dhewm3/neo/sys/glimp.cpp
dhewg 1b1787bb50 Disable the warning if the mouse grab request fails
This fails on some SDL drivers and just spams the console.
2012-07-28 12:54:25 +02:00

318 lines
7.9 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include <SDL.h>
#include <SDL_syswm.h>
#include "sys/platform.h"
#include "framework/Licensee.h"
#include "renderer/tr_local.h"
idCVar in_nograb("in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing");
static bool grabbed = false;
#if SDL_VERSION_ATLEAST(2, 0, 0)
static SDL_Window *window = NULL;
static SDL_GLContext context = NULL;
#else
static SDL_Surface *window = NULL;
#define SDL_WINDOW_OPENGL SDL_OPENGL
#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
#endif
/*
===================
GLimp_Init
===================
*/
bool GLimp_Init(glimpParms_t parms) {
common->Printf("Initializing OpenGL subsystem\n");
assert(SDL_WasInit(SDL_INIT_VIDEO));
Uint32 flags = SDL_WINDOW_OPENGL;
if (parms.fullScreen)
flags |= SDL_WINDOW_FULLSCREEN;
int colorbits = 24;
int depthbits = 24;
int stencilbits = 8;
for (int i = 0; i < 16; i++) {
// 0 - default
// 1 - minus colorbits
// 2 - minus depthbits
// 3 - minus stencil
if ((i % 4) == 0 && i) {
// one pass, reduce
switch (i / 4) {
case 2 :
if (colorbits == 24)
colorbits = 16;
break;
case 1 :
if (depthbits == 24)
depthbits = 16;
else if (depthbits == 16)
depthbits = 8;
case 3 :
if (stencilbits == 24)
stencilbits = 16;
else if (stencilbits == 16)
stencilbits = 8;
}
}
int tcolorbits = colorbits;
int tdepthbits = depthbits;
int tstencilbits = stencilbits;
if ((i % 4) == 3) {
// reduce colorbits
if (tcolorbits == 24)
tcolorbits = 16;
}
if ((i % 4) == 2) {
// reduce depthbits
if (tdepthbits == 24)
tdepthbits = 16;
else if (tdepthbits == 16)
tdepthbits = 8;
}
if ((i % 4) == 1) {
// reduce stencilbits
if (tstencilbits == 24)
tstencilbits = 16;
else if (tstencilbits == 16)
tstencilbits = 8;
else
tstencilbits = 0;
}
int channelcolorbits = 4;
if (tcolorbits == 24)
channelcolorbits = 8;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, channelcolorbits);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, tdepthbits);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, tstencilbits);
SDL_GL_SetAttribute(SDL_GL_STEREO, parms.stereo ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples);
#if SDL_VERSION_ATLEAST(2, 0, 0)
window = SDL_CreateWindow(GAME_NAME,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
parms.width, parms.height, flags);
context = SDL_GL_CreateContext(window);
if (!window) {
common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
continue;
}
if (SDL_GL_SetSwapInterval(r_swapInterval.GetInteger()) < 0)
common->Warning("SDL_GL_SWAP_CONTROL not supported");
SDL_GetWindowSize(window, &glConfig.vidWidth, &glConfig.vidHeight);
glConfig.isFullscreen = (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) == SDL_WINDOW_FULLSCREEN;
#else
SDL_WM_SetCaption(GAME_NAME, GAME_NAME);
if (SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger()) < 0)
common->Warning("SDL_GL_SWAP_CONTROL not supported");
window = SDL_SetVideoMode(parms.width, parms.height, colorbits, flags);
if (!window) {
common->DPrintf("Couldn't set GL mode %d/%d/%d: %s",
channelcolorbits, tdepthbits, tstencilbits, SDL_GetError());
continue;
}
glConfig.vidWidth = window->w;
glConfig.vidHeight = window->h;
glConfig.isFullscreen = (window->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN;
#endif
common->Printf("Using %d color bits, %d depth, %d stencil display\n",
channelcolorbits, tdepthbits, tstencilbits);
glConfig.colorBits = tcolorbits;
glConfig.depthBits = tdepthbits;
glConfig.stencilBits = tstencilbits;
glConfig.displayFrequency = 0;
break;
}
if (!window) {
common->Warning("No usable GL mode found: %s", SDL_GetError());
return false;
}
return true;
}
/*
===================
GLimp_SetScreenParms
===================
*/
bool GLimp_SetScreenParms(glimpParms_t parms) {
common->DPrintf("TODO: GLimp_ActivateContext\n");
return true;
}
/*
===================
GLimp_Shutdown
===================
*/
void GLimp_Shutdown() {
common->Printf("Shutting down OpenGL subsystem\n");
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (context) {
SDL_GL_DeleteContext(context);
context = NULL;
}
if (window) {
SDL_DestroyWindow(window);
window = NULL;
}
#endif
}
/*
===================
GLimp_SwapBuffers
===================
*/
void GLimp_SwapBuffers() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(window);
#else
SDL_GL_SwapBuffers();
#endif
}
/*
=================
GLimp_SetGamma
=================
*/
void GLimp_SetGamma(unsigned short red[256], unsigned short green[256], unsigned short blue[256]) {
if (!window) {
common->Warning("GLimp_SetGamma called without window");
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_SetWindowGammaRamp(window, red, green, blue))
#else
if (SDL_SetGammaRamp(red, green, blue))
#endif
common->Warning("Couldn't set gamma ramp: %s", SDL_GetError());
}
/*
=================
GLimp_ActivateContext
=================
*/
void GLimp_ActivateContext() {
common->DPrintf("TODO: GLimp_ActivateContext\n");
}
/*
=================
GLimp_DeactivateContext
=================
*/
void GLimp_DeactivateContext() {
common->DPrintf("TODO: GLimp_DeactivateContext\n");
}
/*
===================
GLimp_ExtensionPointer
===================
*/
GLExtension_t GLimp_ExtensionPointer(const char *name) {
assert(SDL_WasInit(SDL_INIT_VIDEO));
return (GLExtension_t)SDL_GL_GetProcAddress(name);
}
void GLimp_GrabInput(int flags) {
#if defined(ID_DEDICATED)
return;
#else
bool grab = flags & GRAB_ENABLE;
if (grab && (flags & GRAB_REENABLE))
grab = false;
if (flags & GRAB_SETSTATE)
grabbed = grab;
if (in_nograb.GetBool())
grab = false;
if (!window) {
common->Warning("GLimp_GrabInput called without window");
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_ShowCursor(flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE);
SDL_SetRelativeMouseMode(flags & GRAB_HIDECURSOR ? SDL_TRUE : SDL_FALSE);
SDL_SetWindowGrab(window, grab ? SDL_TRUE : SDL_FALSE);
#else
SDL_ShowCursor(flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE);
SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
#endif
#endif
}