X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=vid_sdl.c;h=8b0d1e3af2f77022ce9ae74dc2574ae217642a83;hb=ac8080688588aba1ab7934f7ba0c2ffea0c8eb91;hp=3db8b2b97582cc3eaefd35bb2011216b06d81ceb;hpb=1b5e3869f0fd3e2fe323680784610d48d6efddca;p=xonotic%2Fdarkplaces.git diff --git a/vid_sdl.c b/vid_sdl.c index 3db8b2b9..8b0d1e3a 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -699,10 +699,10 @@ void VID_BuildJoyState(vid_joystate_t *joystate) { for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j) { - joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, j) * (1.0f / 32767.0f); + 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, 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; @@ -1418,6 +1418,11 @@ static void VID_OutputVersion(void) #ifdef WIN32 static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) { + int workWidth; + int workHeight; + int titleBarPixels = 2; + int screenHeight; + RECT workArea; LONG width = mode->width; // vid_width LONG height = mode->height; // vid_height @@ -1428,16 +1433,14 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) rect->bottom = height; AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0); - RECT workArea; SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0); - int workWidth = workArea.right - workArea.left; - int workHeight = workArea.bottom - workArea.top; + 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. - int titleBarPixels = 2; - int screenHeight = GetSystemMetrics(SM_CYSCREEN); + screenHeight = GetSystemMetrics(SM_CYSCREEN); if (screenHeight == workHeight) titleBarPixels = -rect->top; @@ -1459,9 +1462,17 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) } #endif +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) { int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL; + // 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; #ifndef USE_GLES2 @@ -1514,16 +1525,27 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) vid_isfullscreen = true; } else { + if (vid_borderless.integer) + windowflags |= SDL_WINDOW_BORDERLESS; #ifdef WIN32 - RECT rect; - AdjustWindowBounds(mode, &rect); - xPos = rect.left; - yPos = rect.top; + 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); SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8); @@ -1577,11 +1599,6 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) GL_Setup(); // VorteX: set other info - 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);