#endif
#endif
-#ifdef WIN32
-#define SDL_R_RESTART
-#endif
// Tell startup code that we have a client
int cl_available = true;
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
-static int win_half_width = 50;
-static int win_half_height = 50;
-
static SDL_GLContext context;
static SDL_Window *window;
return SDL_IsTextInputActive() != 0;
}
-void VID_SetMouse(qbool relative, qbool hidecursor)
+static void VID_SetMouse(qbool relative, qbool hidecursor)
{
#ifndef DP_MOBILETOUCH
#ifdef MACOSX
// simple quake controls
multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y);
- multitouch[MAXFINGERS-1][1] = x * 32768 / vid.width;
- multitouch[MAXFINGERS-1][2] = y * 32768 / vid.height;
+ multitouch[MAXFINGERS-1][1] = x * 32768 / vid.mode.width;
+ multitouch[MAXFINGERS-1][2] = y * 32768 / vid.mode.height;
// top of screen is toggleconsole and K_ESCAPE
switch(keydest)
{
// have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using
// window grabbing. --blub
+ int win_half_width = vid.mode.width>>1;
+ int win_half_height = vid.mode.height>>1;
// we need 2 frames to initialize the center position
if(!stuck)
in_windowmouse_y = y;
}
+ //Con_Printf("Mouse position: in_mouse %f %f in_windowmouse %f %f\n", in_mouse_x, in_mouse_y, in_windowmouse_x, in_windowmouse_y);
+
VID_BuildJoyState(&joystate);
VID_ApplyJoyState(&joystate);
}
// Message Handling
////
-#ifdef SDL_R_RESTART
-static qbool 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[] =
{
K_MOUSE1,
};
//#define DEBUGSDLEVENTS
-static void VID_ChangeDisplay_c(cvar_t *var);
void Sys_SDL_HandleEvents(void)
{
- static qbool sound_active = true;
int keycode;
int i;
const char *chp;
if (vid.xPos >= displaybounds.x && vid.xPos < displaybounds.x + displaybounds.w)
if (vid.yPos >= displaybounds.y && vid.yPos < displaybounds.y + displaybounds.h)
{
- vid.displayindex = i;
+ vid.mode.display = i;
break;
}
}
SDL_GetWindowBordersSize(window, &i, NULL, NULL, NULL);
if (!i != vid_wmborderless) // border state changed
{
- SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex), SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex));
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display), SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display));
SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
vid_wmborder_waiting = false;
}
//vid.width = event.window.data1;
//vid.height = event.window.data2;
// get the real framebuffer size in case the platform's screen coordinates are DPI scaled
- SDL_GL_GetDrawableSize(window, &vid.width, &vid.height);
-#ifdef SDL_R_RESTART
- // 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(cmd_local, "\nr_restart\n");
- sdl_needs_restart = true;
- }
-#endif
+ SDL_GL_GetDrawableSize(window, &vid.mode.width, &vid.mode.height);
}
break;
case SDL_WINDOWEVENT_SIZE_CHANGED: // internal and external events
break;
case SDL_WINDOWEVENT_DISPLAY_CHANGED:
// this event can't be relied on in fullscreen, see SDL_WINDOWEVENT_MOVED above
- vid.displayindex = event.window.data1;
+ vid.mode.display = event.window.data1;
break;
}
}
switch (event.display.event)
{
case SDL_DISPLAYEVENT_CONNECTED:
- Con_Printf("Display %i connected: %s\nA vid_restart may be necessary!\n", event.display.display, SDL_GetDisplayName(event.display.display));
+ Con_Printf(CON_WARN "Display %i connected: %s\n", event.display.display, SDL_GetDisplayName(event.display.display));
+#ifdef __linux__
+ Con_Print(CON_WARN "A vid_restart may be necessary!\n");
+#endif
Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
- // Ideally we'd call VID_ChangeDisplay_c() to try to switch to the preferred display here,
- // but we may need a vid_restart first, see comments in VID_ChangeDisplay_c().
+ // Ideally we'd call VID_ApplyDisplayMode() to try to switch to the preferred display here,
+ // but we may need a vid_restart first, see comments in VID_ApplyDisplayMode().
break;
case SDL_DISPLAYEVENT_DISCONNECTED:
- Con_Printf("Display %i disconnected.\nA vid_restart may be necessary!\n", event.display.display);
+ Con_Printf(CON_WARN "Display %i disconnected.\n", event.display.display);
+#ifdef __linux__
+ Con_Print(CON_WARN "A vid_restart may be necessary!\n");
+#endif
Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
break;
case SDL_DISPLAYEVENT_ORIENTATION:
break;
}
- // enable/disable sound on focus gain/loss
- if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
- {
- if (!sound_active)
- {
- S_UnblockSound ();
- sound_active = true;
- }
- }
+ vid_activewindow = !vid_hidden && vid_hasfocus;
+
+ if (!vid_activewindow || key_consoleactive || scr_loading)
+ VID_SetMouse(false, false);
+ else if (key_dest == key_menu || key_dest == key_menu_grabbed)
+ VID_SetMouse(vid_mouse.integer && !in_client_mouse && !vid_touchscreen.integer, !vid_touchscreen.integer);
else
- {
- if (sound_active)
- {
- S_BlockSound ();
- sound_active = false;
- }
- }
+ VID_SetMouse(vid_mouse.integer && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0 && (!cls.demoplayback || cl_demo_mousegrab.integer) && !vid_touchscreen.integer, !vid_touchscreen.integer);
}
/////////////////
return SDL_GL_ExtensionSupported(name);
}
-static void VID_ChangeDisplay_c(cvar_t *var)
+/// Applies display settings immediately (no vid_restart required).
+static void VID_ApplyDisplayMode(const viddef_mode_t *mode)
{
- unsigned int fullscreenwanted, fullscreencurrent;
- unsigned int displaywanted = bound(0, vid_display.integer, vid_info_displaycount.integer - 1);
+ uint32_t fullscreenwanted;
+ int displaywanted = bound(0, mode->display, vid_info_displaycount.integer - 1);
+ SDL_DisplayMode modefinal;
- if (!window)
- return;
-
- fullscreencurrent = SDL_GetWindowFlags(window) & (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN);
- if (vid_fullscreen.integer)
- fullscreenwanted = vid_desktopfullscreen.integer ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
+ if (mode->fullscreen)
+ fullscreenwanted = mode->desktopfullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
else
fullscreenwanted = 0;
- // moving to another display, changing the fullscreen mode or switching to windowed
- if (vid.displayindex != displaywanted // SDL seems unable to move any fullscreen window to another display
- || fullscreencurrent != fullscreenwanted) // even for desktop <-> exclusive: switching to windowed first feels safer
+ // moving to another display or switching to windowed
+ if (vid.mode.display != displaywanted // SDL seems unable to move any fullscreen window to another display
+ || !fullscreenwanted)
{
if (SDL_SetWindowFullscreen(window, 0) < 0)
{
- Con_Printf(CON_ERROR "ERROR: can't deactivate fullscreen on display %i because %s\n", vid.displayindex, SDL_GetError());
+ Con_Printf(CON_ERROR "ERROR: can't deactivate fullscreen on display %i because %s\n", vid.mode.display, SDL_GetError());
return;
}
- vid.fullscreen = false;
- Con_DPrintf("Fullscreen deactivated on display %i\n", vid.displayindex);
+ vid.mode.desktopfullscreen = vid.mode.fullscreen = false;
+ Con_DPrintf("Fullscreen deactivated on display %i\n", vid.mode.display);
}
// switching to windowed
if (!fullscreenwanted)
{
int toppx;
- SDL_SetWindowSize(window, vid.width = vid_width.integer, vid.height = vid_height.integer);
+
+ SDL_SetWindowSize(window, vid.mode.width = mode->width, vid.mode.height = mode->height);
+ // resizable and borderless set here cos a separate callback would fail if the cvar is changed when the window is fullscreen
SDL_SetWindowResizable(window, vid_resizable.integer ? SDL_TRUE : SDL_FALSE);
SDL_SetWindowBordered(window, (SDL_bool)!vid_borderless.integer);
SDL_GetWindowBordersSize(window, &toppx, NULL, NULL, NULL);
}
// moving to another display or switching to windowed
- if (vid.displayindex != displaywanted || !fullscreenwanted)
+ if (vid.mode.display != displaywanted || !fullscreenwanted)
{
// SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted), SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted));
// SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
- /* bones_was_here BUG: after SDL_DISPLAYEVENT hotplug events,
+ /* bones_was_here BUG: after SDL_DISPLAYEVENT hotplug events, on Xorg + NVIDIA,
* SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted) may place the window somewhere completely invisible.
* WORKAROUND: manual positioning seems safer: although SDL_GetDisplayBounds() may return outdated values,
* SDL_SetWindowPosition() always placed the window somewhere fully visible, even if it wasn't correct,
Con_Printf(CON_ERROR "Error getting bounds of display %i: \"%s\"\n", displaywanted, SDL_GetError());
return;
}
- vid.xPos = displaybounds.x + 0.5 * (displaybounds.w - vid.width);
- vid.yPos = displaybounds.y + 0.5 * (displaybounds.h - vid.height);
+ vid.xPos = displaybounds.x + 0.5 * (displaybounds.w - vid.mode.width);
+ vid.yPos = displaybounds.y + 0.5 * (displaybounds.h - vid.mode.height);
SDL_SetWindowPosition(window, vid.xPos, vid.yPos);
- vid.displayindex = displaywanted;
+ vid.mode.display = displaywanted;
}
// switching to a fullscreen mode
if (fullscreenwanted)
{
+ if (fullscreenwanted == SDL_WINDOW_FULLSCREEN)
+ {
+ // determine if a modeset is needed and if the requested resolution is supported
+ SDL_DisplayMode modewanted, modecurrent;
+
+ modewanted.w = mode->width;
+ modewanted.h = mode->height;
+ modewanted.format = mode->bitsperpixel == 16 ? SDL_PIXELFORMAT_RGB565 : SDL_PIXELFORMAT_RGB888;
+ modewanted.refresh_rate = mode->refreshrate;
+ if (!SDL_GetClosestDisplayMode(displaywanted, &modewanted, &modefinal))
+ {
+ // SDL_GetError() returns a random unrelated error if this fails (in 2.26.5)
+ Con_Printf(CON_ERROR "Error getting closest mode to %ix%i@%ihz for display %i\n", modewanted.w, modewanted.h, modewanted.refresh_rate, vid.mode.display);
+ return;
+ }
+ if (SDL_GetCurrentDisplayMode(displaywanted, &modecurrent) < 0)
+ {
+ Con_Printf(CON_ERROR "Error getting current mode of display %i: \"%s\"\n", vid.mode.display, SDL_GetError());
+ return;
+ }
+ if (memcmp(&modecurrent, &modefinal, sizeof(modecurrent)) != 0)
+ {
+ if (mode->width != modefinal.w || mode->height != modefinal.h)
+ {
+ Con_Printf(CON_WARN "Display %i doesn't support resolution %ix%i\n", vid.mode.display, modewanted.w, modewanted.h);
+ return;
+ }
+ if (SDL_SetWindowDisplayMode(window, &modefinal) < 0)
+ {
+ Con_Printf(CON_ERROR "Error setting mode %ix%i@%ihz for display %i: \"%s\"\n", modefinal.w, modefinal.h, modefinal.refresh_rate, vid.mode.display, SDL_GetError());
+ return;
+ }
+ // HACK to work around SDL BUG when switching from a lower to a higher res:
+ // the display res gets increased but the window size isn't increased
+ // (unless we do this first; switching to windowed mode first also works).
+ SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
+ }
+ }
+
if (SDL_SetWindowFullscreen(window, fullscreenwanted) < 0)
{
- Con_Printf(CON_ERROR "ERROR: can't activate fullscreen on display %i because %s\n", vid.displayindex, SDL_GetError());
+ Con_Printf(CON_ERROR "ERROR: can't activate fullscreen on display %i because %s\n", vid.mode.display, SDL_GetError());
return;
}
// get the real framebuffer size in case the platform's screen coordinates are DPI scaled
- SDL_GL_GetDrawableSize(window, &vid.width, &vid.height);
- vid.fullscreen = true;
- Con_DPrintf("Fullscreen activated on display %i\n", vid.displayindex);
+ SDL_GL_GetDrawableSize(window, &vid.mode.width, &vid.mode.height);
+ vid.mode.fullscreen = true;
+ vid.mode.desktopfullscreen = fullscreenwanted == SDL_WINDOW_FULLSCREEN_DESKTOP;
+ Con_DPrintf("Fullscreen activated on display %i\n", vid.mode.display);
}
+
+ if (!fullscreenwanted || fullscreenwanted == SDL_WINDOW_FULLSCREEN_DESKTOP)
+ SDL_GetDesktopDisplayMode(displaywanted, &modefinal);
+ else { /* modefinal was set by SDL_GetClosestDisplayMode */ }
+ vid.mode.bitsperpixel = SDL_BITSPERPIXEL(modefinal.format);
+ vid.mode.refreshrate = mode->refreshrate && mode->fullscreen && !mode->desktopfullscreen ? modefinal.refresh_rate : 0;
+ vid.stencil = mode->bitsperpixel > 16;
+}
+
+static void VID_ApplyDisplayMode_c(cvar_t *var)
+{
+ viddef_mode_t mode;
+
+ if (!window)
+ return;
+
+ // Menu designs aren't suitable for instant hardware modesetting
+ // they make players scroll through a list, setting the cvars at each step.
+ if (key_dest == key_menu && !key_consoleactive // in menu, console closed
+ && vid_fullscreen.integer && !vid_desktopfullscreen.integer) // modesetting enabled
+ return;
+
+ Con_DPrintf("%s: applying %s \"%s\"\n", __func__, var->name, var->string);
+
+ mode.display = vid_display.integer;
+ mode.fullscreen = vid_fullscreen.integer;
+ mode.desktopfullscreen = vid_desktopfullscreen.integer;
+ mode.width = vid_width.integer;
+ mode.height = vid_height.integer;
+ mode.bitsperpixel = vid_bitsperpixel.integer;
+ mode.refreshrate = max(0, vid_refreshrate.integer);
+ VID_ApplyDisplayMode(&mode);
}
static void VID_SetVsync_c(cvar_t *var)
{
- signed char vsyncwanted = cls.timedemo ? 0 : bound(-1, vid_vsync.integer, 1);
+ int vsyncwanted = cls.timedemo ? 0 : vid_vsync.integer;
if (!context)
return;
+/*
+Can't check first: on Wayland SDL_GL_GetSwapInterval() may initially return 0 when vsync is on.
+On Xorg it returns the correct value.
if (SDL_GL_GetSwapInterval() == vsyncwanted)
return;
+*/
+ // __EMSCRIPTEN__ SDL_GL_SetSwapInterval() calls emscripten_set_main_loop_timing()
if (SDL_GL_SetSwapInterval(vsyncwanted) >= 0)
Con_DPrintf("Vsync %s\n", vsyncwanted ? "activated" : "deactivated");
else
Con_Printf(CON_ERROR "ERROR: can't %s vsync because %s\n", vsyncwanted ? "activate" : "deactivate", SDL_GetError());
}
+static void VID_SetHints_c(cvar_t *var)
+{
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, vid_mouse_clickthrough.integer ? "1" : "0");
+ SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, vid_minimize_on_focus_loss.integer ? "1" : "0");
+}
+
void VID_Init (void)
{
SDL_version version;
#endif
Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
-#ifdef SDL_R_RESTART
- R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
-#endif
+ Cvar_RegisterCallback(&vid_display, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_fullscreen, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_desktopfullscreen, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_width, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_height, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_refreshrate, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_resizable, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_borderless, VID_ApplyDisplayMode_c);
+ Cvar_RegisterCallback(&vid_vsync, VID_SetVsync_c);
+ Cvar_RegisterCallback(&vid_mouse_clickthrough, VID_SetHints_c);
+ Cvar_RegisterCallback(&vid_minimize_on_focus_loss, VID_SetHints_c);
-#if defined(__linux__)
- // exclusive fullscreen is no longer functional (and when it worked was obnoxious and not faster)
- Cvar_SetValueQuick(&vid_desktopfullscreen, 1);
- vid_desktopfullscreen.flags |= CF_READONLY;
+ // DPI scaling prevents use of the native resolution, causing blurry rendering
+ // and/or mouse cursor problems and/or incorrect render area, so we need to opt-out.
+ // Must be set before first SDL_INIT_VIDEO. Documented in SDL_hints.h.
+#ifdef WIN32
+ // make SDL coordinates == hardware pixels
+ SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "0");
+ // use best available awareness mode
+ SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
#endif
- Cvar_RegisterCallback(&vid_fullscreen, VID_ChangeDisplay_c);
- Cvar_RegisterCallback(&vid_desktopfullscreen, VID_ChangeDisplay_c);
- Cvar_RegisterCallback(&vid_display, VID_ChangeDisplay_c);
- Cvar_RegisterCallback(&vid_resizable, VID_ChangeDisplay_c);
- Cvar_RegisterCallback(&vid_borderless, VID_ChangeDisplay_c);
- Cvar_RegisterCallback(&vid_vsync, VID_SetVsync_c);
-
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
}
#endif
-static qbool VID_InitModeGL(viddef_mode_t *mode)
+static qbool VID_InitModeGL(const viddef_mode_t *mode)
{
int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
int i;
-#ifndef USE_GLES2
// SDL usually knows best
const char *drivername = NULL;
-#endif
// video display selection (multi-monitor)
Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
- vid.displayindex = bound(0, vid_display.integer, vid_info_displaycount.integer - 1);
- vid.xPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex);
- vid.yPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex);
+ vid.mode.display = bound(0, mode->display, vid_info_displaycount.integer - 1);
+ vid.xPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display);
+ vid.yPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display);
vid_wmborder_waiting = vid_wmborderless = false;
- win_half_width = mode->width>>1;
- win_half_height = mode->height>>1;
-
if(vid_resizable.integer)
windowflags |= SDL_WINDOW_RESIZABLE;
windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
#endif
-
+ // SDL_CreateWindow() supports only width and height modesetting,
+ // so initially we use desktopfullscreen and perform a modeset later if necessary,
+ // this way we do only one modeset to apply the full config.
if (mode->fullscreen)
{
- if (vid_desktopfullscreen.integer)
- {
- vid_mode_t m = VID_GetDesktopMode();
- mode->width = m.width;
- mode->height = m.height;
- windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
- }
- else
- windowflags |= SDL_WINDOW_FULLSCREEN;
+ windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ vid.mode.fullscreen = vid.mode.desktopfullscreen = true;
}
else
{
if (!vid_ignore_taskbar.integer)
{
RECT rect;
- AdjustWindowBounds(mode, &rect);
+ AdjustWindowBounds((viddef_mode_t *)mode, &rect);
vid.xPos = rect.left;
vid.xPos = rect.top;
vid_wmborder_waiting = false;
}
#endif
+ vid.mode.fullscreen = vid.mode.desktopfullscreen = false;
}
-
- if (vid_mouse_clickthrough.integer)
- SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+ VID_SetHints_c(NULL);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
if (mode->stereobuffer)
+ {
SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
+ vid.mode.stereobuffer = true;
+ }
if (mode->samples > 1)
{
SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
VID_Shutdown();
return false;
}
- // get the real framebuffer size in case the platform's screen coordinates are DPI scaled
- SDL_GL_GetDrawableSize(window, &mode->width, &mode->height);
- // After using SDL_WINDOWPOS_CENTERED_DISPLAY we don't know the real position
- SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
context = SDL_GL_CreateContext(window);
if (context == NULL)
- {
- Con_Printf(CON_ERROR "Failed to initialize OpenGL context: %s\n", SDL_GetError());
- VID_Shutdown();
- return false;
- }
+ Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError());
GL_InitFunctions();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
context = SDL_GL_CreateContext(window);
if (context == NULL)
- {
- Con_Printf(CON_ERROR "Failed to initialize OpenGL context: %s\n", SDL_GetError());
- VID_Shutdown();
- return false;
- }
+ Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError());
}
#endif
for (i = 0; i < vid_info_displaycount.integer; ++i)
Con_Printf("Display %i: %s\n", i, SDL_GetDisplayName(i));
+ // Perform any hardware modesetting and update vid.mode
+ // if modesetting fails desktopfullscreen continues to be used (see above).
+ VID_ApplyDisplayMode(mode);
+
return true;
}
-qbool VID_InitMode(viddef_mode_t *mode)
+qbool VID_InitMode(const viddef_mode_t *mode)
{
// GAME_STEELSTORM specific
steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0);
void VID_Finish (void)
{
- vid_activewindow = !vid_hidden && vid_hasfocus;
-
VID_UpdateGamma();
if (!vid_hidden)
Uint32 rmask, gmask, bmask, amask;
vid_mode_t desktop_mode;
- SDL_GetDesktopDisplayMode(vid.displayindex, &mode);
+ SDL_GetDesktopDisplayMode(vid.mode.display, &mode);
SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask);
desktop_mode.width = mode.w;
desktop_mode.height = mode.h;
{
size_t k = 0;
int modenum;
- int nummodes = SDL_GetNumDisplayModes(vid.displayindex);
+ int nummodes = SDL_GetNumDisplayModes(vid.mode.display);
SDL_DisplayMode mode;
for (modenum = 0;modenum < nummodes;modenum++)
{
if (k >= maxcount)
break;
- if (SDL_GetDisplayMode(vid.displayindex, modenum, &mode))
+ if (SDL_GetDisplayMode(vid.mode.display, modenum, &mode))
continue;
modes[k].width = mode.w;
modes[k].height = mode.h;
- // FIXME bpp?
+ modes[k].bpp = SDL_BITSPERPIXEL(mode.format);
modes[k].refreshrate = mode.refresh_rate;
modes[k].pixelheight_num = 1;
modes[k].pixelheight_denom = 1; // SDL does not provide this
+ Con_DPrintf("Display %i mode %i: %ix%i %ibpp %ihz\n", vid.mode.display, modenum, modes[k].width, modes[k].height, modes[k].bpp, modes[k].refreshrate);
k++;
}
return k;