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https://bitbucket.org/CPMADevs/cnq3
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4cd544217c
renamed and documented the core GLimp functions moved the memset calls out of GLimp_Shutdown dealing with anisotropic filtering properly and fixed the cvar's range and help platform extension loading is done through Sys_GL_LoadExtensions throwing fatal errors is done by the renderer exclusively removed QGL_Init and QGL_Shutdown cleaned up glconfig_t filling up the unused glConfig fields in the renderer for old mods
87 lines
2.7 KiB
C
87 lines
2.7 KiB
C
/*
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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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// win_local.h: Win32-specific Quake3 header file
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#include "windows.h"
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void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
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void Sys_CreateConsole( void );
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void Sys_DestroyConsole( void );
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const char* Sys_ConsoleInput();
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void Conbuf_AppendText( const char *msg );
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void IN_Activate( qbool active );
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qbool IN_ProcessMessage( UINT msg, WPARAM wParam, LPARAM lParam ); // returns true if the event was handled
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void IN_Frame();
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void WIN_UpdateMonitorIndexFromCvar();
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void WIN_UpdateMonitorIndexFromMainWindow();
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void WIN_UpdateResolution( int width, int height );
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void WIN_RegisterLastValidHotKey();
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void WIN_UnregisterHotKey();
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void WIN_SetGameDisplaySettings();
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void WIN_SetDesktopDisplaySettings();
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void SNDDMA_Activate();
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LRESULT CALLBACK MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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// crash handling
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LONG CALLBACK WIN_HandleException( EXCEPTION_POINTERS* ep );
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void WIN_HandleExit();
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void WIN_EndTimePeriod();
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// opening OpenGL and loading core functions
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extern "C" {
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qbool WIN_LoadGL( const char* dllName );
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void WIN_UnloadGL();
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}
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#define MAX_MONITOR_COUNT 16
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typedef struct {
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HWND hWnd;
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HINSTANCE hInstance;
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qbool activeApp;
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// when we get a windows message, we store the time off
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// using Sys_Milliseconds
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int sysMsgTime;
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RECT monitorRects[MAX_MONITOR_COUNT];
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HMONITOR hMonitors[MAX_MONITOR_COUNT];
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int monitor; // 0-based index of the monitor currently used for display
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int primaryMonitor; // 0-based index of the primary monitor
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int monitorCount;
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int minimizeHotKeyId;
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qbool minimizeHotKeyValid;
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UINT minimizeHotKeyKey;
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UINT minimizeHotKeyMods;
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qbool inputInitialized;
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} WinVars_t;
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extern WinVars_t g_wv;
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