mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
409 lines
10 KiB
C++
409 lines
10 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifdef USE_SDL
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#include "../idlib/precompiled.h"
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#include <SDL_syswm.h>
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#include "../framework/Licensee.h"
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#include "../renderer/tr_local.h"
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#if !defined(ID_GL_HARDLINK) && defined(__linux__)
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#include "linux/local.h"
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#endif
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#ifdef __WINDOWS__
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#include "win32/win_local.h"
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#endif
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idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
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idCVar r_waylandcompat("r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer");
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bool g_inputGrabbed = false;
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static SDL_Window *window = NULL;
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static SDL_GLContext context = NULL;
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//
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// function declaration
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//
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#ifdef __WINDOWS__
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bool QGL_Init( const char *dllname );
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void QGL_Shutdown( void );
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#endif
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/*
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===================
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GLimp_Init
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===================
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*/
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bool GLimp_Init(glimpParms_t parms) {
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common->Printf("Initializing OpenGL subsystem\n");
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#if !defined(ID_GL_HARDLINK) && defined(__linux__)
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if ( !GLimp_dlopen() ) {
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return false;
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}
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#endif
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#ifdef __WINDOWS__
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const char *driverName;
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// r_glDriver is only intended for using instrumented OpenGL
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// dlls. Normal users should never have to use it, and it is
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// not archived.
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driverName = r_glDriver.GetString()[0] ? r_glDriver.GetString() : "opengl32";
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if ( !QGL_Init( driverName ) ) {
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common->Printf( "^3GLimp_Init() could not load r_glDriver \"%s\"^0\n", driverName );
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return false;
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}
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#endif
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assert(SDL_WasInit(SDL_INIT_VIDEO));
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Uint32 flags = SDL_WINDOW_OPENGL;
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#ifndef __WINDOWS__ // HACK: windows starts windowed then switches to fullscreen below.
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if (parms.fullScreen)
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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#endif
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int colorbits = 24;
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int depthbits = 24;
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int stencilbits = 8;
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for (int i = 0; i < 16; i++) {
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// 0 - default
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// 1 - minus colorbits
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// 2 - minus depthbits
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// 3 - minus stencil
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if ((i % 4) == 0 && i) {
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// one pass, reduce
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switch (i / 4) {
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case 2 :
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if (colorbits == 24)
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colorbits = 16;
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break;
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case 1 :
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if (depthbits == 24)
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depthbits = 16;
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else if (depthbits == 16)
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depthbits = 8;
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case 3 :
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if (stencilbits == 24)
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stencilbits = 16;
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else if (stencilbits == 16)
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stencilbits = 8;
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}
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}
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int tcolorbits = colorbits;
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int tdepthbits = depthbits;
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int tstencilbits = stencilbits;
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if ((i % 4) == 3) {
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// reduce colorbits
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if (tcolorbits == 24)
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tcolorbits = 16;
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}
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if ((i % 4) == 2) {
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// reduce depthbits
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if (tdepthbits == 24)
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tdepthbits = 16;
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else if (tdepthbits == 16)
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tdepthbits = 8;
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}
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if ((i % 4) == 1) {
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// reduce stencilbits
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if (tstencilbits == 24)
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tstencilbits = 16;
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else if (tstencilbits == 16)
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tstencilbits = 8;
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else
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tstencilbits = 0;
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}
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int channelcolorbits = 4;
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if (tcolorbits == 24)
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channelcolorbits = 8;
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
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if (r_waylandcompat.GetBool())
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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else
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, channelcolorbits);
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SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples);
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#ifdef __WINDOWS__ // flush out any outstanding messages.
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
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#endif
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window = SDL_CreateWindow(GAME_NAME,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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parms.width, parms.height, flags);
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// set the icon for linux.
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#ifdef __linux__
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SDL_Surface* iconSurface = SDL_LoadBMP("Icon.bmp");
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if (iconSurface)
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{
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// This color-key matches the trans key used with .ico files.
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SDL_SetColorKey(iconSurface, 1, 0x00008080);
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SDL_SetWindowIcon(window, iconSurface);
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SDL_FreeSurface(iconSurface);
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}
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else
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{
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SDL_ClearError();
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}
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#endif
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#ifdef __WINDOWS__ // HACK: windows fullscreeen doesn't get focus properly, this is a work around.
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// Switch to fullscreen now if needed, this works around a weird focus bug in SDL2
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// TODO: add SDL_WINDOW_FULLSCREEN_DESKTOP option.
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if (parms.fullScreen)
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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// flush out the event queue so we set the hWnd etc. for id
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win32.hWnd = NULL;
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while (Sys_GetEvent().evType != SE_NONE) {}
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SDL_EventState(SDL_SYSWMEVENT, SDL_DISABLE);
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#endif
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context = SDL_GL_CreateContext(window);
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if (!window) {
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common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
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// If we can't have a normal setup then just inform the user and bail
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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"Graphics Error",
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"Your computer doesn't support 32bit color, 24bit depth and 8bit stencil. Try installing latest graphics drivers",
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NULL);
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_exit(2);
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}
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if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
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common->Warning("SDL_GL_SWAP_CONTROL not supported");
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glConfig.vidWidth = parms.width;
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glConfig.vidHeight = parms.height;
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{ // cache window size.
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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glConfig.winWidth = w;
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glConfig.winHeight = h;
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}
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glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
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common->Printf("Using %d color bits, %d depth, %d stencil display\n",
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channelcolorbits, tdepthbits, tstencilbits);
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glConfig.colorBits = tcolorbits;
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glConfig.depthBits = tdepthbits;
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glConfig.stencilBits = tstencilbits;
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glConfig.displayFrequency = 0;
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break;
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}
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if (!window) {
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common->Warning("No usable GL mode found: %s", SDL_GetError());
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return false;
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}
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return true;
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}
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/*
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===================
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GLimp_SetScreenParms
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===================
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*/
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bool GLimp_SetScreenParms(glimpParms_t parms) {
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common->DPrintf("TODO: GLimp_ActivateContext\n");
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return true;
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}
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/*
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===================
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GLimp_Shutdown
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===================
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*/
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void GLimp_Shutdown() {
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common->Printf("Shutting down OpenGL subsystem\n");
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if (context) {
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SDL_GL_DeleteContext(context);
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context = NULL;
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}
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if (window) {
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SDL_DestroyWindow(window);
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window = NULL;
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}
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#ifdef __WINDOWS__
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// shutdown QGL subsystem
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QGL_Shutdown();
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#endif
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}
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/*
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===================
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GLimp_SwapBuffers
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===================
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*/
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void GLimp_SwapBuffers() {
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SDL_GL_SwapWindow(window);
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#ifdef STEAM // steam overlay will fuck with state so just default it each frame.
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RB_SetDefaultGLState();
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#endif
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}
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/*
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=================
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GLimp_SetGamma
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=================
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*/
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void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
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if (!window) {
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common->Warning("GLimp_SetGamma called without window");
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return;
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}
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if (SDL_SetWindowGammaRamp(window, red, green, blue))
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common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
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}
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/*
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=================
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GLimp_ActivateContext
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=================
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*/
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void GLimp_ActivateContext() {
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common->DPrintf("TODO: GLimp_ActivateContext\n");
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}
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/*
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=================
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GLimp_DeactivateContext
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=================
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*/
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void GLimp_DeactivateContext() {
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common->DPrintf("TODO: GLimp_DeactivateContext\n");
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}
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#ifndef __WINDOWS__
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/*
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=================
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GLimp_EnableLogging
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=================
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*/
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void GLimp_EnableLogging(bool stat) { }
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#endif
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/*
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===================
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GLimp_ExtensionPointer
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===================
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*/
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GLExtension_t GLimp_ExtensionPointer(const char *name) {
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assert(SDL_WasInit(SDL_INIT_VIDEO));
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return (GLExtension_t)SDL_GL_GetProcAddress(name);
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}
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void GLimp_GrabInput(int flags) {
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if (!window) {
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common->Warning("GLimp_GrabInput called without window");
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return;
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}
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bool shouldGrab = true;
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bool hasFocus = SDL_GetKeyboardFocus() == window;
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if ( in_nograb.GetBool() ) {
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shouldGrab = false;
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}
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// if fullscreen, we always want the mouse
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const bool fullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) != 0;
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if ( !fullscreen ) {
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if ( (flags & GRAB_ENABLE) != GRAB_ENABLE) {
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shouldGrab = false;
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}
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if ( !hasFocus ) {
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shouldGrab = false;
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}
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}
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if (shouldGrab && (flags & GRAB_REENABLE) )
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shouldGrab = false;
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g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
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if (shouldGrab != g_inputGrabbed) {
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SDL_SetWindowGrab(window, shouldGrab ? SDL_TRUE : SDL_FALSE);
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g_inputGrabbed = SDL_GetWindowGrab(window) == SDL_TRUE;
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}
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const bool relativeMouseMode = SDL_GetRelativeMouseMode() == SDL_TRUE;
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if (shouldGrab != relativeMouseMode) {
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SDL_SetRelativeMouseMode(shouldGrab ? SDL_TRUE : SDL_FALSE);
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}
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const bool shown = SDL_ShowCursor(-1) == SDL_ENABLE;
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const bool shouldShow = !shouldGrab;
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if (shouldShow != shown) {
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SDL_ShowCursor(shouldShow ? SDL_ENABLE : SDL_DISABLE);
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}
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}
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#endif
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