mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
Merge remote-tracking branch 'DanielGibson/improve-window-handling'
This commit is contained in:
commit
0881085589
10 changed files with 320 additions and 41 deletions
|
@ -86,6 +86,10 @@ idCVar preload_CommonAssets( "preload_CommonAssets", "1", CVAR_SYSTEM | CVAR_BOO
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idCVar net_inviteOnly( "net_inviteOnly", "1", CVAR_BOOL | CVAR_ARCHIVE, "whether or not the private server you create allows friends to join or invite only" );
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// DG: add cvar for pause
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idCVar com_pause( "com_pause", "0", CVAR_BOOL | CVAR_SYSTEM , "set to 1 to pause game, to 0 to unpause again" );
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// DG end
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extern idCVar g_demoMode;
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idCVar com_engineHz( "com_engineHz", "60", CVAR_FLOAT | CVAR_ARCHIVE, "Frames per second the engine runs at", 10.0f, 1024.0f );
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|
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@ -438,6 +438,8 @@ void idCommonLocal::ProcessGameReturn( const gameReturn_t& ret )
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extern idCVar com_forceGenericSIMD;
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extern idCVar com_pause;
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/*
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=================
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idCommonLocal::Frame
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@ -485,13 +487,16 @@ void idCommonLocal::Frame()
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// if the console or another gui is down, we don't need to hold the mouse cursor
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bool chatting = false;
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// DG: Add pause from com_pause cvar
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// RB begin
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#if defined(USE_DOOMCLASSIC)
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if( console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing() || ( game && game->InhibitControls() && !IsPlayingDoomClassic() ) )
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if( console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing()
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|| ( game && game->InhibitControls() && !IsPlayingDoomClassic() ) )
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#else
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if( console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing() || ( game && game->InhibitControls() ) )
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if( com_pause.GetInteger() || console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing()
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|| ( game && game->InhibitControls() ) )
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#endif
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// RB end
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// RB end, DG end
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{
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Sys_GrabMouseCursor( false );
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usercmdGen->InhibitUsercmd( INHIBIT_SESSION, true );
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@ -505,9 +510,16 @@ void idCommonLocal::Frame()
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// RB begin
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#if defined(USE_DOOMCLASSIC)
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const bool pauseGame = ( !mapSpawned || ( !IsMultiplayer() && ( Dialog().IsDialogPausing() || session->IsSystemUIShowing() || ( game && game->Shell_IsActive() ) ) ) ) && !IsPlayingDoomClassic();
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const bool pauseGame = ( !mapSpawned
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|| ( !IsMultiplayer()
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&& ( Dialog().IsDialogPausing() || session->IsSystemUIShowing()
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|| ( game && game->Shell_IsActive() ) || com_pause.GetInteger() ) ) )
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&& !IsPlayingDoomClassic();
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#else
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const bool pauseGame = ( !mapSpawned || ( !IsMultiplayer() && ( Dialog().IsDialogPausing() || session->IsSystemUIShowing() || ( game && game->Shell_IsActive() ) ) ) );
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const bool pauseGame = ( !mapSpawned
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|| ( !IsMultiplayer()
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&& ( Dialog().IsDialogPausing() || session->IsSystemUIShowing()
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|| ( game && game->Shell_IsActive() ) || com_pause.GetInteger() ) ) );
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#endif
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// RB end
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@ -47,7 +47,7 @@ extern "C" {
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//#define HAVE_BZIP2
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#ifndef _ZLIB_H
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#include "../../libs/zlib/zlib.h"
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#include "../zlib.h"
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#endif
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#ifndef _ZLIBIOAPI_H
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|
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@ -53,7 +53,13 @@ idCVar r_skipIntelWorkarounds( "r_skipIntelWorkarounds", "0", CVAR_RENDERER | CV
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idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" );
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idCVar r_vidMode( "r_vidMode", "0", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "fullscreen video mode number" );
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idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 240.0f );
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#ifdef WIN32
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idCVar r_fullscreen( "r_fullscreen", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = windowed, 1 = full screen on monitor 1, 2 = full screen on monitor 2, etc" );
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#else
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// DG: add mode -2 for SDL, also defaulting to windowed mode, as that causes less trouble on linux
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idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "-2 = use current monitor, -1 = (reserved), 0 = windowed, 1 = full screen on monitor 1, 2 = full screen on monitor 2, etc" );
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// DG end
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#endif
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idCVar r_customWidth( "r_customWidth", "1280", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_vidMode to -1 to activate" );
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idCVar r_customHeight( "r_customHeight", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_vidMode to -1 to activate" );
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idCVar r_windowX( "r_windowX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "Non-fullscreen parameter" );
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|
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@ -42,6 +42,7 @@ If you have questions concerning this license or the applicable additional terms
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#include <termios.h>
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#include <signal.h>
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#include <fcntl.h>
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#include <fnmatch.h>
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// RB begin
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#if defined(__ANDROID__)
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@ -358,21 +359,23 @@ int Sys_ListFiles( const char* directory, const char* extension, idStrList& list
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list.Clear();
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debug = cvarSystem->GetCVarBool( "fs_debug" );
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// DG: handle "*" as special case that matches everything
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// FIXME: handle * properly as a wildcase somewhere in the string?
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if( !extension || ( extension[0] == '*' && extension[1] == '\0' ) )
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extension = "";
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// DG end
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// DG: we use fnmatch for shell-style pattern matching
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// so the pattern should at least contain "*" to match everything,
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// the extension will be added behind that (if !dironly)
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idStr pattern( "*" );
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// passing a slash as extension will find directories
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if( extension[0] == '/' && extension[1] == 0 )
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{
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extension = "";
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dironly = true;
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}
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else
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{
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// so we have *<extension>, the same as in the windows code basically
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pattern += extension;
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}
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// DG end
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// search
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// NOTE: case sensitivity of directory path can screw us up here
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if( ( fdir = opendir( directory ) ) == NULL )
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{
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@ -399,8 +402,6 @@ int Sys_ListFiles( const char* directory, const char* extension, idStrList& list
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return 0;
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}
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int extLen = idStr::Length( extension );
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while( readdir_r( fdir, entry, &d ) == 0 && d != NULL )
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{
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// DG end
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@ -410,14 +411,11 @@ int Sys_ListFiles( const char* directory, const char* extension, idStrList& list
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if( !dironly )
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{
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// DG: the original code didn't work because d3 bfg abuses the extension
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// to match whole filenames in the savegame-code, not just file extensions...
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// the extension must be the last chars of the filename
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// so start matching at startPos = strlen(d->d_name) - strlen(extension)
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int startPos = idStr::Length( d->d_name ) - extLen;
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// of course the extension can't match if it's longer than the filename, i.e. startPos < 0
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if( startPos < 0 || idStr::FindText( d->d_name, extension, true, startPos ) < 0 )
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// to match whole filenames and patterns in the savegame-code, not just file extensions...
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// so just use fnmatch() which supports matching shell wildcard patterns ("*.foo" etc)
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// if we should ever need case insensitivity, use FNM_CASEFOLD as third flag
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if( fnmatch( pattern.c_str(), d->d_name, 0 ) != 0 )
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continue;
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// DG end
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}
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if( ( dironly && !( st.st_mode & S_IFDIR ) ) ||
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|
|
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@ -456,10 +456,9 @@ idSessionLocalWin::IsSystemUIShowing
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*/
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bool idSessionLocalWin::IsSystemUIShowing() const
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{
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// RB: TODO track SDL_ACTIVEENT
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// DG: pausing here when window is out of focus like originally done on windows is hacky
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// it's done with com_pause now.
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return isSysUIShowing;
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//return !win32.activeApp || isSysUIShowing; // If the user alt+tabs away, treat it the same as bringing up the steam overlay
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}
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/*
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|
|
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@ -5,6 +5,7 @@ Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2012 dhewg (dhewm3)
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Copyright (C) 2012 Robert Beckebans
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Copyright (C) 2013 Daniel Gibson
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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@ -28,9 +29,10 @@ If you have questions concerning this license or the applicable additional terms
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|||
===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#include <SDL.h>
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#include "../../idlib/precompiled.h"
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#include "renderer/tr_local.h"
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#include "sdl_local.h"
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#include "../posix/posix_public.h"
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|
@ -58,6 +60,13 @@ If you have questions concerning this license or the applicable additional terms
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// DG end
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#endif
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// DG: those are needed for moving/resizing windows
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extern idCVar r_windowX;
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extern idCVar r_windowY;
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extern idCVar r_windowWidth;
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extern idCVar r_windowHeight;
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// DG end
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const char* kbdNames[] =
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{
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"english", "french", "german", "italian", "spanish", "turkish", "norwegian", NULL
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@ -732,28 +741,55 @@ sysEvent_t Sys_GetEvent()
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newmod |= KMOD_CAPS;
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SDL_SetModState( ( SDL_Keymod )newmod );
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// DG: disabling the cursor is now done once in GLimp_Init() because it should always be disabled
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GLimp_GrabInput( GRAB_ENABLE | GRAB_REENABLE );
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// DG: un-pause the game when focus is gained, that also re-grabs the input
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// disabling the cursor is now done once in GLimp_Init() because it should always be disabled
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cvarSystem->SetCVarBool( "com_pause", false );
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// DG end
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break;
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}
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case SDL_WINDOWEVENT_FOCUS_LOST:
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GLimp_GrabInput( 0 );
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// DG: pause the game when focus is lost, that also un-grabs the input
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cvarSystem->SetCVarBool( "com_pause", true );
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// DG end
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break;
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// TODO: SDL_WINDOWEVENT_RESIZED
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// DG: handle resizing and moving of window
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case SDL_WINDOWEVENT_RESIZED:
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{
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int w = ev.window.data1;
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int h = ev.window.data2;
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r_windowWidth.SetInteger( w );
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r_windowHeight.SetInteger( h );
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glConfig.nativeScreenWidth = w;
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glConfig.nativeScreenHeight = h;
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break;
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}
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case SDL_WINDOWEVENT_MOVED:
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{
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int x = ev.window.data1;
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int y = ev.window.data2;
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r_windowX.SetInteger( x );
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r_windowY.SetInteger( y );
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break;
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}
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// DG end
|
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}
|
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|
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return res_none;
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#else
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case SDL_ACTIVEEVENT:
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{
|
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int flags = 0;
|
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// DG: (un-)pause the game when focus is gained, that also (un-)grabs the input
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bool pause = true;
|
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|
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if( ev.active.gain )
|
||||
{
|
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flags = GRAB_ENABLE | GRAB_REENABLE | GRAB_HIDECURSOR;
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|
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pause = false;
|
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|
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// unset modifier, in case alt-tab was used to leave window and ALT is still set
|
||||
// as that can cause fullscreen-toggling when pressing enter...
|
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|
@ -765,23 +801,58 @@ sysEvent_t Sys_GetEvent()
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SDL_SetModState( ( SDLMod )newmod );
|
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}
|
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|
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GLimp_GrabInput( flags );
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cvarSystem->SetCVarBool( "com_pause", pause );
|
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}
|
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|
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return res_none;
|
||||
|
||||
case SDL_VIDEOEXPOSE:
|
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return res_none;
|
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|
||||
// DG: handle resizing and moving of window
|
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case SDL_VIDEORESIZE:
|
||||
{
|
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int w = ev.resize.w;
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int h = ev.resize.h;
|
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r_windowWidth.SetInteger( w );
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r_windowHeight.SetInteger( h );
|
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|
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glConfig.nativeScreenWidth = w;
|
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glConfig.nativeScreenHeight = h;
|
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// for some reason this needs a vid_restart in SDL1 but not SDL2 so GLimp_SetScreenParms() is called
|
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PushConsoleEvent( "vid_restart" );
|
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return res_none;
|
||||
}
|
||||
// DG end
|
||||
#endif
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
if( ev.key.keysym.sym == SDLK_RETURN && ( ev.key.keysym.mod & KMOD_ALT ) > 0 )
|
||||
{
|
||||
cvarSystem->SetCVarBool( "r_fullscreen", !renderSystem->IsFullScreen() );
|
||||
// DG: go to fullscreen on current display, instead of always first display
|
||||
int fullscreen = 0;
|
||||
if( ! renderSystem->IsFullScreen() )
|
||||
{
|
||||
// this will be handled as "fullscreen on current window"
|
||||
// r_fullscreen 1 means "fullscreen on first window" in d3 bfg
|
||||
fullscreen = -2;
|
||||
}
|
||||
cvarSystem->SetCVarInteger( "r_fullscreen", fullscreen );
|
||||
// DG end
|
||||
PushConsoleEvent( "vid_restart" );
|
||||
return res_none;
|
||||
}
|
||||
|
||||
// DG: ctrl-g to un-grab mouse - yeah, left ctrl shoots, then just use right ctrl :)
|
||||
if( ev.key.keysym.sym == SDLK_g && ( ev.key.keysym.mod & KMOD_CTRL ) > 0 )
|
||||
{
|
||||
bool grab = cvarSystem->GetCVarBool( "in_nograb" );
|
||||
grab = !grab;
|
||||
cvarSystem->SetCVarBool( "in_nograb", grab );
|
||||
return res_none;
|
||||
}
|
||||
// DG end
|
||||
|
||||
// fall through
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
|
|
|
@ -5,6 +5,7 @@ Doom 3 GPL Source Code
|
|||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
Copyright (C) 2012 dhewg (dhewm3)
|
||||
Copyright (C) 2012 Robert Beckebans
|
||||
Copyright (C) 2013 Daniel Gibson
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
||||
|
||||
|
@ -54,6 +55,7 @@ static SDL_GLContext context = NULL;
|
|||
static SDL_Surface* window = NULL;
|
||||
#define SDL_WINDOW_OPENGL SDL_OPENGL
|
||||
#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
|
||||
#define SDL_WINDOW_RESIZABLE SDL_RESIZABLE
|
||||
#endif
|
||||
|
||||
bool QGL_Init( const char* dllname );
|
||||
|
@ -89,7 +91,9 @@ bool GLimp_Init( glimpParms_t parms )
|
|||
|
||||
GLimp_PreInit(); // DG: make sure SDL is initialized
|
||||
|
||||
Uint32 flags = SDL_WINDOW_OPENGL;
|
||||
// DG: make window resizable
|
||||
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
|
||||
// DG end
|
||||
|
||||
if( parms.fullScreen )
|
||||
flags |= SDL_WINDOW_FULLSCREEN;
|
||||
|
@ -198,10 +202,34 @@ bool GLimp_Init( glimpParms_t parms )
|
|||
}
|
||||
// RB end
|
||||
|
||||
// DG: set display num for fullscreen
|
||||
int windowPos = SDL_WINDOWPOS_UNDEFINED;
|
||||
if( parms.fullScreen > 0 )
|
||||
{
|
||||
if( parms.fullScreen > SDL_GetNumVideoDisplays() )
|
||||
{
|
||||
common->Warning( "Couldn't set display to num %i because we only have %i displays",
|
||||
parms.fullScreen, SDL_GetNumVideoDisplays() );
|
||||
}
|
||||
else
|
||||
{
|
||||
// -1 because SDL starts counting displays at 0, while parms.fullScreen starts at 1
|
||||
windowPos = SDL_WINDOWPOS_UNDEFINED_DISPLAY( ( parms.fullScreen - 1 ) );
|
||||
}
|
||||
}
|
||||
// TODO: if parms.fullScreen == -1 there should be a borderless window spanning multiple displays
|
||||
/*
|
||||
* NOTE that this implicitly handles parms.fullScreen == -2 (from r_fullscreen -2) meaning
|
||||
* "do fullscreen, but I don't care on what monitor", at least on my box it's the monitor with
|
||||
* the mouse cursor.
|
||||
*/
|
||||
|
||||
|
||||
window = SDL_CreateWindow( GAME_NAME,
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
windowPos,
|
||||
windowPos,
|
||||
parms.width, parms.height, flags );
|
||||
// DG end
|
||||
context = SDL_GL_CreateContext( window );
|
||||
|
||||
if( !window )
|
||||
|
@ -273,6 +301,105 @@ bool GLimp_Init( glimpParms_t parms )
|
|||
|
||||
return true;
|
||||
}
|
||||
/*
|
||||
===================
|
||||
Helper functions for GLimp_SetScreenParms()
|
||||
===================
|
||||
*/
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
// SDL1 doesn't support multiple displays, so the source is much shorter and doesn't need seperate functions
|
||||
// makes sure the window will be full-screened on the right display and returns the SDL display index
|
||||
static int ScreenParmsHandleDisplayIndex( glimpParms_t parms )
|
||||
{
|
||||
int displayIdx;
|
||||
if( parms.fullScreen > 0 )
|
||||
{
|
||||
displayIdx = parms.fullScreen - 1; // first display for SDL is 0, in parms it's 1
|
||||
}
|
||||
else // -2 == use current display
|
||||
{
|
||||
displayIdx = SDL_GetWindowDisplay( window );
|
||||
if( displayIdx < 0 ) // for some reason the display for the window couldn't be detected
|
||||
displayIdx = 0;
|
||||
}
|
||||
|
||||
if( parms.fullScreen > SDL_GetNumVideoDisplays() )
|
||||
{
|
||||
common->Warning( "Can't set fullscreen mode to display number %i, because SDL2 only knows about %i displays!",
|
||||
parms.fullScreen, SDL_GetNumVideoDisplays() );
|
||||
return -1;
|
||||
}
|
||||
|
||||
if( parms.fullScreen != glConfig.isFullscreen )
|
||||
{
|
||||
// we have to switch to another display
|
||||
if( glConfig.isFullscreen )
|
||||
{
|
||||
// if we're already in fullscreen mode but want to switch to another monitor
|
||||
// we have to go to windowed mode first to move the window.. SDL-oddity.
|
||||
SDL_SetWindowFullscreen( window, SDL_FALSE );
|
||||
}
|
||||
// select display ; SDL_WINDOWPOS_UNDEFINED_DISPLAY() doesn't work.
|
||||
int x = SDL_WINDOWPOS_CENTERED_DISPLAY( displayIdx );
|
||||
// move window to the center of selected display
|
||||
SDL_SetWindowPosition( window, x, x );
|
||||
}
|
||||
return displayIdx;
|
||||
}
|
||||
|
||||
static bool SetScreenParmsFullscreen( glimpParms_t parms )
|
||||
{
|
||||
SDL_DisplayMode m = {0};
|
||||
int displayIdx = ScreenParmsHandleDisplayIndex( parms );
|
||||
if( displayIdx < 0 )
|
||||
return false;
|
||||
|
||||
// get current mode of display the window should be full-screened on
|
||||
SDL_GetCurrentDisplayMode( displayIdx, &m );
|
||||
|
||||
// change settings in that display mode according to parms
|
||||
// FIXME: check if refreshrate, width and height are supported?
|
||||
// m.refresh_rate = parms.displayHz;
|
||||
m.w = parms.width;
|
||||
m.h = parms.height;
|
||||
|
||||
// set that displaymode
|
||||
if( SDL_SetWindowDisplayMode( window, &m ) < 0 )
|
||||
{
|
||||
common->Warning( "Couldn't set window mode for fullscreen, reason: %s", SDL_GetError() );
|
||||
return false;
|
||||
}
|
||||
|
||||
// if we're currently not in fullscreen mode, we need to switch to fullscreen
|
||||
if( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) )
|
||||
{
|
||||
if( SDL_SetWindowFullscreen( window, SDL_TRUE ) < 0 )
|
||||
{
|
||||
common->Warning( "Couldn't switch to fullscreen mode, reason: %s!", SDL_GetError() );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool SetScreenParmsWindowed( glimpParms_t parms )
|
||||
{
|
||||
SDL_SetWindowSize( window, parms.width, parms.height );
|
||||
SDL_SetWindowPosition( window, parms.x, parms.y );
|
||||
|
||||
// if we're currently in fullscreen mode, we need to disable that
|
||||
if( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN )
|
||||
{
|
||||
if( SDL_SetWindowFullscreen( window, SDL_FALSE ) < 0 )
|
||||
{
|
||||
common->Warning( "Couldn't switch to windowed mode, reason: %s!", SDL_GetError() );
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
|
||||
/*
|
||||
===================
|
||||
|
@ -281,7 +408,63 @@ GLimp_SetScreenParms
|
|||
*/
|
||||
bool GLimp_SetScreenParms( glimpParms_t parms )
|
||||
{
|
||||
common->DPrintf( "TODO: GLimp_SetScreenParms\n" );
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
if( parms.fullScreen > 0 || parms.fullScreen == -2 )
|
||||
{
|
||||
if( !SetScreenParmsFullscreen( parms ) )
|
||||
return false;
|
||||
}
|
||||
else if( parms.fullScreen == 0 ) // windowed mode
|
||||
{
|
||||
if( !SetScreenParmsWindowed( parms ) )
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
common->Warning( "GLimp_SetScreenParms: fullScreen -1 (borderless window for multiple displays) currently unsupported!" );
|
||||
return false;
|
||||
}
|
||||
#else // SDL 1.2 - so much shorter, but doesn't handle multiple displays
|
||||
SDL_Surface* s = SDL_GetVideoSurface();
|
||||
if( s == NULL )
|
||||
{
|
||||
common->Warning( "GLimp_SetScreenParms: Couldn't get video information, reason: %s", SDL_GetError() );
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
int bitsperpixel = 24;
|
||||
if( s->format )
|
||||
bitsperpixel = s->format->BitsPerPixel;
|
||||
|
||||
Uint32 flags = s->flags;
|
||||
|
||||
if( parms.fullScreen )
|
||||
flags |= SDL_FULLSCREEN;
|
||||
else
|
||||
flags &= ~SDL_FULLSCREEN;
|
||||
|
||||
s = SDL_SetVideoMode( parms.width, parms.height, bitsperpixel, flags );
|
||||
if( s == NULL )
|
||||
{
|
||||
common->Warning( "GLimp_SetScreenParms: Couldn't set video information, reason: %s", SDL_GetError() );
|
||||
return false;
|
||||
}
|
||||
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
|
||||
// Note: the following stuff would also work with SDL1.2
|
||||
SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 );
|
||||
|
||||
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
|
||||
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
|
||||
|
||||
glConfig.isFullscreen = parms.fullScreen;
|
||||
glConfig.isStereoPixelFormat = parms.stereo;
|
||||
glConfig.nativeScreenWidth = parms.width;
|
||||
glConfig.nativeScreenHeight = parms.height;
|
||||
glConfig.displayFrequency = parms.displayHz;
|
||||
glConfig.multisamples = parms.multiSamples;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -456,7 +456,9 @@ idSessionLocalWin::IsSystemUIShowing
|
|||
*/
|
||||
bool idSessionLocalWin::IsSystemUIShowing() const
|
||||
{
|
||||
return !win32.activeApp || isSysUIShowing; // If the user alt+tabs away, treat it the same as bringing up the steam overlay
|
||||
// DG: wtf, !win32.activeApp doesn't belong here, this is totally confusing and hacky.
|
||||
// pause (when losing focus or invoking explicitly) is now handled properly by com_pause
|
||||
return isSysUIShowing;
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -288,6 +288,10 @@ LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
|||
|
||||
// start playing the game sound world
|
||||
soundSystem->SetMute( !win32.activeApp );
|
||||
// DG: set com_pause so game pauses when focus is lost
|
||||
// and continues when focus is regained
|
||||
cvarSystem->SetCVarBool( "com_pause", !win32.activeApp );
|
||||
// DG end
|
||||
|
||||
// we do not actually grab or release the mouse here,
|
||||
// that will be done next time through the main loop
|
||||
|
|
Loading…
Reference in a new issue