fteqw/engine/gl/gl_vidlinuxglx.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.
*/
/*
Small note: anything concerning EGL in here is specific to egl-with-x11.
if you want egl-with-framebuffer, look elsewhere.
*/
/*
X11 is a huge pile of shit. I don't mean just the old x11 protocol, but all the _current_ standards that don't even try to fix the issues too.
Its fucking retarded the crap that you have to do to get something to work.
timeouts to ensure alt+tab between two apps doesn't fuck up gamma ramps is NOT a nice thing to have to do.
_MOUSE_ grabs cause alt+tab to fuck up
if I use xinput2 to get raw mouse events (so that I don't have to use some random hack to disable acceleration and risk failing to reset it on crashes), then the mouse still moves outside of our window, and trying to fire then looses focus...
xf86vm extension results in scrolling around a larger viewport. dependant upon the mouse position. even if we constrain the mouse to our window, it'll still scroll.
warping the pointer still triggers 'raw' mouse move events. in what world does that make any sense?!?
alt-tab task lists are a window in their own right. that's okay, but what's not okay is that they destroy that window without giving focus to the new window first, so the old one gets focus and that fucks everything up too. yay for timeouts.
to allow alt-tabbing with window managers that do not respect requests to not shove stuff on us, we have to hide ourselves completely and create a separate window that can still accept focus from the window manager. its fecking vile.
window managers reparent us too, in much the same way. which is a bad thing because we keep getting reparented and that makes a mess of focus events. its a nightmare.
the whole thing is bloody retarded.
none of these issues will be fixed by a compositing window manager, because there's still a window manager there.
*/
#include <termios.h>
#include <sys/ioctl.h>
#include <sys/stat.h>
#ifdef __linux__
#include <sys/vt.h>
#endif
#include <stdarg.h>
#include <stdio.h>
#include <signal.h>
#include <dlfcn.h>
#include "quakedef.h"
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#include <X11/Xutil.h>
#ifdef VKQUAKE
#include "vk/vkrenderer.h"
static qboolean XVK_SetupSurface_XLib(void);
static qboolean XVK_SetupSurface_XCB(void);
#endif
#ifdef GLQUAKE
#include <GL/glx.h>
#ifdef USE_EGL
#include "gl_videgl.h"
#endif
#include "glquake.h"
#endif
#define USE_VMODE
#define USE_XRANDR
#include <X11/keysym.h>
#include <X11/cursorfont.h>
static Display *vid_dpy = NULL;
static Cursor vid_nullcursor; //'cursor' to use when none should be shown
static Cursor vid_newcursor; //cursor that the game is trying to use
static Cursor vid_activecursor; //cursor that is currently active
static Window vid_window;
static Window vid_decoywindow; //for legacy mode, this is a boring window that we can reparent into as needed
static Window vid_root;
#ifdef GLQUAKE
static GLXContext ctx = NULL;
#endif
static int scrnum;
static long vid_x_eventmask;
static enum
{
PSL_NONE,
#ifdef GLQUAKE
#ifdef USE_EGL
PSL_EGL,
#endif
PSL_GLX,
#endif
#ifdef VKQUAKE
PSL_VULKAN,
#endif
} currentpsl;
extern cvar_t vid_conautoscale;
extern int sys_parentleft;
extern int sys_parenttop;
extern int sys_parentwidth;
extern int sys_parentheight;
extern long sys_parentwindow;
qboolean X11_CheckFeature(const char *featurename, qboolean defaultval)
{
cvar_t *var;
if (COM_CheckParm(va("-no%s", featurename)))
return false;
if (COM_CheckParm(va("-force%s", featurename)))
return true;
var = Cvar_Get(va("x11_allow_%s", featurename), defaultval?"1":"0", 0, NULL);
if (var)
return !!var->ival;
return defaultval;
}
#define KEY_MASK (KeyPressMask | KeyReleaseMask)
#define MOUSE_MASK (ButtonPressMask | ButtonReleaseMask | \
PointerMotionMask)
#define X_MASK (KEY_MASK | MOUSE_MASK | ResizeRequest | StructureNotifyMask | FocusChangeMask | VisibilityChangeMask)
struct _XrmHashBucketRec;
typedef int (*qXErrorHandler) (Display*, XErrorEvent*);
static struct
{
void *lib;
int (*pXChangeProperty)(Display *display, Window w, Atom property, Atom type, int format, int mode, unsigned char *data, int nelements);
int (*pXCloseDisplay)(Display *display);
int (*pXConvertSelection)(Display *display, Atom selection, Atom target, Atom property, Window requestor, Time time);
Colormap (*pXCreateColormap)(Display *display, Window w, Visual *visual, int alloc);
GC (*pXCreateGC)(Display *display, Drawable d, unsigned long valuemask, XGCValues *values);
Pixmap (*pXCreatePixmap)(Display *display, Drawable d, unsigned int width, unsigned int height, unsigned int depth);
Cursor (*pXCreatePixmapCursor)(Display *display, Pixmap source, Pixmap mask, XColor *foreground_color, XColor *background_color, unsigned int x, unsigned int y);
Window (*pXCreateWindow)(Display *display, Window parent, int x, int y, unsigned int width, unsigned int height, unsigned int border_width, int depth, unsigned int class, Visual *visual, unsigned long valuemask, XSetWindowAttributes *attributes);
int (*pXDefineCursor)(Display *display, Window w, Cursor cursor);
int (*pXDestroyWindow)(Display *display, Window w);
int (*pXFillRectangle)(Display *display, Drawable d, GC gc, int x, int y, unsigned int width, unsigned int height);
int (*pXFlush)(Display *display);
int (*pXFree)(void *data);
int (*pXFreeCursor)(Display *display, Cursor cursor);
void (*pXFreeEventData)(Display *display, XGenericEventCookie *cookie);
int (*pXFreeGC)(Display *display, GC gc);
int (*pXFreePixmap)(Display *display, Pixmap pixmap);
char *(*pXGetAtomName)(Display *display, Atom atom);
Bool (*pXGetEventData)(Display *display, XGenericEventCookie *cookie);
Window (*pXGetSelectionOwner)(Display *display, Atom selection);
Status (*pXGetWindowAttributes)(Display *display, Window w, XWindowAttributes *window_attributes_return);
int (*pXGetWindowProperty)(Display *display, Window w, Atom property, long long_offset, long long_length, Bool delete, Atom req_type, Atom *actual_type_return, int *actual_format_return, unsigned long *nitems_return, unsigned long *bytes_after_return, unsigned char **prop_return);
int (*pXGrabKeyboard)(Display *display, Window grab_window, Bool owner_events, int pointer_mode, int keyboard_mode, Time time);
int (*pXGrabPointer)(Display *display, Window grab_window, Bool owner_events, unsigned int event_mask, int pointer_mode, int keyboard_mode, Window confine_to, Cursor cursor, Time time);
Atom (*pXInternAtom)(Display *display, char *atom_name, Bool only_if_exists);
KeySym (*pXLookupKeysym)(XKeyEvent *key_event, int index);
int (*pXLookupString)(XKeyEvent *event_struct, char *buffer_return, int bytes_buffer, KeySym *keysym_return, XComposeStatus *status_in_out);
int (*pXMapWindow)(Display *display, Window w);
int (*pXMoveResizeWindow)(Display *display, Window w, int x, int y, unsigned width, unsigned height);
int (*pXMoveWindow)(Display *display, Window w, int x, int y);
int (*pXNextEvent)(Display *display, XEvent *event_return);
Display *(*pXOpenDisplay)(char *display_name);
int (*pXPending)(Display *display);
Bool (*pXQueryExtension)(Display *display, const char *name, int *major_opcode_return, int *first_event_return, int *first_error_return);
int (*pXRaiseWindow)(Display *display, Window w);
int (*pXReparentWindow)(Display *display, Window w, Window parent, int x, int y);
int (*pXResizeWindow)(Display *display, Window w, unsigned width, unsigned height);
int (*pXSelectInput)(Display *display, Window w, long event_mask);
Status (*pXSendEvent)(Display *display, Window w, Bool propagate, long event_mask, XEvent *event_send);
int (*pXSetIconName)(Display *display, Window w, char *icon_name);
int (*pXSetInputFocus)(Display *display, Window focus, int revert_to, Time time);
int (*pXSetSelectionOwner)(Display *display, Atom selection, Window owner, Time time);
void (*pXSetWMNormalHints)(Display *display, Window w, XSizeHints *hints);
Status (*pXSetWMProtocols)(Display *display, Window w, Atom *protocols, int count);
int (*pXStoreName)(Display *display, Window w, char *window_name);
int (*pXSync)(Display *display, Bool discard);
int (*pXUndefineCursor)(Display *display, Window w);
int (*pXUngrabKeyboard)(Display *display, Time time);
int (*pXUngrabPointer)(Display *display, Time time);
int (*pXWarpPointer)(Display *display, Window src_w, Window dest_w, int src_x, int src_y, unsigned int src_width, unsigned int src_height, int dest_x, int dest_y);
Status (*pXMatchVisualInfo)(Display *display, int screen, int depth, int class, XVisualInfo *vinfo_return);
qXErrorHandler (*pXSetErrorHandler)(XErrorHandler);
#define XI_RESOURCENAME "FTEQW"
#define XI_RESOURCECLASS "FTEQW"
char *(*pXSetLocaleModifiers)(char *modifier_list);
Bool (*pXSupportsLocale)(void);
XIM (*pXOpenIM)(Display *display, struct _XrmHashBucketRec *db, char *res_name, char *res_class);
char * (*pXGetIMValues)(XIM im, ...);
XIC (*pXCreateIC)(XIM im, ...);
void (*pXSetICFocus)(XIC ic);
void (*pXUnsetICFocus)(XIC ic);
char * (*pXGetICValues)(XIC ic, ...);
Bool (*pXFilterEvent)(XEvent *event, Window w);
int (*pXutf8LookupString)(XIC ic, XKeyPressedEvent *event, char *buffer_return, int bytes_buffer, KeySym *keysym_return, Status *status_return);
int (*pXwcLookupString)(XIC ic, XKeyPressedEvent *event, wchar_t *buffer_return, int bytes_buffer, KeySym *keysym_return, Status *status_return);
void (*pXDestroyIC)(XIC ic);
Status (*pXCloseIM)(XIM im);
qboolean dounicode;
XIC unicodecontext;
XIM inputmethod;
} x11;
static int X11_ErrorHandler(Display *dpy, XErrorEvent *e)
{
char msg[80];
// XGetErrorText(dpy, e->error_code, msg, sizeof(msg));
*msg = 0;
Con_Printf(CON_ERROR "XLib Error %d (%s): request %d.%d\n", e->error_code, msg, e->request_code, e->minor_code);
return 0; //ignored.
}
static qboolean x11_initlib(void)
{
static dllfunction_t x11_functable[] =
{
{(void**)&x11.pXChangeProperty, "XChangeProperty"},
{(void**)&x11.pXCloseDisplay, "XCloseDisplay"},
{(void**)&x11.pXConvertSelection, "XConvertSelection"},
{(void**)&x11.pXCreateColormap, "XCreateColormap"},
{(void**)&x11.pXCreateGC, "XCreateGC"},
{(void**)&x11.pXCreatePixmap, "XCreatePixmap"},
{(void**)&x11.pXCreatePixmapCursor, "XCreatePixmapCursor"},
{(void**)&x11.pXCreateWindow, "XCreateWindow"},
{(void**)&x11.pXDefineCursor, "XDefineCursor"},
{(void**)&x11.pXDestroyWindow, "XDestroyWindow"},
{(void**)&x11.pXFillRectangle, "XFillRectangle"},
{(void**)&x11.pXFlush, "XFlush"},
{(void**)&x11.pXFree, "XFree"},
{(void**)&x11.pXFreeCursor, "XFreeCursor"},
{(void**)&x11.pXFreeGC, "XFreeGC"},
{(void**)&x11.pXFreePixmap, "XFreePixmap"},
{(void**)&x11.pXGetAtomName, "XGetAtomName"},
{(void**)&x11.pXGetSelectionOwner, "XGetSelectionOwner"},
{(void**)&x11.pXGetWindowAttributes, "XGetWindowAttributes"},
{(void**)&x11.pXGetWindowProperty, "XGetWindowProperty"},
{(void**)&x11.pXGrabKeyboard, "XGrabKeyboard"},
{(void**)&x11.pXGrabPointer, "XGrabPointer"},
{(void**)&x11.pXInternAtom, "XInternAtom"},
{(void**)&x11.pXLookupKeysym, "XLookupKeysym"},
{(void**)&x11.pXLookupString, "XLookupString"},
{(void**)&x11.pXMapWindow, "XMapWindow"},
{(void**)&x11.pXMoveResizeWindow, "XMoveResizeWindow"},
{(void**)&x11.pXMoveWindow, "XMoveWindow"},
{(void**)&x11.pXNextEvent, "XNextEvent"},
{(void**)&x11.pXOpenDisplay, "XOpenDisplay"},
{(void**)&x11.pXPending, "XPending"},
{(void**)&x11.pXQueryExtension, "XQueryExtension"},
{(void**)&x11.pXRaiseWindow, "XRaiseWindow"},
{(void**)&x11.pXReparentWindow, "XReparentWindow"},
{(void**)&x11.pXResizeWindow, "XResizeWindow"},
{(void**)&x11.pXSelectInput, "XSelectInput"},
{(void**)&x11.pXSendEvent, "XSendEvent"},
{(void**)&x11.pXSetIconName, "XSetIconName"},
{(void**)&x11.pXSetInputFocus, "XSetInputFocus"},
{(void**)&x11.pXSetSelectionOwner, "XSetSelectionOwner"},
{(void**)&x11.pXSetWMNormalHints, "XSetWMNormalHints"},
{(void**)&x11.pXSetWMProtocols, "XSetWMProtocols"},
{(void**)&x11.pXStoreName, "XStoreName"},
{(void**)&x11.pXSync, "XSync"},
{(void**)&x11.pXUndefineCursor, "XUndefineCursor"},
{(void**)&x11.pXUngrabKeyboard, "XUngrabKeyboard"},
{(void**)&x11.pXUngrabPointer, "XUngrabPointer"},
{(void**)&x11.pXWarpPointer, "XWarpPointer"},
{(void**)&x11.pXMatchVisualInfo, "XMatchVisualInfo"},
{NULL, NULL}
};
if (!x11.lib)
{
#ifdef __CYGWIN__
x11.lib = Sys_LoadLibrary("cygX11-6.dll", x11_functable);
#else
x11.lib = Sys_LoadLibrary("libX11.so.6", x11_functable);
#endif
if (!x11.lib)
x11.lib = Sys_LoadLibrary("libX11", x11_functable);
//these ones are extensions, and the reason we're doing this.
if (x11.lib)
{
x11.pXSetErrorHandler = Sys_GetAddressForName(x11.lib, "XSetErrorHandler");
if (x11.pXSetErrorHandler)
x11.pXSetErrorHandler(X11_ErrorHandler);
//raw input (yay mouse deltas)
x11.pXGetEventData = Sys_GetAddressForName(x11.lib, "XGetEventData");
x11.pXFreeEventData = Sys_GetAddressForName(x11.lib, "XFreeEventData");
//internationalisation
x11.pXSetLocaleModifiers = Sys_GetAddressForName(x11.lib, "XSetLocaleModifiers");
x11.pXSupportsLocale = Sys_GetAddressForName(x11.lib, "XSupportsLocale");
x11.pXOpenIM = Sys_GetAddressForName(x11.lib, "XOpenIM");
x11.pXGetIMValues = Sys_GetAddressForName(x11.lib, "XGetIMValues");
x11.pXCreateIC = Sys_GetAddressForName(x11.lib, "XCreateIC");
x11.pXSetICFocus = Sys_GetAddressForName(x11.lib, "XSetICFocus");
x11.pXUnsetICFocus = Sys_GetAddressForName(x11.lib, "XUnsetICFocus");
x11.pXGetICValues = Sys_GetAddressForName(x11.lib, "XGetICValues");
x11.pXFilterEvent = Sys_GetAddressForName(x11.lib, "XFilterEvent");
x11.pXutf8LookupString = Sys_GetAddressForName(x11.lib, "Xutf8LookupString");
x11.pXwcLookupString = Sys_GetAddressForName(x11.lib, "XwcLookupString");
x11.pXDestroyIC = Sys_GetAddressForName(x11.lib, "XDestroyIC");
x11.pXCloseIM = Sys_GetAddressForName(x11.lib, "XCloseIM");
}
else
{
Con_Printf("Unable to load libX11\n");
}
}
return !!x11.lib;
}
#ifdef VK_USE_PLATFORM_XCB_KHR
static struct
{
void *lib;
xcb_connection_t *(*pXGetXCBConnection)(Display *dpy);
} x11xcb;
static qboolean x11xcb_initlib(void)
{
static dllfunction_t x11xcb_functable[] =
{
{(void**)&x11xcb.pXGetXCBConnection, "XGetXCBConnection"},
{NULL, NULL}
};
if (!x11xcb.lib)
{
x11xcb.lib = Sys_LoadLibrary("libX11-xcb.so.1", x11xcb_functable);
if (!x11xcb.lib)
x11xcb.lib = Sys_LoadLibrary("libX11-xcb", x11xcb_functable);
if (!x11xcb.lib)
Con_Printf("Unable to load libX11-xcb\n");
}
return !!x11xcb.lib;
}
#endif
#define FULLSCREEN_DESKTOP (1u<<0) //we didn't need to change video modes at all.
#define FULLSCREEN_VMODE (1u<<1) //using xf86 vidmode (we can actually change modes)
#define FULLSCREEN_VMODEACTIVE (1u<<2) //xf86 vidmode currently forced
#define FULLSCREEN_XRANDR (1u<<3) //using xf86 vidmode (we can actually change modes)
#define FULLSCREEN_XRANDRACTIVE (1u<<4) //xf86 vidmode currently forced
#define FULLSCREEN_LEGACY (1u<<5) //override redirect used (window is hidden from other programs, with a dummy window for alt+tab detection)
#define FULLSCREEN_WM (1u<<6) //fullscreen hint used (desktop environment is expected to 'do the right thing', but it won't change actual video modes)
#define FULLSCREEN_ACTIVE (1u<<7) //currently considered fullscreen
#define FULLSCREEN_ANYMODE (FULLSCREEN_DESKTOP|FULLSCREEN_VMODE|FULLSCREEN_XRANDR)
static unsigned int fullscreenflags;
static int fullscreenx;
static int fullscreeny;
static int fullscreenwidth;
static int fullscreenheight;
void X_GoFullscreen(void);
void X_GoWindowed(void);
/*when alt-tabbing or whatever, the window manager creates a window, then destroys it again, resulting in weird focus events that trigger mode switches and grabs. using a timer reduces the weirdness and allows alt-tab to work properly. or at least better than it was working. that's the theory anyway*/
static unsigned int modeswitchtime;
static int modeswitchpending;
#ifdef USE_VMODE
typedef struct
{
unsigned int dotclock;
unsigned short hdisplay;
unsigned short hsyncstart;
unsigned short hsyncend;
unsigned short htotal;
unsigned short hskew;
unsigned short vdisplay;
unsigned short vsyncstart;
unsigned short vsyncend;
unsigned short vtotal;
unsigned int flags;
} XF86VidModeModeInfo; //we don't touch this struct
static struct
{
int opcode, event, error;
int vmajor, vminor;
void *lib;
Bool (*pXF86VidModeQueryVersion)(Display *dpy, int *majorVersion, int *minorVersion);
Bool (*pXF86VidModeGetGammaRampSize)(Display *dpy, int screen, int *size);
Bool (*pXF86VidModeGetGammaRamp)(Display *dpy, int screen, int size, unsigned short *red, unsigned short *green, unsigned short *blue);
Bool (*pXF86VidModeSetGammaRamp)(Display *dpy, int screen, int size, unsigned short *red, unsigned short *green, unsigned short *blue);
Bool (*pXF86VidModeSetViewPort)(Display *dpy, int screen, int x, int y);
Bool (*pXF86VidModeSwitchToMode)(Display *dpy, int screen, XF86VidModeModeInfo *modeline);
Bool (*pXF86VidModeGetAllModeLines)(Display *dpy, int screen, int *modecount, XF86VidModeModeInfo ***modelinesPtr);
XF86VidModeModeInfo **modes;
int num_modes;
int usemode;
unsigned short originalramps[3][2048];
qboolean originalapplied; //states that the origionalramps arrays are valid, and contain stuff that we should revert to on close
int originalrampsize;
} vm;
static qboolean VMODE_Init(void)
{
static dllfunction_t vm_functable[] =
{
{(void**)&vm.pXF86VidModeQueryVersion, "XF86VidModeQueryVersion"},
{(void**)&vm.pXF86VidModeGetGammaRampSize, "XF86VidModeGetGammaRampSize"},
{(void**)&vm.pXF86VidModeGetGammaRamp, "XF86VidModeGetGammaRamp"},
{(void**)&vm.pXF86VidModeSetGammaRamp, "XF86VidModeSetGammaRamp"},
{(void**)&vm.pXF86VidModeSetViewPort, "XF86VidModeSetViewPort"},
{(void**)&vm.pXF86VidModeSwitchToMode, "XF86VidModeSwitchToMode"},
{(void**)&vm.pXF86VidModeGetAllModeLines, "XF86VidModeGetAllModeLines"},
{NULL, NULL}
};
vm.vmajor = 0;
vm.vminor = 0;
vm.usemode = -1;
vm.originalapplied = false;
if (!X11_CheckFeature("vmode", true))
return false;
if (!x11.pXQueryExtension(vid_dpy, "XFree86-VidModeExtension", &vm.opcode, &vm.event, &vm.error))
{
Con_Printf("VidModeExtension extension not available.\n");
return false;
}
if (!vm.lib)
vm.lib = Sys_LoadLibrary("libXxf86vm", vm_functable);
if (vm.lib)
{
if (vm.pXF86VidModeQueryVersion(vid_dpy, &vm.vmajor, &vm.vminor))
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
Con_Printf("Using XF86-VidModeExtension Ver. %d.%d\n", vm.vmajor, vm.vminor);
else
{
Con_Printf("No XF86-VidModeExtension support\n");
vm.vmajor = 0;
vm.vminor = 0;
}
}
return vm.vmajor;
}
static void VMODE_SelectMode(int *width, int *height, float rate)
{
if (COM_CheckParm("-current"))
return;
if (vm.vmajor)
{
int best_fit, best_dist, dist, x, y, z, r, i;
vm.pXF86VidModeGetAllModeLines(vid_dpy, scrnum, &vm.num_modes, &vm.modes);
best_dist = 9999999;
best_fit = -1;
if ((!*width || *width == DisplayWidth(vid_dpy, scrnum)) && (!*height || *height == DisplayHeight(vid_dpy, scrnum)) && !rate)
{
Con_Printf("XF86VM: mode change not needed\n");
fullscreenflags |= FULLSCREEN_DESKTOP;
return;
}
for (i = 0; i < vm.num_modes; i++)
{
//fixme: check this formula. should be the full refresh rate
r = vm.modes[i]->dotclock * 1000 / (vm.modes[i]->htotal * vm.modes[i]->vtotal);
if (*width > vm.modes[i]->hdisplay ||
*height > vm.modes[i]->vdisplay ||
rate > r)
continue;
x = *width - vm.modes[i]->hdisplay;
y = *height - vm.modes[i]->vdisplay;
z = rate?(rate - r):0;
dist = (x * x) + (y * y) + (z * z);
if (dist < best_dist)
{
best_dist = dist;
best_fit = i;
}
}
if (best_fit != -1)
{
// change to the mode
if (vm.pXF86VidModeSwitchToMode(vid_dpy, scrnum, vm.modes[vm.usemode=best_fit]))
{
*width = vm.modes[best_fit]->hdisplay;
*height = vm.modes[best_fit]->vdisplay;
// Move the viewport to top left
vm.pXF86VidModeSetViewPort(vid_dpy, scrnum, 0, 0);
x11.pXSync(vid_dpy, False);
fullscreenflags |= FULLSCREEN_VMODE | FULLSCREEN_VMODEACTIVE;
Con_Printf("XF86VM: changed mode\n");
}
else
Con_Printf("Failed to apply mode %i*%i\n", vm.modes[best_fit]->hdisplay, vm.modes[best_fit]->vdisplay);
}
}
}
#endif
#ifdef USE_XRANDR
#if 0
#include <X11/extensions/Xrandr.h>
#else
//stuff to avoid dependancies
typedef struct _XRRScreenConfiguration XRRScreenConfiguration;
typedef unsigned short Rotation;
typedef unsigned short SizeID;
typedef unsigned short SubpixelOrder;
typedef unsigned short Connection;
#define RR_Connected 0
typedef XID RROutput;
typedef XID RRCrtc;
typedef XID RRMode;
typedef unsigned long XRRModeFlags;
typedef struct {
int width, height;
int mwidth, mheight;
} XRRScreenSize;
typedef struct _XRROutputInfo {
Time timestamp;
RRCrtc crtc;
char *name;
int nameLen;
unsigned long mm_width;
unsigned long mm_height;
Connection connection;
SubpixelOrder subpixel_order;
int ncrtc;
RRCrtc *crtcs;
int nclone;
RROutput *clones;
int nmode;
int npreferred;
RRMode *modes;
} XRROutputInfo;
typedef struct _XRRModeInfo {
RRMode id;
unsigned int width;
unsigned int height;
unsigned long dotClock;
unsigned int hSyncStart;
unsigned int hSyncEnd;
unsigned int hTotal;
unsigned int hSkew;
unsigned int vSyncStart;
unsigned int vSyncEnd;
unsigned int vTotal;
char *name;
unsigned int nameLength;
XRRModeFlags modeFlags;
} XRRModeInfo;
typedef struct _XRRScreenResources {
Time timestamp;
Time configTimestamp;
int ncrtc;
RRCrtc *crtcs;
int noutput;
RROutput *outputs;
int nmode;
XRRModeInfo *modes;
} XRRScreenResources;
typedef struct _XRRCrtcInfo {
Time timestamp;
int x, y;
unsigned int width, height;
RRMode mode;
Rotation rotation;
int noutput;
RROutput *outputs;
Rotation rotations;
int npossible;
RROutput *possible;
} XRRCrtcInfo;
typedef struct _XRRCrtcGamma {
int size;
unsigned short *red;
unsigned short *green;
unsigned short *blue;
} XRRCrtcGamma;
#endif
static struct
{
//caps
qboolean canmodechange11;
qboolean canmodechange12;
qboolean cangamma;
// qboolean cangetmonitor;
//general stuff
void *lib;
int opcode, event, error;
int vmajor, vminor;
Bool (*pQueryExtension) (Display *dpy, int *event_base_return, int *error_base_return);
Status (*pQueryVersion) (Display *dpy, int *major_version_return, int *minor_version_return);
//for v1.1
//this is only aware of a single screen, so that's a bit poo really.
//if we go fullscreen, we have no real way to restore multi-display things after
XRRScreenConfiguration *screenconfig;
Time origtime;
int origmode;
Rotation origrot;
int origrate;
int targmode;
int targrate;
//stuff to query video modes
XRRScreenConfiguration *(*pGetScreenInfo) (Display *dpy, Window window);
XRRScreenSize *(*pConfigSizes) (XRRScreenConfiguration *config, int *nsizes);
short *(*pConfigRates) (XRRScreenConfiguration *config, int sizeID, int *nrates);
SizeID (*pConfigCurrentConfiguration) (XRRScreenConfiguration *config, Rotation *rotation);
short (*pConfigCurrentRate) (XRRScreenConfiguration *config);
//stuff to change modes
Time (*pConfigTimes) (XRRScreenConfiguration *config, Time *config_timestamp);
short (*pSetScreenConfigAndRate) (Display *dpy, XRRScreenConfiguration *config, Drawable draw, int size_index, Rotation rotation, short rate, Time timestamp);
//for v1.2
//we gain gamma and multiple outputs+crts+etc
XRRScreenResources *res; //all the resources on the system (including modes etc)
XRROutputInfo **outputs; //list of info for all outputs
XRROutputInfo *output; //the output device that we're using
RRCrtc crtc; //the output device's screen that we're focusing on (modes and gamma)
XRRCrtcInfo *crtcinfo; //the info to restore
XRRModeInfo *crtcmode; //the mode we want to use
XRRCrtcGamma *origgamma;
// Status (*pGetScreenSizeRange) (Display *dpy, Window window, int *minwidth, int *minheight, int *maxwidth, int *maxheight);
// void (*pSetScreenSize) (Display *dpy, Window window, int width, int height, int mmwidth, int mmheight);
XRRScreenResources *(*pGetScreenResources) (Display *dpy, Window window);
void *(*pFreeScreenResources)(XRRScreenResources *);
XRROutputInfo *(*pGetOutputInfo) (Display *dpy, XRRScreenResources *resources, RROutput output);
void *(*pFreeOutputInfo) (XRROutputInfo *outputinfo);
XRRCrtcInfo *(*pGetCrtcInfo) (Display *dpy, XRRScreenResources *resources, RRCrtc crtc);
void *(*pFreeCrtcInfo) (XRRCrtcInfo *crtcinfo);
Status (*pSetCrtcConfig) (Display *dpy, XRRScreenResources *resources, RRCrtc crtc, Time timestamp, int x, int y, RRMode mode, Rotation rotation, RROutput *output, int noutputs);
XRRCrtcGamma * (*pGetCrtcGamma) (Display *dpy, RRCrtc crtc);
void (*pFreeGamma) (XRRCrtcGamma *gamma);
void (*pSetCrtcGamma) (Display *dpy, RRCrtc crtc, XRRCrtcGamma *gamma);
} xrandr;
static qboolean XRandR_Init(void)
{
static dllfunction_t xrandr_functable[] =
{
{(void**)&xrandr.pQueryExtension, "XRRQueryExtension"},
{(void**)&xrandr.pQueryVersion, "XRRQueryVersion"},
//1.0
{(void**)&xrandr.pGetScreenInfo, "XRRGetScreenInfo"},
{(void**)&xrandr.pConfigTimes, "XRRConfigTimes"},
{(void**)&xrandr.pConfigSizes, "XRRConfigSizes"},
{(void**)&xrandr.pConfigRates, "XRRConfigRates"},
{(void**)&xrandr.pConfigCurrentConfiguration, "XRRConfigCurrentConfiguration"},
{(void**)&xrandr.pConfigCurrentRate, "XRRConfigCurrentRate"},
//1.1
{(void**)&xrandr.pSetScreenConfigAndRate, "XRRSetScreenConfigAndRate"},
{NULL, NULL}
};
xrandr.vmajor = 0;
xrandr.vminor = 0;
xrandr.canmodechange11 = false;
xrandr.canmodechange12 = false;
// xrandr.cangamma = false;
xrandr.crtcinfo = NULL;
xrandr.res = NULL;
xrandr.outputs = NULL;
//enable by default once this is properly tested, and supports hwgamma.
if (!X11_CheckFeature("xrandr", false))
return false;
if (!xrandr.lib)
xrandr.lib = Sys_LoadLibrary("libXrandr", xrandr_functable);
if (xrandr.lib)
{
if (xrandr.pQueryExtension(vid_dpy, &xrandr.event, &xrandr.error))
{
xrandr.pQueryVersion(vid_dpy, &xrandr.vmajor, &xrandr.vminor);
if (xrandr.vmajor > 1 || (xrandr.vmajor == 1 && xrandr.vminor >= 1))
xrandr.canmodechange11 = true;
if (xrandr.vmajor > 1 || (xrandr.vmajor == 1 && xrandr.vminor >= 2))
{ //1.2 functions
xrandr.pGetScreenResources = Sys_GetAddressForName(xrandr.lib, "XRRGetScreenResources");
xrandr.pFreeScreenResources = Sys_GetAddressForName(xrandr.lib, "XRRFreeScreenResources");
xrandr.pGetOutputInfo = Sys_GetAddressForName(xrandr.lib, "XRRGetOutputInfo");
xrandr.pFreeOutputInfo = Sys_GetAddressForName(xrandr.lib, "XRRFreeOutputInfo");
xrandr.pGetCrtcInfo = Sys_GetAddressForName(xrandr.lib, "XRRGetCrtcInfo");
xrandr.pFreeCrtcInfo = Sys_GetAddressForName(xrandr.lib, "XRRFreeCrtcInfo");
xrandr.pSetCrtcConfig = Sys_GetAddressForName(xrandr.lib, "XRRSetCrtcConfig");
xrandr.pGetCrtcGamma = Sys_GetAddressForName(xrandr.lib, "XRRGetCrtcGamma");
xrandr.pFreeGamma = Sys_GetAddressForName(xrandr.lib, "XRRFreeGamma");
xrandr.pSetCrtcGamma = Sys_GetAddressForName(xrandr.lib, "XRRSetCrtcGamma");
if ( xrandr.pGetScreenResources && xrandr.pFreeScreenResources && xrandr.pFreeOutputInfo
&& xrandr.pGetCrtcInfo && xrandr.pFreeCrtcInfo && xrandr.pSetCrtcConfig
&& xrandr.pGetCrtcGamma && xrandr.pFreeGamma && xrandr.pSetCrtcGamma
)
xrandr.canmodechange12 = true;
}
return true;
}
}
else
Con_Printf("XRandR library not available.\n");
return false;
}
static float XRandR_CalcRate(XRRModeInfo *mode)
{
if (!mode->hTotal || !mode->vTotal)
return 0;
return mode->dotClock / ((float)mode->hTotal*mode->vTotal);
}
static XRRModeInfo *XRandR_FindMode(RRMode mode)
{ //just looks up the right mode info.
int i;
for (i = 0; i < xrandr.res->nmode; i++)
{
if (xrandr.res->modes[i].id == mode)
return &xrandr.res->modes[i];
}
return NULL;
}
static XRRModeInfo *XRandR_FindBestMode(int width, int height, int rate)
{
int best_dist, dist, x, y, z, r, i;
XRRModeInfo *mode, *best_mode;
best_dist = 9999999;
best_mode = NULL;
for (i = 0; i < xrandr.output->nmode; i++)
{
mode = XRandR_FindMode(xrandr.output->modes[i]);
if (!mode)
continue;
r = XRandR_CalcRate(mode);
if (width > mode->width ||
height > mode->height ||
rate > r)
continue;
//FIXME: do rates differently - match width+height then come back for rate
x = width - mode->width;
y = height - mode->height;
z = rate - r;
dist = (x * x) + (y * y) + (z * z);
if (dist < best_dist)
{
best_dist = dist;
best_mode = mode;
}
}
return best_mode;
}
static void XRandR_RevertMode(void)
{
Time config_timestamp;
if (fullscreenflags & FULLSCREEN_XRANDRACTIVE)
{
XRRCrtcInfo *c = xrandr.crtcinfo;
if (c)
{
if (Success == xrandr.pSetCrtcConfig(vid_dpy, xrandr.res, xrandr.crtc, CurrentTime, c->x, c->y, c->mode, c->rotation, c->outputs, c->noutput))
Con_DPrintf("Reverted mode\n");
else
Con_Printf("Couldn't revert XRandR mode!\n");
}
else
{
if (!xrandr.pSetScreenConfigAndRate(vid_dpy, xrandr.screenconfig, DefaultRootWindow(vid_dpy), xrandr.origmode, xrandr.origrot, xrandr.origrate, xrandr.origtime))
xrandr.origtime = xrandr.pConfigTimes(xrandr.screenconfig, &config_timestamp);
}
fullscreenflags &= ~FULLSCREEN_XRANDRACTIVE;
}
}
static void XRandR_ApplyMode(void)
{
Time config_timestamp;
if (!(fullscreenflags & FULLSCREEN_XRANDRACTIVE))
{
XRRCrtcInfo *c = xrandr.crtcinfo;
if (c)
{
if (xrandr.crtcmode)
{
if (Success == xrandr.pSetCrtcConfig(vid_dpy, xrandr.res, xrandr.crtc, CurrentTime, c->x, c->y, xrandr.crtcmode->id, c->rotation, c->outputs, c->noutput))
Con_DPrintf("Applied mode\n");
else
Con_Printf("Couldn't apply mode\n");
}
}
else
{
if (!xrandr.pSetScreenConfigAndRate(vid_dpy, xrandr.screenconfig, DefaultRootWindow(vid_dpy), xrandr.targmode, xrandr.origrot, xrandr.targrate, xrandr.origtime))
xrandr.origtime = xrandr.pConfigTimes(xrandr.screenconfig, &config_timestamp);
}
fullscreenflags |= FULLSCREEN_XRANDRACTIVE;
}
}
static void XRandR_Shutdown(void)
{
int i;
if (xrandr.origgamma)
{
xrandr.pSetCrtcGamma(vid_dpy, xrandr.crtc, xrandr.origgamma);
xrandr.pFreeGamma(xrandr.origgamma);
xrandr.origgamma = NULL;
}
if (vid_dpy)
XRandR_RevertMode();
if (xrandr.outputs)
{
for (i = 0; i < xrandr.res->noutput; i++)
xrandr.pFreeOutputInfo(xrandr.outputs[i]);
Z_Free(xrandr.outputs);
xrandr.outputs = NULL;
}
if (xrandr.crtcinfo)
{
xrandr.pFreeCrtcInfo(xrandr.crtcinfo);
xrandr.crtcinfo = NULL;
}
if (xrandr.res)
{
xrandr.pFreeScreenResources(xrandr.res);
xrandr.res = NULL;
}
}
static qboolean XRandR_FindOutput(const char *name)
{
int i;
xrandr.output = NULL;
if (!xrandr.outputs)
{
xrandr.outputs = Z_Malloc(sizeof(*xrandr.outputs) * xrandr.res->noutput);
for (i = 0; i < xrandr.res->noutput; i++)
xrandr.outputs[i] = xrandr.pGetOutputInfo(vid_dpy, xrandr.res, xrandr.res->outputs[i]);
}
xrandr.output = NULL;
xrandr.crtc = None;
if (xrandr.crtcinfo)
xrandr.pFreeCrtcInfo(xrandr.crtcinfo);
xrandr.crtcinfo = NULL;
for (i = 0; i < xrandr.res->noutput; i++)
{
if (xrandr.outputs[i]->connection != RR_Connected)
continue;
if (!xrandr.output || !strncmp(xrandr.outputs[i]->name, name, xrandr.outputs[i]->nameLen))
{
if (xrandr.outputs[i]->ncrtc) //should be able to use this one
{
xrandr.output = xrandr.outputs[i];
if (!strncmp(xrandr.outputs[i]->name, name, xrandr.outputs[i]->nameLen))
break;
}
}
}
if (xrandr.output)
{
xrandr.crtc = xrandr.output->crtcs[0];
xrandr.crtcinfo = xrandr.pGetCrtcInfo(vid_dpy, xrandr.res, xrandr.crtc);
if (xrandr.crtcinfo)
{
xrandr.origgamma = xrandr.pGetCrtcGamma(vid_dpy, xrandr.crtc);
return true;
}
}
return false;
}
//called if we're not using randr to change video modes.
//(sets up crtc data
static qboolean XRandr_PickScreen(const char *devicename, int *x, int *y, int *width, int *height)
{
if (xrandr.canmodechange12)
{
xrandr.res = xrandr.pGetScreenResources(vid_dpy, DefaultRootWindow(vid_dpy));
if (XRandR_FindOutput(devicename))
{
XRRCrtcInfo *c = xrandr.crtcinfo;
*x = c->x;
*y = c->y;
*width = c->width;
*height = c->height;
Con_Printf("Found monitor %s %ix%i +%i,%i\n", xrandr.output->name, c->width, c->height, c->x, c->y);
return true;
}
}
return false;
}
//called when first changing video mode
static void XRandR_SelectMode(const char *devicename, int *x, int *y, int *width, int *height, int rate)
{
if (COM_CheckParm("-current"))
return;
if (xrandr.canmodechange12)
{
XRRCrtcInfo *c;
xrandr.res = xrandr.pGetScreenResources(vid_dpy, DefaultRootWindow(vid_dpy));
if (xrandr.res)
{
if (XRandR_FindOutput(devicename))
{
xrandr.crtcmode = XRandR_FindBestMode(*width, *height, rate);
c = xrandr.crtcinfo;
if (!*width || !*height || c->mode == xrandr.crtcmode->id)
{
fullscreenflags |= FULLSCREEN_DESKTOP;
Con_Printf("XRRSetCrtcConfig not needed\n");
}
else if (xrandr.crtcmode && Success == xrandr.pSetCrtcConfig(vid_dpy, xrandr.res, xrandr.crtc, c->timestamp, c->x, c->y, xrandr.crtcmode->id, c->rotation, c->outputs, c->noutput))
{
*x = c->x;
*y = c->y;
*width = xrandr.crtcmode->width;
*height = xrandr.crtcmode->height;
fullscreenflags |= FULLSCREEN_XRANDR | FULLSCREEN_XRANDRACTIVE;
Con_Printf("XRRSetCrtcConfig succeeded\n");
}
else
Con_Printf("XRRSetCrtcConfig failed\n");
}
}
}
else if (xrandr.canmodechange11)
{
int best_fit, best_dist, best_rate, dist, x, y;
int i, nummodes;
XRRScreenSize *modes;
Time config_timestamp;
Drawable draw = DefaultRootWindow(vid_dpy);
xrandr.screenconfig = xrandr.pGetScreenInfo(vid_dpy, DefaultRootWindow(vid_dpy));
xrandr.origtime = xrandr.pConfigTimes(xrandr.screenconfig, &config_timestamp);
xrandr.origmode = xrandr.pConfigCurrentConfiguration(xrandr.screenconfig, &xrandr.origrot);
xrandr.origrate = xrandr.pConfigCurrentRate(xrandr.screenconfig);
modes = xrandr.pConfigSizes(xrandr.screenconfig, &nummodes);
best_dist = 9999999;
best_fit = -1;
best_rate = -1;
for (i = 0; i < nummodes; i++)
{
//fixme: check this formula. should be the full refresh rate
if (*width > modes[i].width || *height > modes[i].height)
continue;
x = *width - modes[i].width;
y = *height - modes[i].height;
dist = (x * x) + (y * y);
if (dist < best_dist)
{
best_dist = dist;
best_fit = i;
}
}
if (best_fit != -1)
{
//okay, there's a usable mode, and now we need to figure out what rate to use...
//pick the higest rate under the target rate
short *rates = xrandr.pConfigRates(xrandr.screenconfig, best_fit, &nummodes);
for (i = 0; i < nummodes; i++)
{
if (rate>0 && rates[i] > rate)
continue;
if (best_rate < rates[i])
best_rate = rates[i];
}
//change to the mode
Con_DPrintf("Setting XRandR Mode %i: %i*%i@%i\n", best_fit, modes[best_fit].width, modes[best_fit].height, best_rate);
if (!xrandr.pSetScreenConfigAndRate(vid_dpy, xrandr.screenconfig, draw, best_fit, xrandr.origrot, best_rate, xrandr.origtime))
{
xrandr.targmode = best_fit;
xrandr.targrate = best_rate;
*width = modes[best_fit].width;
*height = modes[best_fit].height;
x11.pXSync(vid_dpy, False);
fullscreenflags |= FULLSCREEN_XRANDR | FULLSCREEN_XRANDRACTIVE;
}
else
Con_Printf("Failed to apply mode %i*%i@%i\n", modes[best_fit].width, modes[best_fit].height, best_rate);
}
}
}
#endif
extern cvar_t _windowed_mouse;
static float mouse_grabbed = 0;
static enum
{
XIM_ORIG,
XIM_DGA,
XIM_XI2,
} x11_input_method;
int x11_mouseqdev = 0;
#define XF86DGADirectMouse 0x0004
static struct
{
int opcode, event, error;
void *lib;
Status (*pXF86DGADirectVideo) (Display *dpy, int screen, int enable);
} dgam;
static qboolean DGAM_Init(void)
{
static dllfunction_t dgam_functable[] =
{
{(void**)&dgam.pXF86DGADirectVideo, "XF86DGADirectVideo"},
{NULL, NULL}
};
if (!x11.pXQueryExtension(vid_dpy, "XFree86-DGA", &dgam.opcode, &dgam.event, &dgam.error))
{
Con_Printf("DGA extension not available.\n");
return false;
}
if (!dgam.lib)
dgam.lib = Sys_LoadLibrary("libXxf86dga", dgam_functable);
return !!dgam.lib;
}
#if 0
#include <X11/extensions/XInput2.h>
#else
#define XISetMask(ptr, event) (((unsigned char*)(ptr))[(event)>>3] |= (1 << ((event) & 7)))
#define XIMaskIsSet(ptr, event) (((unsigned char*)(ptr))[(event)>>3] & (1 << ((event) & 7)))
#define XIMaskLen(event) (((event + 7) >> 3))
typedef struct {
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 mask_len;
unsigned char *mask;
double *values;
} XIValuatorState;
typedef struct
{
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 deviceid;
int mask_len;
unsigned char* mask;
} XIEventMask;
#define XIMasterPointer 1
#define XIMasterKeyboard 2
#define XISlavePointer 3
#define XISlaveKeyboard 4
#define XIAllDevices 0
#define XIAllMasterDevices 1
#define XI_RawButtonPress 15
#define XI_RawButtonRelease 16
#define XI_RawMotion 17
#define XI_LASTEVENT XI_RawMotion
typedef struct {
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 type; /* GenericEvent */
unsigned long serial; /* # of last request processed by server */
Bool send_event; /* true if this came from a SendEvent request */
Display *display; /* Display the event was read from */
int extension; /* XI extension offset */
int evtype; /* XI_RawKeyPress, XI_RawKeyRelease, etc. */
Time time;
int deviceid;
int sourceid; /* Bug: Always 0. https://bugs.freedesktop.org//show_bug.cgi?id=34240 */
int detail;
int flags;
XIValuatorState valuators;
double *raw_values;
} XIRawEvent;
typedef struct
{
int type;
int sourceid;
} XIAnyClassInfo;
typedef struct
{
int deviceid;
char *name;
int use;
int attachment;
Bool enabled;
int num_classes;
XIAnyClassInfo **classes;
} XIDeviceInfo;
#define XIValuatorClass 2
typedef struct
{
int type;
int sourceid;
int number;
Atom label;
double min;
double max;
double value;
int resolution;
int mode;
} XIValuatorClassInfo;
#define XIModeAbsolute 1
#endif
static struct
{
int opcode, event, error;
int vmajor, vminor;
void *libxi;
int devicegroup;
size_t ndeviceinfos;
struct xidevinfo
{
int qdev;
struct
{
qboolean abs;
double min, max;
float old;
} axis[2];
qboolean abs;
} *deviceinfo;
int nextqdev;
Status (*pXIQueryVersion)( Display *display, int *major_version_inout, int *minor_version_inout);
int (*pXISelectEvents)(Display *dpy, Window win, XIEventMask *masks, int num_masks);
XIDeviceInfo *(*pXIQueryDevice)(Display *dpy, int deviceid, int *ndevices_return);
void (*pXIFreeDeviceInfo)(XIDeviceInfo *info);
} xi2;
static struct xidevinfo *XI2_GetDeviceInfo(int devid)
{
if (devid >= xi2.ndeviceinfos)
{
struct xidevinfo *n = Z_Malloc((devid+1) * sizeof(*xi2.deviceinfo));
memcpy(n, xi2.deviceinfo, xi2.ndeviceinfos*sizeof(*xi2.deviceinfo));
Z_Free(xi2.deviceinfo);
xi2.deviceinfo = n;
while (xi2.ndeviceinfos <= devid)
{
xi2.deviceinfo[xi2.ndeviceinfos].qdev = DEVID_UNSET;
if (devid >= 2)
{
int devs;
XIDeviceInfo *dev = xi2.pXIQueryDevice(vid_dpy, xi2.ndeviceinfos, &devs);
if (devs==1)
{
int j;
for (j = 0; j < dev->num_classes; j++)
{
if (dev->classes[j]->sourceid == xi2.ndeviceinfos && dev->classes[j]->type == XIValuatorClass)
{
XIValuatorClassInfo *v = (XIValuatorClassInfo*)dev->classes[j];
if (v->mode == XIModeAbsolute)
{
xi2.deviceinfo[xi2.ndeviceinfos].abs = xi2.deviceinfo[xi2.ndeviceinfos].axis[v->number].abs = true;
xi2.deviceinfo[xi2.ndeviceinfos].axis[v->number].min = v->min;
xi2.deviceinfo[xi2.ndeviceinfos].axis[v->number].max = v->max;
}
}
}
}
xi2.pXIFreeDeviceInfo(dev);
}
xi2.ndeviceinfos++;
}
}
return &xi2.deviceinfo[devid];
}
static qboolean XI2_Init(void)
{
static dllfunction_t xi2_functable[] =
{
{(void**)&xi2.pXIQueryVersion, "XIQueryVersion"},
{(void**)&xi2.pXISelectEvents, "XISelectEvents"},
{(void**)&xi2.pXIQueryDevice, "XIQueryDevice"},
{(void**)&xi2.pXIFreeDeviceInfo, "XIFreeDeviceInfo"},
{NULL, NULL}
};
XIEventMask evm;
unsigned char maskbuf[XIMaskLen(XI_LASTEVENT)];
if (!x11.pXQueryExtension(vid_dpy, "XInputExtension", &xi2.opcode, &xi2.event, &xi2.error))
{
Con_Printf("XInput extension not available.\n");
return false;
}
if (!xi2.libxi)
{
#ifdef __CYGWIN__
if (!xi2.libxi)
xi2.libxi = Sys_LoadLibrary("cygXi-6.dll", xi2_functable);
#endif
if (!xi2.libxi)
xi2.libxi = Sys_LoadLibrary("libXi.so.6", xi2_functable);
if (!xi2.libxi)
xi2.libxi = Sys_LoadLibrary("libXi", xi2_functable);
if (!xi2.libxi)
Con_Printf("XInput library not available or too old.\n");
}
if (xi2.libxi)
{
// xi2.nextqdev = 0; //start with 0, for player0
// xi2.nqdevices = 0;
xi2.vmajor = 2;
xi2.vminor = 0;
// xi2.devicegroup = XIAllMasterDevices;
xi2.devicegroup = XIAllDevices;
if (xi2.pXIQueryVersion(vid_dpy, &xi2.vmajor, &xi2.vminor))
{
Con_Printf("XInput library or server is too old\n");
return false;
}
evm.deviceid = xi2.devicegroup;
evm.mask_len = sizeof(maskbuf);
evm.mask = maskbuf;
memset(maskbuf, 0, sizeof(maskbuf));
XISetMask(maskbuf, XI_RawMotion);
XISetMask(maskbuf, XI_RawButtonPress);
XISetMask(maskbuf, XI_RawButtonRelease);
/* if (xi2.vmajor >= 2 && xi2.vminor >= 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
XISetMask(maskbuf, XI_RawTouchBegin);
XISetMask(maskbuf, XI_RawTouchUpdate);
XISetMask(maskbuf, XI_RawTouchEnd);
}
*/ xi2.pXISelectEvents(vid_dpy, DefaultRootWindow(vid_dpy), &evm, 1);
return true;
}
return false;
}
/*-----------------------------------------------------------------------*/
//qboolean is8bit = false;
//qboolean isPermedia = false;
extern qboolean sys_gracefulexit;
#define SYS_CLIPBOARD_SIZE 512
char clipboard_buffer[SYS_CLIPBOARD_SIZE];
/*-----------------------------------------------------------------------*/
#ifdef GLQUAKE
static struct
{
dllhandle_t *gllibrary;
const char *glxextensions;
XVisualInfo* (*ChooseVisual) (Display *dpy, int screen, int *attribList);
void (*SwapBuffers) (Display *dpy, GLXDrawable drawable);
Bool (*MakeCurrent) (Display *dpy, GLXDrawable drawable, GLXContext ctx);
GLXContext (*CreateContext) (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);
void (*DestroyContext) (Display *dpy, GLXContext ctx);
const char * (*QueryExtensionsString)(Display * dpy, int screen);
void *(*GetProcAddress) (char *name);
GLXFBConfig *(*ChooseFBConfig)(Display *dpy, int screen, const int *attrib_list, int *nelements);
int (*GetFBConfigAttrib)(Display *dpy, GLXFBConfig config, int attribute, int * value);
XVisualInfo *(*GetVisualFromFBConfig)(Display *dpy, GLXFBConfig config);
GLXContext (*CreateContextAttribs)(Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
} glx;
void GLX_CloseLibrary(void)
{
Sys_CloseLibrary(glx.gllibrary);
glx.gllibrary = NULL;
}
void *GLX_GetSymbol(char *name)
{
void *symb;
if (glx.GetProcAddress)
symb = glx.GetProcAddress(name);
else
symb = NULL;
if (!symb)
symb = Sys_GetAddressForName(glx.gllibrary, name);
return symb;
}
qboolean GLX_InitLibrary(char *driver)
{
dllfunction_t funcs[] =
{
{(void*)&glx.ChooseVisual, "glXChooseVisual"},
{(void*)&glx.SwapBuffers, "glXSwapBuffers"},
{(void*)&glx.MakeCurrent, "glXMakeCurrent"},
{(void*)&glx.CreateContext, "glXCreateContext"},
{(void*)&glx.DestroyContext, "glXDestroyContext"},
{NULL, NULL}
};
memset(&glx, 0, sizeof(glx));
if (driver && *driver)
glx.gllibrary = Sys_LoadLibrary(driver, funcs);
else
glx.gllibrary = NULL;
#ifdef __CYGWIN__
if (!glx.gllibrary)
glx.gllibrary = Sys_LoadLibrary("cygGL-1.dll", funcs);
#endif
if (!glx.gllibrary) //I hate this.
glx.gllibrary = Sys_LoadLibrary("libGL.so.1", funcs);
if (!glx.gllibrary)
glx.gllibrary = Sys_LoadLibrary("libGL", funcs);
if (!glx.gllibrary)
return false;
glx.GetProcAddress = GLX_GetSymbol("glXGetProcAddress");
if (!glx.GetProcAddress)
glx.GetProcAddress = GLX_GetSymbol("glXGetProcAddressARB");
glx.QueryExtensionsString = GLX_GetSymbol("glXQueryExtensionsString");
glx.ChooseFBConfig = GLX_GetSymbol("glXChooseFBConfig");
glx.GetFBConfigAttrib = GLX_GetSymbol("glXGetFBConfigAttrib");
glx.GetVisualFromFBConfig = GLX_GetSymbol("glXGetVisualFromFBConfig");
glx.CreateContextAttribs = GLX_GetSymbol("glXCreateContextAttribsARB");
return true;
}
#ifndef GLX_RGBA_FLOAT_BIT
#define GLX_RGBA_FLOAT_BIT 0x00000004
#endif
#ifndef GLX_CONTEXT_OPENGL_NO_ERROR_ARB
#define GLX_CONTEXT_OPENGL_NO_ERROR_ARB 0x31B3
#endif
qboolean GLX_CheckExtension(const char *ext)
{
const char *e = glx.glxextensions, *n;
size_t el = strlen(ext);
while(e && *e)
{
while (*e == ' ')
e++;
n = strchr(e, ' ');
if (!n)
n = n+strlen(e);
if (n-e == el && !strncmp(ext, e, el))
{
Con_DPrintf("GLX: Found %s\n", ext);
return true;
}
e = n;
}
Con_DPrintf("GLX: Missing %s\n", ext);
return false;
}
//Since GLX1.3 (equivelent to gl1.2)
GLXFBConfig GLX_GetFBConfig(rendererstate_t *info)
{
int attrib[32];
int n, i;
int numconfigs;
GLXFBConfig *fbconfigs;
qboolean hassrgb, hasmultisample, hasfloats;
if (glx.QueryExtensionsString)
glx.glxextensions = glx.QueryExtensionsString(vid_dpy, scrnum);
if (!glx.ChooseFBConfig || !glx.GetVisualFromFBConfig)
{
Con_Printf("Missing function pointer\n");
return NULL;
}
if (!glx.CreateContextAttribs)
{
Con_Printf("Missing CreateContextAttribs\n");
return NULL; //don't worry about it
}
hassrgb = GLX_CheckExtension("GLX_ARB_framebuffer_sRGB");
hasmultisample = GLX_CheckExtension("GLX_ARB_multisample");
hasfloats = GLX_CheckExtension("GLX_ARB_fbconfig_float");
//do it in a loop, mostly to disable extensions that are unlikely to be supported on various glx implementations.
for (i = 0; i < (16<<1); i++)
{
n = 0;
//attrib[n++] = GLX_LEVEL; attrib[n++] = 0; //overlays
attrib[n++] = GLX_DOUBLEBUFFER; attrib[n++] = True;
if (!(i&1))
{
if (!info->stereo)
continue;
attrib[n++] = GLX_STEREO; attrib[n++] = True;
}
if (!(i&2))
{
if (!info->srgb || !hassrgb)
continue;
attrib[n++] = GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB; attrib[n++] = True;
}
//attrib[n++] = GLX_AUX_BUFFERS; attrib[n++] = 0;
if (!(i&4))
{
if (info->srgb <= 2 || !hasfloats)
continue; //skip fp16 framebuffers
attrib[n++] = GLX_RENDER_TYPE; attrib[n++] = GLX_RGBA_FLOAT_BIT;
attrib[n++] = GLX_RED_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
attrib[n++] = GLX_GREEN_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
attrib[n++] = GLX_BLUE_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
}
else
{
if (info->bpp > 24)
{
attrib[n++] = GLX_RED_SIZE; attrib[n++] = 8;
attrib[n++] = GLX_GREEN_SIZE; attrib[n++] = 8;
attrib[n++] = GLX_BLUE_SIZE; attrib[n++] = 8;
}
else
{
attrib[n++] = GLX_RED_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
attrib[n++] = GLX_GREEN_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
attrib[n++] = GLX_BLUE_SIZE; attrib[n++] = info->bpp?info->bpp/3:4;
}
}
//attrib[n++] = GLX_ALPHA_SIZE; attrib[n++] = GLX_DONT_CARE;
attrib[n++] = GLX_DEPTH_SIZE; attrib[n++] = 16;
attrib[n++] = GLX_STENCIL_SIZE; attrib[n++] = (i&16)?0:4;
if (!(i&8))
{
if (!info->multisample || !hasmultisample)
continue;
attrib[n++] = GLX_SAMPLE_BUFFERS_ARB; attrib[n++] = True;
attrib[n++] = GLX_SAMPLES_ARB, attrib[n++] = info->multisample;
}
//attrib[n++] = GLX_ACCUM_RED_SIZE; attrib[n++] = 0;
//attrib[n++] = GLX_ACCUM_GREEN_SIZE; attrib[n++] = 0;
//attrib[n++] = GLX_ACCUM_BLUE_SIZE; attrib[n++] = 0;
//attrib[n++] = GLX_ACCUM_ALPHA_SIZE; attrib[n++] = 0;
attrib[n++] = GLX_DRAWABLE_TYPE; attrib[n++] = GLX_WINDOW_BIT;
attrib[n++] = GLX_X_RENDERABLE; attrib[n++] = True;
//attrib[n++] = GLX_X_VISUAL_TYPE; attrib[n++] = info->srgb?GLX_TRUE_COLOR:GLX_DIRECT_COLOR;
//attrib[n++] = GLX_CONFIG_CAVEAT; attrib[n++] = GLX_DONT_CARE; GLX_NONE||GLX_SLOW_CONFIG||GLX_NON_CONFORMANT_CONFIG
//attrib[n++] = GLX_TRANSPARENT_TYPE;attrib[n++] = GLX_NONE;
//attrib[n++] = GLX_TRANSPARENT_ALPHA_VALUE;attrib[n++] = 0;
attrib[n++] = None;
numconfigs = 0;
fbconfigs = glx.ChooseFBConfig(vid_dpy, scrnum, attrib, &numconfigs);
if (fbconfigs)
{
if (numconfigs)
{
GLXFBConfig r = fbconfigs[0];
x11.pXFree(fbconfigs);
return r;
}
x11.pXFree(fbconfigs);
}
}
return NULL;
}
//for GLX<1.3
XVisualInfo *GLX_GetVisual(rendererstate_t *info)
{
XVisualInfo *visinfo;
int attrib[32];
int numattrib, i;
//do it in a loop, mostly to disable extensions that are unlikely to be supported on various glx implementations.
for (i = 0; i < (8<<1); i++)
{
numattrib = 0;
attrib[numattrib++] = GLX_RGBA;
attrib[numattrib++] = GLX_DOUBLEBUFFER;
if (!(i&1))
{
if (!info->stereo)
continue;
attrib[numattrib++] = GLX_STEREO;
}
if (!(i&2))
{
if (!info->srgb)
continue;
attrib[numattrib++] = GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB;
}
if (!(i&4))
{
if (!info->multisample)
continue;
attrib[numattrib++] = GLX_SAMPLE_BUFFERS_ARB; attrib[numattrib++] = info->multisample;
}
if (!(i&8))
{
attrib[numattrib++] = GLX_STENCIL_SIZE; attrib[numattrib++] = 4;
}
attrib[numattrib++] = GLX_RED_SIZE; attrib[numattrib++] = 4;
attrib[numattrib++] = GLX_GREEN_SIZE; attrib[numattrib++] = 4;
attrib[numattrib++] = GLX_BLUE_SIZE; attrib[numattrib++] = 4;
attrib[numattrib++] = GLX_DEPTH_SIZE; attrib[numattrib++] = 16;
attrib[numattrib++] = None;
visinfo = glx.ChooseVisual(vid_dpy, scrnum, attrib);
if (visinfo)
return visinfo;
}
return NULL;
}
qboolean GLX_Init(rendererstate_t *info, GLXFBConfig fbconfig, XVisualInfo *visinfo)
{
extern cvar_t vid_gl_context_version;
extern cvar_t vid_gl_context_forwardcompatible;
extern cvar_t vid_gl_context_compatibility;
extern cvar_t vid_gl_context_debug;
extern cvar_t vid_gl_context_es;
extern cvar_t vid_gl_context_robustness;
// extern cvar_t vid_gl_context_selfreset;
extern cvar_t vid_gl_context_noerror;
if (fbconfig && glx.CreateContextAttribs)
{
unsigned int majorver=1, minorver=1;
unsigned profile = 0;
unsigned contextflags = 0;
int attrib[16*2+1];
int n, val;
char *ver;
ver = vid_gl_context_version.string;
if (!*ver && vid_gl_context_es.ival && GLX_CheckExtension("GLX_EXT_create_context_es_profile"))
ver = vid_gl_context_es.string;
if (!*ver && !vid_gl_context_compatibility.ival && *vid_gl_context_compatibility.string)
ver = "3.2"; //if the user explicitly disabled compat, then they'll want a version that actually supports doing so.
majorver = strtoul(ver, &ver, 10);
if (*ver == '.')
minorver = strtoul(ver+1, &ver, 10);
else
minorver = 0;
//some weirdness for you:
//3.0 simply marked stuff as deprecated, without removing it.
//3.1 removed it (moved to the optional GL_ARB_compatibility extension, which shouldn't be supported in a forward-compatible context).
//3.2 added the concept of profiles.
if (vid_gl_context_debug.ival)
contextflags |= GLX_CONTEXT_DEBUG_BIT_ARB;
if (vid_gl_context_forwardcompatible.ival) //treat this as a dev/debug thing.
contextflags |= GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
if (vid_gl_context_robustness.ival && GLX_CheckExtension("GLX_ARB_create_context_robustness"))
contextflags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB;
if (vid_gl_context_es.ival && GLX_CheckExtension("GLX_EXT_create_context_es_profile"))
profile = GLX_CONTEXT_ES_PROFILE_BIT_EXT;
else if (majorver>3 || (majorver==3&&minorver>=2))
{ //profiles only started with 3.2
if (vid_gl_context_compatibility.ival)
profile = GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
else
profile = GLX_CONTEXT_CORE_PROFILE_BIT_ARB;
}
else
profile = 0;
n = 0;
if (majorver || minorver)
{
attrib[n++] = GLX_CONTEXT_MAJOR_VERSION_ARB; attrib[n++] = majorver;
attrib[n++] = GLX_CONTEXT_MINOR_VERSION_ARB; attrib[n++] = minorver;
}
if (contextflags)
{
attrib[n++] = GLX_CONTEXT_FLAGS_ARB; attrib[n++] = contextflags;
}
if (profile)
{
attrib[n++] = GLX_CONTEXT_PROFILE_MASK_ARB; attrib[n++] = profile;
}
if (vid_gl_context_noerror.ival && GLX_CheckExtension("GLX_ARB_create_context_no_error"))
{
attrib[n++] = GLX_CONTEXT_OPENGL_NO_ERROR_ARB; attrib[n++] = !vid_gl_context_robustness.ival && !vid_gl_context_debug.ival;
}
attrib[n++] = None;
if (glx.GetFBConfigAttrib)
{
if (glx.GetFBConfigAttrib(vid_dpy, fbconfig, GLX_RENDER_TYPE, &val) && val == GLX_RGBA_FLOAT_BIT)
vid.flags |= VID_FP16; //other things need to be 16bit too, to avoid loss of precision.
if (glx.GetFBConfigAttrib(vid_dpy, fbconfig, GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, &val) && val)
vid.flags |= VID_SRGB_CAPABLE; //can use srgb properly, without faking it etc.
}
ctx = glx.CreateContextAttribs(vid_dpy, fbconfig, NULL, True, attrib);
}
else
ctx = glx.CreateContext(vid_dpy, visinfo, NULL, True);
if (!ctx)
{
Con_Printf("Failed to create GLX context.\n");
return false;
}
if (!glx.MakeCurrent(vid_dpy, vid_window, ctx))
{
Con_Printf("glXMakeCurrent failed\n");
return false;
}
//okay, we have a context, now init OpenGL-proper.
return GL_Init(info, &GLX_GetSymbol);
}
#endif
static void X_ShutdownUnicode(void)
{
if (x11.unicodecontext)
x11.pXDestroyIC(x11.unicodecontext);
x11.unicodecontext = NULL;
if (x11.inputmethod)
x11.pXCloseIM(x11.inputmethod);
x11.inputmethod = NULL;
x11.dounicode = false;
}
#include <locale.h>
static long X_InitUnicode(void)
{
long requiredevents = 0;
X_ShutdownUnicode();
//FIXME: enable by default if ubuntu's issue can ever be resolved.
if (X11_CheckFeature("xim", false))
{
if (x11.pXSetLocaleModifiers && x11.pXSupportsLocale && x11.pXOpenIM && x11.pXGetIMValues && x11.pXCreateIC && x11.pXSetICFocus && x11.pXUnsetICFocus && x11.pXGetICValues && x11.pXFilterEvent && (x11.pXutf8LookupString || x11.pXwcLookupString) && x11.pXDestroyIC && x11.pXCloseIM)
{
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
setlocale(LC_CTYPE, ""); //just in case.
x11.pXSetLocaleModifiers("");
if (x11.pXSupportsLocale())
{
x11.inputmethod = x11.pXOpenIM(vid_dpy, NULL, XI_RESOURCENAME, XI_RESOURCECLASS);
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 (x11.inputmethod)
{
XIMStyles *sup = NULL;
XIMStyle st = 0;
int i;
x11.pXGetIMValues(x11.inputmethod, XNQueryInputStyle, &sup, NULL);
for (i = 0; sup && i < sup->count_styles; i++)
{ //each style will have one of each bis set.
#define prestyles (XIMPreeditNothing|XIMPreeditNone)
#define statusstyles (XIMStatusNothing|XIMStatusNone)
#define supstyles (prestyles|statusstyles)
if ((sup->supported_styles[i] & supstyles) != sup->supported_styles[i])
continue;
if ((st & prestyles) != (sup->supported_styles[i] & prestyles))
{
if ((sup->supported_styles[i] & XIMPreeditNothing) && !(st & XIMPreeditNothing))
st = sup->supported_styles[i];
else if ((sup->supported_styles[i] & XIMPreeditNone) && !(st & (XIMPreeditNone|XIMPreeditNothing)))
st = sup->supported_styles[i];
}
else
{
if ((sup->supported_styles[i] & XIMStatusNothing) && !(st & XIMStatusNothing))
st = sup->supported_styles[i];
else if ((sup->supported_styles[i] & XIMStatusNone) && !(st & (XIMStatusNone|XIMStatusNothing)))
st = sup->supported_styles[i];
}
}
x11.pXFree(sup);
if (st != 0)
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
{
x11.unicodecontext = x11.pXCreateIC(x11.inputmethod,
XNInputStyle, st,
XNClientWindow, vid_window,
XNFocusWindow, vid_window,
XNResourceName, XI_RESOURCENAME,
XNResourceClass, XI_RESOURCECLASS,
NULL);
if (x11.unicodecontext)
{
// x11.pXSetICFocus(x11.unicodecontext);
x11.dounicode = true;
x11.pXGetICValues(x11.unicodecontext, XNFilterEvents, &requiredevents, NULL);
}
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
}
}
}
setlocale(LC_CTYPE, "C");
}
}
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
Con_DPrintf("Unicode support: %s\n", x11.dounicode?"available":"unavailable");
return requiredevents;
}
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 X_KeyEvent(XKeyEvent *ev, qboolean pressed, qboolean filtered)
{
int i;
int key;
KeySym keysym, shifted;
unsigned int unichar[64];
int unichars = 0;
key = 0;
keysym = x11.pXLookupKeysym(ev, 0);
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 (pressed && !filtered)
{
if (x11.dounicode)
{
Status status = XLookupNone;
if (x11.pXutf8LookupString)
{
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
char buf1[4] = {0};
char *buf = buf1, *c;
int count = x11.pXutf8LookupString(x11.unicodecontext, (XKeyPressedEvent*)ev, buf1, sizeof(buf1), NULL, &status);
if (status == XBufferOverflow)
{
buf = alloca(count+1);
count = x11.pXutf8LookupString(x11.unicodecontext, (XKeyPressedEvent*)ev, buf, count, NULL, &status);
}
for (c = buf; c < &buf[count]; )
{
int error;
unsigned int uc = utf8_decode(&error, c, &c);
if (uc)
unichar[unichars++] = uc;
}
}
else
{
//is allowed some weird encodings...
wchar_t buf1[4] = {0};
wchar_t *buf = buf1;
int count = x11.pXwcLookupString(x11.unicodecontext, (XKeyPressedEvent*)ev, buf, sizeof(buf1), &shifted, &status);
if (status == XBufferOverflow)
{
buf = alloca(sizeof(wchar_t)*(count+1));
count = x11.pXwcLookupString(x11.unicodecontext, (XKeyPressedEvent*)ev, buf, count, NULL, &status);
}
//if wchar_t is 16bit, then expect problems when we completely ignore surrogates. this is why we favour the utf8 route as it doesn't care whether wchar_t is defined as 16bit or 32bit.
for (i = 0; i < count; i++)
if (buf[i])
unichar[unichars++] = buf[i];
}
}
else
{
char buf[64];
if ((keysym & 0xff000000) == 0x01000000)
unichar[unichars++] = keysym & 0x00ffffff;
else
{
int count = x11.pXLookupString(ev, buf, sizeof(buf), &shifted, 0);
for (i = 0; i < count; i++)
if (buf[i])
unichar[unichars++] = (unsigned char)buf[i];
}
}
}
switch(keysym)
{
case XK_KP_Page_Up: key = K_KP_PGUP; break;
case XK_Page_Up: key = K_PGUP; break;
case XK_KP_Page_Down: key = K_KP_PGDN; break;
case XK_Page_Down: key = K_PGDN; break;
case XK_KP_Home: key = K_KP_HOME; break;
case XK_Home: key = K_HOME; break;
case XK_KP_End: key = K_KP_END; break;
case XK_End: key = K_END; break;
case XK_KP_Left: key = K_KP_LEFTARROW; break;
case XK_Left: key = K_LEFTARROW; break;
case XK_KP_Right: key = K_KP_RIGHTARROW; break;
case XK_Right: key = K_RIGHTARROW; break;
case XK_KP_Down: key = K_KP_DOWNARROW; break;
case XK_Down: key = K_DOWNARROW; break;
case XK_KP_Up: key = K_KP_UPARROW; break;
case XK_Up: key = K_UPARROW; break;
case XK_Escape: key = K_ESCAPE; break;
case XK_KP_Enter: key = K_KP_ENTER; break;
case XK_Return: key = K_ENTER; break;
case XK_Tab: key = K_TAB; break;
case XK_F1: key = K_F1; break;
case XK_F2: key = K_F2; break;
case XK_F3: key = K_F3; break;
case XK_F4: key = K_F4; break;
case XK_F5: key = K_F5; break;
case XK_F6: key = K_F6; break;
case XK_F7: key = K_F7; break;
case XK_F8: key = K_F8; break;
case XK_F9: key = K_F9; break;
case XK_F10: key = K_F10; break;
case XK_F11: key = K_F11; break;
case XK_F12: key = K_F12; break;
case XK_BackSpace: key = K_BACKSPACE; break;
case XK_KP_Delete: key = K_KP_DEL; break;
case XK_Delete: key = K_DEL; break;
case XK_Pause: key = K_PAUSE; break;
case XK_Shift_L: key = K_LSHIFT; break;
case XK_Shift_R: key = K_RSHIFT; break;
case XK_Execute: key = K_LCTRL; break;
case XK_Control_L: key = K_LCTRL; break;
case XK_Control_R: key = K_RCTRL; break;
case XK_Alt_L: key = K_LALT; break;
case XK_Meta_L: key = K_LALT; break;
case XK_Alt_R: key = K_RALT; break;
case XK_Meta_R: key = K_RALT; break;
case XK_KP_Begin: key = K_KP_5; break;
case XK_KP_Insert: key = K_KP_INS; break;
case XK_Insert: key = K_INS; break;
case XK_KP_Multiply: key = K_KP_STAR; break;
case XK_KP_Add: key = K_KP_PLUS; break;
case XK_KP_Subtract: key = K_KP_MINUS; break;
case XK_KP_Divide: key = K_KP_SLASH; break;
#if 0
case 0x021: key = '1';break;/* [!] */
case 0x040: key = '2';break;/* [@] */
case 0x023: key = '3';break;/* [#] */
case 0x024: key = '4';break;/* [$] */
case 0x025: key = '5';break;/* [%] */
case 0x05e: key = '6';break;/* [^] */
case 0x026: key = '7';break;/* [&] */
case 0x02a: key = '8';break;/* [*] */
case 0x028: key = '9';;break;/* [(] */
case 0x029: key = '0';break;/* [)] */
case 0x05f: key = '-';break;/* [_] */
case 0x02b: key = '=';break;/* [+] */
case 0x07c: key = '\'';break;/* [|] */
case 0x07d: key = '[';break;/* [}] */
case 0x07b: key = ']';break;/* [{] */
case 0x022: key = '\'';break;/* ["] */
case 0x03a: key = ';';break;/* [:] */
case 0x03f: key = '/';break;/* [?] */
case 0x03e: key = '.';break;/* [>] */
case 0x03c: key = ',';break;/* [<] */
#endif
default:
key = keysym;
if (key < 32)
key = 0;
else if (key > 127)
key = 0;
else if (key >= 'A' && key <= 'Z')
key = key - 'A' + 'a';
break;
}
if (unichars)
{
//we got some text, this is fun isn't it?
//the key value itself is sent with the last text char. this avoids multiple presses, and dead keys were already sent.
for (i = 0; i < unichars-1; i++)
{
IN_KeyEvent(0, pressed, 0, unichar[i]);
}
IN_KeyEvent(0, pressed, key, unichar[i]);
}
else
{
//no text available, just do the keypress
IN_KeyEvent(0, pressed, key, 0);
}
}
static void install_grabs(void)
{
if (!mouse_grabbed)
{
Con_DPrintf("Grabbing mouse\n");
mouse_grabbed = true;
//XGrabPointer can cause alt+tab type shortcuts to be skipped by the window manager. This means we don't want to use it unless we have no choice.
//the grab is purely to constrain the pointer to the window
if (GrabSuccess != x11.pXGrabPointer(vid_dpy, DefaultRootWindow(vid_dpy),
True,
0,
GrabModeAsync, GrabModeAsync,
vid_window,
None,
CurrentTime))
Con_Printf("Pointer grab failed\n");
if (x11_input_method == XIM_DGA)
{
dgam.pXF86DGADirectVideo(vid_dpy, DefaultScreen(vid_dpy), XF86DGADirectMouse);
}
else
{
x11.pXWarpPointer(vid_dpy, None, vid_window,
0, 0, 0, 0,
vid.width / 2, vid.height / 2);
}
// x11.pXSync(vid_dpy, True);
}
}
static void uninstall_grabs(void)
{
if (mouse_grabbed && vid_dpy)
{
Con_DPrintf("Releasing mouse grab\n");
mouse_grabbed = false;
if (x11_input_method == XIM_DGA)
{
dgam.pXF86DGADirectVideo(vid_dpy, DefaultScreen(vid_dpy), 0);
}
x11.pXUngrabPointer(vid_dpy, CurrentTime);
// x11.pXSync(vid_dpy, True);
}
}
static void UpdateGrabs(void)
{
qboolean wantmgrabs, allownullcursor;
Cursor wantcursor;
wantmgrabs = (fullscreenflags&FULLSCREEN_ACTIVE) || !!_windowed_mouse.value;
if (!vid.activeapp)
wantmgrabs = false;
allownullcursor = wantmgrabs; //this says whether we can possibly want it. if false then we disallow the null cursor. Yes, this might break mods that do their own sw cursors. such mods are flawed in other ways too.
if (Key_MouseShouldBeFree())
wantmgrabs = false;
if (modeswitchpending)
wantmgrabs = false;
if (wantmgrabs)
install_grabs();
else
uninstall_grabs();
if (mouse_grabbed)
wantcursor = vid_nullcursor;
else if (vid_newcursor)
wantcursor = vid_newcursor;
else if (!allownullcursor)
wantcursor = None;
else
wantcursor = vid_nullcursor;
if (wantcursor != vid_activecursor)
{
vid_activecursor = wantcursor;
if (vid_activecursor)
x11.pXDefineCursor(vid_dpy, vid_window, vid_activecursor);
else
x11.pXUndefineCursor(vid_dpy, vid_window);
}
}
static 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 ();
// IN_ClearStates ();
}
static void GetEvent(void)
{
XEvent event, rep;
int b;
qboolean x11violations = true;
Window mw;
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
qboolean filtered = false;
x11.pXNextEvent(vid_dpy, &event);
if (x11.dounicode)
if (x11.pXFilterEvent(&event, vid_window))
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
filtered = true;
switch (event.type)
{
case GenericEvent:
if (x11.pXGetEventData(vid_dpy, &event.xcookie))
{
if (event.xcookie.extension == xi2.opcode)
{
switch(event.xcookie.evtype)
{
case XI_RawButtonPress:
case XI_RawButtonRelease:
if (mouse_grabbed)
{
XIRawEvent *raw = event.xcookie.data;
int *qdev = &XI2_GetDeviceInfo(raw->sourceid)->qdev;
int button = raw->detail; //1-based
if (raw->sourceid != raw->deviceid)
return; //ignore master devices to avoid dupes.
if (*qdev == DEVID_UNSET)
*qdev = xi2.nextqdev++;
switch(button)
{
case 1: button = K_MOUSE1; break;
case 2: button = K_MOUSE3; break;
case 3: button = K_MOUSE2; break;
case 4: button = K_MWHEELUP; break; //so much for 'raw'.
case 5: button = K_MWHEELDOWN; break;
case 6: button = K_MOUSE4; break;
case 7: button = K_MOUSE5; break;
case 8: button = K_MOUSE6; break;
case 9: button = K_MOUSE7; break;
case 10: button = K_MOUSE8; break;
case 11: button = K_MOUSE9; break;
case 12: button = K_MOUSE10; break;
default:button = 0; break;
}
if (button)
IN_KeyEvent(*qdev, (event.xcookie.evtype==XI_RawButtonPress), button, 0);
}
break;
case XI_RawMotion:
if (mouse_grabbed)
{
XIRawEvent *raw = event.xcookie.data;
struct xidevinfo *dev = XI2_GetDeviceInfo(raw->sourceid);
double *val, *raw_val;
double axis[2] = {0, 0};
int i;
if (raw->sourceid != raw->deviceid)
return; //ignore master devices to avoid dupes (we have our own device remapping stuff which should be slightly more friendly).
if (dev->qdev == DEVID_UNSET)
dev->qdev = xi2.nextqdev++;
val = raw->valuators.values;
raw_val = raw->raw_values;
if (dev->abs)
axis[0] = axis[1] = FLT_MIN;
for (i = 0; i < raw->valuators.mask_len * 8; i++)
{
if (XIMaskIsSet(raw->valuators.mask, i))
{
if (i == 0) axis[0] = *raw_val;
if (i == 1) axis[1] = *raw_val;
val++;
raw_val++;
}
}
if (dev->abs)
{ //tablets use weird 16bit coords or whatever. rescale to window coords (we have grabs, so offscreen stuff shouldn't matter).
for (i = 0; i < 2; i++)
{
if (axis[i] == FLT_MIN)
axis[i] = dev->axis[i].old;
dev->axis[i].old = axis[i];
axis[i] = (axis[i]-dev->axis[i].min) / (dev->axis[1].max+1-dev->axis[i].min);
axis[i] *= i?vid.pixelheight:vid.pixelwidth;
}
}
IN_MouseMove(dev->qdev, dev->abs, axis[0], axis[1], 0, 0);
}
break;
default:
Con_Printf("Unknown xinput event %u!\n", event.xcookie.evtype);
break;
}
}
else
Con_Printf("Unknown generic event!\n");
}
x11.pXFreeEventData(vid_dpy, &event.xcookie);
break;
case ResizeRequest:
#ifdef VKQUAKE
vk.neednewswapchain = true;
#endif
vid.pixelwidth = event.xresizerequest.width;
vid.pixelheight = event.xresizerequest.height;
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
Cvar_ForceCallback(&vid_conautoscale);
// if (fullscreenflags & FULLSCREEN_ACTIVE)
// x11.pXMoveWindow(vid_dpy, vid_window, 0, 0);
break;
case ConfigureNotify:
if (event.xconfigurerequest.window == vid_window)
{
#ifdef VKQUAKE
vk.neednewswapchain = true;
#endif
vid.pixelwidth = event.xconfigurerequest.width;
vid.pixelheight = event.xconfigurerequest.height;
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
Cvar_ForceCallback(&vid_conautoscale);
}
else if (event.xconfigurerequest.window == vid_decoywindow)
{
if (!(fullscreenflags & FULLSCREEN_ACTIVE))
x11.pXResizeWindow(vid_dpy, vid_window, event.xconfigurerequest.width, event.xconfigurerequest.height);
}
// if (fullscreenflags & FULLSCREEN_ACTIVE)
// x11.pXMoveWindow(vid_dpy, vid_window, 0, 0);
break;
case KeyPress:
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
X_KeyEvent(&event.xkey, true, filtered);
break;
case KeyRelease:
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
X_KeyEvent(&event.xkey, false, filtered);
break;
case MotionNotify:
if (x11_input_method == XIM_DGA && mouse_grabbed)
{
IN_MouseMove(x11_mouseqdev, false, event.xmotion.x_root, event.xmotion.y_root, 0, 0);
}
else
{
if (mouse_grabbed)
{
if (x11_input_method != XIM_XI2)
{
int cx = vid.pixelwidth/2, cy=vid.pixelheight/2;
IN_MouseMove(x11_mouseqdev, false, event.xmotion.x - cx, event.xmotion.y - cy, 0, 0);
/* move the mouse to the window center again (disabling warp first so we don't see it*/
x11.pXSelectInput(vid_dpy, vid_window, vid_x_eventmask & ~PointerMotionMask);
x11.pXWarpPointer(vid_dpy, None, vid_window, 0, 0, 0, 0,
cx, cy);
x11.pXSelectInput(vid_dpy, vid_window, vid_x_eventmask);
}
}
else
{
IN_MouseMove(x11_mouseqdev, true, event.xmotion.x, event.xmotion.y, 0, 0);
}
}
break;
case ButtonPress:
if (x11_input_method == XIM_XI2 && mouse_grabbed)
break; //no dupes!
b=-1;
if (event.xbutton.button == 1)
b = K_MOUSE1;
else if (event.xbutton.button == 2)
b = K_MOUSE3;
else if (event.xbutton.button == 3)
b = K_MOUSE2;
//note, the x11 protocol does not support a mousewheel
//we only support it because we follow convention. the actual protocol specifies 4+5 as regular buttons
else if (event.xbutton.button == 4)
b = x11violations?K_MWHEELUP:K_MOUSE4;
else if (event.xbutton.button == 5)
b = x11violations?K_MWHEELDOWN:K_MOUSE5;
//note, the x11 protocol does not support more than 5 mouse buttons
//which is a bit of a shame, but hey.
else if (event.xbutton.button == 6)
b = x11violations?K_MOUSE4:-1;
else if (event.xbutton.button == 7)
b = x11violations?K_MOUSE5:-1;
else if (event.xbutton.button == 8)
b = x11violations?K_MOUSE6:-1;
else if (event.xbutton.button == 9)
b = x11violations?K_MOUSE7:-1;
else if (event.xbutton.button == 10)
b = x11violations?K_MOUSE8:-1;
else if (event.xbutton.button == 11)
b = x11violations?K_MOUSE9:-1;
else if (event.xbutton.button == 12)
b = x11violations?K_MOUSE10:-1;
if (b>=0)
IN_KeyEvent(x11_mouseqdev, true, b, 0);
/*
if (fullscreenflags & FULLSCREEN_LEGACY)
if (fullscreenflags & FULLSCREEN_VMODE)
if (!vid.activeapp)
{ //KDE doesn't seem to like us, in that you can't alt-tab back or click to activate.
//This allows us to steal input focus back from the window manager
x11.pXSetInputFocus(vid_dpy, vid_window, RevertToParent, CurrentTime);
}
*/
break;
case ButtonRelease:
b=-1;
if (event.xbutton.button == 1)
b = K_MOUSE1;
else if (event.xbutton.button == 2)
b = K_MOUSE3;
else if (event.xbutton.button == 3)
b = K_MOUSE2;
//note, the x11 protocol does not support a mousewheel
//we only support it because we follow convention. the actual protocol specifies 4+5 as regular buttons
else if (event.xbutton.button == 4)
b = x11violations?K_MWHEELUP:K_MOUSE4;
else if (event.xbutton.button == 5)
b = x11violations?K_MWHEELDOWN:K_MOUSE5;
//note, the x11 protocol does not support more than 5 mouse buttons
//which is a bit of a shame, but hey.
else if (event.xbutton.button == 6)
b = x11violations?K_MOUSE4:-1;
else if (event.xbutton.button == 7)
b = x11violations?K_MOUSE5:-1;
else if (event.xbutton.button == 8)
b = x11violations?K_MOUSE6:-1;
else if (event.xbutton.button == 9)
b = x11violations?K_MOUSE7:-1;
else if (event.xbutton.button == 10)
b = x11violations?K_MOUSE8:-1;
else if (event.xbutton.button == 11)
b = x11violations?K_MOUSE9:-1;
else if (event.xbutton.button == 12)
b = x11violations?K_MOUSE10:-1;
if (b>=0)
IN_KeyEvent(x11_mouseqdev, false, b, 0);
break;
case FocusIn:
//activeapp is if the game window is focused
vid.activeapp = true;
//but change modes to track the desktop window
// if (!(fullscreenflags & FULLSCREEN_ACTIVE) || event.xfocus.window != vid_decoywindow)
{
modeswitchpending = 1;
modeswitchtime = Sys_Milliseconds() + 1500; /*fairly slow, to make sure*/
}
if (event.xfocus.window == vid_window && x11.unicodecontext)
x11.pXSetICFocus(x11.unicodecontext);
//we we're focusing onto the game window and we're currently fullscreen, hide the other one so alt-tab won't select that instead of a real alternate app.
// if ((fullscreenflags & FULLSCREEN_ACTIVE) && (fullscreenflags & FULLSCREEN_LEGACY) && event.xfocus.window == vid_window)
// x11.pXUnmapWindow(vid_dpy, vid_decoywindow);
break;
case FocusOut:
//if we're already active, the decoy window shouldn't be focused anyway.
if (event.xfocus.window == vid_window && x11.unicodecontext)
x11.pXSetICFocus(x11.unicodecontext);
if ((fullscreenflags & FULLSCREEN_ACTIVE) && event.xfocus.window == vid_decoywindow)
{
break;
}
#ifdef USE_VMODE
if (vm.originalapplied)
vm.pXF86VidModeSetGammaRamp(vid_dpy, scrnum, vm.originalrampsize, vm.originalramps[0], vm.originalramps[1], vm.originalramps[2]);
#endif
mw = vid_window;
if ((fullscreenflags & FULLSCREEN_LEGACY) && (fullscreenflags & FULLSCREEN_ACTIVE))
mw = vid_decoywindow;
if (event.xfocus.window == mw || event.xfocus.window == vid_window)
{
vid.activeapp = false;
UpdateGrabs();
ClearAllStates();
}
modeswitchpending = -1;
modeswitchtime = Sys_Milliseconds() + 100; /*fairly fast, so we don't unapply stuff when switching to other progs with delays*/
break;
case ClientMessage:
{
char *name = x11.pXGetAtomName(vid_dpy, event.xclient.message_type);
if (!strcmp(name, "WM_PROTOCOLS") && event.xclient.format == 32)
{
char *protname = x11.pXGetAtomName(vid_dpy, event.xclient.data.l[0]);
if (!strcmp(protname, "WM_DELETE_WINDOW"))
{
Cmd_ExecuteString("menu_quit prompt", RESTRICT_LOCAL);
x11.pXSetInputFocus(vid_dpy, vid_window, RevertToParent, CurrentTime);
}
else
Con_DPrintf("Got unknown x11wm message %s\n", protname);
x11.pXFree(protname);
}
else
Con_DPrintf("Got unknown x11 message %s\n", name);
x11.pXFree(name);
}
break;
#if 1
case SelectionRequest: //needed for copy-to-clipboard
{
Atom xa_string = x11.pXInternAtom(vid_dpy, "UTF8_STRING", false);
memset(&rep, 0, sizeof(rep));
if (event.xselectionrequest.property == None)
event.xselectionrequest.property = x11.pXInternAtom(vid_dpy, "foobar2000", false);
if (event.xselectionrequest.property != None && event.xselectionrequest.target == xa_string)
{
x11.pXChangeProperty(vid_dpy, event.xselectionrequest.requestor, event.xselectionrequest.property, event.xselectionrequest.target, 8, PropModeReplace, (void*)clipboard_buffer, strlen(clipboard_buffer));
rep.xselection.property = event.xselectionrequest.property;
}
else
{
rep.xselection.property = None;
}
rep.xselection.type = SelectionNotify;
rep.xselection.serial = 0;
rep.xselection.send_event = true;
rep.xselection.display = rep.xselection.display;
rep.xselection.requestor = event.xselectionrequest.requestor;
rep.xselection.selection = event.xselectionrequest.selection;
rep.xselection.target = event.xselectionrequest.target;
rep.xselection.time = event.xselectionrequest.time;
x11.pXSendEvent(vid_dpy, event.xselectionrequest.requestor, 0, 0, &rep);
}
break;
#endif
default:
// Con_Printf("%x\n", event.type);
break;
}
}
void GLVID_Shutdown(void)
{
if (!vid_dpy)
return;
vid_activecursor = None;
vid_newcursor = None;
x11.pXUngrabKeyboard(vid_dpy, CurrentTime);
uninstall_grabs();
#ifdef USE_VMODE
if (vm.originalapplied)
vm.pXF86VidModeSetGammaRamp(vid_dpy, scrnum, vm.originalrampsize, vm.originalramps[0], vm.originalramps[1], vm.originalramps[2]);
#endif
X_ShutdownUnicode();
switch(currentpsl)
{
#ifdef GLQUAKE
#ifdef USE_EGL
case PSL_EGL:
EGL_Shutdown();
break;
#endif
case PSL_GLX:
if (ctx)
{
glx.DestroyContext(vid_dpy, ctx);
ctx = NULL;
}
break;
#endif
#ifdef VKQUAKE
case PSL_VULKAN:
VK_Shutdown();
break;
#endif
case PSL_NONE:
break;
}
#ifdef USE_XRANDR
XRandR_Shutdown();
#endif
if (vid_window)
x11.pXDestroyWindow(vid_dpy, vid_window);
if (vid_decoywindow)
x11.pXDestroyWindow(vid_dpy, vid_decoywindow);
if (vid_nullcursor)
x11.pXFreeCursor(vid_dpy, vid_nullcursor);
if (vid_dpy)
{
#ifdef USE_VMODE
if (fullscreenflags & FULLSCREEN_VMODEACTIVE)
vm.pXF86VidModeSwitchToMode(vid_dpy, scrnum, vm.modes[0]);
fullscreenflags &= ~FULLSCREEN_VMODEACTIVE;
if (vm.modes)
x11.pXFree(vm.modes);
vm.modes = NULL;
vm.num_modes = 0;
#endif
}
x11.pXCloseDisplay(vid_dpy);
vid_dpy = NULL;
vid_window = (Window)NULL;
currentpsl = PSL_NONE;
}
void GLVID_DeInit(void) //FIXME:....
{
GLVID_Shutdown();
}
static Cursor CreateNullCursor(Display *display, Window root)
{
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
Pixmap cursormask;
XGCValues xgc;
GC gc;
XColor dummycolour;
Cursor cursor;
cursormask = x11.pXCreatePixmap(display, root, 1, 1, 1/*depth*/);
xgc.function = GXclear;
gc = x11.pXCreateGC(display, cursormask, GCFunction, &xgc);
x11.pXFillRectangle(display, cursormask, gc, 0, 0, 1, 1);
dummycolour.pixel = 0;
dummycolour.red = 0;
dummycolour.flags = 04;
cursor = x11.pXCreatePixmapCursor(display, cursormask, cursormask,
&dummycolour,&dummycolour, 0,0);
x11.pXFreePixmap(display,cursormask);
x11.pXFreeGC(display,gc);
return cursor;
}
#include <X11/Xcursor/Xcursor.h>
static struct
{
void *lib;
XcursorBool (*SupportsARGB) (Display *dpy);
XcursorImage *(*ImageCreate) (int width, int height);
Cursor (*ImageLoadCursor) (Display *dpy, const XcursorImage *image);
void (*ImageDestroy) (XcursorImage *image);
} xcursor;
static void *X11VID_CreateCursorRGBA(const qbyte *rgbacursor, size_t w, size_t h, float hotx, float hoty)
{
Cursor *cursor;
size_t x, y;
XcursorImage *img;
XcursorPixel *dest;
img = xcursor.ImageCreate(w, h);
img->xhot = hotx;
img->yhot = hoty;
dest = img->pixels;
for (y = 0; y < h; y++)
for (x = 0; x < w; x++, rgbacursor+=4)
*dest++ = (rgbacursor[3]<<24)|(rgbacursor[0]<<16)|(rgbacursor[1]<<8)|(rgbacursor[0]<<0); //0xARGB
cursor = Z_Malloc(sizeof(*cursor));
*cursor = xcursor.ImageLoadCursor(vid_dpy, img);
xcursor.ImageDestroy(img);
if (*cursor)
return (void*)cursor;
Z_Free(cursor);
return NULL;
}
static void *X11VID_CreateCursor(const char *filename, float hotx, float hoty, float scale)
{
void *r;
qbyte *rgbadata;
qboolean hasalpha;
void *filedata;
int filelen, width, height;
if (!filename || !*filename)
return NULL;
filelen = FS_LoadFile(filename, &filedata);
if (!filedata)
return NULL;
hasalpha = false;
rgbadata = Read32BitImageFile(filedata, filelen, &width, &height, &hasalpha, filename);
FS_FreeFile(filedata);
if (!rgbadata)
return NULL;
if (!hasalpha && !strchr(filename, ':'))
{ //people seem to insist on using jpgs, which don't have alpha.
//so screw over the alpha channel if needed.
unsigned int alpha_width, alpha_height, p;
char aname[MAX_QPATH];
unsigned char *alphadata;
char *alph;
size_t alphsize;
char ext[8];
COM_StripExtension(filename, aname, sizeof(aname));
COM_FileExtension(filename, ext, sizeof(ext));
Q_strncatz(aname, "_alpha.", sizeof(aname));
Q_strncatz(aname, ext, sizeof(aname));
alphsize = FS_LoadFile(filename, (void**)&alph);
if (alph)
{
if ((alphadata = Read32BitImageFile(alph, alphsize, &alpha_width, &alpha_height, &hasalpha, aname)))
{
if (alpha_width == width && alpha_height == height)
for (p = 0; p < alpha_width*alpha_height; p++)
rgbadata[(p<<2) + 3] = (alphadata[(p<<2) + 0] + alphadata[(p<<2) + 1] + alphadata[(p<<2) + 2])/3;
BZ_Free(alphadata);
}
FS_FreeFile(alph);
}
}
if (scale != 1)
{
int nw,nh;
qbyte *nd;
nw = width * scale;
nh = height * scale;
if (nw <= 0 || nh <= 0 || nw > 128 || nh > 128) //don't go crazy.
return NULL;
nd = BZ_Malloc(nw*nh*4);
Image_ResampleTexture((unsigned int*)rgbadata, width, height, (unsigned int*)nd, nw, nh);
width = nw;
height = nh;
BZ_Free(rgbadata);
rgbadata = nd;
}
r = X11VID_CreateCursorRGBA(rgbadata, width, height, hotx, hoty);
BZ_Free(rgbadata);
return r;
}
static void X11VID_DestroyCursor(void *qcursor)
{
Cursor c = *(Cursor*)qcursor;
if (vid_newcursor == c)
vid_newcursor = None;
if (vid_dpy)
x11.pXFreeCursor(vid_dpy, c);
Z_Free(qcursor);
}
static qboolean X11VID_SetCursor(void *qcursor)
{
vid_newcursor = *(Cursor*)qcursor;
if (vid_dpy)
UpdateGrabs();
return true;
}
static qboolean XCursor_Init(void)
{
static dllfunction_t xcursor_functable[] =
{
{(void**)&xcursor.SupportsARGB, "XcursorSupportsARGB"},
{(void**)&xcursor.ImageCreate, "XcursorImageCreate"},
{(void**)&xcursor.ImageLoadCursor, "XcursorImageLoadCursor"},
{(void**)&xcursor.ImageDestroy, "XcursorImageDestroy"},
{NULL, NULL}
};
qboolean defaulthwcursor = true;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && !strcmp(gl_vendor, "Humper") && !strcmp(gl_renderer, "Chromium"))
{ //I don't really understand the significance of these two values, but we get them when running inside VirtualBox
//in such cases, the opengl window has a nasty habit of appearing top-most, even above mouse cursors...
//so we NEED to disable hardware cursors by default in this case, because otherwise we won't see any
//(the cursor should be visible with mouse integration enabled, but then XWarpPointer fails without error. unplayable both ways to some extent)
Con_Printf("VirtualBox Detected: OpenGL obscures hardware cursors. seta x11_allow_xcursor 1 to ignore.\n");
defaulthwcursor = false;
}
#endif
//in case they were previously set...
rf->VID_CreateCursor = NULL;
rf->VID_DestroyCursor = NULL;
rf->VID_SetCursor = NULL;
if (!X11_CheckFeature("xcursor", defaulthwcursor))
{
Con_Printf("Hardware cursors disabled.\n");
return false;
}
if (!xcursor.lib)
{
#ifdef __CYGWIN__
if (!xcursor.lib)
xcursor.lib = Sys_LoadLibrary("cygXcursor.dll", xcursor_functable);
#endif
if (!xcursor.lib)
xcursor.lib = Sys_LoadLibrary("libXcursor.so.1", xcursor_functable);
if (!xcursor.lib)
xcursor.lib = Sys_LoadLibrary("libXcursor.so", xcursor_functable);
if (!xcursor.lib)
Con_Printf("Xcursor library not available or too old.\n");
}
if (xcursor.lib)
{
if (xcursor.SupportsARGB(vid_dpy))
{ //okay, we should be able to use argb hardware cursors, so set up our public function pointers
rf->VID_CreateCursor = X11VID_CreateCursor;
rf->VID_DestroyCursor = X11VID_DestroyCursor;
rf->VID_SetCursor = X11VID_SetCursor;
return true;
}
}
Con_Printf("Hardware cursors unsupported.\n");
return false;
}
qboolean GLVID_ApplyGammaRamps(unsigned int rampcount, unsigned short *ramps)
{
extern qboolean gammaworks;
if (ramps)
{
switch(vid_hardwaregamma.ival)
{
case 0: //never use hardware/glsl gamma
case 2: //ALWAYS use glsl gamma
return false;
default:
case 1: //no hardware gamma when windowed
if (!(fullscreenflags & FULLSCREEN_ACTIVE))
return false;
break;
case 3: //ALWAYS try to use hardware gamma, even when it fails...
break;
}
}
#ifdef USE_VMODE
//if we don't know the original ramps yet, don't allow changing them, because we're probably invalid anyway, and even if it worked, it'll break something later.
if (vm.originalapplied)
{
if (ramps && rampcount == vm.originalrampsize)
{
if (vid.activeapp)
{
if (gammaworks)
vm.pXF86VidModeSetGammaRamp (vid_dpy, scrnum, rampcount, &ramps[0], &ramps[rampcount], &ramps[rampcount*2]);
else
gammaworks = !!vm.pXF86VidModeSetGammaRamp (vid_dpy, scrnum, rampcount, &ramps[0], &ramps[rampcount], &ramps[rampcount*2]);
return gammaworks;
}
return false;
}
else if (gammaworks)
{
vm.pXF86VidModeSetGammaRamp(vid_dpy, scrnum, vm.originalrampsize, vm.originalramps[0], vm.originalramps[1], vm.originalramps[2]);
return true;
}
}
#endif
return false;
}
void GLVID_SwapBuffers (void)
{
switch(currentpsl)
{
#ifdef GLQUAKE
#ifdef USE_EGL
case PSL_EGL:
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
EGL_BeginRendering();
break;
#endif
case PSL_GLX:
//we don't need to flush, XSawpBuffers does it for us.
//chances are, it's version is more suitable anyway. At least there's the chance that it might be.
glx.SwapBuffers(vid_dpy, vid_window);
break;
#endif
#ifdef VKQUAKE
case PSL_VULKAN:
break;
#endif
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
default:
case PSL_NONE:
break;
}
}
#include "bymorphed.h"
void X_StoreIcon(Window wnd)
{
int i;
Atom propname = x11.pXInternAtom(vid_dpy, "_NET_WM_ICON", false);
Atom proptype = x11.pXInternAtom(vid_dpy, "CARDINAL", false);
size_t filesize;
qbyte *filedata = NULL;
#ifdef AVAIL_PNGLIB
if (!filedata)
filedata = FS_LoadMallocFile("icon.png", &filesize);
#endif
if (!filedata)
filedata = FS_LoadMallocFile("icon.tga", &filesize);
#ifdef AVAIL_JPEGLIB
if (!filedata)
filedata = FS_LoadMallocFile("icon.jpg", &filesize);
#endif
if (!filedata)
filedata = FS_LoadMallocFile("icon.ico", &filesize);
if (filedata)
{
int imagewidth, imageheight;
int *iconblob;
qboolean hasalpha;
qbyte *imagedata = Read32BitImageFile(filedata, filesize, &imagewidth, &imageheight, &hasalpha, "icon.png");
Z_Free(filedata);
iconblob = BZ_Malloc(sizeof(int)*(2+imagewidth*imageheight));
iconblob[0] = imagewidth;
iconblob[1] = imageheight;
//needs to be 0xARGB, rather than RGBA bytes
for (i = 0; i < imagewidth*imageheight; i++)
iconblob[i+2] = (imagedata[i*4+3]<<24) | (imagedata[i*4+0]<<16) | (imagedata[i*4+1]<<8) | (imagedata[i*4+2]<<0);
Z_Free(imagedata);
x11.pXChangeProperty(vid_dpy, wnd, propname, proptype, 32, PropModeReplace, (void*)iconblob, 2+imagewidth*imageheight);
BZ_Free(iconblob);
}
else
{
//fall back to the embedded icon.
unsigned long data[64*64+2];
data[0] = icon.width;
data[1] = icon.height;
for (i = 0; i < data[0]*data[1]; i++)
data[i+2] = ((unsigned int*)icon.pixel_data)[i];
x11.pXChangeProperty(vid_dpy, wnd, propname, proptype, 32, PropModeReplace, (void*)data, data[0]*data[1]+2);
}
}
void X_GoFullscreen(void)
{
XEvent xev;
//for NETWM window managers
memset(&xev, 0, sizeof(xev));
xev.type = ClientMessage;
xev.xclient.window = vid_window;
xev.xclient.message_type = x11.pXInternAtom(vid_dpy, "_NET_WM_STATE", False);
xev.xclient.format = 32;
xev.xclient.data.l[0] = 1; //add
xev.xclient.data.l[1] = x11.pXInternAtom(vid_dpy, "_NET_WM_STATE_FULLSCREEN", False);
xev.xclient.data.l[2] = 0;
//for any other window managers, and broken NETWM
//Note that certain window managers ignore this entirely, and instead fullscreen us on whichever monitor has the mouse cursor at the time. Which is awkward.
x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx, fullscreeny, fullscreenwidth, fullscreenheight);
// x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx+fullscreenwidth/2, fullscreeny+fullscreenheight/2, 1, 1);
x11.pXSync(vid_dpy, False);
x11.pXSendEvent(vid_dpy, DefaultRootWindow(vid_dpy), False, SubstructureNotifyMask, &xev);
x11.pXSync(vid_dpy, False);
x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx, fullscreeny, fullscreenwidth, fullscreenheight);
x11.pXSync(vid_dpy, False);
//Con_Printf("Gone fullscreen\n");
}
void X_GoWindowed(void)
{
XEvent xev;
x11.pXFlush(vid_dpy);
x11.pXSync(vid_dpy, False);
memset(&xev, 0, sizeof(xev));
xev.type = ClientMessage;
xev.xclient.window = vid_window;
xev.xclient.message_type = x11.pXInternAtom(vid_dpy, "_NET_WM_STATE", False);
xev.xclient.format = 32;
xev.xclient.data.l[0] = 0; //remove
xev.xclient.data.l[1] = x11.pXInternAtom(vid_dpy, "_NET_WM_STATE_FULLSCREEN", False);
xev.xclient.data.l[2] = 0;
x11.pXSendEvent(vid_dpy, DefaultRootWindow(vid_dpy), False, SubstructureNotifyMask, &xev);
x11.pXSync(vid_dpy, False);
x11.pXMoveResizeWindow(vid_dpy, vid_window, 0, 0, 640, 480);
//Con_Printf("Gone windowed\n");
}
qboolean X_CheckWMFullscreenAvailable(void)
{
//root window must have _NET_SUPPORTING_WM_CHECK which is a Window created by the WM
//the WM's window must have _NET_WM_NAME set, which is the name of the window manager
//if we can find those, then the window manager has not crashed.
//if we can then find _NET_WM_STATE_FULLSCREEN in the _NET_SUPPORTED atom list on the root, then we can get fullscreen mode from the WM
//and we'll have no alt-tab issues whatsoever.
Atom xa_net_supporting_wm_check = x11.pXInternAtom(vid_dpy, "_NET_SUPPORTING_WM_CHECK", False);
Atom xa_net_wm_name = x11.pXInternAtom(vid_dpy, "_NET_WM_NAME", False);
Atom xa_net_supported = x11.pXInternAtom(vid_dpy, "_NET_SUPPORTED", False);
Atom xa_net_wm_state_fullscreen = x11.pXInternAtom(vid_dpy, "_NET_WM_STATE_FULLSCREEN", False);
Window wmwindow;
unsigned char *prop;
unsigned long bytes_after, nitems;
Atom type;
int format;
qboolean success = false;
unsigned char *wmname;
int i;
if (!X11_CheckFeature("wmfullscreen", true))
{
Con_Printf("Window manager fullscreen support disabled. Will attempt to hide from it instead.\n");
return success;
}
if (x11.pXGetWindowProperty(vid_dpy, vid_root, xa_net_supporting_wm_check, 0, 16384, False, AnyPropertyType, &type, &format, &nitems, &bytes_after, &prop) != Success || prop == NULL)
{
Con_Printf("Window manager not identified\n");
return success;
}
wmwindow = *(Window *)prop;
x11.pXFree(prop);
if (x11.pXGetWindowProperty(vid_dpy, wmwindow, xa_net_wm_name, 0, 16384, False, AnyPropertyType, &type, &format, &nitems, &bytes_after, &wmname) != Success || wmname == NULL)
{
Con_Printf("Window manager crashed or something\n");
return success;
}
else
{
if (x11.pXGetWindowProperty(vid_dpy, vid_root, xa_net_supported, 0, 16384, False, AnyPropertyType, &type, &format, &nitems, &bytes_after, &prop) != Success || prop == NULL)
{
Con_Printf("Window manager \"%s\" supports nothing\n", wmname);
}
else
{
for (i = 0; i < nitems; i++)
{
// Con_Printf("supported: %s\n", x11.pXGetAtomName(vid_dpy, ((Atom*)prop)[i]));
if (((Atom*)prop)[i] == xa_net_wm_state_fullscreen)
{
success = true;
break;
}
}
if (!success)
Con_Printf("Window manager \"%s\" does not appear to support fullscreen\n", wmname);
else if (!strcmp(wmname, "Fluxbox"))
{
Con_Printf("Window manager \"%s\" claims to support fullscreen, but is known to be buggy\n", wmname);
success = false;
}
else
Con_DPrintf("Window manager \"%s\" supports fullscreen. Set x11_allow_wmfullscreen 0 if it is buggy.\n", wmname);
x11.pXFree(prop);
}
x11.pXFree(wmname);
}
return success;
}
Window X_CreateWindow(qboolean override, XVisualInfo *visinfo, int x, int y, unsigned int width, unsigned int height, qboolean fullscreen)
{
Window wnd, parent;
XSetWindowAttributes attr;
XSizeHints szhints;
unsigned int mask;
Atom prots[1];
/* window attributes */
attr.background_pixel = 0;
attr.border_pixel = 0;
attr.colormap = x11.pXCreateColormap(vid_dpy, vid_root, visinfo->visual, AllocNone);
attr.event_mask = vid_x_eventmask = X_MASK;
attr.backing_store = NotUseful;
attr.save_under = False;
mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask | CWBackingStore |CWSaveUnder;
// override redirect prevents the windowmanager from finding out about us, and thus will not apply borders to our window.
if (override)
{
mask |= CWOverrideRedirect;
attr.override_redirect = True;
}
memset(&szhints, 0, sizeof(szhints));
szhints.flags = PMinSize;
szhints.min_width = 320;
szhints.min_height = 200;
szhints.x = x;
szhints.y = y;
szhints.width = width;
szhints.height = height;
if (sys_parentwindow && !fullscreen)
{
x = (sys_parentwidth - width) / 2;
y = (sys_parentheight - height) / 2;
parent = sys_parentwindow;
}
else
parent = vid_root;
wnd = x11.pXCreateWindow(vid_dpy, parent, x, y, width, height,
0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr);
/*ask the window manager to stop triggering bugs in Xlib*/
prots[0] = x11.pXInternAtom(vid_dpy, "WM_DELETE_WINDOW", False);
x11.pXSetWMProtocols(vid_dpy, wnd, prots, sizeof(prots)/sizeof(prots[0]));
x11.pXSetWMNormalHints(vid_dpy, wnd, &szhints);
/*set caption*/
x11.pXStoreName(vid_dpy, wnd, "FTE QuakeWorld");
x11.pXSetIconName(vid_dpy, wnd, "FTEQW");
X_StoreIcon(wnd);
/*make it visible*/
x11.pXMapWindow(vid_dpy, wnd);
return wnd;
}
qboolean X11VID_Init (rendererstate_t *info, unsigned char *palette, int psl)
{
int x = 0;
int y = 0;
int width = info->width; //can override these if vmode isn't available
int height = info->height;
int rate = info->rate;
#if defined(USE_EGL) || defined(VKQUAKE)
XVisualInfo vinfodef;
#endif
XVisualInfo *visinfo;
#ifdef GLQUAKE
GLXFBConfig fbconfig = NULL;
#endif
qboolean fullscreen = false;
if (!x11_initlib())
return false;
if (info->fullscreen)
fullscreen = true;
currentpsl = psl;
switch(currentpsl)
{
#ifdef GLQUAKE
#ifdef USE_EGL
case PSL_EGL:
if (!EGL_LoadLibrary(info->subrenderer))
{
Con_Printf("couldn't load EGL library\n");
return false;
}
break;
#endif
case PSL_GLX:
if (!GLX_InitLibrary(info->subrenderer))
{
Con_Printf("Couldn't intialise GLX\nEither your drivers are not installed or you need to specify the library name with the gl_driver cvar\n");
return false;
}
break;
#endif
#ifdef VKQUAKE
case PSL_VULKAN:
{
dllfunction_t func[] =
{
{(void*)&vkGetInstanceProcAddr, "vkGetInstanceProcAddr"},
{NULL, NULL}
};
if (!Sys_LoadLibrary("libvulkan.so.1", func))
{
if (!Sys_LoadLibrary("libvulkan.so", func))
{
Con_Printf("Couldn't intialise libvulkan.so\nvulkan loader is not installed\n");
return false;
}
}
}
break;
#endif
case PSL_NONE:
return false;
}
if (!vid_dpy)
vid_dpy = x11.pXOpenDisplay(NULL);
if (!vid_dpy)
{
Con_Printf(CON_ERROR "Error: couldn't open the X display\n");
return false;
}
scrnum = DefaultScreen(vid_dpy);
vid_root = RootWindow(vid_dpy, scrnum);
fullscreenflags = 0;
if (info->fullscreen == 2)
fullscreenflags |= FULLSCREEN_DESKTOP;
#ifdef USE_XRANDR
XRandR_Init();
if (fullscreen && !(fullscreenflags & FULLSCREEN_ANYMODE))
XRandR_SelectMode(info->devicename, &x, &y, &width, &height, rate);
#endif
#ifdef USE_VMODE
VMODE_Init();
if (fullscreen && !(fullscreenflags & FULLSCREEN_ANYMODE))
VMODE_SelectMode(&width, &height, rate);
#endif
if (fullscreen)
{
if (!(fullscreenflags & (FULLSCREEN_ANYMODE&~FULLSCREEN_DESKTOP)))
{
//if we arn't using any mode switching extension then our fullscreen has to be the size of the root window
//FIXME: with xrandr (even when not fullscreen), we should pick an arbitrary display to size the game appropriately.
XWindowAttributes xwa;
x11.pXGetWindowAttributes(vid_dpy, DefaultRootWindow(vid_dpy), &xwa);
width = xwa.width;
height = xwa.height;
x = 0;
y = 0;
#ifdef USE_XRANDR
XRandr_PickScreen(info->devicename, &x, &y, &width, &height);
#endif
}
//window managers fuck up too much if we change the video mode and request the windowmanager make us fullscreen.
//we assume that window manages will understand xrandr, as that actually provides notifications that things have changed.
if (!(fullscreenflags & FULLSCREEN_VMODE) && X_CheckWMFullscreenAvailable())
fullscreenflags |= FULLSCREEN_WM;
else
fullscreenflags |= FULLSCREEN_LEGACY;
}
else if (sys_parentwindow)
{
if (width < 64 || width > sys_parentwidth)
width = sys_parentwidth;
if (height < 64 || height > sys_parentheight)
height = sys_parentheight;
}
switch(currentpsl)
{
#ifdef GLQUAKE
#ifdef USE_EGL
case PSL_EGL:
visinfo = &vinfodef;
if (!x11.pXMatchVisualInfo(vid_dpy, scrnum, info->bpp?info->bpp:DefaultDepth(vid_dpy, scrnum), TrueColor, visinfo))
{
Sys_Error("Couldn't choose visual for EGL\n");
}
break;
#endif
case PSL_GLX:
fbconfig = GLX_GetFBConfig(info);
if (fbconfig)
visinfo = glx.GetVisualFromFBConfig(vid_dpy, fbconfig);
else
visinfo = GLX_GetVisual(info);
if (!visinfo)
{
Con_Printf("X11VID_Init: Error couldn't get an RGB, Double-buffered, Depth visual\n");
GLVID_Shutdown();
return false;
}
break;
#endif
#ifdef VKQUAKE
case PSL_VULKAN:
visinfo = &vinfodef;
if (!x11.pXMatchVisualInfo(vid_dpy, scrnum, info->bpp?info->bpp:DefaultDepth(vid_dpy, scrnum), TrueColor, visinfo))
{
Sys_Error("Couldn't choose visual for vulkan\n");
}
break;
#endif
default:
case PSL_NONE:
visinfo = NULL;
break; //erm
}
vid.activeapp = false;
if (fullscreenflags & FULLSCREEN_LEGACY)
{
vid_decoywindow = X_CreateWindow(false, visinfo, x, y, 320, 200, false);
vid_window = X_CreateWindow(true, visinfo, x, y, width, height, fullscreen);
}
else
vid_window = X_CreateWindow(false, visinfo, x, y, width, height, fullscreen);
vid_x_eventmask |= X_InitUnicode();
x11.pXSelectInput(vid_dpy, vid_window, vid_x_eventmask);
CL_UpdateWindowTitle();
/*make it visible*/
#ifdef USE_VMODE
if (fullscreenflags & FULLSCREEN_VMODE)
{
x11.pXRaiseWindow(vid_dpy, vid_window);
x11.pXWarpPointer(vid_dpy, None, vid_window, 0, 0, 0, 0, 0, 0);
x11.pXFlush(vid_dpy);
// Move the viewport to top left, in case its not already.
vm.pXF86VidModeSetViewPort(vid_dpy, scrnum, 0, 0);
}
#endif
vid_nullcursor = CreateNullCursor(vid_dpy, vid_window);
vid_newcursor = vid_activecursor = None; //at this point, the cursor is undefined (aka: inherited from parent)
x11.pXFlush(vid_dpy);
#ifdef USE_VMODE
if (vm.vmajor >= 2)
{
int rampsize = 256;
vm.pXF86VidModeGetGammaRampSize(vid_dpy, scrnum, &rampsize);
if (rampsize > countof(vm.originalramps[0]))
{
vm.originalapplied = false;
Con_Printf("Gamma ramps have more than %zi entries (%i).\n", countof(vm.originalramps[0]), rampsize);
}
else
{
vm.originalrampsize = vid.gammarampsize = rampsize;
vm.originalapplied = vm.pXF86VidModeGetGammaRamp(vid_dpy, scrnum, vm.originalrampsize, vm.originalramps[0], vm.originalramps[1], vm.originalramps[2]);
}
}
#endif
switch(currentpsl)
{
#ifdef GLQUAKE
case PSL_GLX:
if (!GLX_Init(info, fbconfig, visinfo))
{
GLVID_Shutdown();
return false;
}
break;
#ifdef USE_EGL
case PSL_EGL:
if (!EGL_Init(info, palette, (EGLNativeWindowType)vid_window, (EGLNativeDisplayType)vid_dpy))
{
Con_Printf("Failed to create EGL context.\n");
GLVID_Shutdown();
return false;
}
if (!GL_Init(info, &EGL_Proc))
return false;
break;
#endif
#endif
#ifdef VKQUAKE
case PSL_VULKAN:
#ifdef VK_USE_PLATFORM_XLIB_KHR
{
const char *extnames[] = {VK_KHR_XLIB_SURFACE_EXTENSION_NAME, NULL};
if (VK_Init(info, extnames, XVK_SetupSurface_XLib, NULL))
break;
}
#endif
#ifdef VK_USE_PLATFORM_XCB_KHR
{
const char *extnames[] = {VK_KHR_XCB_SURFACE_EXTENSION_NAME, NULL};
if (x11xcb_initlib() && VK_Init(info, extnames, XVK_SetupSurface_XCB, NULL))
break;
}
#endif
Con_Printf("Failed to create a vulkan context.\n");
GLVID_Shutdown();
return false;
#endif
case PSL_NONE:
break;
}
//probably going to be resized in the event handler
vid.pixelwidth = fullscreenwidth = width;
vid.pixelheight = fullscreenheight = height;
fullscreenx = x;
fullscreeny = y;
vid.numpages = 2;
// Con_SafePrintf ("Video mode %dx%d+%d,%d initialized.\n", width, height, x, y);
x11.pXRaiseWindow(vid_dpy, vid_window);
if (fullscreenflags & FULLSCREEN_WM)
X_GoFullscreen();
if (fullscreenflags & FULLSCREEN_LEGACY)
x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx, fullscreeny, fullscreenwidth, fullscreenheight);
if (fullscreenflags)
fullscreenflags |= FULLSCREEN_ACTIVE;
if (X11_CheckFeature("xi2", true) && XI2_Init())
{
x11_input_method = XIM_XI2;
Con_DPrintf("Using XInput2\n");
}
else if (X11_CheckFeature("dga", true) && DGAM_Init())
{
x11_input_method = XIM_DGA;
Con_DPrintf("Using DGA mouse\n");
}
else
{
x11_input_method = XIM_ORIG;
Con_DPrintf("Using X11 mouse\n");
}
XCursor_Init();
if (fullscreenflags & FULLSCREEN_LEGACY)
x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx, fullscreeny, fullscreenwidth, fullscreenheight);
if (Cvar_Get("vidx_grabkeyboard", "0", 0, "Additional video options")->value)
x11.pXGrabKeyboard(vid_dpy, vid_window,
False,
GrabModeAsync, GrabModeAsync,
CurrentTime);
else if (fullscreenflags & FULLSCREEN_LEGACY)
x11.pXSetInputFocus(vid_dpy, vid_window, RevertToNone, CurrentTime);
return true;
}
#ifdef GLQUAKE
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
{
return X11VID_Init(info, palette, PSL_GLX);
}
#ifdef USE_EGL
qboolean EGLVID_Init (rendererstate_t *info, unsigned char *palette)
{
return X11VID_Init(info, palette, PSL_EGL);
}
#endif
#endif
#ifdef VKQUAKE
static qboolean VKVID_Init (rendererstate_t *info, unsigned char *palette)
{
return X11VID_Init(info, palette, PSL_VULKAN);
}
#endif
void Sys_SendKeyEvents(void)
{
#ifndef CLIENTONLY
//this is stupid
SV_GetConsoleCommands();
#endif
if (sys_gracefulexit)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
sys_gracefulexit = false;
}
if (vid_dpy && vid_window)
{
while (x11.pXPending(vid_dpy))
GetEvent();
if (modeswitchpending && modeswitchtime < Sys_Milliseconds())
{
UpdateGrabs();
if (modeswitchpending > 0 && !(fullscreenflags & FULLSCREEN_ACTIVE))
{
//entering fullscreen mode
#ifdef USE_VMODE
if (fullscreenflags & FULLSCREEN_VMODE)
{
if (!(fullscreenflags & FULLSCREEN_VMODEACTIVE))
{
// change to the mode
vm.pXF86VidModeSwitchToMode(vid_dpy, scrnum, vm.modes[vm.usemode]);
fullscreenflags |= FULLSCREEN_VMODEACTIVE;
// Move the viewport to top left
}
vm.pXF86VidModeSetViewPort(vid_dpy, scrnum, 0, 0);
}
#endif
#ifdef USE_XRANDR
if (fullscreenflags & FULLSCREEN_XRANDR)
XRandR_ApplyMode();
#endif
Cvar_ForceCallback(&v_gamma);
/*release the mouse now, because we're paranoid about clip regions*/
if (fullscreenflags & FULLSCREEN_WM)
X_GoFullscreen();
if (fullscreenflags & FULLSCREEN_LEGACY)
{
x11.pXReparentWindow(vid_dpy, vid_window, vid_root, fullscreenx, fullscreeny);
// if (vid_decoywindow)
// x11.pXMoveWindow(vid_dpy, vid_decoywindow, fullscreenx, fullscreeny);
//x11.pXUnmapWindow(vid_dpy, vid_decoywindow);
//make sure we have it
x11.pXSetInputFocus(vid_dpy, vid_window, RevertToParent, CurrentTime);
x11.pXRaiseWindow(vid_dpy, vid_window);
x11.pXMoveResizeWindow(vid_dpy, vid_window, fullscreenx, fullscreeny, fullscreenwidth, fullscreenheight);
}
if (fullscreenflags)
fullscreenflags |= FULLSCREEN_ACTIVE;
}
if (modeswitchpending < 0)
{
//leave fullscreen mode
if (!COM_CheckParm("-stayactive"))
{ //a parameter that leaves the program fullscreen if you taskswitch.
//sounds pointless, works great with two moniters. :D
#ifdef USE_VMODE
if (fullscreenflags & FULLSCREEN_VMODE)
{
if (vm.originalapplied)
vm.pXF86VidModeSetGammaRamp(vid_dpy, scrnum, vm.originalrampsize, vm.originalramps[0], vm.originalramps[1], vm.originalramps[2]);
if (fullscreenflags & FULLSCREEN_VMODEACTIVE)
{
vm.pXF86VidModeSwitchToMode(vid_dpy, scrnum, vm.modes[0]);
fullscreenflags &= ~FULLSCREEN_VMODEACTIVE;
}
}
#endif
#ifdef USE_XRANDR
if (fullscreenflags & FULLSCREEN_XRANDR)
XRandR_RevertMode();
#endif
if (fullscreenflags & FULLSCREEN_WM)
X_GoWindowed();
if (fullscreenflags & FULLSCREEN_LEGACY)
{
x11.pXReparentWindow(vid_dpy, vid_window, vid_decoywindow, 0, 0);
// x11.pXMoveResizeWindow(vid_dpy, vid_decoywindow, fullscreenx + (fullscreenwidth-640)/2, fullscreeny + (fullscreenheight-480)/2, 640, 480);
x11.pXMapWindow(vid_dpy, vid_decoywindow);
}
fullscreenflags &= ~FULLSCREEN_ACTIVE;
}
}
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
modeswitchpending = 0;
}
if (modeswitchpending)
return;
UpdateGrabs();
}
}
void Force_CenterView_f (void)
{
cl.playerview[0].viewangles[PITCH] = 0;
}
//these are done from the x11 event handler. we don't support evdev.
void INS_Move(void)
{
}
void INS_Commands(void)
{
}
void INS_Init(void)
{
}
void INS_ReInit(void)
{
}
void INS_Shutdown(void)
{
}
void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid))
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
callback(ctx, "keyboard", "x11", NULL);
switch(x11_input_method)
{
case XIM_ORIG:
callback(ctx, "mouse", "x11", &x11_mouseqdev);
break;
case XIM_DGA:
callback(ctx, "mouse", "dga", &x11_mouseqdev);
break;
case XIM_XI2:
{
int i, devs;
XIDeviceInfo *dev = xi2.pXIQueryDevice(vid_dpy, xi2.devicegroup, &devs);
for (i = 0; i < devs; i++)
{
if (!dev[i].enabled)
return;
if (/*dev[i].use == XIMasterPointer ||*/ dev[i].use == XISlavePointer)
{
struct xidevinfo *devi = XI2_GetDeviceInfo(dev[i].deviceid);
callback(ctx, devi->abs?"tablet":"mouse", dev[i].name, &devi->qdev);
}
// else if (dev[i].use == XIMasterKeyboard || dev[i].use == XISlaveKeyboard)
// {
// int qdev = dev[i].deviceid;
// callback(ctx, "xi2kb", dev[i].name, &qdev);
// }
}
xi2.pXIFreeDeviceInfo(dev);
}
break;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
void GLVID_SetCaption(const char *text)
{
x11.pXStoreName(vid_dpy, vid_window, (char*)text);
}
#ifdef USE_EGL
#include "shader.h"
#include "gl_draw.h"
rendererinfo_t eglrendererinfo =
{
"EGL(X11)",
{
"egl"
},
QR_OPENGL,
GLDraw_Init,
GLDraw_DeInit,
GL_UpdateFiltering,
GL_LoadTextureMips,
GL_DestroyTexture,
GLR_Init,
GLR_DeInit,
GLR_RenderView,
EGLVID_Init,
GLVID_DeInit,
GLVID_SwapBuffers,
GLVID_ApplyGammaRamps,
NULL,
NULL,
NULL,
GLVID_SetCaption, //setcaption
GLVID_GetRGBInfo,
GLSCR_UpdateScreen,
GLBE_SelectMode,
GLBE_DrawMesh_List,
GLBE_DrawMesh_Single,
GLBE_SubmitBatch,
GLBE_GetTempBatch,
GLBE_DrawWorld,
GLBE_Init,
GLBE_GenBrushModelVBO,
GLBE_ClearVBO,
GLBE_UploadAllLightmaps,
GLBE_SelectEntity,
GLBE_SelectDLight,
GLBE_Scissor,
GLBE_LightCullModel,
GLBE_VBO_Begin,
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
GLBE_VBO_Data,
GLBE_VBO_Finish,
GLBE_VBO_Destroy,
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
GLBE_RenderToTextureUpdate2d,
""
};
#endif
#ifdef VKQUAKE
#ifdef VK_USE_PLATFORM_XLIB_KHR
static qboolean XVK_SetupSurface_XLib(void)
{
VkXlibSurfaceCreateInfoKHR inf = {VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR};
inf.flags = 0;
inf.dpy = vid_dpy;
inf.window = vid_window;
if (VK_SUCCESS == vkCreateXlibSurfaceKHR(vk.instance, &inf, vkallocationcb, &vk.surface))
return true;
return false;
}
#endif
#ifdef VK_USE_PLATFORM_XCB_KHR
static qboolean XVK_SetupSurface_XCB(void)
{
VkXcbSurfaceCreateInfoKHR inf = {VK_STRUCTURE_TYPE_XCB_SURFACE_CREATE_INFO_KHR};
inf.flags = 0;
inf.connection = x11xcb.pXGetXCBConnection(vid_dpy);
inf.window = vid_window;
if (VK_SUCCESS == vkCreateXcbSurfaceKHR(vk.instance, &inf, vkallocationcb, &vk.surface))
return true;
return false;
}
#endif
rendererinfo_t vkrendererinfo =
{
"Vulkan(X11)",
{
"vk",
"xvk",
"vulkan"
},
QR_VULKAN,
VK_Draw_Init,
VK_Draw_Shutdown,
VK_UpdateFiltering,
VK_LoadTextureMips,
VK_DestroyTexture,
VK_R_Init,
VK_R_DeInit,
VK_R_RenderView,
VKVID_Init,
GLVID_DeInit,
GLVID_SwapBuffers,
GLVID_ApplyGammaRamps,
NULL,
NULL,
NULL,
GLVID_SetCaption, //setcaption
VKVID_GetRGBInfo,
VK_SCR_UpdateScreen,
VKBE_SelectMode,
VKBE_DrawMesh_List,
VKBE_DrawMesh_Single,
VKBE_SubmitBatch,
VKBE_GetTempBatch,
VKBE_DrawWorld,
VKBE_Init,
VKBE_GenBrushModelVBO,
VKBE_ClearVBO,
VKBE_UploadAllLightmaps,
VKBE_SelectEntity,
VKBE_SelectDLight,
VKBE_Scissor,
VKBE_LightCullModel,
VKBE_VBO_Begin,
VKBE_VBO_Data,
VKBE_VBO_Finish,
VKBE_VBO_Destroy,
VKBE_RenderToTextureUpdate2d,
""
};
#endif
#if 1
char *Sys_GetClipboard(void)
{
Atom xa_clipboard = x11.pXInternAtom(vid_dpy, "PRIMARY", false);
Atom xa_string = x11.pXInternAtom(vid_dpy, "UTF8_STRING", false);
Window clipboardowner = x11.pXGetSelectionOwner(vid_dpy, xa_clipboard);
if (clipboardowner != None && clipboardowner != vid_window)
{
int fmt;
Atom type;
unsigned long nitems, bytesleft;
unsigned char *data;
x11.pXConvertSelection(vid_dpy, xa_clipboard, xa_string, None, vid_window, CurrentTime);
x11.pXFlush(vid_dpy);
x11.pXGetWindowProperty(vid_dpy, vid_window, xa_string, 0, 0, False, AnyPropertyType, &type, &fmt, &nitems, &bytesleft, &data);
return data;
}
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
return clipboard_buffer;
}
void Sys_CloseClipboard(char *bf)
{
if (bf == clipboard_buffer)
return;
x11.pXFree(bf);
}
void Sys_SaveClipboard(char *text)
{
Atom xa_clipboard = x11.pXInternAtom(vid_dpy, "PRIMARY", false);
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
Q_strncpyz(clipboard_buffer, text, SYS_CLIPBOARD_SIZE);
x11.pXSetSelectionOwner(vid_dpy, xa_clipboard, vid_window, CurrentTime);
}
#endif
qboolean X11_GetDesktopParameters(int *width, int *height, int *bpp, int *refreshrate)
{
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
Display *xtemp;
int scr;
if (!x11_initlib())
return false;
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
xtemp = x11.pXOpenDisplay(NULL);
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 (!xtemp)
return false;
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
scr = DefaultScreen(xtemp);
*width = 0;//DisplayWidth(xtemp, scr);
*height = 0;//DisplayHeight(xtemp, scr);
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
*bpp = DefaultDepth(xtemp, scr);
*refreshrate = 0;
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
x11.pXCloseDisplay(xtemp);
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
return true;
}