31506617f0
Fixed openal linux .so name, now usable in linux. sdl audio code now uses sdl2 audio, and thus can support multiple devices simultaneously. linux non-sdl builds now dynamically link to SDL2 for audio. This is now the default audio system in ALL non-android linux builds. This is the only real option to cope with the mess that is alsa. Fix netgraph when running q2. No longer makes palette assumptions. Fixed q2 ping values. Tweaked a load of windows code to use wide chars, because microsoft do not support utf-8. fixed an issue with winsspi where data from large packets could get lost. now tries to read .lit2 files (although still refuses to read them for now). Fixed motionblur. To make Shpuld happy... :P git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4871 fc73d0e0-1445-4013-8a0c-d673dee63da5
251 lines
6 KiB
C
251 lines
6 KiB
C
#include "quakedef.h"
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#ifndef SERVERONLY
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#include "gl_draw.h"
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#include "shader.h"
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#ifdef _WIN32
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#include <windows.h>
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#include "resource.h"
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#else
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#include <unistd.h>
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#endif
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static texid_tf dummytex;
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static void Headless_Draw_Init(void)
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{
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R2D_Init();
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}
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static void Headless_Draw_Shutdown(void)
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{
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Shader_Shutdown();
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}
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static void Headless_IMG_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
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{
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}
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static qboolean Headless_IMG_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips)
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{
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int i;
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for (i = 0; i < mips->mipcount; i++)
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if (mips->mip[i].needfree)
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Z_Free(mips->mip[i].data);
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if (mips->extrafree)
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Z_Free(mips->extrafree);
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return true;
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}
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static void Headless_IMG_DestroyTexture (texid_t tex)
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{
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}
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static void Headless_R_Init (void)
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{
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}
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static void Headless_R_DeInit (void)
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{
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}
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static void Headless_R_RenderView (void)
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{
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}
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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extern cvar_t vid_renderer;
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switch(msg)
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{
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case WM_USER:
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switch(LOWORD(lparam))
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{
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case WM_CONTEXTMENU:
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case WM_USER+0:
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case WM_RBUTTONUP:
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if (!Q_strcasecmp(vid_renderer.string, "headless"))
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Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL);
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else
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Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
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break;
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default:
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break;
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}
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return 0;
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default:
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return DefWindowProcA(wnd, msg, wparam, lparam);
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}
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}
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#endif
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static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette)
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{
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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extern HWND mainwindow;
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extern HINSTANCE global_hInstance;
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WNDCLASSW wc;
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NOTIFYICONDATAW data;
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//Shell_NotifyIcon requires a window to provide events etc.
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wc.style = 0;
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wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = global_hInstance;
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wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
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wc.hCursor = LoadCursor (NULL,IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = 0;
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wc.lpszClassName = L"FTEHeadlessClass";
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RegisterClassW(&wc);
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mainwindow = CreateWindowExW(0L, wc.lpszClassName, L"FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
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data.cbSize = sizeof(data);
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data.hWnd = mainwindow;
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data.uID = 0;
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data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
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data.uCallbackMessage = WM_USER;
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data.hIcon = wc.hIcon;
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wcscpy(data.szTip, L"Right-click to restore");
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Shell_NotifyIconW(NIM_ADD, &data);
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#endif
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return true;
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}
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static void Headless_VID_DeInit (void)
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{
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#ifdef _WIN32
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//tray icon crap, so the user can still restore the game.
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extern HWND mainwindow;
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DestroyWindow(mainwindow);
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mainwindow = NULL;
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#endif
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}
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static void Headless_VID_SwapBuffers (void)
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{
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}
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static qboolean Headless_VID_ApplyGammaRamps (unsigned short *ramps)
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{
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return false;
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}
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static void Headless_VID_SetWindowCaption (char *msg)
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{
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}
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static char *Headless_VID_GetRGBInfo (int prepad, int *truevidwidth, int *truevidheight)
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{
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*truevidwidth = *truevidheight = 0;
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return NULL;
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}
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static void Headless_SCR_UpdateScreen (void)
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{
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if (!cls.timedemo)
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{
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#ifdef _WIN32
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Sleep(100);
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#else
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usleep(100*1000);
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#endif
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}
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}
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static void Headless_BE_SelectMode (backendmode_t mode)
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{
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}
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static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
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{
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}
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static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags)
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{
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}
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static void Headless_BE_SubmitBatch (struct batch_s *batch)
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{
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}
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static struct batch_s *Headless_BE_GetTempBatch (void)
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{
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return NULL;
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}
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static void Headless_BE_DrawWorld (qboolean drawworld, qbyte *vis)
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{
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}
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static void Headless_BE_Init (void)
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{
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}
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static void Headless_BE_GenBrushModelVBO (struct model_s *mod)
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{
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}
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static void Headless_BE_ClearVBO (struct vbo_s *vbo)
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{
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}
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static void Headless_BE_UploadAllLightmaps (void)
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{
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}
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static void Headless_BE_SelectEntity (struct entity_s *ent)
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{
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}
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static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
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{
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return false;
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}
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static void Headless_BE_Scissor (srect_t *rect)
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{
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}
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static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
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{
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return false;
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}
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static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
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{
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}
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static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
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{
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}
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static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray)
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{
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}
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static void Headless_BE_VBO_Destroy (vboarray_t *vearray)
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{
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}
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static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
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{
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}
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rendererinfo_t headlessrenderer =
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{
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"Headless",
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{"headless"},
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QR_HEADLESS,
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Headless_Draw_Init,
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Headless_Draw_Shutdown,
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Headless_IMG_UpdateFiltering,
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Headless_IMG_LoadTextureMips,
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Headless_IMG_DestroyTexture,
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Headless_R_Init,
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Headless_R_DeInit,
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Headless_R_RenderView,
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Headless_VID_Init,
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Headless_VID_DeInit,
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Headless_VID_SwapBuffers,
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Headless_VID_ApplyGammaRamps,
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NULL,
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NULL,
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NULL,
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Headless_VID_SetWindowCaption,
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Headless_VID_GetRGBInfo,
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Headless_SCR_UpdateScreen,
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Headless_BE_SelectMode,
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Headless_BE_DrawMesh_List,
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Headless_BE_DrawMesh_Single,
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Headless_BE_SubmitBatch,
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Headless_BE_GetTempBatch,
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Headless_BE_DrawWorld,
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Headless_BE_Init,
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Headless_BE_GenBrushModelVBO,
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Headless_BE_ClearVBO,
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Headless_BE_UploadAllLightmaps,
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Headless_BE_SelectEntity,
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Headless_BE_SelectDLight,
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Headless_BE_Scissor,
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Headless_BE_LightCullModel,
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Headless_BE_VBO_Begin,
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Headless_BE_VBO_Data,
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Headless_BE_VBO_Finish,
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Headless_BE_VBO_Destroy,
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Headless_BE_RenderToTextureUpdate2d,
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""
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};
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#endif
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