quakespasm/Quake/main_sdl.c
Ozkan Sezer 50e014d050 Updated support for building the OSX versions using Makefile.darwin. Do
not rely on sdl-config on OSX Framework builds, define new SDL_FRAMEWORK
and NO_SDL_CONFIG preprocessor macros to indicate that and include SDL.h
with the "SDL" subdirectory name included. Add new libmad and ogg/vorbis
headers and static and dynamic libraries for macosx. Xcode project files
need further updating.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@699 af15c1b1-3010-417e-b628-4374ebc0bcbd
2012-08-16 04:51:41 +00:00

156 lines
3.9 KiB
C

/*
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"
#if defined(SDL_FRAMEWORK) || defined(NO_SDL_CONFIG)
#include <SDL/SDL.h>
#else
#include "SDL.h"
#endif
#include <stdio.h>
/* need at least SDL_1.2.10 */
#define SDL_MIN_X 1
#define SDL_MIN_Y 2
#define SDL_MIN_Z 10
#define SDL_REQUIREDVERSION (SDL_VERSIONNUM(SDL_MIN_X,SDL_MIN_Y,SDL_MIN_Z))
/* reject 1.3.0 and newer at runtime. */
#define SDL_NEW_VERSION_REJECT (SDL_VERSIONNUM(1,3,0))
static void Sys_CheckSDL (void)
{
const SDL_version *sdl_version = SDL_Linked_Version();
Sys_Printf("Found SDL version %i.%i.%i\n",sdl_version->major,sdl_version->minor,sdl_version->patch);
if (SDL_VERSIONNUM(sdl_version->major,sdl_version->minor,sdl_version->patch) < SDL_REQUIREDVERSION)
{ /*reject running under older SDL versions */
Sys_Error("You need at least v%d.%d.%d of SDL to run this game.", SDL_MIN_X,SDL_MIN_Y,SDL_MIN_Z);
}
if (SDL_VERSIONNUM(sdl_version->major,sdl_version->minor,sdl_version->patch) >= SDL_NEW_VERSION_REJECT)
{ /*reject running under newer (1.3.x) SDL */
Sys_Error("Your version of SDL library is incompatible with me.\n"
"You need a library version in the line of %d.%d.%d\n", SDL_MIN_X,SDL_MIN_Y,SDL_MIN_Z);
}
}
#define DEFAULT_MEMORY 0x4000000
static quakeparms_t parms;
static Uint8 appState;
int main(int argc, char *argv[])
{
int t;
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_CheckSDL ();
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 (1)
{
appState = SDL_GetAppState();
/* If we have no input focus at all, sleep a bit */
if ( !(appState & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) || cl.paused)
{
SDL_Delay(16);
}
/* If we're minimised, sleep a bit more */
if ( !(appState & SDL_APPACTIVE) )
{
scr_skipupdate = 1;
SDL_Delay(32);
}
else
{
scr_skipupdate = 0;
}
newtime = Sys_DoubleTime ();
time = newtime - oldtime;
Host_Frame (time);
if (time < sys_throttle.value)
SDL_Delay(1);
oldtime = newtime;
}
return 0;
}