X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=vid_sdl.c;h=2fb307c52d41b65ec095bf81b7ee9f5bfed7aceb;hp=aeea4cc924b24e0a755c1eb68a3e63d322c29654;hb=45e243af848a57db51089ede24ff46d4f05d3047;hpb=2a794dbda8cba43c9ee35acb347afc87a7280c9a diff --git a/vid_sdl.c b/vid_sdl.c index aeea4cc9..2fb307c5 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -30,8 +30,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include #include -static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"}; -static qboolean vid_usingnoaccel; +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) { @@ -63,15 +63,17 @@ io_connect_t IN_GetIOHandle(void) // 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; -static qboolean vid_usingvsync = false; +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 @@ -339,12 +341,12 @@ static int MapKey( unsigned int sdlkey ) } } -qboolean VID_HasScreenKeyboardSupport(void) +qbool VID_HasScreenKeyboardSupport(void) { return SDL_HasScreenKeyboardSupport() != SDL_FALSE; } -void VID_ShowKeyboard(qboolean show) +void VID_ShowKeyboard(qbool show) { if (!SDL_HasScreenKeyboardSupport()) return; @@ -361,12 +363,12 @@ void VID_ShowKeyboard(qboolean show) } } -qboolean VID_ShowingKeyboard(void) +qbool VID_ShowingKeyboard(void) { return SDL_IsTextInputActive() != 0; } -void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) +void VID_SetMouse(qbool fullscreengrab, qbool relative, qbool hidecursor) { #ifndef DP_MOBILETOUCH #ifdef MACOSX @@ -453,14 +455,14 @@ float multitouch[MAXFINGERS][3]; 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) { @@ -566,11 +568,11 @@ static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth // 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; @@ -605,7 +607,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh } 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"; } @@ -615,7 +617,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh } 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"; @@ -669,11 +671,11 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh { 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; @@ -692,14 +694,31 @@ void VID_BuildJoyState(vid_joystate_t *joystate) { 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); @@ -742,8 +761,8 @@ static void IN_Move_TouchScreen_SteelStorm(void) int i, numfingers; float xscale, yscale; float move[3], aim[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)); @@ -855,8 +874,8 @@ static void IN_Move_TouchScreen_Quake(void) { 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)); @@ -875,7 +894,7 @@ static void IN_Move_TouchScreen_Quake(void) 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); @@ -925,7 +944,7 @@ void IN_Move( void ) static int old_x = 0, old_y = 0; static int stuck = 0; static keydest_t oldkeydest; - static qboolean oldshowkeyboard; + static qbool oldshowkeyboard; int x, y; vid_joystate_t joystate; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; @@ -1003,7 +1022,7 @@ void IN_Move( void ) //// #ifdef SDL_R_RESTART -static qboolean sdl_needs_restart; +static qbool sdl_needs_restart; static void sdl_start(void) { } @@ -1041,10 +1060,10 @@ static keynum_t buttonremap[] = // SDL2 void Sys_SendKeyEvents( void ) { - static qboolean sound_active = true; + static qbool sound_active = true; int keycode; int i; - qboolean isdown; + qbool isdown; Uchar unicode; SDL_Event event; @@ -1057,7 +1076,7 @@ void Sys_SendKeyEvents( void ) #ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_Event: SDL_QUIT\n"); #endif - Sys_Quit(0); + host.state = host_shutdown; break; case SDL_KEYDOWN: case SDL_KEYUP: @@ -1156,11 +1175,11 @@ void Sys_SendKeyEvents( void ) vid.width = event.window.data1; vid.height = event.window.data2; #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 @@ -1183,7 +1202,7 @@ void Sys_SendKeyEvents( void ) vid_hasfocus = false; break; case SDL_WINDOWEVENT_CLOSE: - Sys_Quit(0); + host.state = host_shutdown; break; } } @@ -1285,508 +1304,6 @@ void Sys_SendKeyEvents( void ) // Video system //// -#ifdef USE_GLES2 -#ifndef qglClear -#ifdef __IPHONEOS__ -#include -#else -#include -#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 wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} -void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);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, GLsizeiptr size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;} -void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr 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 wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);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 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 wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} -void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);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 wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);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 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 - -void GLES_Init(void) -{ -#ifndef qglClear - qglIsBuffer = wrapglIsBuffer; - qglIsEnabled = wrapglIsEnabled; - qglIsFramebuffer = wrapglIsFramebuffer; -// qglIsQuery = wrapglIsQuery; - qglIsRenderbuffer = wrapglIsRenderbuffer; -// qglUnmapBuffer = wrapglUnmapBuffer; - qglCheckFramebufferStatus = wrapglCheckFramebufferStatus; - qglGetError = wrapglGetError; - qglCreateProgram = wrapglCreateProgram; - qglCreateShader = wrapglCreateShader; -// qglGetHandle = wrapglGetHandle; - qglGetAttribLocation = wrapglGetAttribLocation; - qglGetUniformLocation = wrapglGetUniformLocation; -// qglMapBuffer = wrapglMapBuffer; - qglGetString = wrapglGetString; -// qglActiveStencilFace = wrapglActiveStencilFace; - qglActiveTexture = wrapglActiveTexture; - qglArrayElement = wrapglArrayElement; - qglAttachShader = wrapglAttachShader; -// qglBeginQuery = wrapglBeginQuery; - qglBindAttribLocation = wrapglBindAttribLocation; -// qglBindFragDataLocation = wrapglBindFragDataLocation; - qglBindBuffer = wrapglBindBuffer; - qglBindFramebuffer = wrapglBindFramebuffer; - qglBindRenderbuffer = wrapglBindRenderbuffer; - qglBindTexture = wrapglBindTexture; - qglBlendEquation = wrapglBlendEquation; - qglBlendFunc = wrapglBlendFunc; - qglBufferData = wrapglBufferData; - qglBufferSubData = wrapglBufferSubData; - qglClear = wrapglClear; - qglClearColor = wrapglClearColor; - qglClearDepth = wrapglClearDepth; - qglClearStencil = wrapglClearStencil; - qglColorMask = wrapglColorMask; - qglCompileShader = wrapglCompileShader; - qglCompressedTexImage2D = wrapglCompressedTexImage2D; - qglCompressedTexImage3D = wrapglCompressedTexImage3D; - qglCompressedTexSubImage2D = wrapglCompressedTexSubImage2D; - qglCompressedTexSubImage3D = wrapglCompressedTexSubImage3D; - qglCopyTexImage2D = wrapglCopyTexImage2D; - qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; - qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; - qglCullFace = wrapglCullFace; - qglDeleteBuffers = wrapglDeleteBuffers; - qglDeleteFramebuffers = wrapglDeleteFramebuffers; - qglDeleteProgram = wrapglDeleteProgram; - qglDeleteShader = wrapglDeleteShader; -// qglDeleteQueries = wrapglDeleteQueries; - qglDeleteRenderbuffers = wrapglDeleteRenderbuffers; - qglDeleteTextures = wrapglDeleteTextures; - qglDepthFunc = wrapglDepthFunc; - qglDepthMask = wrapglDepthMask; - qglDepthRangef = wrapglDepthRangef; - qglDetachShader = wrapglDetachShader; - qglDisable = wrapglDisable; - qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; - qglDrawArrays = wrapglDrawArrays; -// qglDrawBuffer = wrapglDrawBuffer; -// qglDrawBuffers = wrapglDrawBuffers; - qglDrawElements = wrapglDrawElements; - qglEnable = wrapglEnable; - qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; -// qglEndQuery = wrapglEndQuery; - qglFinish = wrapglFinish; - qglFlush = wrapglFlush; - qglFramebufferRenderbuffer = wrapglFramebufferRenderbuffer; - qglFramebufferTexture2D = wrapglFramebufferTexture2D; - qglFramebufferTexture3D = wrapglFramebufferTexture3D; - qglGenBuffers = wrapglGenBuffers; - qglGenFramebuffers = wrapglGenFramebuffers; -// qglGenQueries = wrapglGenQueries; - qglGenRenderbuffers = wrapglGenRenderbuffers; - qglGenTextures = wrapglGenTextures; - qglGenerateMipmap = wrapglGenerateMipmap; - qglGetActiveAttrib = wrapglGetActiveAttrib; - qglGetActiveUniform = wrapglGetActiveUniform; - qglGetAttachedShaders = wrapglGetAttachedShaders; - qglGetBooleanv = wrapglGetBooleanv; -// qglGetCompressedTexImage = wrapglGetCompressedTexImage; - qglGetDoublev = wrapglGetDoublev; - qglGetFloatv = wrapglGetFloatv; - qglGetFramebufferAttachmentParameteriv = wrapglGetFramebufferAttachmentParameteriv; - qglGetProgramInfoLog = wrapglGetProgramInfoLog; - qglGetShaderInfoLog = wrapglGetShaderInfoLog; - qglGetIntegerv = wrapglGetIntegerv; - qglGetShaderiv = wrapglGetShaderiv; - qglGetProgramiv = wrapglGetProgramiv; -// qglGetQueryObjectiv = wrapglGetQueryObjectiv; -// qglGetQueryObjectuiv = wrapglGetQueryObjectuiv; -// qglGetQueryiv = wrapglGetQueryiv; - qglGetRenderbufferParameteriv = wrapglGetRenderbufferParameteriv; - qglGetShaderSource = wrapglGetShaderSource; - qglGetTexImage = wrapglGetTexImage; - qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv; - qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv; - qglGetTexParameterfv = wrapglGetTexParameterfv; - qglGetTexParameteriv = wrapglGetTexParameteriv; - qglGetUniformfv = wrapglGetUniformfv; - qglGetUniformiv = wrapglGetUniformiv; - qglHint = wrapglHint; - qglLinkProgram = wrapglLinkProgram; - qglPixelStorei = wrapglPixelStorei; - qglPointSize = wrapglPointSize; -// qglPolygonMode = wrapglPolygonMode; - qglPolygonOffset = wrapglPolygonOffset; - qglReadBuffer = wrapglReadBuffer; - qglReadPixels = wrapglReadPixels; - qglRenderbufferStorage = wrapglRenderbufferStorage; - qglScissor = wrapglScissor; - qglShaderSource = wrapglShaderSource; - qglStencilFunc = wrapglStencilFunc; - qglStencilFuncSeparate = wrapglStencilFuncSeparate; - qglStencilMask = wrapglStencilMask; - qglStencilOp = wrapglStencilOp; - qglStencilOpSeparate = wrapglStencilOpSeparate; - 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.amd_texture_texture4 = false; - vid.support.arb_draw_buffers = false; - vid.support.arb_occlusion_query = false; - vid.support.arb_query_buffer_object = false; - vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... - vid.support.arb_texture_gather = 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_packed_depth_stencil = false; - vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0; - vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... - vid.support.ext_texture_srgb = false; - vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0; - vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0; - vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0; - - // 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"); - } - - Con_DPrint("Using GLES2 rendering path\n"); - vid.renderpath = RENDERPATH_GLES2; - 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; @@ -1794,7 +1311,12 @@ void *GL_GetProcAddress(const char *name) 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) { @@ -1806,6 +1328,7 @@ 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); @@ -1814,17 +1337,17 @@ void VID_Init (void) 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); @@ -1845,19 +1368,31 @@ void VID_EnableJoystick(qboolean enable) 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) { const char *joystickname = SDL_JoystickName(vid_sdljoystick); + 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; } } @@ -1883,6 +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 @@ -1893,16 +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; @@ -1924,13 +1462,21 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) } #endif -static qboolean VID_InitModeGL(viddef_mode_t *mode) +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 qbool 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 int i; +#ifndef USE_GLES2 const char *drivername; #endif @@ -1947,12 +1493,12 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) drivername = NULL; // COMMANDLINEOPTION: SDL GL: -gl_driver 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 @@ -1963,16 +1509,6 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) // 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; { @@ -1989,16 +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); @@ -2015,19 +1562,23 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) } #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); #else - SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0)); + 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; window_flags = 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; } @@ -2035,7 +1586,7 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) 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; } @@ -2044,14 +1595,31 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) vid_usingvsync = (vid_vsync.integer != 0); 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; @@ -2068,11 +1636,11 @@ extern cvar_t gl_info_version; extern cvar_t gl_info_platform; extern cvar_t gl_info_driver; -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()); @@ -2094,12 +1662,11 @@ void VID_Shutdown (void) gl_driver[0] = 0; gl_extensions = ""; gl_platform = ""; - gl_platformextensions = ""; } void VID_Finish (void) { - qboolean vid_usevsync; + qbool vid_usevsync; vid_activewindow = !vid_hidden && vid_hasfocus; VID_UpdateGamma();