mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
Support resizing windows + improve fullscreen for SDL2
By implementing GLimp_SetScreenParms() and enhancing the event handling
This commit is contained in:
parent
19effdad2c
commit
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3 changed files with 218 additions and 7 deletions
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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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@ -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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@ -742,7 +751,28 @@ sysEvent_t Sys_GetEvent()
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GLimp_GrabInput( 0 );
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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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return res_none;
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@ -777,7 +807,16 @@ sysEvent_t Sys_GetEvent()
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case SDL_KEYDOWN:
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if( ev.key.keysym.sym == SDLK_RETURN && ( ev.key.keysym.mod & KMOD_ALT ) > 0 )
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{
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cvarSystem->SetCVarBool( "r_fullscreen", !renderSystem->IsFullScreen() );
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// DG: go to fullscreen on current display, instead of always first display
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int fullscreen = 0;
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if( ! renderSystem->IsFullScreen() )
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{
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// this will be handled as "fullscreen on current window"
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// r_fullscreen 1 means "fullscreen on first window" in d3 bfg
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fullscreen = -2;
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}
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cvarSystem->SetCVarInteger( "r_fullscreen", fullscreen );
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// DG end
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PushConsoleEvent( "vid_restart" );
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return res_none;
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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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@ -89,7 +90,9 @@ bool GLimp_Init( glimpParms_t parms )
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GLimp_PreInit(); // DG: make sure SDL is initialized
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Uint32 flags = SDL_WINDOW_OPENGL;
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// DG: make window resizable
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Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
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// DG end
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if( parms.fullScreen )
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flags |= SDL_WINDOW_FULLSCREEN;
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@ -198,10 +201,34 @@ bool GLimp_Init( glimpParms_t parms )
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}
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// RB end
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// DG: set display num for fullscreen
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int windowPos = SDL_WINDOWPOS_UNDEFINED;
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if( parms.fullScreen > 0 )
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{
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if( parms.fullScreen > SDL_GetNumVideoDisplays() )
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{
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common->Warning( "Couldn't set display to num %i because we only have %i displays",
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parms.fullScreen, SDL_GetNumVideoDisplays() );
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}
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else
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{
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// -1 because SDL starts counting displays at 0, while parms.fullScreen starts at 1
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windowPos = SDL_WINDOWPOS_UNDEFINED_DISPLAY( ( parms.fullScreen - 1 ) );
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}
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}
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// TODO: if parms.fullScreen == -1 there should be a borderless window spanning multiple displays
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/*
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* NOTE that this implicitly handles parms.fullScreen == -2 (from r_fullscreen -2) meaning
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* "do fullscreen, but I don't care on what monitor", at least on my box it's the monitor with
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* the mouse cursor.
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*/
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window = SDL_CreateWindow( GAME_NAME,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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windowPos,
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windowPos,
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parms.width, parms.height, flags );
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// DG end
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context = SDL_GL_CreateContext( window );
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if( !window )
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@ -273,6 +300,113 @@ bool GLimp_Init( glimpParms_t parms )
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return true;
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}
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/*
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===================
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Helper functions for GLimp_SetScreenParms()
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===================
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*/
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// SDL1 doesn't support multiple displays
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// makes sure the window will be full-screened on the right display and returns the SDL display index
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static int ScreenParmsHandleDisplayIndex( glimpParms_t parms )
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{
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int displayIdx;
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if( parms.fullScreen > 0 )
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{
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displayIdx = parms.fullScreen - 1; // first display for SDL is 0, in parms it's 1
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}
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else // -2 == use current display
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{
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displayIdx = SDL_GetWindowDisplay( window );
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if( displayIdx < 0 ) // for some reason the display for the window couldn't be detected
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displayIdx = 0;
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}
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if( parms.fullScreen > SDL_GetNumVideoDisplays() )
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{
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common->Warning( "Can't set fullscreen mode to display number %i, because SDL2 only knows about %i displays!",
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parms.fullScreen, SDL_GetNumVideoDisplays() );
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return -1;
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}
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if( parms.fullScreen != glConfig.isFullscreen )
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{
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// we have to switch to another display
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if( glConfig.isFullscreen )
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{
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// if we're already in fullscreen mode but want to switch to another monitor
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// we have to go to windowed mode first to move the window.. SDL-oddity.
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SDL_SetWindowFullscreen( window, SDL_FALSE );
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}
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// select display ; SDL_WINDOWPOS_UNDEFINED_DISPLAY() doesn't work.
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int x = SDL_WINDOWPOS_CENTERED_DISPLAY( displayIdx );
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// move window to the center of selected display
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SDL_SetWindowPosition( window, x, x );
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}
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return displayIdx;
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}
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#endif // SDL_VERSION_ATLEAST(2, 0, 0)
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static bool SetScreenParmsFullscreen( glimpParms_t parms )
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_DisplayMode m = {0};
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int displayIdx = ScreenParmsHandleDisplayIndex( parms );
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if( displayIdx < 0 )
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return false;
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// get current mode of display the window should be full-screened on
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SDL_GetCurrentDisplayMode( displayIdx, &m );
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// change settings in that display mode according to parms
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// FIXME: check if refreshrate, width and height are supported?
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// m.refresh_rate = parms.displayHz;
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m.w = parms.width;
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m.h = parms.height;
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// set that displaymode
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if( SDL_SetWindowDisplayMode( window, &m ) < 0 )
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{
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common->Warning( "Couldn't set window mode for fullscreen, reason: %s", SDL_GetError() );
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return false;
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}
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// if we're currently not in fullscreen mode, we need to switch to fullscreen
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if( !( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) )
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{
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if( SDL_SetWindowFullscreen( window, SDL_TRUE ) < 0 )
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{
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common->Warning( "Couldn't switch to fullscreen mode, reason: %s!", SDL_GetError() );
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return false;
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}
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}
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#else // ! SDL_VERSION_ATLEAST(2, 0, 0) => SDL1.2
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// TODO: SDL1.2 fullscreen handling
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#endif // SDL_VERSION_ATLEAST(2, 0, 0)
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return true;
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}
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static bool SetScreenParmsWindowed( glimpParms_t parms )
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_SetWindowSize( window, parms.width, parms.height );
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SDL_SetWindowPosition( window, parms.x, parms.y );
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// if we're currently in fullscreen mode, we need to disable that
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if( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN )
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{
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if( SDL_SetWindowFullscreen( window, SDL_FALSE ) < 0 )
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{
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common->Warning( "Couldn't switch to windowed mode, reason: %s!", SDL_GetError() );
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return false;
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}
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}
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#else // SDL 1.2
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// TODO: SDL1.2 windowed handling
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#endif
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return true;
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}
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/*
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===================
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*/
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bool GLimp_SetScreenParms( glimpParms_t parms )
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{
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common->DPrintf( "TODO: GLimp_SetScreenParms\n" );
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if( parms.fullScreen > 0 || parms.fullScreen == -2 )
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{
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if( !SetScreenParmsFullscreen( parms ) )
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return false;
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}
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else if( parms.fullScreen == 0 ) // windowed mode
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{
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if( !SetScreenParmsWindowed( parms ) )
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return false;
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}
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else
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{
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common->Warning( "GLimp_SetScreenParms: fullScreen -1 (borderless window for multiple displays) currently unsupported!" );
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return false;
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}
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// Note: the following stuff would also work with SDL1.2
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SDL_GL_SetAttribute( SDL_GL_STEREO, parms.stereo ? 1 : 0 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
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glConfig.isFullscreen = parms.fullScreen;
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glConfig.isStereoPixelFormat = parms.stereo;
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glConfig.nativeScreenWidth = parms.width;
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glConfig.nativeScreenHeight = parms.height;
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glConfig.displayFrequency = parms.displayHz;
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glConfig.multisamples = parms.multiSamples;
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#else // SDL 1.2
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common->Printf( "TODO: Implement GLimp_SetScreenParms() for SDL1.2\n" );
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#endif
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return true;
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}
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