quakespasm/Quake/main_sdl.c

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2005 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
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.
*/
#include "quakedef.h"
#include "SDL.h"
#include <stdio.h>
#define DEFAULT_MEMORY 0x4000000
static quakeparms_t parms;
int main(int argc, char *argv[])
{
SDL_Event event;
int t;
int done = 0;
double time, oldtime, newtime;
host_parms = &parms;
parms.basedir = ".";
parms.argc = argc;
parms.argv = argv;
COM_InitArgv(parms.argc, parms.argv);
isDedicated = (COM_CheckParm("-dedicated") != 0);
Sys_Init();
// default memory size
// TODO: less mem, eg. 16 mb, for dedicated server??
parms.memsize = DEFAULT_MEMORY;
if (COM_CheckParm("-heapsize"))
{
t = COM_CheckParm("-heapsize") + 1;
if (t < com_argc)
parms.memsize = Q_atoi(com_argv[t]) * 1024;
}
parms.membase = malloc (parms.memsize);
if (!parms.membase)
Sys_Error ("Not enough memory free; check disk space\n");
Sys_Printf("Quake %1.2f (c) id Software\n", VERSION);
Sys_Printf("GLQuake %1.2f (c) id Software\n", GLQUAKE_VERSION);
Sys_Printf("FitzQuake %1.2f (c) John Fitzgibbons\n", FITZQUAKE_VERSION);
Sys_Printf("FitzQuake SDL port (c) SleepwalkR, Baker\n");
Sys_Printf("QuakeSpasm %1.2f.%d (c) Ozkan Sezer, Stevenaaus\n",
FITZQUAKE_VERSION, QUAKESPASM_VER_PATCH);
Sys_Printf("Host_Init\n");
Host_Init();
oldtime = Sys_DoubleTime();
if (isDedicated)
{
while (1)
{
newtime = Sys_DoubleTime ();
time = newtime - oldtime;
while (time < sys_ticrate.value )
{
SDL_Delay(1);
newtime = Sys_DoubleTime ();
time = newtime - oldtime;
}
Host_Frame (time);
oldtime = newtime;
}
}
else
while (!done)
{
while (!done && SDL_PollEvent (&event))
{
switch (event.type)
{
case SDL_ACTIVEEVENT:
if (event.active.state & (SDL_APPACTIVE|SDL_APPINPUTFOCUS))
{
if (!COM_CheckParm("-bgsound")) {
if (event.active.gain)
S_UnblockSound();
else
S_BlockSound();
}
}
break;
case SDL_MOUSEMOTION:
IN_MouseMove(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
switch (event.button.button)
{
case SDL_BUTTON_LEFT:
Key_Event(K_MOUSE1, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_RIGHT:
Key_Event(K_MOUSE2, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_MIDDLE:
Key_Event(K_MOUSE3, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_WHEELUP:
Key_Event(K_MWHEELUP, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_WHEELDOWN:
Key_Event(K_MWHEELDOWN, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_X1:
Key_Event(K_MOUSE4, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_X2:
Key_Event(K_MOUSE5, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
// SHIFT + ESC and circomflex always opens the console no matter what
if ((event.key.keysym.sym == SDLK_ESCAPE && (event.key.keysym.mod & KMOD_SHIFT))
|| (event.key.keysym.sym == SDLK_CARET))
{
if (event.key.type == SDL_KEYDOWN)
Con_ToggleConsole_f();
}
else if ((event.key.keysym.sym == SDLK_RETURN) &&
(event.key.keysym.mod & KMOD_ALT))
{
if (event.key.type == SDL_KEYDOWN)
VID_Toggle();
}
else
{
Key_Event(Key_Map(&(event.key)), event.key.type == SDL_KEYDOWN);
}
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
newtime = Sys_DoubleTime();
time = newtime - oldtime;
Host_Frame(time);
/* throttle the game loop just a little bit
and make the game run a little cooler:
noone needs more than 1000fps, I think */
if (time < sys_throttle.value)
SDL_Delay(1);
oldtime = newtime;
}
Sys_Quit();
return 0;
}