mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
removed glw_win.h
This commit is contained in:
parent
35f58c507e
commit
5d9b4ebd13
13 changed files with 18 additions and 82 deletions
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@ -1,45 +0,0 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef _WIN32
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# error You should not be including this file on this platform
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#endif
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#ifndef __GLW_WIN_H__
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#define __GLW_WIN_H__
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#if defined(__cplusplus)
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extern "C" {
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#endif
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typedef struct {
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// @TODO: move this crap out of this file and nuke the file
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qbool cdsDevModeValid;
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DEVMODE cdsDevMode; // Custom device mode for full-screen with r_mode 1.
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} glwstate_t;
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extern glwstate_t glw_state;
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#if defined(__cplusplus)
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};
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#endif
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#endif
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@ -27,7 +27,6 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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#include "../client/client.h"
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#include "../client/client.h"
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#endif
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#endif
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#include "win_local.h"
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#include "win_local.h"
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#include "glw_win.h"
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#include <DbgHelp.h>
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#include <DbgHelp.h>
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#include <strsafe.h>
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#include <strsafe.h>
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@ -543,8 +542,8 @@ static LONG WIN_HandleCrash( EXCEPTION_POINTERS* ep )
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#ifndef DEDICATED
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#ifndef DEDICATED
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__try {
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__try {
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wasDevModeValid = glw_state.cdsDevModeValid;
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wasDevModeValid = g_wv.cdsDevModeValid;
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if (glw_state.cdsDevModeValid)
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if (g_wv.cdsDevModeValid)
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WIN_SetDesktopDisplaySettings();
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WIN_SetDesktopDisplaySettings();
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} __except (EXCEPTION_EXECUTE_HANDLER) {}
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} __except (EXCEPTION_EXECUTE_HANDLER) {}
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@ -43,10 +43,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "../client/client.h"
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#include "../client/client.h"
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#include "resource.h"
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#include "resource.h"
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#include "win_local.h"
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#include "win_local.h"
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#include "glw_win.h"
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glwstate_t glw_state;
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// responsible for creating the Win32 window and initializing the OpenGL driver.
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// responsible for creating the Win32 window and initializing the OpenGL driver.
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@ -218,13 +214,13 @@ static qbool GLW_SetDisplaySettings( DEVMODE& dm )
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const int ec = ChangeDisplaySettingsExA( deviceName, &dm, NULL, CDS_FULLSCREEN, NULL );
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const int ec = ChangeDisplaySettingsExA( deviceName, &dm, NULL, CDS_FULLSCREEN, NULL );
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if ( ec == DISP_CHANGE_SUCCESSFUL )
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if ( ec == DISP_CHANGE_SUCCESSFUL )
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{
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{
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glw_state.cdsDevMode = dm;
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g_wv.cdsDevMode = dm;
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glw_state.cdsDevModeValid = qtrue;
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g_wv.cdsDevModeValid = qtrue;
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GLW_UpdateMonitorRect( deviceName );
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GLW_UpdateMonitorRect( deviceName );
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return qtrue;
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return qtrue;
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}
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}
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glw_state.cdsDevModeValid = qfalse;
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g_wv.cdsDevModeValid = qfalse;
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ri.Printf( PRINT_ALL, "...CDS: %ix%i (C%i) failed: ", (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, (int)dm.dmBitsPerPel );
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ri.Printf( PRINT_ALL, "...CDS: %ix%i (C%i) failed: ", (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, (int)dm.dmBitsPerPel );
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@ -252,20 +248,20 @@ static void GLW_ResetDisplaySettings( qbool invalidate )
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ChangeDisplaySettingsEx( deviceName, NULL, NULL, 0, NULL );
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ChangeDisplaySettingsEx( deviceName, NULL, NULL, 0, NULL );
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GLW_UpdateMonitorRect( deviceName );
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GLW_UpdateMonitorRect( deviceName );
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if ( invalidate )
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if ( invalidate )
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glw_state.cdsDevModeValid = qfalse;
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g_wv.cdsDevModeValid = qfalse;
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}
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}
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void WIN_SetGameDisplaySettings()
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void WIN_SetGameDisplaySettings()
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{
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{
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if ( glw_state.cdsDevModeValid )
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if ( g_wv.cdsDevModeValid )
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GLW_SetDisplaySettings( glw_state.cdsDevMode );
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GLW_SetDisplaySettings( g_wv.cdsDevMode );
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}
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}
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void WIN_SetDesktopDisplaySettings()
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void WIN_SetDesktopDisplaySettings()
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{
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{
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// We don't invalidate glw_state.cdsDevModeValid so we can
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// We don't invalidate g_wv.cdsDevModeValid so we can
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// return to the previous mode later.
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// return to the previous mode later.
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GLW_ResetDisplaySettings( qfalse );
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GLW_ResetDisplaySettings( qfalse );
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}
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}
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@ -285,7 +281,7 @@ static qbool GLW_SetMode()
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ZeroMemory( &dm, sizeof( dm ) );
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ZeroMemory( &dm, sizeof( dm ) );
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dm.dmSize = sizeof( dm );
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dm.dmSize = sizeof( dm );
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if (glInfo.vidFullscreen != glw_state.cdsDevModeValid) {
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if (glInfo.vidFullscreen != g_wv.cdsDevModeValid) {
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if (glInfo.vidFullscreen) {
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if (glInfo.vidFullscreen) {
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dm.dmPelsWidth = glConfig.vidWidth;
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dm.dmPelsWidth = glConfig.vidWidth;
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dm.dmPelsHeight = glConfig.vidHeight;
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dm.dmPelsHeight = glConfig.vidHeight;
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@ -347,7 +343,7 @@ void Sys_V_Shutdown()
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}
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}
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// reset display settings
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// reset display settings
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if ( glw_state.cdsDevModeValid )
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if ( g_wv.cdsDevModeValid )
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{
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{
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ri.Printf( PRINT_DEVELOPER, "...resetting display\n" );
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ri.Printf( PRINT_DEVELOPER, "...resetting display\n" );
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GLW_ResetDisplaySettings( qtrue );
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GLW_ResetDisplaySettings( qtrue );
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@ -84,6 +84,9 @@ typedef struct {
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qbool inputInitialized;
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qbool inputInitialized;
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qbool forceUnmute; // overrides s_autoMute
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qbool forceUnmute; // overrides s_autoMute
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DEVMODE cdsDevMode; // custom device mode for full-screen with r_mode 1
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qbool cdsDevModeValid;
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} WinVars_t;
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} WinVars_t;
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extern WinVars_t g_wv;
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extern WinVars_t g_wv;
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@ -22,7 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "../client/client.h"
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#include "../client/client.h"
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#include "win_local.h"
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#include "win_local.h"
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#include "glw_win.h"
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// Console variables that we need to access from this module
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// Console variables that we need to access from this module
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@ -303,13 +302,13 @@ LRESULT CALLBACK MainWndProc (
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break;
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break;
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case WM_SETFOCUS:
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case WM_SETFOCUS:
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if ( glw_state.cdsDevModeValid ) // is there a valid mode to restore?
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if ( g_wv.cdsDevModeValid ) // is there a valid mode to restore?
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{
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{
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WIN_SetGameDisplaySettings();
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WIN_SetGameDisplaySettings();
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if ( glw_state.cdsDevModeValid ) // was the mode successfully restored?
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if ( g_wv.cdsDevModeValid ) // was the mode successfully restored?
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{
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{
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const RECT& rect = g_wv.monitorRects[g_wv.monitor];
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const RECT& rect = g_wv.monitorRects[g_wv.monitor];
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const DEVMODE& dm = glw_state.cdsDevMode;
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const DEVMODE& dm = g_wv.cdsDevMode;
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SetWindowPos( hWnd, NULL, (int)rect.left, (int)rect.top, (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, SWP_NOZORDER );
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SetWindowPos( hWnd, NULL, (int)rect.left, (int)rect.top, (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, SWP_NOZORDER );
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}
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}
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}
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}
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case WM_KILLFOCUS:
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case WM_KILLFOCUS:
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g_wv.activeApp = qfalse;
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g_wv.activeApp = qfalse;
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if ( glw_state.cdsDevModeValid )
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if ( g_wv.cdsDevModeValid )
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WIN_SetDesktopDisplaySettings();
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WIN_SetDesktopDisplaySettings();
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break;
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break;
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@ -187,7 +187,6 @@ copy "..\..\.bin\release\cnq3-server.pdb" "$(QUAKE3DIR)"</Command>
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<ClInclude Include="..\..\code\qcommon\vm_local.h" />
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<ClInclude Include="..\..\code\qcommon\vm_local.h" />
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<ClInclude Include="..\..\code\qcommon\vm_shim.h" />
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<ClInclude Include="..\..\code\qcommon\vm_shim.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\win32\glw_win.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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@ -204,9 +204,6 @@
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<ClInclude Include="..\..\code\server\server.h">
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<ClInclude Include="..\..\code\server\server.h">
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<Filter>server</Filter>
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<Filter>server</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\glw_win.h">
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<Filter>win32</Filter>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\resource.h">
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<ClInclude Include="..\..\code\win32\resource.h">
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<Filter>win32</Filter>
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<Filter>win32</Filter>
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</ClInclude>
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</ClInclude>
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@ -210,7 +210,6 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
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<ClInclude Include="..\..\code\renderer\tr_public.h" />
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<ClInclude Include="..\..\code\renderer\tr_public.h" />
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<ClInclude Include="..\..\code\renderer\uber_shaders.h" />
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<ClInclude Include="..\..\code\renderer\uber_shaders.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\win32\glw_win.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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@ -276,9 +276,6 @@
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<ClInclude Include="..\..\code\server\server.h">
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<ClInclude Include="..\..\code\server\server.h">
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<Filter>server</Filter>
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<Filter>server</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\glw_win.h">
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<Filter>win32</Filter>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\resource.h">
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<ClInclude Include="..\..\code\win32\resource.h">
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<Filter>win32</Filter>
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<Filter>win32</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\code\qcommon\vm_local.h" />
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<ClInclude Include="..\..\code\qcommon\vm_local.h" />
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<ClInclude Include="..\..\code\qcommon\vm_shim.h" />
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<ClInclude Include="..\..\code\qcommon\vm_shim.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\win32\glw_win.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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@ -204,9 +204,6 @@
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<ClInclude Include="..\..\code\server\server.h">
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<ClInclude Include="..\..\code\server\server.h">
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<Filter>server</Filter>
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<Filter>server</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\glw_win.h">
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<Filter>win32</Filter>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\resource.h">
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<ClInclude Include="..\..\code\win32\resource.h">
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<Filter>win32</Filter>
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<Filter>win32</Filter>
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</ClInclude>
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</ClInclude>
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@ -212,7 +212,6 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
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<ClInclude Include="..\..\code\renderer\tr_public.h" />
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<ClInclude Include="..\..\code\renderer\tr_public.h" />
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<ClInclude Include="..\..\code\renderer\uber_shaders.h" />
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<ClInclude Include="..\..\code\renderer\uber_shaders.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\server\server.h" />
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<ClInclude Include="..\..\code\win32\glw_win.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\resource.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_help.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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<ClInclude Include="..\..\code\win32\win_local.h" />
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@ -276,9 +276,6 @@
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<ClInclude Include="..\..\code\server\server.h">
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<ClInclude Include="..\..\code\server\server.h">
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<Filter>server</Filter>
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<Filter>server</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\glw_win.h">
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<Filter>win32</Filter>
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</ClInclude>
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<ClInclude Include="..\..\code\win32\resource.h">
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<ClInclude Include="..\..\code\win32\resource.h">
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<Filter>win32</Filter>
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<Filter>win32</Filter>
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</ClInclude>
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</ClInclude>
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