#include "quakedef.h"
#include "image.h"
#include "dpsoftrast.h"
+#include "utf8lib.h"
#ifndef __IPHONEOS__
#ifdef MACOSX
static int video_bpp;
#if SDL_MAJOR_VERSION == 1
-static SDL_Surface *screen;
+static SDL_Surface *video_screen;
static int video_flags;
#else
-static SDL_GLContext *context;
+static SDL_GLContext context;
static SDL_Window *window;
static int window_flags;
#endif
#ifndef SDLK_PERCENT
#define SDLK_PERCENT '%'
+#if SDL_MAJOR_VERSION == 1
#define SDLK_PRINTSCREEN SDLK_PRINT
#define SDLK_SCROLLLOCK SDLK_SCROLLOCK
#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK
#define SDLK_KP_9 SDLK_KP9
#define SDLK_KP_0 SDLK_KP0
#endif
+#endif
static int MapKey( unsigned int sdlkey )
{
case SDLK_F10: return K_F10;
case SDLK_F11: return K_F11;
case SDLK_F12: return K_F12;
-#if SDL_MAJOR_VERSION == 1
case SDLK_PRINTSCREEN: return K_PRINTSCREEN;
case SDLK_SCROLLLOCK: return K_SCROLLOCK;
-#endif
case SDLK_PAUSE: return K_PAUSE;
case SDLK_INSERT: return K_INS;
case SDLK_HOME: return K_HOME;
case SDLK_LEFT: return K_LEFTARROW;
case SDLK_DOWN: return K_DOWNARROW;
case SDLK_UP: return K_UPARROW;
-#if SDL_MAJOR_VERSION == 1
case SDLK_NUMLOCKCLEAR: return K_NUMLOCK;
-#endif
case SDLK_KP_DIVIDE: return K_KP_DIVIDE;
case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY;
case SDLK_KP_MINUS: return K_KP_MINUS;
case SDLK_KP_PLUS: return K_KP_PLUS;
case SDLK_KP_ENTER: return K_KP_ENTER;
-#if SDL_MAJOR_VERSION == 1
- case SDLK_KP_1: return K_KP_1;
- case SDLK_KP_2: return K_KP_2;
- case SDLK_KP_3: return K_KP_3;
- case SDLK_KP_4: return K_KP_4;
+ case SDLK_KP_1: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_1 : K_END);
+ case SDLK_KP_2: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_2 : K_DOWNARROW);
+ case SDLK_KP_3: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_3 : K_PGDN);
+ case SDLK_KP_4: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_4 : K_LEFTARROW);
case SDLK_KP_5: return K_KP_5;
- case SDLK_KP_6: return K_KP_6;
- case SDLK_KP_7: return K_KP_7;
- case SDLK_KP_8: return K_KP_8;
- case SDLK_KP_9: return K_KP_9;
- case SDLK_KP_0: return K_KP_0;
-#endif
- case SDLK_KP_PERIOD: return K_KP_PERIOD;
+ case SDLK_KP_6: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_6 : K_RIGHTARROW);
+ case SDLK_KP_7: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_7 : K_HOME);
+ case SDLK_KP_8: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_8 : K_UPARROW);
+ case SDLK_KP_9: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_9 : K_PGUP);
+ case SDLK_KP_0: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_0 : K_INS);
+ case SDLK_KP_PERIOD: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_PERIOD : K_DEL);
// case SDLK_APPLICATION: return K_APPLICATION;
// case SDLK_POWER: return K_POWER;
case SDLK_KP_EQUALS: return K_KP_EQUALS;
float move[3], aim[3];
static qboolean oldbuttons[128];
static qboolean buttons[128];
- static keydest_t oldkeydest;
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
memcpy(oldbuttons, buttons, sizeof(oldbuttons));
memset(multitouchs, 0, sizeof(multitouchs));
multitouch[MAXFINGERS-1][0] = 0;
}*/
- if (oldkeydest != keydest)
- {
- switch(keydest)
- {
- case key_game: VID_ShowKeyboard(false);break;
- case key_console: VID_ShowKeyboard(true);break;
- case key_message: VID_ShowKeyboard(true);break;
- default: break; /* qc extensions control the other cases */
- }
- }
- oldkeydest = keydest;
// TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS!
// TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed
// SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame
{
static int old_x = 0, old_y = 0;
static int stuck = 0;
+ static keydest_t oldkeydest;
+ static qboolean oldshowkeyboard;
int x, y;
vid_joystate_t joystate;
+ keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
scr_numtouchscreenareas = 0;
+ // Only apply the new keyboard state if the input changes.
+ if (keydest != oldkeydest || !!vid_touchscreen_showkeyboard.integer != oldshowkeyboard)
+ {
+ switch(keydest)
+ {
+ case key_console: VID_ShowKeyboard(true);break;
+ case key_message: VID_ShowKeyboard(true);break;
+ default: VID_ShowKeyboard(!!vid_touchscreen_showkeyboard.integer); break;
+ }
+ }
+ oldkeydest = keydest;
+ oldshowkeyboard = !!vid_touchscreen_showkeyboard.integer;
+
if (vid_touchscreen.integer)
{
switch(gamemode)
}
#endif
-static keynum_t buttonremap[18] =
+static keynum_t buttonremap[] =
{
K_MOUSE1,
K_MOUSE3,
K_MOUSE2,
+#if SDL_MAJOR_VERSION == 1
+ // TODO Find out how SDL maps these buttons. It looks like we should
+ // still include these for sdl2? At least the button indexes don't
+ // differ between SDL1 and SDL2 for me, thus this array should stay the
+ // same (in X11 button order).
K_MWHEELUP,
K_MWHEELDOWN,
+#endif
K_MOUSE4,
K_MOUSE5,
K_MOUSE6,
case SDL_KEYUP:
keycode = MapKey(event.key.keysym.sym);
if (!VID_JoyBlockEmulatedKeys(keycode))
+ {
+ if(keycode == K_NUMLOCK || keycode == K_CAPSLOCK)
+ {
+ // simulate down followed by up
+ Key_Event(keycode, event.key.keysym.unicode, true);
+ Key_Event(keycode, event.key.keysym.unicode, false);
+ break;
+ }
Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
+ }
break;
case SDL_ACTIVEEVENT:
if( event.active.state & SDL_APPACTIVE )
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if (!vid_touchscreen.integer)
- if (event.button.button <= 18)
+ if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap))
Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
break;
case SDL_JOYBUTTONDOWN:
vid.width = event.resize.w;
vid.height = event.resize.h;
if (!vid_isfullscreen)
- screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+ video_screen = 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);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
if (vid.softdepthpixels)
free(vid.softdepthpixels);
vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
static qboolean sound_active = true;
int keycode;
int i;
- int j;
- int unicode;
+ qboolean isdown;
+ Uchar unicode;
SDL_Event event;
VID_EnableJoystick(true);
while( SDL_PollEvent( &event ) )
+ loop_start:
switch( event.type ) {
case SDL_QUIT:
#ifdef DEBUGSDLEVENTS
case SDL_KEYUP:
#ifdef DEBUGSDLEVENTS
if (event.type == SDL_KEYDOWN)
- Con_DPrintf("SDL_Event: SDL_KEYDOWN %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode);
+ Con_DPrintf("SDL_Event: SDL_KEYDOWN %i\n", event.key.keysym.sym);
else
- Con_DPrintf("SDL_Event: SDL_KEYUP %i unicode %i\n", event.key.keysym.sym, event.key.keysym.unicode);
+ Con_DPrintf("SDL_Event: SDL_KEYUP %i\n", event.key.keysym.sym);
#endif
keycode = MapKey(event.key.keysym.sym);
+ isdown = (event.key.state == SDL_PRESSED);
+ unicode = 0;
+ if(isdown)
+ {
+ if(SDL_PollEvent(&event))
+ {
+ if(event.type == SDL_TEXTINPUT)
+ {
+ // combine key code from SDL_KEYDOWN event and character
+ // from SDL_TEXTINPUT event in a single Key_Event call
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text);
+#endif
+ unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL);
+ }
+ else
+ {
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ Key_Event(keycode, 0, isdown);
+ goto loop_start;
+ }
+ }
+ }
if (!VID_JoyBlockEmulatedKeys(keycode))
- Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
+ Key_Event(keycode, unicode, isdown);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONUP\n");
#endif
if (!vid_touchscreen.integer)
- if (event.button.button <= 18)
+ if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap))
Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
break;
+ case SDL_MOUSEWHEEL:
+ // TODO support wheel x direction.
+ i = event.wheel.y;
+ while (i > 0) {
+ --i;
+ Key_Event( K_MWHEELUP, 0, true );
+ Key_Event( K_MWHEELUP, 0, false );
+ }
+ while (i < 0) {
+ ++i;
+ Key_Event( K_MWHEELDOWN, 0, true );
+ Key_Event( K_MWHEELDOWN, 0, false );
+ }
+ break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_JOYAXISMOTION:
{
SDL_FreeSurface(vid_softsurface);
vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
+ SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
vid.softpixels = (unsigned int *)vid_softsurface->pixels;
if (vid.softdepthpixels)
free(vid.softdepthpixels);
#ifdef DEBUGSDLEVENTS
Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text);
#endif
- // we have some characters to parse
- {
- unicode = 0;
- for (i = 0;event.text.text[i];)
- {
- unicode = event.text.text[i++];
- if (unicode & 0x80)
- {
- // UTF-8 character
- // strip high bits (we could count these to validate character length but we don't)
- for (j = 0x80;unicode & j;j >>= 1)
- unicode ^= j;
- for (;(event.text.text[i] & 0xC0) == 0x80;i++)
- unicode = (unicode << 6) | (event.text.text[i] & 0x3F);
- // low characters are invalid and could be bad, so replace them
- if (unicode < 0x80)
- unicode = '?'; // we could use 0xFFFD instead, the unicode substitute character
- }
- //Con_DPrintf("SDL_TEXTINPUT: K_TEXT %i \n", unicode);
-
- Key_Event(K_TEXT, unicode, true);
- Key_Event(K_TEXT, unicode, false);
- }
- }
+ // convert utf8 string to char
+ // NOTE: this code is supposed to run even if utf8enable is 0
+ unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
break;
case SDL_MOUSEMOTION:
break;
vid.support.arb_draw_buffers = false;
vid.support.arb_multitexture = false;
vid.support.arb_occlusion_query = false;
+ vid.support.arb_query_buffer_object = 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 = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0;
Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...)
It's apparently been fixed in 2.2, though I haven't tested."
*/
- vid.support.ext_framebuffer_object = false;//true;
+ // LadyHavoc: Android 2.1 is way old now, enabling this again, it's going to be required soon.
+ vid.support.ext_framebuffer_object = true;
vid.support.ext_packed_depth_stencil = false;
vid.support.ext_stencil_two_side = false;
vid.support.ext_texture_edge_clamp = true; // GLES2 core
vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
vid.support.ext_texture_srgb = false;
+ vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0;
+ vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0;
+ vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0;
// NOTE: On some devices, a value of 512 gives better FPS than the maximum.
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
version.major, version.minor, version.patch );
}
+#ifdef WIN32
+static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
+{
+ LONG width = mode->width; // vid_width
+ LONG height = mode->height; // vid_height
+
+ // adjust width and height for the space occupied by window decorators (title bar, borders)
+ rect->top = 0;
+ rect->left = 0;
+ rect->right = width;
+ 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;
+
+ // 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);
+ if (screenHeight == workHeight)
+ titleBarPixels = -rect->top;
+
+ //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels);
+
+ // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area
+ if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels))
+ {
+ rect->left = workArea.left;
+ mode->width = workWidth;
+ rect->top = workArea.top + titleBarPixels;
+ mode->height = workHeight - titleBarPixels;
+ }
+ else
+ {
+ rect->left = workArea.left + max(0, (workWidth - width) / 2);
+ rect->top = workArea.top + max(0, (workHeight - height) / 2);
+ }
+}
+#endif
+
static qboolean VID_InitModeGL(viddef_mode_t *mode)
{
#if SDL_MAJOR_VERSION == 1
int flags = SDL_OPENGL;
#else
int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+ int xPos = SDL_WINDOWPOS_UNDEFINED;
+ int yPos = SDL_WINDOWPOS_UNDEFINED;
#endif
#ifndef USE_GLES2
int i;
vid_isfullscreen = false;
#if SDL_MAJOR_VERSION == 1
{
- SDL_VideoInfo *vi = SDL_GetVideoInfo();
+ const SDL_VideoInfo *vi = SDL_GetVideoInfo();
desktop_mode.width = vi->current_w;
desktop_mode.height = vi->current_h;
desktop_mode.bpp = vi->vfmt->BitsPerPixel;
{
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;
vid_isfullscreen = true;
}
+ else {
+#ifdef WIN32
+ RECT rect;
+ AdjustWindowBounds(mode, &rect);
+ xPos = rect.left;
+ yPos = rect.top;
+#endif
+ }
}
#endif
//flags |= SDL_HWSURFACE;
video_bpp = mode->bitsperpixel;
#if SDL_MAJOR_VERSION == 1
video_flags = flags;
- screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- if (screen == NULL)
+ video_screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+ if (video_screen == NULL)
{
Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
- mode->width = screen->w;
- mode->height = screen->h;
+ mode->width = video_screen->w;
+ mode->height = video_screen->h;
#else
window_flags = windowflags;
- window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, 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());
vid_isfullscreen = false;
if (mode->fullscreen) {
#if SDL_MAJOR_VERSION == 1
- SDL_VideoInfo *vi = SDL_GetVideoInfo();
+ const SDL_VideoInfo *vi = SDL_GetVideoInfo();
mode->width = vi->current_w;
mode->height = vi->current_h;
mode->bitsperpixel = vi->vfmt->BitsPerPixel;
video_bpp = mode->bitsperpixel;
#if SDL_MAJOR_VERSION == 1
video_flags = flags;
- screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- if (screen == NULL)
+ video_screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+ if (video_screen == NULL)
{
Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
- mode->width = screen->w;
- mode->height = screen->h;
+ mode->width = video_screen->w;
+ mode->height = video_screen->h;
#else
window_flags = windowflags;
window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
}
#if SDL_MAJOR_VERSION == 1
SDL_SetAlpha(vid_softsurface, 0, 255);
+#else
+ SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
#endif
vid.softpixels = (unsigned int *)vid_softsurface->pixels;
{
VID_EnableJoystick(false);
VID_SetMouse(false, false, false);
- VID_RestoreSystemGamma();
#if SDL_MAJOR_VERSION == 1
#ifndef WIN32
gl_platformextensions = "";
}
-int VID_SetGamma (unsigned short *ramps, int rampsize)
-{
-#if SDL_MAJOR_VERSION == 1
- return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
-#else
- return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
-#endif
-}
-
-int VID_GetGamma (unsigned short *ramps, int rampsize)
-{
-#if SDL_MAJOR_VERSION == 1
- return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
-#else
- return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
-#endif
-}
-
void VID_Finish (void)
{
#if SDL_MAJOR_VERSION == 1
#endif
vid_activewindow = !vid_hidden && vid_hasfocus;
- VID_UpdateGamma(false, 256);
+ VID_UpdateGamma();
if (!vid_hidden)
{
vid_usevsync = (vid_vsync.integer && !cls.timedemo);
if (vid_usingvsync != vid_usevsync)
{
+ vid_usingvsync = vid_usevsync;
if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
else
#if SDL_MAJOR_VERSION == 1
// if (!r_test.integer)
{
- SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
- SDL_Flip(screen);
+ SDL_BlitSurface(vid_softsurface, NULL, video_screen, NULL);
+ SDL_Flip(video_screen);
}
#else
{
Uint32 rmask, gmask, bmask, amask;
SDL_GetDesktopDisplayMode(0, &mode);
SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask);
- modes[k].width = mode.w;
- modes[k].height = mode.h;
- modes[k].bpp = bpp;
- modes[k].refreshrate = mode.refreshrate;
- modes[k].pixelheight_num = 1;
- modes[k].pixelheight_denom = 1; // SDL does not provide this
+ desktop_mode.width = mode.w;
+ desktop_mode.height = mode.h;
+ desktop_mode.bpp = bpp;
+ desktop_mode.refreshrate = mode.refresh_rate;
+ desktop_mode.pixelheight_num = 1;
+ desktop_mode.pixelheight_denom = 1; // SDL does not provide this
+ // TODO check whether this actually works, or whether we do still need
+ // a read-window-size-after-entering-desktop-fullscreen hack for
+ // multiscreen setups.
#endif
return &desktop_mode;
}
#if SDL_MAJOR_VERSION == 1
SDL_Rect **vidmodes;
int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+#ifdef WIN64
+ SDL_Rect **ENDRECT = (SDL_Rect**)-1LL;
+#else
+ SDL_Rect **ENDRECT = (SDL_Rect**)-1;
+#endif
- for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != (SDL_Rect**)(-1) && *vidmodes; ++vidmodes)
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != ENDRECT && *vidmodes; ++vidmodes)
{
if(k >= maxcount)
break;