#include "quakedef.h"
+#ifdef WIN32
+#define SDL_R_RESTART
+#endif
+
// Tell startup code that we have a client
int cl_available = true;
return 1;
}
+#ifdef SDL_R_RESTART
+static qboolean sdl_needs_restart;
+static void sdl_start(void)
+{
+}
+static void sdl_shutdown(void)
+{
+ sdl_needs_restart = false;
+}
+static void sdl_newmap(void)
+{
+}
+#endif
+
static keynum_t buttonremap[18] =
{
K_MOUSE1,
Key_Event( MapKey( event.key.keysym.sym ), (char)event.key.keysym.unicode, (event.key.state == SDL_PRESSED) );
break;
case SDL_ACTIVEEVENT:
- if( event.active.state == SDL_APPACTIVE )
+ if( event.active.state & SDL_APPACTIVE )
{
if( event.active.gain )
vid_hidden = false;
vid.width = event.resize.w;
vid.height = event.resize.h;
SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+#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;
}
// enable/disable sound on focus gain/loss
- if (!vid_hidden && (vid_activewindow || !snd_mutewhenidle.integer))
+ if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
{
if (!sound_active)
{
static int Sys_EventFilter( SDL_Event *event );
static qboolean vid_sdl_initjoysticksystem = false;
+
void VID_Init (void)
{
Cvar_RegisterVariable(&joy_detected);
Cvar_RegisterVariable(&joy_sensitivitypitch);
Cvar_RegisterVariable(&joy_sensitivityyaw);
//Cvar_RegisterVariable(&joy_sensitivityroll);
+
+#ifdef SDL_R_RESTART
+ R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap);
+#endif
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
#ifdef WIN32
#include "resource.h"
#include <SDL_syswm.h>
-static void VID_SetCaption()
+static void VID_SetCaption(void)
{
SDL_SysWMinfo info;
HICON icon;
#endif
SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
}
-static void VID_SetIcon()
+static void VID_SetIcon(void)
{
}
#else
#include "darkplaces.xpm"
#include "nexuiz.xpm"
static SDL_Surface *icon = NULL;
-static void VID_SetIcon()
+static void VID_SetIcon(void)
{
/*
* Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
for(i = 0; i < colors; ++i)
{
- int r, g, b;
+ unsigned int r, g, b;
char idx;
if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
}
-static void VID_SetCaption()
+static void VID_SetCaption(void)
{
SDL_WM_SetCaption( gamename, NULL );
}
#endif
-static void VID_OutputVersion()
+static void VID_OutputVersion(void)
{
const SDL_version *version;
version = SDL_Linked_Version();
VID_UpdateGamma(false, 256);
- if (r_render.integer && !vid_hidden)
+ if (!vid_hidden)
{
CHECKGLERROR
- if (r_speeds.integer || gl_finish.integer)
+ if (r_speeds.integer == 2 || gl_finish.integer)
{
qglFinish();CHECKGLERROR
}
SDL_GL_SwapBuffers();
}
}
+
+size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
+{
+ size_t k;
+ SDL_Rect **vidmodes;
+ int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+
+ k = 0;
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); *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;
+ }
+ return k;
+}