#include <IOKit/hidsystem/IOHIDLib.h>
#include <IOKit/hidsystem/IOHIDParameter.h>
#include <IOKit/hidsystem/event_status_driver.h>
-static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static cvar_t apple_mouse_noaccel = {CVAR_CLIENT | 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)
static qboolean vid_isfullscreen;
static qboolean vid_usingvsync = false;
static SDL_Joystick *vid_sdljoystick = NULL;
+static SDL_GameController *vid_sdlgamecontroller = NULL;
+static cvar_t joy_sdl2_trigger_deadzone = {CVAR_SAVE | CVAR_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
// GAME_STEELSTORM specific
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
}
if (scr_numtouchscreenareas < 128)
{
- if (clickrealtime + 1 > realtime)
+ if (clickrealtime + 1 > host.realtime)
{
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga";
}
}
else
{
- switch ((int)realtime * 10 % 20)
+ switch ((int)host.realtime * 10 % 20)
{
case 0:
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
{
Key_Event(key, 0, true);
canclick = false;
- clickrealtime = realtime;
+ clickrealtime = host.realtime;
}
// SS:BR can't qc can't cope with presses and releases on the same frame
- if (clickrealtime && clickrealtime + 0.1 < realtime)
+ if (clickrealtime && clickrealtime + 0.1 < host.realtime)
{
Key_Event(key, 0, false);
clickrealtime = 0;
{
SDL_Joystick *joy = vid_sdljoystick;
int j;
- int numaxes;
- int numbuttons;
- numaxes = SDL_JoystickNumAxes(joy);
- for (j = 0;j < numaxes;j++)
- joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
- numbuttons = SDL_JoystickNumButtons(joy);
- for (j = 0;j < numbuttons;j++)
- joystate->button[j] = SDL_JoystickGetButton(joy, j);
+
+ if (vid_sdlgamecontroller)
+ {
+ for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
+ {
+ joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f);
+ }
+ for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
+ joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j);
+ // emulate joy buttons for trigger "axes"
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ }
+ else
+
+ {
+ int numaxes;
+ int numbuttons;
+ numaxes = SDL_JoystickNumAxes(joy);
+ for (j = 0;j < numaxes;j++)
+ joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+ numbuttons = SDL_JoystickNumButtons(joy);
+ for (j = 0;j < numbuttons;j++)
+ joystate->button[j] = SDL_JoystickGetButton(joy, j);
+ }
}
VID_Shared_BuildJoyState_Finish(joystate);
if (!VID_ShowingKeyboard())
{
// user entered a command, close the console now
- Con_ToggleConsole_f();
+ Con_ToggleConsole_f(&cmd_client);
}
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
vid.width = event.window.data1;
vid.height = event.window.data2;
#ifdef SDL_R_RESTART
- // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // better not call R_Modules_Restart_f from here directly, as this may wreak havoc...
// so, let's better queue it for next frame
if(!sdl_needs_restart)
{
- Cbuf_AddText("\nr_restart\n");
+ Cbuf_AddText(&cmd_client, "\nr_restart\n");
sdl_needs_restart = true;
}
#endif
#ifdef DP_MOBILETOUCH
Cvar_SetValueQuick(&vid_touchscreen, 1);
#endif
+ Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
#ifdef SDL_R_RESTART
R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
- if (vid_sdl_initjoysticksystem)
- Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
+ if (!vid_sdl_initjoysticksystem)
+ Con_Printf(CON_ERROR "Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
vid_isfullscreen = false;
}
vid_sdljoystickindex = sdlindex;
// close SDL joystick if active
if (vid_sdljoystick)
+ {
SDL_JoystickClose(vid_sdljoystick);
- vid_sdljoystick = NULL;
+ vid_sdljoystick = NULL;
+ }
+ if (vid_sdlgamecontroller)
+ {
+ SDL_GameControllerClose(vid_sdlgamecontroller);
+ vid_sdlgamecontroller = NULL;
+ }
if (sdlindex >= 0)
{
vid_sdljoystick = SDL_JoystickOpen(sdlindex);
if (vid_sdljoystick)
{
const char *joystickname = SDL_JoystickName(vid_sdljoystick);
+ if (SDL_IsGameController(vid_sdljoystickindex))
+ {
+ vid_sdlgamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex);
+ Con_DPrintf("Using SDL GameController mappings for Joystick %i\n", index);
+ }
Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
}
else
{
- Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+ Con_Printf(CON_ERROR "Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
sdlindex = -1;
}
}
#ifdef WIN32
static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
{
+ int workWidth;
+ int workHeight;
+ int titleBarPixels = 2;
+ int screenHeight;
+ RECT workArea;
LONG width = mode->width; // vid_width
LONG height = mode->height; // vid_height
rect->bottom = height;
AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0);
- RECT workArea;
SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0);
- int workWidth = workArea.right - workArea.left;
- int workHeight = workArea.bottom - workArea.top;
+ workWidth = workArea.right - workArea.left;
+ workHeight = workArea.bottom - workArea.top;
// SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar)
// If the task bar is docked to the the left screen border and we move the window to negative y,
// there would be some part of the regular desktop visible on the bottom of the screen.
- int titleBarPixels = 2;
- int screenHeight = GetSystemMetrics(SM_CYSCREEN);
+ screenHeight = GetSystemMetrics(SM_CYSCREEN);
if (screenHeight == workHeight)
titleBarPixels = -rect->top;
}
#endif
+extern cvar_t gl_info_vendor;
+extern cvar_t gl_info_renderer;
+extern cvar_t gl_info_version;
+extern cvar_t gl_info_platform;
+extern cvar_t gl_info_driver;
+
static qboolean VID_InitModeGL(viddef_mode_t *mode)
{
int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+ // currently SDL_WINDOWPOS_UNDEFINED behaves exactly like SDL_WINDOWPOS_CENTERED, this might change some day
+ // https://trello.com/c/j56vUcwZ/81-centered-vs-undefined-window-position
int xPos = SDL_WINDOWPOS_UNDEFINED;
int yPos = SDL_WINDOWPOS_UNDEFINED;
#ifndef USE_GLES2
// COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> 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 (i && i < sys.argc - 1)
+ drivername = sys.argv[i + 1];
if (SDL_GL_LoadLibrary(drivername) < 0)
{
- Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
+ Con_Printf(CON_ERROR "Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
return false;
}
#endif
vid_isfullscreen = true;
}
else {
+ if (vid_borderless.integer)
+ windowflags |= SDL_WINDOW_BORDERLESS;
#ifdef WIN32
- RECT rect;
- AdjustWindowBounds(mode, &rect);
- xPos = rect.left;
- yPos = rect.top;
+ if (vid_ignore_taskbar.integer) {
+ xPos = SDL_WINDOWPOS_CENTERED;
+ yPos = SDL_WINDOWPOS_CENTERED;
+ }
+ else {
+ RECT rect;
+ AdjustWindowBounds(mode, &rect);
+ xPos = rect.left;
+ yPos = rect.top;
+ }
#endif
}
}
//flags |= SDL_HWSURFACE;
+ if (vid_mouse_clickthrough.integer && !vid_isfullscreen)
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
}
#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
#else
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
#endif
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
+
video_bpp = mode->bitsperpixel;
window_flags = windowflags;
window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags);
if (window == NULL)
{
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ Con_Printf(CON_ERROR "Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
context = SDL_GL_CreateContext(window);
if (context == NULL)
{
- Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+ Con_Printf(CON_ERROR "Failed to initialize OpenGL context: %s\n", SDL_GetError());
VID_Shutdown();
return false;
}
GL_Setup();
// VorteX: set other info
- extern cvar_t gl_info_vendor;
- extern cvar_t gl_info_renderer;
- extern cvar_t gl_info_version;
- extern cvar_t gl_info_platform;
- extern cvar_t gl_info_driver;
Cvar_SetQuick(&gl_info_vendor, gl_vendor);
Cvar_SetQuick(&gl_info_renderer, gl_renderer);
Cvar_SetQuick(&gl_info_version, gl_version);
Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
Cvar_SetQuick(&gl_info_driver, gl_driver);
- // LordHavoc: report supported extensions
+ // LadyHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client:");
+ for (i = 0; vm_sv_extensions[i]; i++)
+ Con_DPrintf(" %s", vm_sv_extensions[i]);
+ Con_DPrintf("\n");
#ifdef CONFIG_MENU
- Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions);
-#else
- Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions);
+ Con_DPrintf("\nQuakeC extensions for menu:");
+ for (i = 0; vm_m_extensions[i]; i++)
+ Con_DPrintf(" %s", vm_m_extensions[i]);
+ Con_DPrintf("\n");
#endif
// clear to black (loading plaque will be seen over this)
qboolean VID_InitMode(viddef_mode_t *mode)
{
// GAME_STEELSTORM specific
- steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map");
- steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor");
+ steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0);
+ steelstorm_showing_mousecursor = Cvar_FindVar(&cvars_all, "steelstorm_showing_mousecursor", ~0);
if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());