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fteqw/engine/gl/gl_vidnt.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_vidnt.c -- NT GL vid component
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "winquake.h"
#include "resource.h"
#include "shader.h"
#include <commctrl.h>
void STT_Event(void);
#ifndef SetWindowLongPtr //yes its a define, for unicode support
#define SetWindowLongPtr SetWindowLong
#endif
#ifndef CDS_FULLSCREEN
#define CDS_FULLSCREEN 4
#endif
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#endif
#ifndef MK_XBUTTON2
#define MK_XBUTTON2 0x0040
#endif
// copied from DarkPlaces in an attempt to grab more buttons
#ifndef MK_XBUTTON3
#define MK_XBUTTON3 0x0080
#endif
#ifndef MK_XBUTTON4
#define MK_XBUTTON4 0x0100
#endif
#ifndef MK_XBUTTON5
#define MK_XBUTTON5 0x0200
#endif
#ifndef MK_XBUTTON6
#define MK_XBUTTON6 0x0400
#endif
#ifndef MK_XBUTTON7
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
#ifndef WS_EX_LAYERED
#define WS_EX_LAYERED 0x00080000
#endif
#ifndef LWA_ALPHA
#define LWA_ALPHA 0x00000002
#endif
typedef BOOL (WINAPI *lpfnSetLayeredWindowAttributes)(HWND hwnd, COLORREF crKey, BYTE bAlpha, DWORD dwFlags);
extern cvar_t vid_conwidth, vid_conautoscale;
#define WINDOW_CLASS_NAME "FTEGLQuake"
#define MAX_MODE_LIST 128
#define VID_ROW_SIZE 3
#define WARP_WIDTH 320
#define WARP_HEIGHT 200
#define MAXWIDTH 10000
#define MAXHEIGHT 10000
#define BASEWIDTH 320
#define BASEHEIGHT 200
extern cvar_t vid_width;
extern cvar_t vid_height;
extern cvar_t vid_wndalpha;
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
BOOL bSetupPixelFormat(HDC hDC, rendererstate_t *info);
//qboolean VID_SetWindowedMode (int modenum);
//qboolean VID_SetFullDIBMode (int modenum);
qboolean VID_SetWindowedMode (rendererstate_t *info); //-1 on bpp or hz for default.
qboolean VID_SetFullDIBMode (rendererstate_t *info); //-1 on bpp or hz for default.
qboolean scr_skipupdate;
static DEVMODE gdevmode;
static qboolean vid_initialized = false;
static qboolean leavecurrentmode= true;
static qboolean vid_canalttab = false;
static qboolean vid_wassuspended = false;
extern qboolean mouseactive; // from in_win.c
static HICON hIcon;
static HCURSOR hArrowCursor, hCustomCursor;
extern qboolean vid_isfullscreen;
unsigned short originalgammaramps[3][256];
qboolean vid_initializing;
qboolean VID_AttachGL (rendererstate_t *info);
int DIBWidth, DIBHeight;
RECT WindowRect;
DWORD WindowStyle, ExWindowStyle;
HWND mainwindow, dibwindow;
unsigned char vid_curpal[256*3];
HGLRC baseRC;
HDC maindc;
HWND WINAPI InitializeWindow (HINSTANCE hInstance, int nCmdShow);
viddef_t vid; // global video state
//unsigned short d_8to16rgbtable[256];
//unsigned d_8to24rgbtable[256];
//unsigned short d_8to16bgrtable[256];
//unsigned d_8to24bgrtable[256];
modestate_t modestate = MS_UNINIT;
extern float gammapending;
LONG WINAPI GLMainWndProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
qboolean GLAppActivate(BOOL fActive, BOOL minimize);
void ClearAllStates (void);
void VID_UpdateWindowStatus (HWND hWnd);
void GL_Init(void *(*getglfunction) (char *name));
typedef void (APIENTRY *lp3DFXFUNC) (int, int, int, int, int, const void*);
lp3DFXFUNC qglColorTableEXT;
qboolean is8bit = false;
qboolean isPermedia = false;
//====================================
// Note that 0 is MODE_WINDOWED
extern cvar_t vid_mode;
// Note that 3 is MODE_FULLSCREEN_DEFAULT
extern cvar_t vid_vsync;
extern cvar_t _windowed_mouse;
extern cvar_t vid_hardwaregamma;
extern cvar_t vid_desktopgamma;
extern cvar_t gl_lateswap;
extern cvar_t vid_preservegamma;
extern cvar_t vid_gl_context_version;
extern cvar_t vid_gl_context_debug;
extern cvar_t vid_gl_context_es;
extern cvar_t vid_gl_context_forwardcompatible;
extern cvar_t vid_gl_context_compatibility;
int window_center_x, window_center_y, window_x, window_y, window_width, window_height;
RECT window_rect;
HMODULE hInstGL = NULL;
HMODULE hInstwgl = NULL;
static qboolean usingminidriver;
static char reqminidriver[MAX_OSPATH];
static char opengldllname[MAX_OSPATH];
#ifdef _DEBUG
//this is a list of the functions that exist in opengles2, as well as wglCreateContextAttribsARB.
//functions not in this list *should* be stubs that just return errors, but we can't always depend on drivers for that... they shouldn't get called.
//this list is just to make it easier to test+debug android gles2 stuff using windows.
static char *gles2funcs[] =
{
#define f(n) #n,
f(glActiveTexture)
f(glAttachShader)
f(glBindAttribLocation)
f(glBindBuffer)
f(glBindFramebuffer)
f(glBindRenderbuffer)
f(glBindTexture)
f(glBlendColor)
f(glBlendEquation)
f(glBlendEquationSeparate)
f(glBlendFunc)
f(glBlendFuncSeparate)
f(glBufferData)
f(glBufferSubData)
f(glCheckFramebufferStatus)
f(glClear)
f(glClearColor)
f(glClearDepthf)
f(glClearStencil)
f(glColorMask)
f(glCompileShader)
f(glCompressedTexImage2D)
f(glCompressedTexSubImage2D)
f(glCopyTexImage2D)
f(glCopyTexSubImage2D)
f(glCreateProgram)
f(glCreateShader)
f(glCullFace)
f(glDeleteBuffers)
f(glDeleteFramebuffers)
f(glDeleteProgram)
f(glDeleteRenderbuffers)
f(glDeleteShader)
f(glDeleteTextures)
f(glDepthFunc)
f(glDepthMask)
f(glDepthRangef)
f(glDetachShader)
f(glDisable)
f(glDisableVertexAttribArray)
f(glDrawArrays)
f(glDrawElements)
f(glEnable)
f(glEnableVertexAttribArray)
f(glFinish)
f(glFlush)
f(glFramebufferRenderbuffer)
f(glFramebufferTexture2D)
f(glFrontFace)
f(glGenBuffers)
f(glGenerateMipmap)
f(glGenFramebuffers)
f(glGenRenderbuffers)
f(glGenTextures)
f(glGetActiveAttrib)
f(glGetActiveUniform)
f(glGetAttachedShaders)
f(glGetAttribLocation)
f(glGetBooleanv)
f(glGetBufferParameteriv)
f(glGetError)
f(glGetFloatv)
f(glGetFramebufferAttachmentParameteriv)
f(glGetIntegerv)
f(glGetProgramiv)
f(glGetProgramInfoLog)
f(glGetRenderbufferParameteriv)
f(glGetShaderiv)
f(glGetShaderInfoLog)
f(glGetShaderPrecisionFormat)
f(glGetShaderSource)
f(glGetString)
f(glGetTexParameterfv)
f(glGetTexParameteriv)
f(glGetUniformfv)
f(glGetUniformiv)
f(glGetUniformLocation)
f(glGetVertexAttribfv)
f(glGetVertexAttribiv)
f(glGetVertexAttribPointerv)
f(glHint)
f(glIsBuffer)
f(glIsEnabled)
f(glIsFramebuffer)
f(glIsProgram)
f(glIsRenderbuffer)
f(glIsShader)
f(glIsTexture)
f(glLineWidth)
f(glLinkProgram)
f(glPixelStorei)
f(glPolygonOffset)
f(glReadPixels)
f(glReleaseShaderCompiler)
f(glRenderbufferStorage)
f(glSampleCoverage)
f(glScissor)
f(glShaderBinary)
f(glShaderSource)
f(glStencilFunc)
f(glStencilFuncSeparate)
f(glStencilMask)
f(glStencilMaskSeparate)
f(glStencilOp)
f(glStencilOpSeparate)
f(glTexImage2D)
f(glTexParameterf)
f(glTexParameterfv)
f(glTexParameteri)
f(glTexParameteriv)
f(glTexSubImage2D)
f(glUniform1f)
f(glUniform1fv)
f(glUniform1i)
f(glUniform1iv)
f(glUniform2f)
f(glUniform2fv)
f(glUniform2i)
f(glUniform2iv)
f(glUniform3f)
f(glUniform3fv)
f(glUniform3i)
f(glUniform3iv)
f(glUniform4f)
f(glUniform4fv)
f(glUniform4i)
f(glUniform4iv)
f(glUniformMatrix2fv)
f(glUniformMatrix3fv)
f(glUniformMatrix4fv)
f(glUseProgram)
f(glValidateProgram)
f(glVertexAttrib1f)
f(glVertexAttrib1fv)
f(glVertexAttrib2f)
f(glVertexAttrib2fv)
f(glVertexAttrib3f)
f(glVertexAttrib3fv)
f(glVertexAttrib4f)
f(glVertexAttrib4fv)
f(glVertexAttribPointer)
f(glViewport)
f(wglCreateContextAttribsARB)
NULL
};
#endif
//just GetProcAddress with a safty net.
void *getglfunc(char *name)
{
FARPROC proc;
proc = qwglGetProcAddress?qwglGetProcAddress(name):NULL;
if (!proc)
{
proc = GetProcAddress(hInstGL, name);
TRACE(("dbg: getglfunc: gpa %s: success %i\n", name, !!proc));
}
else
{
TRACE(("dbg: getglfunc: glgpa %s: success %i\n", name, !!proc));
}
#ifdef _DEBUG
if (vid_gl_context_es.ival == 2)
{
int i;
for (i = 0; gles2funcs[i]; i++)
{
if (!strcmp(name, gles2funcs[i]))
return proc;
}
return NULL;
}
#endif
return proc;
}
void *getwglfunc(char *name)
{
FARPROC proc;
TRACE(("dbg: getwglfunc: %s: getting\n", name));
proc = GetProcAddress(hInstGL, name);
if (!proc)
{
if (!hInstwgl)
{
TRACE(("dbg: getwglfunc: explicitly loading opengl32.dll\n", name));
hInstwgl = LoadLibrary("opengl32.dll");
}
TRACE(("dbg: getwglfunc: %s: wglgetting\n", name));
proc = GetProcAddress(hInstwgl, name);
TRACE(("dbg: getwglfunc: gpa %s: success %i\n", name, !!proc));
if (!proc)
Sys_Error("GL function %s was not found in %s\nPossibly you do not have a full enough gl implementation", name, opengldllname);
}
TRACE(("dbg: getwglfunc: glgpa %s: success %i\n", name, !!proc));
return proc;
}
HGLRC (WINAPI *qwglCreateContext)(HDC);
BOOL (WINAPI *qwglDeleteContext)(HGLRC);
HGLRC (WINAPI *qwglGetCurrentContext)(VOID);
HDC (WINAPI *qwglGetCurrentDC)(VOID);
PROC (WINAPI *qwglGetProcAddress)(LPCSTR);
BOOL (WINAPI *qwglMakeCurrent)(HDC, HGLRC);
BOOL (WINAPI *qSwapBuffers)(HDC);
int (WINAPI *qChoosePixelFormat)(HDC, CONST PIXELFORMATDESCRIPTOR *);
BOOL (WINAPI *qSetPixelFormat)(HDC, int, CONST PIXELFORMATDESCRIPTOR *);
int (WINAPI *qDescribePixelFormat)(HDC, int, UINT, LPPIXELFORMATDESCRIPTOR);
BOOL (WINAPI *qwglSwapIntervalEXT) (int);
BOOL (APIENTRY *qGetDeviceGammaRamp)(HDC hDC, GLvoid *ramp);
BOOL (APIENTRY *qSetDeviceGammaRamp)(HDC hDC, GLvoid *ramp);
BOOL (APIENTRY *qwglChoosePixelFormatARB)(HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats);
HGLRC (APIENTRY *qwglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext, const int *attribList);
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 /*WGL_CONTEXT_ES2_PROFILE_BIT_EXT*/
#define ERROR_INVALID_VERSION_ARB 0x2095
#define ERROR_INVALID_PROFILE_ARB 0x2096
qboolean GLInitialise (char *renderer)
{
if (!hInstGL || strcmp(reqminidriver, renderer))
{
usingminidriver = false;
if (hInstGL)
FreeLibrary(hInstGL);
hInstGL=NULL;
if (hInstwgl)
FreeLibrary(hInstwgl);
hInstwgl=NULL;
Q_strncpyz(reqminidriver, renderer, sizeof(reqminidriver));
Q_strncpyz(opengldllname, renderer, sizeof(opengldllname));
if (*renderer && stricmp(renderer, "opengl32.dll") && stricmp(renderer, "opengl32"))
{
Con_DPrintf ("Loading renderer dll \"%s\"", renderer);
hInstGL = LoadLibrary(opengldllname);
if (hInstGL)
{
usingminidriver = true;
Con_DPrintf (" Success\n");
}
else
Con_DPrintf (" Failed\n");
}
else
hInstGL = NULL;
if (!hInstGL)
{
unsigned int emode;
strcpy(opengldllname, "opengl32");
Con_DPrintf ("Loading renderer dll \"%s\"", opengldllname);
emode = SetErrorMode(SEM_FAILCRITICALERRORS); /*no annoying errors if they use glide*/
hInstGL = LoadLibrary(opengldllname);
SetErrorMode(emode);
if (hInstGL)
Con_DPrintf (" Success\n");
else
Con_DPrintf (" Failed\n");
}
if (!hInstGL)
{
if (*renderer)
Con_Printf ("Couldn't load %s or %s\n", renderer, opengldllname);
else
Con_Printf ("Couldn't load %s\n", opengldllname);
return false;
}
}
else
{
Con_DPrintf ("Reusing renderer dll %s\n", opengldllname);
}
Con_DPrintf ("Loaded renderer dll %s\n", opengldllname);
// windows dependant
qwglCreateContext = (void *)getwglfunc("wglCreateContext");
qwglDeleteContext = (void *)getwglfunc("wglDeleteContext");
qwglGetCurrentContext = (void *)getwglfunc("wglGetCurrentContext");
qwglGetCurrentDC = (void *)getwglfunc("wglGetCurrentDC");
qwglGetProcAddress = (void *)getwglfunc("wglGetProcAddress");
qwglMakeCurrent = (void *)getwglfunc("wglMakeCurrent");
if (usingminidriver)
{
qSwapBuffers = (void *)getglfunc("wglSwapBuffers");
qChoosePixelFormat = (void *)getglfunc("wglChoosePixelFormat");
qSetPixelFormat = (void *)getglfunc("wglSetPixelFormat");
qDescribePixelFormat = (void *)getglfunc("wglDescribePixelFormat");
}
else
{
qSwapBuffers = SwapBuffers;
qChoosePixelFormat = ChoosePixelFormat;
qSetPixelFormat = SetPixelFormat;
qDescribePixelFormat = DescribePixelFormat;
}
qGetDeviceGammaRamp = (void *)getglfunc("wglGetDeviceGammaRamp3DFX");
qSetDeviceGammaRamp = (void *)getglfunc("wglSetDeviceGammaRamp3DFX");
TRACE(("dbg: GLInitialise: got wgl funcs\n"));
return true;
}
/*doesn't consider parent offsets*/
RECT centerrect(unsigned int parentleft, unsigned int parenttop, unsigned int parentwidth, unsigned int parentheight, unsigned int cwidth, unsigned int cheight)
{
RECT r;
if (modestate!=MS_WINDOWED)
{
if (!vid_width.ival)
cwidth = parentwidth;
if (!vid_height.ival)
cheight = parentwidth;
}
if (parentwidth < cwidth)
{
r.left = parentleft;
r.right = r.left+parentwidth;
}
else
{
r.left = parentleft + (parentwidth - cwidth) / 2;
r.right = r.left + cwidth;
}
if (parentheight < cheight)
{
r.top = parenttop;
r.bottom = r.top + parentheight;
}
else
{
r.top = parenttop + (parentheight - cheight) / 2;
r.bottom = r.top + cheight;
}
return r;
}
void *WIN_CreateCursor(char *filename, float hotx, float hoty, float scale)
{
int width, height;
BITMAPV5HEADER bi;
DWORD x,y;
HCURSOR hAlphaCursor = NULL;
ICONINFO ii;
qbyte *rgbadata, *rgbadata_start, *bgradata, *bgradata_start;
qboolean hasalpha;
void *filedata;
int filelen;
if (!filename || !*filename)
return NULL;
if (scale != 1) //rescaling cursors is not supported at this time.
return NULL;
filelen = FS_LoadFile(filename, &filedata);
if (!filedata)
return NULL;
rgbadata_start = Read32BitImageFile(filedata, filelen, &width, &height, &hasalpha, "cursor");
FS_FreeFile(filedata);
if (!rgbadata_start)
return NULL;
memset(&bi,0, sizeof(BITMAPV5HEADER));
bi.bV5Size = sizeof(BITMAPV5HEADER);
bi.bV5Width = width;
bi.bV5Height = height;
bi.bV5Planes = 1;
bi.bV5BitCount = 32;
bi.bV5Compression = BI_BITFIELDS;
// The following mask specification specifies a supported 32 BPP
// alpha format for Windows XP.
bi.bV5RedMask = 0x00FF0000;
bi.bV5GreenMask = 0x0000FF00;
bi.bV5BlueMask = 0x000000FF;
bi.bV5AlphaMask = 0xFF000000;
// Create the DIB section with an alpha channel.
ii.hbmColor = CreateDIBSection(maindc, (BITMAPINFO *)&bi, DIB_RGB_COLORS, (void **)&bgradata_start, NULL, 0);
if (!ii.hbmColor)
{
BZ_Free(rgbadata_start);
return NULL;
}
for (rgbadata=rgbadata_start,y=0;y<height;y++)
{
bgradata = bgradata_start + (height-1-y)*width*4;
for (x=0;x<width;x++)
{
bgradata[0] = rgbadata[2];
bgradata[1] = rgbadata[1];
bgradata[2] = rgbadata[0];
bgradata[3] = rgbadata[3];
bgradata+=4;
rgbadata+=4;
}
}
BZ_Free(rgbadata_start);
ii.fIcon = FALSE; // Change fIcon to TRUE to create an alpha icon
ii.xHotspot = hotx;
ii.yHotspot = hoty;
ii.hbmMask = CreateBitmap(width,height,1,1,NULL);
// Create the alpha cursor with the alpha DIB section.
hAlphaCursor = CreateIconIndirect(&ii);
DeleteObject(ii.hbmColor);
DeleteObject(ii.hbmMask);
return hAlphaCursor;
}
qboolean WIN_SetCursor(void *cursor)
{
static POINT current_pos; //static to avoid bugs in vista(32) with largeaddressaware (this is fixed in win7). fixed exe base address prevents this from going above 2gb.
hCustomCursor = cursor;
//move the cursor to ensure the WM_SETCURSOR thing is invoked properly.
//this ensures all the nastyness of random programs randomly setting the current global cursor is handled by microsoft's code instead of mine.
//if you're using rawinput there'll be no lost inpuit problems, yay...
GetCursorPos(&current_pos);
SetCursorPos(current_pos.x, current_pos.y);
return true;
}
void WIN_DestroyCursor(void *cursor)
{
DestroyIcon(cursor);
}
qboolean VID_SetWindowedMode (rendererstate_t *info)
//qboolean VID_SetWindowedMode (int modenum)
{
int i;
HDC hdc;
int wwidth, wheight, pleft, ptop, pwidth, pheight;
RECT rect;
modestate = MS_WINDOWED;
hdc = GetDC(NULL);
if (GetDeviceCaps(hdc, RASTERCAPS) & RC_PALETTE)
{
ReleaseDC(NULL, hdc);
Con_Printf("Can't run GL in non-RGB mode\n");
return false;
}
ReleaseDC(NULL, hdc);
WindowRect.top = WindowRect.left = 0;
WindowRect.right = info->width;
WindowRect.bottom = info->height;
#ifndef FTE_SDL
if (sys_parentwindow)
{
SetWindowLong(sys_parentwindow, GWL_STYLE, GetWindowLong(sys_parentwindow, GWL_STYLE)|WS_OVERLAPPED);
WindowStyle = WS_CHILDWINDOW|WS_OVERLAPPED;
ExWindowStyle = 0;
pleft = sys_parentleft;
ptop = sys_parenttop;
pwidth = sys_parentwidth;
pheight = sys_parentheight;
WindowRect.right = sys_parentwidth;
WindowRect.bottom = sys_parentheight;
}
else
#endif
{
WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU |
WS_MINIMIZEBOX;
ExWindowStyle = 0;
WindowStyle |= WS_SIZEBOX | WS_MAXIMIZEBOX;
pleft = 0;
ptop = 0;
pwidth = GetSystemMetrics(SM_CXSCREEN);
pheight = GetSystemMetrics(SM_CYSCREEN);
/*Assume dual monitors, and chop the width to try to put it on only one screen*/
if (pwidth >= pheight*2)
pwidth /= 2;
}
DIBWidth = WindowRect.right - WindowRect.left;
DIBHeight = WindowRect.bottom - WindowRect.top;
rect = WindowRect;
AdjustWindowRectEx(&rect, WindowStyle, FALSE, 0);
wwidth = rect.right - rect.left;
wheight = rect.bottom - rect.top;
WindowRect = centerrect(pleft, ptop, pwidth, pheight, wwidth, wheight);
// Create the DIB window
dibwindow = CreateWindowEx (
ExWindowStyle,
WINDOW_CLASS_NAME,
FULLENGINENAME,
WindowStyle,
WindowRect.left, WindowRect.top,
WindowRect.right - WindowRect.left,
WindowRect.bottom - WindowRect.top,
sys_parentwindow,
NULL,
global_hInstance,
NULL);
if (!dibwindow)
{
Con_Printf ("Couldn't create DIB window");
return false;
}
SendMessage (dibwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (dibwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
if (!sys_parentwindow)
{
#ifdef WS_EX_LAYERED
int av;
av = 255*vid_wndalpha.value;
if (av < 70)
av = 70;
if (av < 255)
{
HMODULE hm = GetModuleHandle("user32.dll");
lpfnSetLayeredWindowAttributes pSetLayeredWindowAttributes;
pSetLayeredWindowAttributes = (void*)GetProcAddress(hm, "SetLayeredWindowAttributes");
if (pSetLayeredWindowAttributes)
{
// Set WS_EX_LAYERED on this window
SetWindowLong(dibwindow, GWL_EXSTYLE, GetWindowLong(dibwindow, GWL_EXSTYLE) | WS_EX_LAYERED);
// Make this window 70% alpha
pSetLayeredWindowAttributes(dibwindow, 0, (BYTE)av, LWA_ALPHA);
}
}
#endif
}
ShowWindow (dibwindow, SW_SHOWDEFAULT);
SetFocus(dibwindow);
// ShowWindow (dibwindow, SW_SHOWDEFAULT);
// UpdateWindow (dibwindow);
// because we have set the background brush for the window to NULL
// (to avoid flickering when re-sizing the window on the desktop),
// we clear the window to black when created, otherwise it will be
// empty while Quake starts up.
hdc = GetDC(dibwindow);
PatBlt(hdc,0,0,WindowRect.right,WindowRect.bottom,BLACKNESS);
ReleaseDC(dibwindow, hdc);
if ((i = COM_CheckParm("-conwidth")) != 0)
vid.width = Q_atoi(com_argv[i+1]);
else
{
vid.width = 640;
}
vid.width &= 0xfff8; // make it a multiple of eight
if (vid.width < 320)
vid.width = 320;
// pick a conheight that matches with correct aspect
vid.height = vid.width*3 / 4;
if ((i = COM_CheckParm("-conheight")) != 0)
vid.height = Q_atoi(com_argv[i+1]);
if (vid.height < 200)
vid.height = 200;
if (vid.height > info->height)
vid.height = info->height;
if (vid.width > info->width)
vid.width = info->width;
vid.numpages = 2;
mainwindow = dibwindow;
vid_isfullscreen=false;
CL_UpdateWindowTitle();
return true;
}
void GLVID_SetCaption(char *text)
{
SetWindowText(mainwindow, text);
}
qboolean VID_SetFullDIBMode (rendererstate_t *info)
{
int i;
HDC hdc;
int wwidth, wheight;
RECT rect;
if (leavecurrentmode) //don't do this with d3d - d3d should set it's own video mode.
{ //make windows change res.
gdevmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
if (info->bpp)
gdevmode.dmFields |= DM_BITSPERPEL;
if (info->rate)
gdevmode.dmFields |= DM_DISPLAYFREQUENCY;
gdevmode.dmBitsPerPel = info->bpp;
if (info->bpp && (gdevmode.dmBitsPerPel < 15))
{
Con_Printf("Forcing at least 16bpp\n");
gdevmode.dmBitsPerPel = 16;
}
gdevmode.dmDisplayFrequency = info->rate;
gdevmode.dmPelsWidth = info->width;
gdevmode.dmPelsHeight = info->height;
gdevmode.dmSize = sizeof (gdevmode);
if (ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
Con_SafePrintf((gdevmode.dmFields&DM_DISPLAYFREQUENCY)?"Windows rejected mode %i*%i*%i*%i\n":"Windows rejected mode %i*%i*%i\n", (int)gdevmode.dmPelsWidth, (int)gdevmode.dmPelsHeight, (int)gdevmode.dmBitsPerPel, (int)gdevmode.dmDisplayFrequency);
return false;
}
}
modestate = MS_FULLDIB;
WindowRect.top = WindowRect.left = 0;
WindowRect.right = info->width;
WindowRect.bottom = info->height;
DIBWidth = info->width;
DIBHeight = info->height;
WindowStyle = WS_POPUP;
ExWindowStyle = 0;
rect = WindowRect;
AdjustWindowRectEx(&rect, WindowStyle, FALSE, 0);
wwidth = rect.right - rect.left;
wheight = rect.bottom - rect.top;
// Create the DIB window
dibwindow = CreateWindowEx (
ExWindowStyle,
WINDOW_CLASS_NAME,
FULLENGINENAME,
WindowStyle,
rect.left, rect.top,
wwidth,
wheight,
NULL,
NULL,
global_hInstance,
NULL);
if (!dibwindow)
Sys_Error ("Couldn't create DIB window");
SendMessage (dibwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (dibwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
ShowWindow (dibwindow, SW_SHOWDEFAULT);
UpdateWindow (dibwindow);
// Because we have set the background brush for the window to NULL
// (to avoid flickering when re-sizing the window on the desktop), we
// clear the window to black when created, otherwise it will be
// empty while Quake starts up.
hdc = GetDC(dibwindow);
PatBlt(hdc,0,0,WindowRect.right,WindowRect.bottom,BLACKNESS);
ReleaseDC(dibwindow, hdc);
if ((i = COM_CheckParm("-conwidth")) != 0)
vid.width = Q_atoi(com_argv[i+1]);
else
vid.width = 640;
vid.width &= 0xfff8; // make it a multiple of eight
if (vid.width < 320)
vid.width = 320;
// pick a conheight that matches with correct aspect
vid.height = vid.width*3 / 4;
if ((i = COM_CheckParm("-conheight")) != 0)
vid.height = Q_atoi(com_argv[i+1]);
if (vid.height < 200)
vid.height = 200;
if (vid.height > info->height)
vid.height = info->height;
if (vid.width > info->width)
vid.width = info->width;
vid.numpages = 2;
// needed because we're not getting WM_MOVE messages fullscreen on NT
window_x = 0;
window_y = 0;
vid_isfullscreen=true;
mainwindow = dibwindow;
return true;
}
extern qboolean gammaworks;
static void ReleaseGL(void);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static void Win_Touch_Init(HWND wnd);
static qboolean CreateMainWindow(rendererstate_t *info)
{
qboolean stat;
if (!info->fullscreen)
{
TRACE(("dbg: GLVID_SetMode: VID_SetWindowedMode\n"));
stat = VID_SetWindowedMode(info);
}
else
{
TRACE(("dbg: GLVID_SetMode: VID_SetFullDIBMode\n"));
stat = VID_SetFullDIBMode(info);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VID_UpdateWindowStatus(mainwindow);
Win_Touch_Init(mainwindow);
INS_UpdateGrabs(info->fullscreen, ActiveApp);
return stat;
}
BOOL CheckForcePixelFormat(rendererstate_t *info);
void VID_UnSetMode (void);
int GLVID_SetMode (rendererstate_t *info, unsigned char *palette)
{
int temp;
qboolean stat;
#ifndef NPFTE
MSG msg;
#endif
// HDC hdc;
TRACE(("dbg: GLVID_SetMode\n"));
// so Con_Printfs don't mess us up by forcing vid and snd updates
temp = scr_disabled_for_loading;
scr_disabled_for_loading = true;
CDAudio_Pause ();
// Set either the fullscreen or windowed mode
qwglChoosePixelFormatARB = NULL;
qwglCreateContextAttribsARB = NULL;
stat = CreateMainWindow(info);
if (stat)
{
stat = VID_AttachGL(info);
if (stat)
{
TRACE(("dbg: GLVID_SetMode: attaching gl okay\n"));
if (CheckForcePixelFormat(info))
{
HMODULE oldgl = hInstGL;
hInstGL = NULL; //don't close the gl library, just in case
VID_UnSetMode();
hInstGL = oldgl;
if (CreateMainWindow(info) && VID_AttachGL(info))
{
//we have our multisample window
}
else
{
//multisample failed
//try the origional way
if (!CreateMainWindow(info) || !VID_AttachGL(info))
{
Con_Printf("Failed to undo antialising. Giving up.\n");
return false; //eek
}
}
}
}
else
{
TRACE(("dbg: GLVID_SetMode: attaching gl failed\n"));
return false;
}
}
if (!stat)
{
TRACE(("dbg: GLVID_SetMode: VID_Set... failed\n"));
return false;
}
window_width = DIBWidth;
window_height = DIBHeight;
VID_UpdateWindowStatus (mainwindow);
Cvar_ForceCallback(&vid_conautoscale);
CDAudio_Resume ();
scr_disabled_for_loading = temp;
// now we try to make sure we get the focus on the mode switch, because
// sometimes in some systems we don't. We grab the foreground, then
// finish setting up, pump all our messages, and sleep for a little while
// to let messages finish bouncing around the system, then we put
// ourselves at the top of the z order, then grab the foreground again,
// Who knows if it helps, but it probably doesn't hurt
SetForegroundWindow (mainwindow);
#ifndef NPFTE
/*I don't like this, but if we */
while (PeekMessage (&msg, mainwindow, 0, 0, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
Sleep (100);
#endif
SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0,
SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW |
SWP_NOCOPYBITS);
SetForegroundWindow (mainwindow);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
ClearAllStates ();
if (vid_desktopgamma.value)
{
HDC hDC = GetDC(GetDesktopWindow());
gammaworks = qGetDeviceGammaRamp(hDC, originalgammaramps);
ReleaseDC(GetDesktopWindow(), hDC);
}
else
gammaworks = qGetDeviceGammaRamp(maindc, originalgammaramps);
return true;
}
static void ReleaseGL(void)
{
HGLRC hRC;
HDC hDC = NULL;
if (qwglGetCurrentContext)
{
hRC = qwglGetCurrentContext();
hDC = qwglGetCurrentDC();
qwglMakeCurrent(NULL, NULL);
if (hRC)
qwglDeleteContext(hRC);
}
qwglGetCurrentContext=NULL;
if (hDC && dibwindow)
ReleaseDC(dibwindow, hDC);
}
void VID_UnSetMode (void)
{
if (mainwindow && vid_initialized)
{
GLAppActivate(false, false);
vid_canalttab = false;
ReleaseGL();
if (modestate == MS_FULLDIB)
ChangeDisplaySettings (NULL, 0);
if (maindc && dibwindow)
ReleaseDC (dibwindow, maindc);
}
if (mainwindow)
{
dibwindow=NULL;
// ShowWindow(mainwindow, SW_HIDE);
// SetWindowLongPtr(mainwindow, GWL_WNDPROC, DefWindowProc);
// PostMessage(mainwindow, WM_CLOSE, 0, 0);
DestroyWindow(mainwindow);
mainwindow = NULL;
}
#if 0
//Logically this code should be active. However...
//1: vid_restarts are slightly slower if we don't reuse the old dll
//2: nvidia drivers crash if we shut it down+reload!
if (hInstGL)
{
FreeLibrary(hInstGL);
hInstGL=NULL;
}
if (hInstwgl)
{
FreeLibrary(hInstwgl);
hInstwgl=NULL;
}
*opengldllname = 0;
#endif
}
/*
================
VID_UpdateWindowStatus
================
*/
void VID_UpdateWindowStatus (HWND hWnd)
{
POINT p;
RECT nr;
GetClientRect(hWnd, &nr);
//if its bad then we're probably minimised
if (nr.right <= nr.left)
return;
if (nr.bottom <= nr.top)
return;
WindowRect = nr;
p.x = 0;
p.y = 0;
ClientToScreen(hWnd, &p);
window_x = p.x;
window_y = p.y;
window_width = WindowRect.right - WindowRect.left;
window_height = WindowRect.bottom - WindowRect.top;
vid.pixelwidth = window_width;
vid.pixelheight = window_height;
window_rect.left = window_x;
window_rect.top = window_y;
window_rect.right = window_x + window_width;
window_rect.bottom = window_y + window_height;
window_center_x = (window_rect.left + window_rect.right) / 2;
window_center_y = (window_rect.top + window_rect.bottom) / 2;
INS_UpdateClipCursor ();
}
//====================================
qboolean VID_AttachGL (rendererstate_t *info)
{ //make sure we can get a valid renderer.
do
{
TRACE(("dbg: VID_AttachGL: GLInitialise\n"));
if (GLInitialise(info->subrenderer))
{
maindc = GetDC(mainwindow);
TRACE(("dbg: VID_AttachGL: bSetupPixelFormat\n"));
if (bSetupPixelFormat(maindc, info))
break;
ReleaseDC(mainwindow, maindc);
}
if (!*info->subrenderer || !stricmp(info->subrenderer, "opengl32.dll") || !stricmp(info->subrenderer, "opengl32")) //go for windows system dir if we failed with the default. Should help to avoid the 3dfx problem.
{
char systemgl[MAX_OSPATH+1];
GetSystemDirectory(systemgl, sizeof(systemgl)-1);
strncat(systemgl, "\\", sizeof(systemgl)-1);
if (*info->subrenderer)
strncat(systemgl, info->subrenderer, sizeof(systemgl)-1);
else
strncat(systemgl, "opengl32.dll", sizeof(systemgl)-1);
TRACE(("dbg: VID_AttachGL: GLInitialise (system dir specific)\n"));
if (GLInitialise(systemgl))
{
maindc = GetDC(mainwindow);
TRACE(("dbg: VID_AttachGL: bSetupPixelFormat\n"));
if (bSetupPixelFormat(maindc, info))
break;
ReleaseDC(mainwindow, maindc);
}
}
TRACE(("dbg: VID_AttachGL: failed to find a valid dll\n"));
return false;
} while(1);
TRACE(("dbg: VID_AttachGL: qwglCreateContext\n"));
baseRC = qwglCreateContext(maindc);
if (!baseRC)
{
Con_SafePrintf(CON_ERROR "Could not initialize GL (wglCreateContext failed).\n\nMake sure you in are 65535 color mode, and try running -window.\n"); //green to make it show.
return false;
}
TRACE(("dbg: VID_AttachGL: qwglMakeCurrent\n"));
if (!qwglMakeCurrent(maindc, baseRC))
{
Con_SafePrintf(CON_ERROR "wglMakeCurrent failed\n"); //green to make it show.
return false;
}
if (developer.ival)
{
char *(WINAPI *wglGetExtensionsString)(HDC hdc) = NULL;
if (!wglGetExtensionsString)
wglGetExtensionsString = getglfunc("wglGetExtensionsString");
if (!wglGetExtensionsString)
wglGetExtensionsString = getglfunc("wglGetExtensionsStringARB");
if (!wglGetExtensionsString)
wglGetExtensionsString = getglfunc("wglGetExtensionsStringEXT");
if (wglGetExtensionsString)
Con_SafePrintf("WGL extensions: %s\n", wglGetExtensionsString(maindc));
}
qwglCreateContextAttribsARB = getglfunc("wglCreateContextAttribsARB");
#if 1//def _DEBUG
//attempt to promote that to opengl3.
if (qwglCreateContextAttribsARB)
{
HGLRC opengl3;
int attribs[9];
char *mv;
int i = 0;
char *ver;
ver = vid_gl_context_version.string;
if (!*ver && vid_gl_context_es.ival)
ver = "2.0";
mv = ver;
while (*mv)
{
if (*mv++ == '.')
break;
}
if (*ver)
{
attribs[i++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
attribs[i++] = atoi(ver);
}
if (*mv)
{
attribs[i++] = WGL_CONTEXT_MINOR_VERSION_ARB;
attribs[i++] = atoi(mv);
}
//flags
attribs[i+1] = 0;
if (vid_gl_context_debug.ival)
attribs[i+1] |= WGL_CONTEXT_DEBUG_BIT_ARB;
if (vid_gl_context_forwardcompatible.ival)
attribs[i+1] |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (attribs[i+1])
{
attribs[i] = WGL_CONTEXT_FLAGS_ARB;
i += 2;
}
/*only switch contexts if there's actually a point*/
if (i || !vid_gl_context_compatibility.ival || vid_gl_context_es.ival)
{
attribs[i+1] = 0;
if (vid_gl_context_es.ival)
attribs[i+1] |= WGL_CONTEXT_ES2_PROFILE_BIT_EXT;
else if (vid_gl_context_compatibility.ival)
attribs[i+1] |= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
else
attribs[i+1] |= WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
attribs[i] = WGL_CONTEXT_PROFILE_MASK_ARB;
//WGL_CONTEXT_PROFILE_MASK_ARB is ignored if < 3.2 - however, nvidia do not agree and return errors
if (atof(ver) >= 3.2 || vid_gl_context_es.ival)
i+=2;
attribs[i] = 0;
if ((opengl3 = qwglCreateContextAttribsARB(maindc, NULL, attribs)))
{
qwglMakeCurrent(maindc, NULL);
qwglDeleteContext(baseRC);
baseRC = opengl3;
if (!qwglMakeCurrent( maindc, baseRC ))
{
Con_SafePrintf(CON_ERROR "wglMakeCurrent failed\n"); //green to make it show.
return false;
}
}
else
{
DWORD error = GetLastError();
if (error == (0xc0070000 | ERROR_INVALID_VERSION_ARB))
Con_Printf("Unsupported OpenGL context version (%s).\n", vid_gl_context_version.string);
else if (error == (0xc0070000 | ERROR_INVALID_PROFILE_ARB))
Con_Printf("Unsupported OpenGL profile (%s).\n", vid_gl_context_es.ival?"gles":(vid_gl_context_compatibility.ival?"compat":"core"));
else if (error == (0xc0070000 | ERROR_INVALID_OPERATION))
Con_Printf("wglCreateContextAttribsARB returned invalid operation.\n");
else if (error == (0xc0070000 | ERROR_DC_NOT_FOUND))
Con_Printf("wglCreateContextAttribsARB returned dc not found.\n");
else if (error == (0xc0070000 | ERROR_INVALID_PIXEL_FORMAT))
Con_Printf("wglCreateContextAttribsARB returned dc not found.\n");
else if (error == (0xc0070000 | ERROR_NO_SYSTEM_RESOURCES))
Con_Printf("wglCreateContextAttribsARB ran out of system resources.\n");
else if (error == (0xc0070000 | ERROR_INVALID_PARAMETER))
Con_Printf("wglCreateContextAttribsARB reported invalid parameter.\n");
else
Con_Printf("Unknown error creating an OpenGL (%s) Context.\n", vid_gl_context_version.string);
}
}
}
#endif
TRACE(("dbg: VID_AttachGL: GL_Init\n"));
GL_Init(getglfunc);
if (info->stereo)
{
GLboolean ster = false;
qglGetBooleanv(GL_STEREO, &ster);
if (!ster)
Con_Printf("Unable to create stereoscopic/quad-buffered OpenGL context. Please use a different stereoscopic method.\n");
}
qwglChoosePixelFormatARB = getglfunc("wglChoosePixelFormatARB");
qwglSwapIntervalEXT = getglfunc("wglSwapIntervalEXT");
if (qwglSwapIntervalEXT && *vid_vsync.string)
{
TRACE(("dbg: VID_AttachGL: qwglSwapIntervalEXT\n"));
qwglSwapIntervalEXT(vid_vsync.value);
}
TRACE(("dbg: VID_AttachGL: qSwapBuffers\n"));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
qSwapBuffers(maindc);
if (!qGetDeviceGammaRamp) qGetDeviceGammaRamp = (void*)GetDeviceGammaRamp;
if (!qSetDeviceGammaRamp) qSetDeviceGammaRamp = (void*)SetDeviceGammaRamp;
return true;
}
void VID_Wait_Override_Callback(struct cvar_s *var, char *oldvalue)
{
if (qwglSwapIntervalEXT && *vid_vsync.string)
qwglSwapIntervalEXT(vid_vsync.value);
}
void GLVID_Recenter_f(void)
{
// 4 unused variables
//int nw = vid_width.value;
//int nh = vid_height.value;
//int nx = 0;
//int ny = 0;
#ifdef _MSC_VER
#define strtoull _strtoui64
#endif
if (Cmd_Argc() > 1)
sys_parentleft = atoi(Cmd_Argv(1));
if (Cmd_Argc() > 2)
sys_parenttop = atoi(Cmd_Argv(2));
if (Cmd_Argc() > 3)
sys_parentwidth = atoi(Cmd_Argv(3));
if (Cmd_Argc() > 4)
sys_parentheight = atoi(Cmd_Argv(4));
if (Cmd_Argc() > 5)
{
HWND newparent = (HWND)(DWORD_PTR)strtoull(Cmd_Argv(5), NULL, 16);
if (newparent != sys_parentwindow && mainwindow && modestate==MS_WINDOWED)
SetParent(mainwindow, sys_parentwindow);
sys_parentwindow = newparent;
}
if (sys_parentwindow && modestate==MS_WINDOWED)
{
WindowRect = centerrect(sys_parentleft, sys_parenttop, sys_parentwidth, sys_parentheight, sys_parentwidth, sys_parentheight);
MoveWindow(mainwindow, WindowRect.left, WindowRect.top, WindowRect.right - WindowRect.left, WindowRect.bottom - WindowRect.top, FALSE);
VID_UpdateWindowStatus (mainwindow);
Cvar_ForceCallback(&vid_conautoscale);
}
}
void VID_WndAlpha_Override_Callback(struct cvar_s *var, char *oldvalue)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//this code tells windows to use the alpha channel of the screen, but does really nasty things with the mouse such that its unplayable.
//its not useful.
/* if (modestate==MS_WINDOWED)
{
struct qDWM_BLURBEHIND
{
DWORD dwFlags;
BOOL fEnable;
HRGN hRgnBlur;
BOOL fTransitionOnMaximized;
} bb = {1, true, NULL, true};
HRESULT (WINAPI *pDwmEnableBlurBehindWindow)(HWND hWnd,const struct qDWM_BLURBEHIND *pBlurBehind);
dllfunction_t dwm[] =
{
{(void*)&pDwmEnableBlurBehindWindow, "DwmEnableBlurBehindWindow"},
{NULL,NULL}
};
if (Sys_LoadLibrary("dwmapi.dll", dwm))
pDwmEnableBlurBehindWindow(mainwindow, &bb);
}
*/
#ifdef WS_EX_LAYERED
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//enable whole-window fixed transparency. should work in win2k+
//note that this can destroy framerates, and they won't reset when the setting is reverted to 1.
//be prepared to do a vid_restart.
if (modestate==MS_WINDOWED)
{
int av;
HMODULE hm = GetModuleHandle("user32.dll");
lpfnSetLayeredWindowAttributes pSetLayeredWindowAttributes;
pSetLayeredWindowAttributes = (void*)GetProcAddress(hm, "SetLayeredWindowAttributes");
av = 255 * var->value;
if (av < 70)
av = 70;
if (av > 255)
av = 255;
if (pSetLayeredWindowAttributes)
{
// Set WS_EX_LAYERED on this window
if (av < 255)
{
SetWindowLong(mainwindow, GWL_EXSTYLE, GetWindowLong(mainwindow, GWL_EXSTYLE) | WS_EX_LAYERED);
// Make this window 70% alpha
pSetLayeredWindowAttributes(mainwindow, 0, (BYTE)av, LWA_ALPHA);
}
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
SetWindowLong(mainwindow, GWL_EXSTYLE, GetWindowLong(mainwindow, GWL_EXSTYLE) & ~WS_EX_LAYERED);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
pSetLayeredWindowAttributes(mainwindow, 0, (BYTE)255, LWA_ALPHA);
}
}
}
#endif
}
void GLVID_SwapBuffers (void)
{
qSwapBuffers(maindc);
// handle the mouse state when windowed if that's changed
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
}
void OblitterateOldGamma(void)
{
int i;
if (vid_preservegamma.value)
return;
for (i = 0; i < 256; i++)
{
originalgammaramps[0][i] = (i<<8) + i;
originalgammaramps[1][i] = (i<<8) + i;
originalgammaramps[2][i] = (i<<8) + i;
}
}
qboolean GLVID_ApplyGammaRamps (unsigned short *ramps)
{
if (ramps)
{
if (!gammaworks)
return false;
if (vid_hardwaregamma.value == 1 && modestate == MS_WINDOWED)
return false; //don't do hardware gamma in windowed mode
if (ActiveApp && vid_hardwaregamma.value) //this is needed because ATI drivers don't work properly (or when task-switched out).
{
if (gammaworks)
{ //we have hardware gamma applied - if we're doing a BF, we don't want to reset to the default gamma (yuck)
if (vid_desktopgamma.value)
{
HDC hDC = GetDC(GetDesktopWindow());
qSetDeviceGammaRamp (hDC, ramps);
ReleaseDC(GetDesktopWindow(), hDC);
}
else
{
qSetDeviceGammaRamp (maindc, ramps);
}
}
return true;
}
return false;
}
else
{
//revert to default
if (qSetDeviceGammaRamp)
{
OblitterateOldGamma();
if (vid_desktopgamma.value)
{
HDC hDC = GetDC(GetDesktopWindow());
qSetDeviceGammaRamp (hDC, originalgammaramps);
ReleaseDC(GetDesktopWindow(), hDC);
}
else
{
qSetDeviceGammaRamp(maindc, originalgammaramps);
}
}
return true;
}
}
void GLVID_Crashed(void)
{
if (qSetDeviceGammaRamp && gammaworks)
{
OblitterateOldGamma();
qSetDeviceGammaRamp(maindc, originalgammaramps);
}
}
void GLVID_Shutdown (void)
{
if (qSetDeviceGammaRamp)
{
OblitterateOldGamma();
if (vid_desktopgamma.value)
{
HDC hDC = GetDC(GetDesktopWindow());
qSetDeviceGammaRamp(hDC, originalgammaramps);
ReleaseDC(GetDesktopWindow(), hDC);
}
else
{
qSetDeviceGammaRamp(maindc, originalgammaramps);
}
}
qSetDeviceGammaRamp = NULL;
qGetDeviceGammaRamp = NULL;
gammaworks = false;
GLBE_Shutdown();
VID_UnSetMode();
}
//==========================================================================
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_FULL_ACCELERATION_ARB 0x2027
qboolean shouldforcepixelformat;
int forcepixelformat;
BOOL CheckForcePixelFormat(rendererstate_t *info)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (qwglChoosePixelFormatARB && (info->multisample || info->srgb))
{
HDC hDC;
int valid;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
float fAttribute[] = {0,0};
UINT numFormats;
int pixelformat;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int iAttributes = 0;
int iAttribute[16*2];
iAttribute[iAttributes++] = WGL_DRAW_TO_WINDOW_ARB; iAttribute[iAttributes++] = GL_TRUE;
iAttribute[iAttributes++] = WGL_SUPPORT_OPENGL_ARB; iAttribute[iAttributes++] = GL_TRUE;
iAttribute[iAttributes++] = WGL_ACCELERATION_ARB; iAttribute[iAttributes++] = WGL_FULL_ACCELERATION_ARB;
iAttribute[iAttributes++] = WGL_COLOR_BITS_ARB; iAttribute[iAttributes++] = info->bpp;
iAttribute[iAttributes++] = WGL_ALPHA_BITS_ARB; iAttribute[iAttributes++] = 4;
iAttribute[iAttributes++] = WGL_DEPTH_BITS_ARB; iAttribute[iAttributes++] = 16;
iAttribute[iAttributes++] = WGL_STENCIL_BITS_ARB; iAttribute[iAttributes++] = 8;
iAttribute[iAttributes++] = WGL_DOUBLE_BUFFER_ARB; iAttribute[iAttributes++] = GL_TRUE;
iAttribute[iAttributes++] = WGL_STEREO_ARB; iAttribute[iAttributes++] = info->stereo;
if (info->multisample)
{
iAttribute[iAttributes++] = WGL_SAMPLE_BUFFERS_ARB; iAttribute[iAttributes++] = GL_TRUE;
iAttribute[iAttributes++] = WGL_SAMPLES_ARB, iAttribute[iAttributes++] = info->multisample; // Check For 4x Multisampling
}
if (info->srgb)
{
iAttribute[iAttributes++] = WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB; iAttribute[iAttributes++] = GL_TRUE;
}
iAttribute[iAttributes++] = 0; iAttribute[iAttributes++] = 0;
TRACE(("dbg: bSetupPixelFormat: attempting wglChoosePixelFormatARB (multisample 4)\n"));
hDC = GetDC(mainwindow);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
valid = qwglChoosePixelFormatARB(hDC,iAttribute,fAttribute,1,&pixelformat,&numFormats);
/* while ((!valid || numFormats < 1) && iAttribute[19] > 1)
{ //failed, switch wgl_samples to 2
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
iAttribute[19] /= 2;
TRACE(("dbg: bSetupPixelFormat: attempting wglChoosePixelFormatARB (smaller multisample)\n"));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
valid = qwglChoosePixelFormatARB(hDC,iAttribute,fAttribute,1,&pixelformat,&numFormats);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
*/
ReleaseDC(mainwindow, hDC);
if (valid && numFormats > 0)
{
shouldforcepixelformat = true;
forcepixelformat = pixelformat;
return true;
}
}
return false;
}
BYTE IntensityFromShifted(unsigned int index, unsigned int shift, unsigned int bits)
{
unsigned int val;
val = (index >> shift) & ((1 << bits) - 1);
switch (bits)
{
case 1:
val = val ? 0xFF : 0;
break;
case 2:
val |= val << 2;
val |= val << 4;
break;
case 3:
val = val << (8 - bits);
val |= val >> 3;
break;
case 4:
case 5:
case 6:
case 7:
val = val << (8 - bits);
val |= val >> bits;
break;
case 8:
break;
default:
return 0;
}
return val;
}
void FixPaletteInDescriptor(HDC hDC, PIXELFORMATDESCRIPTOR *pfd)
{
LOGPALETTE *ppal;
HPALETTE hpal;
int idx, clrs;
if (pfd->dwFlags & PFD_NEED_PALETTE)
{
clrs = 1 << pfd->cColorBits;
ppal = Z_Malloc(sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * clrs);
ppal->palVersion = 0x300;
ppal->palNumEntries = clrs;
for (idx = 0; idx < clrs; idx++)
{
ppal->palPalEntry[idx].peRed = IntensityFromShifted(idx, pfd->cRedShift, pfd->cRedBits);
ppal->palPalEntry[idx].peGreen = IntensityFromShifted(idx, pfd->cGreenShift, pfd->cGreenBits);
ppal->palPalEntry[idx].peBlue = IntensityFromShifted(idx, pfd->cBlueShift, pfd->cBlueBits);
ppal->palPalEntry[idx].peFlags = 0;
}
hpal = CreatePalette(ppal);
SelectPalette(hDC, hpal, FALSE);
RealizePalette(hDC);
Z_Free(ppal);
}
}
BOOL bSetupPixelFormat(HDC hDC, rendererstate_t *info)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW // support window
| PFD_SUPPORT_OPENGL // support OpenGL
| PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
24, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
#ifndef RTLIGHTS
32, // 32-bit z-buffer
0, // 0 stencil, don't need it unless we're using rtlights
#else
24, // 24-bit z-buffer
8, // stencil buffer
#endif
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
int pixelformat;
TRACE(("dbg: bSetupPixelFormat: ChoosePixelFormat\n"));
if (info->stereo)
pfd.dwFlags |= PFD_STEREO;
if (info->bpp == 15 || info->bpp == 16)
pfd.cColorBits = 16;
if (shouldforcepixelformat && qwglChoosePixelFormatARB) //the extra && is paranoia
{
shouldforcepixelformat = false;
pixelformat = forcepixelformat;
}
else
{
if ((pixelformat = qChoosePixelFormat(hDC, &pfd)))
{
TRACE(("dbg: ChoosePixelFormat 1: worked\n"));
if (qSetPixelFormat(hDC, pixelformat, &pfd))
{
TRACE(("dbg: bSetupPixelFormat: we can use the stencil buffer. woot\n"));
qDescribePixelFormat(hDC, pixelformat, sizeof(pfd), &pfd);
FixPaletteInDescriptor(hDC, &pfd);
if ((pfd.dwFlags & PFD_GENERIC_FORMAT) && !(pfd.dwFlags & PFD_GENERIC_ACCELERATED))
{
Con_Printf(CON_WARNING "WARNING: software-rendered opengl context\nPlease install appropriate graphics drivers, or try d3d rendering instead\n");
}
else if (pfd.dwFlags & PFD_SWAP_COPY)
Con_Printf(CON_WARNING "WARNING: buffer swaps will use copy operations\n");
return TRUE;
}
}
TRACE(("dbg: ChoosePixelFormat 1: no stencil buffer for us\n"));
pfd.cStencilBits = 0;
if ( (pixelformat = qChoosePixelFormat(hDC, &pfd)) == 0 )
{
Con_Printf("bSetupPixelFormat: ChoosePixelFormat failed (%i)\n", (int)GetLastError());
return FALSE;
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
qDescribePixelFormat(hDC, pixelformat, sizeof(pfd), &pfd);
if (qSetPixelFormat(hDC, pixelformat, &pfd) == FALSE)
{
Con_Printf("bSetupPixelFormat: SetPixelFormat failed (%i)\n", (int)GetLastError());
return FALSE;
}
if ((pfd.dwFlags & PFD_GENERIC_FORMAT) && !(pfd.dwFlags & PFD_GENERIC_ACCELERATED))
{
Con_Printf(CON_WARNING "WARNING: software-rendered opengl context\nPlease install appropriate graphics drivers, or try d3d rendering instead\n");
}
else if (pfd.dwFlags & PFD_SWAP_COPY)
Con_Printf(CON_WARNING "WARNING: buffer swaps will use copy operations\n");
FixPaletteInDescriptor(hDC, &pfd);
return TRUE;
}
/*
===================================================================
MAIN WINDOW
===================================================================
*/
/*
================
ClearAllStates
================
*/
void ClearAllStates (void)
{
int i;
// send an up event for each key, to make sure the server clears them all
for (i=0 ; i<256 ; i++)
{
Key_Event (0, i, 0, false);
}
Key_ClearStates ();
INS_ClearStates ();
}
qboolean GLAppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (ActiveApp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
ActiveApp = fActive;// && (foregroundwindow==mainwindow);
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!ActiveApp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (ActiveApp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
if (fActive)
{
if (modestate != MS_WINDOWED)
{
if (vid_canalttab && vid_wassuspended)
{
vid_wassuspended = false;
ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN);
ShowWindow(mainwindow, SW_SHOWNORMAL);
// Fix for alt-tab bug in NVidia drivers
MoveWindow (mainwindow, 0, 0, gdevmode.dmPelsWidth, gdevmode.dmPelsHeight, false);
}
}
gammapending = 0.5; //delayed gamma force
Cvar_ForceCallback(&v_gamma); //so the delay isn't so blatent when you have decent graphics drivers that don't break things.
}
if (!fActive)
{
if (modestate != MS_WINDOWED)
{
if (vid_canalttab)
{
ChangeDisplaySettings (NULL, 0);
vid_wassuspended = true;
}
}
Cvar_ForceCallback(&v_gamma); //wham bam thanks.
}
return true;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef TWF_WANTPALM
typedef struct _TOUCHINPUT {
LONG x;
LONG y;
HANDLE hSource;
DWORD dwID;
DWORD dwFlags;
DWORD dwMask;
DWORD dwTime;
ULONG_PTR dwExtraInfo;
DWORD cxContact;
DWORD cyContact;
} TOUCHINPUT, *PTOUCHINPUT;
DECLARE_HANDLE(HTOUCHINPUT);
#define WM_TOUCH 0x0240
#define TOUCHINPUTMASKF_CONTACTAREA 0x0004
#define TOUCHEVENTF_DOWN 0x0002
#define TOUCHEVENTF_UP 0x0004
#define TWF_WANTPALM 0x00000002
#endif
static BOOL (WINAPI *pRegisterTouchWindow)(HWND hWnd, ULONG ulFlags);
static BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT hTouchInput, UINT cInputs, PTOUCHINPUT pInputs, int cbSize);
static BOOL (WINAPI *pCloseTouchInputHandle)(HTOUCHINPUT hTouchInput);
static void Win_Touch_Init(HWND wnd)
{
HMODULE lib;
lib = LoadLibrary("user32.dll");
pRegisterTouchWindow = (void*)GetProcAddress(lib, "RegisterTouchWindow");
pGetTouchInputInfo = (void*)GetProcAddress(lib, "GetTouchInputInfo");
pCloseTouchInputHandle = (void*)GetProcAddress(lib, "CloseTouchInputHandle");
if (pRegisterTouchWindow && pGetTouchInputInfo && pCloseTouchInputHandle)
pRegisterTouchWindow(wnd, TWF_WANTPALM);
}
static void Win_Touch_Event(int points, HTOUCHINPUT ti)
{
float sz;
int i;
TOUCHINPUT *inputs = malloc(points * sizeof(*inputs)), *input;
if (inputs)
{
if (pGetTouchInputInfo(ti, points, inputs, sizeof(*inputs)))
{
for (i = 0, input = inputs; i < points; i++, input++)
{
int id = input->dwID+1; //googling implies the id is generally a low 0-based index. I can't test this. the +1 ensures that mouselook is not broken by someone trying to use a touchscreen at the same time.
if (input->dwMask & TOUCHINPUTMASKF_CONTACTAREA)
sz = sqrt((input->cxContact*input->cxContact + input->cyContact*input->cyContact) / 10000.0);
else
sz = 0;
//the web seems to imply that the ids should be low values, <16 or so. hurrah.
//movement *then* buttons. this should ensure that the cursor is positioned correctly.
IN_MouseMove(id, true, input->x/100.0f, input->y/100.0f, 0, sz);
if (input->dwFlags & TOUCHEVENTF_DOWN)
IN_KeyEvent(id, true, K_MOUSE1, 0);
if (input->dwFlags & TOUCHEVENTF_UP)
IN_KeyEvent(id, false, K_MOUSE1, 0);
}
}
free(inputs);
}
pCloseTouchInputHandle(ti);
}
/* main window procedure */
LONG WINAPI GLMainWndProc (
HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
LONG lRet = 1;
// int fActive, fMinimized;
int temp;
extern unsigned int uiWheelMessage;
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
case WM_COPYDATA:
{
COPYDATASTRUCT *cds = (COPYDATASTRUCT*)lParam;
Host_RunFile(cds->lpData, cds->cbData, NULL);
}
break;
case WM_KILLFOCUS:
GLAppActivate(FALSE, Minimized);
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
ClearAllStates ();
break;
case WM_SETFOCUS:
if (!GLAppActivate(TRUE, Minimized))
break;
ClearAllStates ();
break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case WM_TOUCH:
Win_Touch_Event(LOWORD(wParam), (HTOUCHINPUT)lParam);
return 0; //return 0 if we handled it.
case WM_CREATE:
break;
case WM_MOVE:
VID_UpdateWindowStatus (hWnd);
Cvar_ForceCallback(&vid_conautoscale);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (!vid_initializing)
INS_TranslateKeyEvent(wParam, lParam, true, 0);
break;
// case WM_UNICHAR:
case WM_DEADCHAR:
case WM_SYSDEADCHAR:
case WM_CHAR:
case WM_SYSCHAR:
// if (!vid_initializing)
// INS_TranslateKeyEvent(wParam, lParam, true);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
INS_TranslateKeyEvent(wParam, lParam, false, 0);
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
{
temp |= 1;
if (sys_parentwindow && modestate == MS_WINDOWED)
SetFocus(hWnd);
}
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
}
}
break;
case WM_INPUT:
// raw input handling
if (!vid_initializing)
INS_RawInput_Read((HANDLE)lParam);
break;
case WM_USER:
#ifndef NOMEDIA
STT_Event();
#endif
break;
case WM_GETMINMAXINFO:
{
RECT windowrect;
RECT clientrect;
MINMAXINFO *mmi = (MINMAXINFO *) lParam;
GetWindowRect (hWnd, &windowrect);
GetClientRect (hWnd, &clientrect);
mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
}
return 0;
case WM_SIZE:
vid.isminimized = (wParam==SIZE_MINIMIZED);
if (!vid_initializing)
{
VID_UpdateWindowStatus (hWnd);
Cvar_ForceCallback(&vid_conautoscale);
}
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
}
break;
case WM_ACTIVATE:
// fActive = LOWORD(wParam);
// fMinimized = (BOOL) HIWORD(wParam);
// if (!GLAppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
ClearAllStates ();
Cvar_ForceCallback(&vid_conautoscale);
break;
case WM_DESTROY:
if (dibwindow)
DestroyWindow (dibwindow);
break;
case WM_SETCURSOR:
//only use a custom cursor if the cursor is inside the client area
switch(lParam&0xffff)
{
case 0:
break;
case HTCLIENT:
if (hCustomCursor) //custom cursor enabled
SetCursor(hCustomCursor);
else //fallback on an arrow cursor, just so we have something visible at startup or so
SetCursor(hArrowCursor);
lRet = TRUE;
break;
default:
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
break;
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
qboolean GLVID_Is8bit(void) {
return is8bit;
}
void VID_Init8bitPalette(void)
{
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB
// Check for 8bit Extensions and initialize them.
int i;
char thePalette[256*3];
char *oldPalette, *newPalette;
qglColorTableEXT = (void *)qwglGetProcAddress("glColorTableEXT");
if (!qglColorTableEXT || !GL_CheckExtension("GL_EXT_shared_texture_palette") || COM_CheckParm("-no8bit"))
return;
Con_SafePrintf("8-bit GL extensions enabled.\n");
qglEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
oldPalette = (char *) d_8to24rgbtable; //d_8to24table3dfx;
newPalette = thePalette;
for (i=0;i<256;i++)
{
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
oldPalette++;
}
qglColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGB, 256, GL_RGB, GL_UNSIGNED_BYTE,
(void *) thePalette);
is8bit = TRUE;
#endif
#endif
}
void GLVID_DeInit (void)
{
GLVID_Shutdown();
ActiveApp = false;
Cvar_Unhook(&vid_vsync);
Cvar_Unhook(&vid_wndalpha);
Cmd_RemoveCommand("vid_recenter");
UnregisterClass(WINDOW_CLASS_NAME, global_hInstance);
}
/*
===================
VID_Init
===================
*/
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
{
// qbyte *ptmp;
DEVMODE devmode;
WNDCLASS wc;
memset(&devmode, 0, sizeof(devmode));
hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
hArrowCursor = LoadCursor (NULL,IDC_ARROW);
rf->VID_CreateCursor = WIN_CreateCursor;
rf->VID_DestroyCursor = WIN_DestroyCursor;
rf->VID_SetCursor = WIN_SetCursor;
/* Register the frame class */
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)GLMainWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = hIcon;
wc.hCursor = hArrowCursor;
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = WINDOW_CLASS_NAME;
if (!RegisterClass (&wc)) //this isn't really fatal, we'll let the CreateWindow fail instead.
MessageBox(NULL, "RegisterClass failed", "GAH", 0);
vid_initialized = false;
vid_initializing = true;
if (!GLVID_SetMode (info, palette))
{
VID_UnSetMode();
return false;
}
// Check for 3DFX Extensions and initialize them.
VID_Init8bitPalette();
vid_canalttab = true;
Cvar_Hook(&vid_vsync, VID_Wait_Override_Callback);
Cvar_Hook(&vid_wndalpha, VID_WndAlpha_Override_Callback);
Cmd_AddCommand("vid_recenter", GLVID_Recenter_f);
vid_initialized = true;
vid_initializing = false;
return true;
}
#endif