/* Copyright (C) 2003 T. Joseph Carter This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this #include #include #include #include "quakedef.h" #include "image.h" #include "dpsoftrast.h" #ifndef __IPHONEOS__ #ifdef MACOSX #include #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 double originalMouseSpeed = -1.0; 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); if(status != KERN_SUCCESS) return 0; iohidsystem = IORegistryEntryFromPath(masterport, kIOServicePlane ":/IOResources/IOHIDSystem"); if(!iohidsystem) return 0; status = IOServiceOpen(iohidsystem, mach_task_self(), kIOHIDParamConnectType, &iohandle); IOObjectRelease(iohidsystem); return iohandle; } #endif #endif #ifdef WIN32 #define SDL_R_RESTART #endif // Tell startup code that we have a client int cl_available = true; qboolean vid_supportrefreshrate = false; cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"}; cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "2", "the number of threads the DarkPlaces Software Rasterizer should use"}; cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer shoud interlace the screen bands occupied by each thread"}; cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"}; cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"}; cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple"}; cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"}; cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"}; cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"}; cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"}; cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"}; cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"}; cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"}; cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"}; cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"}; cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"}; cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"}; static qboolean vid_usingmouse = false; static qboolean vid_usinghidecursor = false; static qboolean vid_isfullscreen; #if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) static qboolean vid_usingvsync = false; #endif static int vid_numjoysticks = 0; #define MAX_JOYSTICKS 8 static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS]; static int win_half_width = 50; static int win_half_height = 50; static int video_bpp, video_flags; static SDL_Surface *screen; static SDL_Surface *vid_softsurface; // joystick axes state #define MAX_JOYSTICK_AXES 16 typedef struct { float oldmove; float move; double keytime; }joy_axiscache_t; static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES]; ///////////////////////// // Input handling //// //TODO: Add joystick support //TODO: Add error checking //keysym to quake keysym mapping #define tenoh 0,0,0,0,0, 0,0,0,0,0 #define fiftyoh tenoh, tenoh, tenoh, tenoh, tenoh #define hundredoh fiftyoh, fiftyoh static unsigned int tbl_sdltoquake[] = { 0,0,0,0, //SDLK_UNKNOWN = 0, 0,0,0,0, //SDLK_FIRST = 0, K_BACKSPACE, //SDLK_BACKSPACE = 8, K_TAB, //SDLK_TAB = 9, 0,0, 0, //SDLK_CLEAR = 12, K_ENTER, //SDLK_RETURN = 13, 0,0,0,0,0, K_PAUSE, //SDLK_PAUSE = 19, 0,0,0,0,0,0,0, K_ESCAPE, //SDLK_ESCAPE = 27, 0,0,0,0, K_SPACE, //SDLK_SPACE = 32, '!', //SDLK_EXCLAIM = 33, '"', //SDLK_QUOTEDBL = 34, '#', //SDLK_HASH = 35, '$', //SDLK_DOLLAR = 36, 0, '&', //SDLK_AMPERSAND = 38, '\'', //SDLK_QUOTE = 39, '(', //SDLK_LEFTPAREN = 40, ')', //SDLK_RIGHTPAREN = 41, '*', //SDLK_ASTERISK = 42, '+', //SDLK_PLUS = 43, ',', //SDLK_COMMA = 44, '-', //SDLK_MINUS = 45, '.', //SDLK_PERIOD = 46, '/', //SDLK_SLASH = 47, '0', //SDLK_0 = 48, '1', //SDLK_1 = 49, '2', //SDLK_2 = 50, '3', //SDLK_3 = 51, '4', //SDLK_4 = 52, '5', //SDLK_5 = 53, '6', //SDLK_6 = 54, '7', //SDLK_7 = 55, '8', //SDLK_8 = 56, '9', //SDLK_9 = 57, ':', //SDLK_COLON = 58, ';', //SDLK_SEMICOLON = 59, '<', //SDLK_LESS = 60, '=', //SDLK_EQUALS = 61, '>', //SDLK_GREATER = 62, '?', //SDLK_QUESTION = 63, '@', //SDLK_AT = 64, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, '[', //SDLK_LEFTBRACKET = 91, '\\', //SDLK_BACKSLASH = 92, ']', //SDLK_RIGHTBRACKET = 93, '^', //SDLK_CARET = 94, '_', //SDLK_UNDERSCORE = 95, '`', //SDLK_BACKQUOTE = 96, 'a', //SDLK_a = 97, 'b', //SDLK_b = 98, 'c', //SDLK_c = 99, 'd', //SDLK_d = 100, 'e', //SDLK_e = 101, 'f', //SDLK_f = 102, 'g', //SDLK_g = 103, 'h', //SDLK_h = 104, 'i', //SDLK_i = 105, 'j', //SDLK_j = 106, 'k', //SDLK_k = 107, 'l', //SDLK_l = 108, 'm', //SDLK_m = 109, 'n', //SDLK_n = 110, 'o', //SDLK_o = 111, 'p', //SDLK_p = 112, 'q', //SDLK_q = 113, 'r', //SDLK_r = 114, 's', //SDLK_s = 115, 't', //SDLK_t = 116, 'u', //SDLK_u = 117, 'v', //SDLK_v = 118, 'w', //SDLK_w = 119, 'x', //SDLK_x = 120, 'y', //SDLK_y = 121, 'z', //SDLK_z = 122, 0,0,0,0, K_DEL, //SDLK_DELETE = 127, hundredoh /*227*/, tenoh, tenoh, 0,0,0,0,0,0,0,0, K_KP_0, //SDLK_KP0 = 256, K_KP_1, //SDLK_KP1 = 257, K_KP_2, //SDLK_KP2 = 258, K_KP_3, //SDLK_KP3 = 259, K_KP_4, //SDLK_KP4 = 260, K_KP_5, //SDLK_KP5 = 261, K_KP_6, //SDLK_KP6 = 262, K_KP_7, //SDLK_KP7 = 263, K_KP_8, //SDLK_KP8 = 264, K_KP_9, //SDLK_KP9 = 265, K_KP_PERIOD,//SDLK_KP_PERIOD = 266, K_KP_DIVIDE,//SDLK_KP_DIVIDE = 267, K_KP_MULTIPLY,//SDLK_KP_MULTIPLY= 268, K_KP_MINUS, //SDLK_KP_MINUS = 269, K_KP_PLUS, //SDLK_KP_PLUS = 270, K_KP_ENTER, //SDLK_KP_ENTER = 271, K_KP_EQUALS,//SDLK_KP_EQUALS = 272, K_UPARROW, //SDLK_UP = 273, K_DOWNARROW,//SDLK_DOWN = 274, K_RIGHTARROW,//SDLK_RIGHT = 275, K_LEFTARROW,//SDLK_LEFT = 276, K_INS, //SDLK_INSERT = 277, K_HOME, //SDLK_HOME = 278, K_END, //SDLK_END = 279, K_PGUP, //SDLK_PAGEUP = 280, K_PGDN, //SDLK_PAGEDOWN = 281, K_F1, //SDLK_F1 = 282, K_F2, //SDLK_F2 = 283, K_F3, //SDLK_F3 = 284, K_F4, //SDLK_F4 = 285, K_F5, //SDLK_F5 = 286, K_F6, //SDLK_F6 = 287, K_F7, //SDLK_F7 = 288, K_F8, //SDLK_F8 = 289, K_F9, //SDLK_F9 = 290, K_F10, //SDLK_F10 = 291, K_F11, //SDLK_F11 = 292, K_F12, //SDLK_F12 = 293, 0, //SDLK_F13 = 294, 0, //SDLK_F14 = 295, 0, //SDLK_F15 = 296, 0,0,0, K_NUMLOCK, //SDLK_NUMLOCK = 300, K_CAPSLOCK, //SDLK_CAPSLOCK = 301, K_SCROLLOCK,//SDLK_SCROLLOCK= 302, K_SHIFT, //SDLK_RSHIFT = 303, K_SHIFT, //SDLK_LSHIFT = 304, K_CTRL, //SDLK_RCTRL = 305, K_CTRL, //SDLK_LCTRL = 306, K_ALT, //SDLK_RALT = 307, K_ALT, //SDLK_LALT = 308, 0, //SDLK_RMETA = 309, 0, //SDLK_LMETA = 310, 0, //SDLK_LSUPER = 311, /* Left "Windows" key */ 0, //SDLK_RSUPER = 312, /* Right "Windows" key */ K_ALT, //SDLK_MODE = 313, /* "Alt Gr" key */ 0, //SDLK_COMPOSE = 314, /* Multi-key compose key */ 0, //SDLK_HELP = 315, 0, //SDLK_PRINT = 316, 0, //SDLK_SYSREQ = 317, K_PAUSE, //SDLK_BREAK = 318, 0, //SDLK_MENU = 319, 0, //SDLK_POWER = 320, /* Power Macintosh power key */ 'e', //SDLK_EURO = 321, /* Some european keyboards */ 0 //SDLK_UNDO = 322, /* Atari keyboard has Undo */ }; #undef tenoh #undef fiftyoh #undef hundredoh static int MapKey( unsigned int sdlkey ) { if( sdlkey > sizeof(tbl_sdltoquake)/ sizeof(int) ) return 0; return tbl_sdltoquake[ sdlkey ]; } void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) { #ifndef __IPHONEOS__ #ifdef MACOSX if(relative) if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer)) VID_SetMouse(false, false, false); // ungrab first! #endif #endif if (vid_usingmouse != relative) { vid_usingmouse = relative; cl_ignoremousemoves = 2; SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF ); #ifndef __IPHONEOS__ #ifdef MACOSX if(relative) { // Save the status of mouse acceleration originalMouseSpeed = -1.0; // in case of error if(apple_mouse_noaccel.integer) { io_connect_t mouseDev = IN_GetIOHandle(); if(mouseDev != 0) { if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseSpeed) == kIOReturnSuccess) { Con_DPrintf("previous mouse acceleration: %f\n", originalMouseSpeed); if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) != kIOReturnSuccess) { Con_Print("Could not disable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } } else { Con_Print("Could not disable mouse acceleration (failed at IOHIDGetAccelerationWithKey).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } IOServiceClose(mouseDev); } else { Con_Print("Could not disable mouse acceleration (failed at IO_GetIOHandle).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } } vid_usingnoaccel = !!apple_mouse_noaccel.integer; } else { if(originalMouseSpeed != -1.0) { io_connect_t mouseDev = IN_GetIOHandle(); if(mouseDev != 0) { Con_DPrintf("restoring mouse acceleration to: %f\n", originalMouseSpeed); if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSpeed) != kIOReturnSuccess) Con_Print("Could not re-enable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); IOServiceClose(mouseDev); } else Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n"); } } #endif #endif } if (vid_usinghidecursor != hidecursor) { vid_usinghidecursor = hidecursor; SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE); } } static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone) { double value; if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) return 0; // no such axis on this joystick value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0); value = bound(-1, value, 1); if (fabs(value) < deadzone) return 0; // within deadzone around center return value * sensitivity; } ///////////////////// // Joystick axis keyevents // a sort of hack emulating Arrow keys for joystick axises // as some drives dont send such keyevents for them // additionally we should block drivers that do send arrow keyevents to prevent double events //// static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg) { double joytime; if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) return; // no such axis on this joystick joytime = Sys_DoubleTime(); // no key event, continuous keydown event if (joy_axescache[axis].move == joy_axescache[axis].oldmove) { if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); joy_axescache[axis].keytime = joytime + 0.5 / 20; } return; } // generate key up event if (joy_axescache[axis].oldmove) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0); } // generate key down event if (joy_axescache[axis].move) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); joy_axescache[axis].keytime = joytime + 0.5; } } static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode) { if (!joy_axiskeyevents.integer) return false; // block keyevent if it's going to be provided by joystick keyevent system if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) { SDL_Joystick *joy = vid_joysticks[joy_index.integer]; if (keycode == K_UPARROW || keycode == K_DOWNARROW) if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, 0.01) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove) return true; if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW) if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, 0.01) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove) return true; } return false; } ///////////////////// // Movement handling //// void IN_Move( void ) { int j; static int old_x = 0, old_y = 0; static int stuck = 0; int x, y, numaxes, numballs; if (vid_usingmouse) { if(vid_stick_mouse.integer) { // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using // window grabbing. --blub // we need 2 frames to initialize the center position if(!stuck) { SDL_WarpMouse(win_half_width, win_half_height); SDL_GetMouseState(&x, &y); SDL_GetRelativeMouseState(&x, &y); ++stuck; } else { SDL_GetRelativeMouseState(&x, &y); in_mouse_x = x + old_x; in_mouse_y = y + old_y; SDL_GetMouseState(&x, &y); old_x = x - win_half_width; old_y = y - win_half_height; SDL_WarpMouse(win_half_width, win_half_height); } } else { SDL_GetRelativeMouseState( &x, &y ); in_mouse_x = x; in_mouse_y = y; } } SDL_GetMouseState(&x, &y); in_windowmouse_x = x; in_windowmouse_y = y; if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) { SDL_Joystick *joy = vid_joysticks[joy_index.integer]; // balls convert to mousemove numballs = SDL_JoystickNumBalls(joy); for (j = 0;j < numballs;j++) { SDL_JoystickGetBall(joy, j, &x, &y); in_mouse_x += x; in_mouse_y += y; } // axes cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value; cl.cmd.sidemove += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value; cl.cmd.upmove += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; // cache state of axes to emulate button events for them numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy)); for (j = 0; j < numaxes; j++) { joy_axescache[j].oldmove = joy_axescache[j].move; joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, 0.01); } // run keyevents if (joy_axiskeyevents.integer) { IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW); IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW); } } } ///////////////////// // Message Handling //// #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 static int Sys_EventFilter( SDL_Event *event ) { //TODO: Add a quit query in linux, too - though linux user are more likely to know what they do if (event->type == SDL_QUIT) { #ifdef WIN32 if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO) return 0; #endif } return 1; } #endif #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, K_MOUSE3, K_MOUSE2, K_MWHEELUP, K_MWHEELDOWN, K_MOUSE4, K_MOUSE5, K_MOUSE6, K_MOUSE7, K_MOUSE8, K_MOUSE9, K_MOUSE10, K_MOUSE11, K_MOUSE12, K_MOUSE13, K_MOUSE14, K_MOUSE15, K_MOUSE16, }; void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; int keycode; SDL_Event event; while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: #if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) #ifdef WIN32 if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO) return 0; #endif #endif Sys_Quit(0); break; case SDL_KEYDOWN: case SDL_KEYUP: keycode = MapKey(event.key.keysym.sym); if (!IN_JoystickBlockDoubledKeyEvents(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 (event.button.button <= 18) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; case SDL_JOYBUTTONDOWN: if (!joy_enable.integer) break; // ignore down events if joystick has been disabled case SDL_JOYBUTTONUP: if (event.jbutton.button < 48) Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) ); break; case SDL_VIDEORESIZE: if(vid_resizable.integer < 2) { vid.width = event.resize.w; vid.height = event.resize.h; 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); vid.softpixels = (unsigned int *)vid_softsurface->pixels; SDL_SetAlpha(vid_softsurface, 0, 255); 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; } // 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; } } } ///////////////// // Video system //// #ifdef __IPHONEOS__ //#include #include GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);} GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);} GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);} //GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);} GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);} //GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);} GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);} GLenum wrapglGetError(void) {return glGetError();} GLuint wrapglCreateProgram(void) {return glCreateProgram();} GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);} //GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);} GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);} GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);} //GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);} const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);} void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");} void wrapglActiveTexture(GLenum e) {glActiveTexture(e);} void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");} void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");} void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);} void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");} //void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);} void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);} void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);} void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);} void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);} void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);} void wrapglBlendEquation(GLenum e) {glBlendEquation(e);} void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);} void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);} void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);} void wrapglClear(GLbitfield mask) {glClear(mask);} void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);} void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);} void wrapglClearStencil(GLint s) {glClearStencil(s);} void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");} void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");} void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");} void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {Con_Printf("glColorMask(red, green, blue, alpha)\n");} void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");} void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);} void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);} void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");} void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);} 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) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");} void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);} void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);} void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");} void wrapglCullFace(GLenum mode) {glCullFace(mode);} void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);} void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);} void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);} void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);} //void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);} void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);} void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);} void wrapglDepthFunc(GLenum func) {glDepthFunc(func);} void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);} void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);} void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);} void wrapglDisable(GLenum cap) {glDisable(cap);} void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");} void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);} void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);} void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");} void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");} void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);} //void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} //void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} void wrapglEnable(GLenum cap) {glEnable(cap);} void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");} void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);} void wrapglEnd(void) {Con_Printf("glEnd()\n");} //void wrapglEndQuery(GLenum target) {glEndQuery(target);} void wrapglFinish(void) {glFinish();} void wrapglFlush(void) {glFlush();} void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);} void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);} void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");} void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);} void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);} //void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);} void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);} void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);} void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);} void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);} void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);} void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);} void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);} void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");} void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");} void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);} void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);} void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);} void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);} void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);} void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);} void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);} //void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);} //void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);} //void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);} void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);} void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);} void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");} void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");} void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");} void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);} void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);} void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);} void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);} void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);} void wrapglLineWidth(GLfloat width) {glLineWidth(width);} void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);} void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");} void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");} void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");} void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");} void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");} void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");} void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");} void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");} void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);} void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");} void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");} void wrapglPolygonOffset(GLfloat factor, GLfloat units) {Con_Printf("glPolygonOffset(factor, units)\n");} void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");} void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");} void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);} void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);} void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);} void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);} void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);} void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");} void wrapglStencilMask(GLuint mask) {glStencilMask(mask);} void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);} void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");} void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");} void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");} void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");} void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");} void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");} void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");} void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");} void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");} void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);} void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");} void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);} void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);} void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);} void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);} 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) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");} void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);} void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);} void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);} void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);} void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);} void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);} void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);} void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);} void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);} void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);} void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);} void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);} void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);} void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);} void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);} void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);} void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);} void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);} void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);} void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);} void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);} void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");} void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");} void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");} void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);} void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");} void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);} void GLES_Init(void) { qglIsBufferARB = wrapglIsBuffer; qglIsEnabled = wrapglIsEnabled; qglIsFramebufferEXT = wrapglIsFramebuffer; // qglIsQueryARB = wrapglIsQuery; qglIsRenderbufferEXT = wrapglIsRenderbuffer; // qglUnmapBufferARB = wrapglUnmapBuffer; qglCheckFramebufferStatusEXT = 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; qglBindBufferARB = wrapglBindBuffer; qglBindFramebufferEXT = wrapglBindFramebuffer; qglBindRenderbufferEXT = 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; qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers; qglDeleteProgram = wrapglDeleteProgram; qglDeleteShader = wrapglDeleteShader; // qglDeleteQueriesARB = wrapglDeleteQueries; qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers; qglDeleteTextures = wrapglDeleteTextures; qglDepthFunc = wrapglDepthFunc; qglDepthMask = wrapglDepthMask; qglDepthRange = wrapglDepthRange; 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; qglGenFramebuffersEXT = wrapglGenFramebuffers; // qglGenQueriesARB = wrapglGenQueries; qglGenRenderbuffersEXT = 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; qglRenderbufferStorageEXT = 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; 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 ); vid.support.gl20shaders = true; vid.support.amd_texture_texture4 = false; vid.support.arb_depth_texture = false; 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 = true; 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; vid.support.ati_separate_stencil = false; vid.support.ext_blend_minmax = false; vid.support.ext_blend_subtract = true; vid.support.ext_draw_range_elements = true; vid.support.ext_framebuffer_object = true; vid.support.ext_stencil_two_side = false; vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd... vid.support.ext_texture_compression_s3tc = false; vid.support.ext_texture_edge_clamp = true; vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); if (vid.support.ext_texture_filter_anisotropic) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); if (vid.support.arb_texture_cube_map) qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap); if (vid.support.ext_texture_3d) qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); 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); // 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; 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; // 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; p = SDL_GL_GetProcAddress(name); return p; } #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 static int Sys_EventFilter( SDL_Event *event ); #endif static qboolean vid_sdl_initjoysticksystem = false; void VID_Init (void) { #ifndef __IPHONEOS__ #ifdef MACOSX Cvar_RegisterVariable(&apple_mouse_noaccel); #endif #endif Cvar_RegisterVariable(&vid_soft); Cvar_RegisterVariable(&vid_soft_threads); Cvar_RegisterVariable(&vid_soft_interlace); Cvar_RegisterVariable(&joy_detected); Cvar_RegisterVariable(&joy_enable); Cvar_RegisterVariable(&joy_index); Cvar_RegisterVariable(&joy_axisforward); Cvar_RegisterVariable(&joy_axisside); Cvar_RegisterVariable(&joy_axisup); Cvar_RegisterVariable(&joy_axispitch); Cvar_RegisterVariable(&joy_axisyaw); //Cvar_RegisterVariable(&joy_axisroll); Cvar_RegisterVariable(&joy_deadzoneforward); Cvar_RegisterVariable(&joy_deadzoneside); Cvar_RegisterVariable(&joy_deadzoneup); Cvar_RegisterVariable(&joy_deadzonepitch); Cvar_RegisterVariable(&joy_deadzoneyaw); //Cvar_RegisterVariable(&joy_deadzoneroll); Cvar_RegisterVariable(&joy_sensitivityforward); Cvar_RegisterVariable(&joy_sensitivityside); Cvar_RegisterVariable(&joy_sensitivityup); Cvar_RegisterVariable(&joy_sensitivitypitch); Cvar_RegisterVariable(&joy_sensitivityyaw); //Cvar_RegisterVariable(&joy_sensitivityroll); Cvar_RegisterVariable(&joy_axiskeyevents); #ifdef SDL_R_RESTART R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL); #endif 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()); vid_isfullscreen = false; } // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" #include static void VID_SetCaption(void) { SDL_SysWMinfo info; HICON icon; // set the caption SDL_WM_SetCaption( gamename, NULL ); // get the HWND handle SDL_VERSION( &info.version ); if( !SDL_GetWMInfo( &info ) ) return; 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 ); } static void VID_SetIcon_Pre(void) { } static void VID_SetIcon_Post(void) { } #else // Adding the OS independent XPM version --blub #include "darkplaces.xpm" #include "nexuiz.xpm" static SDL_Surface *icon = NULL; static void VID_SetIcon_Pre(void) { /* * 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; 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)) { 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 = 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 == NULL) { Con_Printf( "Failed to create surface for the window Icon!\n" "%s\n", SDL_GetError()); free(data); return; } icon->pixels = data; } } // we only get here if non-XPM icon was missing, or SDL version is not // sufficient for transparent non-XPM icons if(!icon) { 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) { // NOTE: Only 1-char colornames are supported Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); return; } if(isize != 1) { // 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); return; } 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 { Con_Printf("This XPM's palette looks odd. Can't continue.\n"); return; } else { palette[i].r = 255; // color key palette[i].g = 0; palette[i].b = 255; thenone = i; // weeeee } } 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; } // 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 == NULL) { Con_Printf( "Failed to create surface for the window Icon!\n" "%s\n", SDL_GetError()); free(data); return; } icon->pixels = data; SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); } SDL_WM_SetIcon(icon, NULL); } static void VID_SetIcon_Post(void) { #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 // 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 int j; char *data; const SDL_version *version; 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))) { // 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; 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("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(); } } } #endif #endif } static void VID_SetCaption(void) { SDL_WM_SetCaption( gamename, NULL ); } #endif static void VID_OutputVersion(void) { const SDL_version *version; version = SDL_Linked_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 ); } qboolean VID_InitModeGL(viddef_mode_t *mode) { int i; // FIXME SDL_SetVideoMode static int notfirstvideomode = false; int flags = SDL_OPENGL; const char *drivername; win_half_width = mode->width>>1; win_half_height = mode->height>>1; if(vid_resizable.integer) flags |= SDL_RESIZABLE; VID_OutputVersion(); /* SDL 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; // SDL usually knows best 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]; if (SDL_GL_LoadLibrary(drivername) < 0) { Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } #ifndef __IPHONEOS__ 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 (mode->fullscreen) { flags |= SDL_FULLSCREEN; vid_isfullscreen = true; } //flags |= SDL_HWSURFACE; 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); } if (mode->stereobuffer) SDL_GL_SetAttribute (SDL_GL_STEREO, 1); if (mode->samples > 1) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); } #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 if (vid_vsync.integer) SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); else SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0); #else // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION #endif video_bpp = mode->bitsperpixel; video_flags = flags; VID_SetIcon_Pre(); screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); VID_SetIcon_Post(); 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; } vid_softsurface = NULL; vid.softpixels = NULL; // set window title VID_SetCaption(); #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 // set up an event filter to ask confirmation on close button in WIN32 SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter ); #endif // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); #if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) SDL_GL_SetSwapInterval(vid_vsync.integer != 0); vid_usingvsync = (vid_vsync.integer != 0); #endif gl_platform = "SDL"; gl_platformextensions = ""; #ifdef __IPHONEOS__ GLES_Init(); #else GL_Init(); #endif vid_numjoysticks = SDL_NumJoysticks(); vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); memset(vid_joysticks, 0, sizeof(vid_joysticks)); for (i = 0;i < vid_numjoysticks;i++) { SDL_Joystick *joy; joy = vid_joysticks[i] = SDL_JoystickOpen(i); if (!joy) { Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); continue; } Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); } vid_hidden = false; vid_activewindow = false; vid_usingmouse = false; vid_usinghidecursor = false; SDL_WM_GrabInput(SDL_GRAB_OFF); return true; } extern cvar_t gl_info_extensions; 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; qboolean VID_InitModeSoft(viddef_mode_t *mode) { // FIXME SDL_SetVideoMode int i; int flags = SDL_HWSURFACE; win_half_width = mode->width>>1; win_half_height = mode->height>>1; if(vid_resizable.integer) flags |= SDL_RESIZABLE; VID_OutputVersion(); vid_isfullscreen = false; if (mode->fullscreen) { flags |= SDL_FULLSCREEN; vid_isfullscreen = true; } video_bpp = mode->bitsperpixel; video_flags = flags; VID_SetIcon_Pre(); screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); VID_SetIcon_Post(); 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; } // 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; } SDL_SetAlpha(vid_softsurface, 0, 255); vid.softpixels = (unsigned int *)vid_softsurface->pixels; vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels); // set window title VID_SetCaption(); // set up an event filter to ask confirmation on close button in WIN32 #if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter ); #endif // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); gl_platform = "SDLSoft"; gl_platformextensions = ""; gl_renderer = "DarkPlaces-Soft"; gl_vendor = "Forest Hale"; gl_version = "0.0"; gl_extensions = ""; // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); Cvar_SetQuick(&gl_info_extensions, ""); vid.forcevbo = false; vid.support.arb_depth_texture = true; vid.support.arb_draw_buffers = true; vid.support.arb_occlusion_query = true; vid.support.arb_shadow = true; //vid.support.arb_texture_compression = true; vid.support.arb_texture_cube_map = true; vid.support.arb_texture_non_power_of_two = false; vid.support.arb_vertex_buffer_object = true; vid.support.ext_blend_subtract = true; vid.support.ext_draw_range_elements = true; vid.support.ext_framebuffer_object = true; vid.support.ext_texture_3d = true; //vid.support.ext_texture_compression_s3tc = true; vid.support.ext_texture_filter_anisotropic = true; vid.support.ati_separate_stencil = true; vid.maxtexturesize_2d = 16384; vid.maxtexturesize_3d = 512; vid.maxtexturesize_cubemap = 16384; vid.texunits = 4; vid.teximageunits = 32; vid.texarrayunits = 8; vid.max_anisotropy = 1; vid.maxdrawbuffers = 4; vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n"); vid.renderpath = RENDERPATH_SOFT; vid.useinterleavedarrays = false; Cvar_SetQuick(&gl_info_vendor, gl_vendor); Cvar_SetQuick(&gl_info_renderer, gl_renderer); Cvar_SetQuick(&gl_info_version, gl_version); Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); Cvar_SetQuick(&gl_info_driver, gl_driver); // LordHavoc: report supported extensions Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); vid_numjoysticks = SDL_NumJoysticks(); vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); memset(vid_joysticks, 0, sizeof(vid_joysticks)); for (i = 0;i < vid_numjoysticks;i++) { SDL_Joystick *joy; joy = vid_joysticks[i] = SDL_JoystickOpen(i); if (!joy) { Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); continue; } Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); } vid_hidden = false; vid_activewindow = false; vid_usingmouse = false; vid_usinghidecursor = false; SDL_WM_GrabInput(SDL_GRAB_OFF); return true; } qboolean VID_InitMode(viddef_mode_t *mode) { if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); #ifdef SSE2_PRESENT if (vid_soft.integer) return VID_InitModeSoft(mode); else #endif return VID_InitModeGL(mode); } void VID_Shutdown (void) { VID_SetMouse(false, false, false); VID_RestoreSystemGamma(); #ifndef WIN32 if (icon) SDL_FreeSurface(icon); icon = NULL; #endif if (vid_softsurface) SDL_FreeSurface(vid_softsurface); vid_softsurface = NULL; vid.softpixels = NULL; if (vid.softdepthpixels) free(vid.softdepthpixels); vid.softdepthpixels = NULL; SDL_QuitSubSystem(SDL_INIT_VIDEO); gl_driver[0] = 0; gl_extensions = ""; gl_platform = ""; gl_platformextensions = ""; } int VID_SetGamma (unsigned short *ramps, int rampsize) { return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } int VID_GetGamma (unsigned short *ramps, int rampsize) { return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } void VID_Finish (void) { Uint8 appstate; //react on appstate changes appstate = SDL_GetAppState(); vid_hidden = !(appstate & SDL_APPACTIVE); if( vid_hidden || !( appstate & SDL_APPMOUSEFOCUS ) || !( appstate & SDL_APPINPUTFOCUS ) ) vid_activewindow = false; else vid_activewindow = true; VID_UpdateGamma(false, 256); if (!vid_hidden) { switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) { qglFinish();CHECKGLERROR } #if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) { 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 SDL_GL_SwapBuffers(); break; case RENDERPATH_SOFT: DPSOFTRAST_Finish(); SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); SDL_Flip(screen); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; } } } 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; }