode->height = m->height;
windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ }
else
windowflags |= SDL_WINDOW_FULLSCREEN;
vid_isfullscreen = true;
}
- }
+ else {
+ if (vid_borderless.integer)
+ windowflags |= SDL_WINDOW_BORDERLESS;
+#ifdef WIN32
+ if (vid_ignore_taskbar.integer) {
+ xPos = SDL_WINDOWPOS_CENTERED;
+ yPos = SDL_WINDOWPOS_CENTERED;
+ }
+ else {
+ RECT rect;
+ AdjustWindowBounds(mode, &rect);
+ xPos = rect.left;
+ yPos = rect.top;
+ }
#endif
+ }
+ }
//flags |= SDL_HWSURFACE;
+ if (vid_mouse_clickthrough.integer && !vid_isfullscreen)
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
- if (mode->bitsperpixel >= 32)
- {
- SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8);
- SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8);
- SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
- SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
- }
- else
- {
- SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 5);
- SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 5);
- SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
- }
+ SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
if (mode->stereobuffer)
SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
if (mode->samples > 1)
SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples);
}
-#if SDL_MAJOR_VERSION == 1
- if (vid_vsync.integer)
- SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
- else
- SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
-#else
#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
-#endif
+#else
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
+
video_bpp = mode->bitsperpixel;
-#if SDL_MAJOR_VERSION == 1
- video_flags = flags;
- screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- if (screen == NULL)
- {
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
- VID_Shutdown();
- return false;
- }
- mode->width = screen->w;
- mode->height = screen->h;
-#else
window_flags = windowflags;
- window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+ window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags);
if (window == NULL)
{
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ Con_Printf(CON_ERROR "Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
context = SDL_GL_CreateContext(window);
if (context == NULL)
{
- Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+ Con_Printf(CON_ERROR "Failed to initialize OpenGL context: %s\n", SDL_GetError());
VID_Shutdown();
return false;
}
-#endif
- vid_softsurface = NULL;
- vid.softpixels = NULL;
-
-#if SDL_MAJOR_VERSION == 1
- // init keyboard
- SDL_EnableUNICODE( SDL_ENABLE );
- // enable key repeat since everyone expects it
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-#endif
-
-#if SDL_MAJOR_VERSION != 1
- SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
+ SDL_GL_SetSwapInterval(bound(-1, vid_vsync.integer, 1));
vid_usingvsync = (vid_vsync.integer != 0);
-#endif
gl_platform = "SDL";
- gl_platformextensions = "";
-#ifdef USE_GLES2
- GLES_Init();
-#else
- GL_Init();
+ GL_Setup();
+
+ // VorteX: set other info
+ 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);
+
+ // LadyHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client:");
+ for (i = 0; vm_sv_extensions[i]; i++)
+ Con_DPrintf(" %s", vm_sv_extensions[i]);
+ Con_DPrintf("\n");
+#ifdef CONFIG_MENU
+ Con_DPrintf("\nQuakeC extensions for menu:");
+ for (i = 0; vm_m_extensions[i]; i++)
+ Con_DPrintf(" %s", vm_m_extensions[i]);
+ Con_DPrintf("\n");
#endif
+ // clear to black (loading plaque will be seen over this)
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
+
vid_hidden = false;
vid_activewindow = false;
vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
-#if SDL_MAJOR_VERSION == 1
- SDL_WM_GrabInput(SDL_GRAB_OFF);
-#endif
return true;
}
extern cvar_t gl_info_platform;
extern cvar_t gl_info_driver;
-static qboolean VID_InitModeSoft(viddef_mode_t *mode)
-{
-#if SDL_MAJOR_VERSION == 1
- int flags = SDL_HWSURFACE;
- if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT;
-#else
- int windowflags = SDL_WINDOW_SHOWN;
-#endif
-
- win_half_width = mode->width>>1;
- win_half_height = mode->height>>1;
-
- if(vid_resizable.integer)
-#if SDL_MAJOR_VERSION == 1
- flags |= SDL_RESIZABLE;
-#else
- windowflags |= SDL_WINDOW_RESIZABLE;
-#endif
-
- VID_OutputVersion();
-
- vid_isfullscreen = false;
- if (mode->fullscreen) {
-#if SDL_MAJOR_VERSION == 1
- const SDL_VideoInfo *vi = SDL_GetVideoInfo();
- mode->width = vi->current_w;
- mode->height = vi->current_h;
- mode->bitsperpixel = vi->vfmt->BitsPerPixel;
- flags |= SDL_FULLSCREEN;
-#else
- if (vid_desktopfullscreen.integer)
- windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
- else
- windowflags |= SDL_WINDOW_FULLSCREEN;
-#endif
- vid_isfullscreen = true;
- }
-
- video_bpp = mode->bitsperpixel;
-#if SDL_MAJOR_VERSION == 1
- video_flags = flags;
- screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- if (screen == NULL)
- {
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
- VID_Shutdown();
- return false;
- }
- mode->width = screen->w;
- mode->height = screen->h;
-#else
- window_flags = windowflags;
- window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
- if (window == NULL)
- {
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
- VID_Shutdown();
- return false;
- }
- SDL_GetWindowSize(window, &mode->width, &mode->height);
-#endif
-
- // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish
- vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000);
- if (vid_softsurface == NULL)
- {
- Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError());
- VID_Shutdown();
- return false;
- }
-#if SDL_MAJOR_VERSION == 1
- SDL_SetAlpha(vid_softsurface, 0, 255);
-#else
- SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
-#endif
-
- vid.softpixels = (unsigned int *)vid_softsurface->pixels;
- 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_softsurface->pixels, (unsigned int *)vid.softdepthpixels) < 0)
- {
- Con_Printf("Failed to initialize software rasterizer\n");
- VID_Shutdown();
- return false;
- }
-
-#if SDL_MAJOR_VERSION == 1
- // init keyboard
- SDL_EnableUNICODE( SDL_ENABLE );
- // enable key repeat since everyone expects it
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-#endif
-
- VID_Soft_SharedSetup();
-
- vid_hidden = false;
- vid_activewindow = false;
- vid_hasfocus = true;
- vid_usingmouse = false;
- vid_usinghidecursor = false;
-
-#if SDL_MAJOR_VERSION == 1
- SDL_WM_GrabInput(SDL_GRAB_OFF);
-#endif
- return true;
-}
-
-qboolean VID_InitMode(viddef_mode_t *mode)
+qbool VID_InitMode(viddef_mode_t *mode)
{
// GAME_STEELSTORM specific
- steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map");
- steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor");
+ steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0);
+ steelstorm_showing_mousecursor = Cvar_FindVar(&cvars_all, "steelstorm_showing_mousecursor", ~0);
if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
-#if SDL_MAJOR_VERSION != 1
Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0);
-#endif
-#ifdef SSE_POSSIBLE
- if (vid_soft.integer)
- return VID_InitModeSoft(mode);
- else
-#endif
- return VID_InitModeGL(mode);
+ return VID_InitModeGL(mode);
}
void VID_Shutdown (void)
{
VID_EnableJoystick(false);
- VID_SetMouse(false, false, false);
- VID_RestoreSystemGamma();
-
-#if SDL_MAJOR_VERSION == 1
-#ifndef WIN32
-#ifndef MACOSX
- if (icon)
- SDL_FreeSurface(icon);
- icon = NULL;
-#endif
-#endif
-#endif
-
- if (vid_softsurface)
- SDL_FreeSurface(vid_softsurface);
- vid_softsurface = NULL;
- vid.softpixels = NULL;
- if (vid.softdepthpixels)
- free(vid.softdepthpixels);
- vid.softdepthpixels = NULL;
+ VID_SetMouse(false, false);
-#if SDL_MAJOR_VERSION != 1
SDL_DestroyWindow(window);
window = NULL;
-#endif
SDL_QuitSubSystem(SDL_INIT_VIDEO);
gl_driver[0] = 0;
gl_extensions = "";
gl_platform = "";
- gl_platformextensions = "";
-}
-
-int VID_SetGamma (unsigned short *ramps, int rampsize)
-{
-#if SDL_MAJOR_VERSION == 1
- return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
-#else
- return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
-#endif
-}
-
-int VID_GetGamma (unsigned short *ramps, int rampsize)
-{
-#if SDL_MAJOR_VERSION == 1
- return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
-#else
- return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
-#endif
}
void VID_Finish (void)
{
-#if SDL_MAJOR_VERSION == 1
- Uint8 appstate;
-
- //react on appstate changes
- appstate = SDL_GetAppState();
-
- vid_hidden = !(appstate & SDL_APPACTIVE);
- vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
-#endif
+ qbool vid_usevsync;
vid_activewindow = !vid_hidden && vid_hasfocus;
- VID_UpdateGamma(false, 256);
+ VID_UpdateGamma();
if (!vid_hidden)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (r_speeds.integer == 2 || gl_finish.integer)
GL_Finish();
-#if SDL_MAJOR_VERSION != 1
-{
- qboolean vid_usevsync;
- vid_usevsync = (vid_vsync.integer && !cls.timedemo);
- if (vid_usingvsync != vid_usevsync)
- {
- if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
- Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
- else
- Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
- }
-}
-#endif
-#if SDL_MAJOR_VERSION == 1
- SDL_GL_SwapBuffers();
-#else
- SDL_GL_SwapWindow(window);
-#endif
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_Finish();
-#if SDL_MAJOR_VERSION == 1
-// if (!r_test.integer)
- {
- SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
- SDL_Flip(screen);
- }
-#else
+ vid_usevsync = (vid_vsync.integer && !cls.timedemo);
+ if (vid_usingvsync != vid_usevsync)
{
- SDL_Surface *screen = SDL_GetWindowSurface(window);
- SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
- SDL_UpdateWindowSurface(window);
+ vid_usingvsync = vid_usevsync;
+ if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
+ Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
+ else
+ Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
}
-#endif
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- if (r_speeds.integer == 2 || gl_finish.integer)
- GL_Finish();
+ SDL_GL_SwapWindow(window);
break;
}
}
vid_mode_t *VID_GetDesktopMode(void)
{
-#if SDL_MAJOR_VERSION != 1
SDL_DisplayMode mode;
int bpp;
Uint32 rmask, gmask, bmask, amask;
// TODO check whether this actually works, or whether we do still need
// a read-window-size-after-entering-desktop-fullscreen hack for
// multiscreen setups.
-#endif
return &desktop_mode;
}
size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
{
size_t k = 0;
-#if SDL_MAJOR_VERSION == 1
- SDL_Rect **vidmodes;
- int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
-#ifdef WIN64
- SDL_Rect **ENDRECT = (SDL_Rect**)-1LL;
-#else
- SDL_Rect **ENDRECT = (SDL_Rect**)-1;
-#endif
-
- for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != ENDRECT && *vidmodes; ++vidmodes)
- {
- if(k >= maxcount)
- break;
- modes[k].width = (*vidmodes)->w;
- modes[k].height = (*vidmodes)->h;
- modes[k].bpp = bpp;
- modes[k].refreshrate = 60; // no support for refresh rate in SDL
- modes[k].pixelheight_num = 1;
- modes[k].pixelheight_denom = 1; // SDL does not provide this
- ++k;
- }
-#else
int modenum;
int nummodes = SDL_GetNumDisplayModes(0);
SDL_DisplayMode mode;
modes[k].pixelheight_denom = 1; // SDL does not provide this
k++;
}
-#endif
return k;
}