Added support for SDL 2.0

This commit is contained in:
Robert Beckebans 2012-12-14 19:03:30 +01:00
parent 202c54ffff
commit d7888cf99d
6 changed files with 261 additions and 12 deletions

View file

@ -9,6 +9,9 @@ option(USE_MFC_TOOLS
option(MONOLITH
"Embed game logic into main executable" ON)
option(SDL2
"Use SDL2 instead of SDL1.2" OFF)
#option(STANDALONE
# "Skip Doom 3 base/ folder" ON)
@ -1050,9 +1053,15 @@ else()
if(UNIX)
find_package(SDL REQUIRED)
include_directories(${SDL_INCLUDE_DIR})
set(SDLx_LIBRARY ${SDL_LIBRARY})
if(SDL2)
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIR})
set(SDLx_LIBRARY ${SDL2_LIBRARY})
else()
find_package(SDL REQUIRED)
include_directories(${SDL_INCLUDE_DIR})
set(SDLx_LIBRARY ${SDL_LIBRARY})
endif()
list(APPEND RBDOOM3_SOURCES
${POSIX_INCLUDES} ${POSIX_SOURCES}

163
neo/cmake/FindSDL2.cmake Normal file
View file

@ -0,0 +1,163 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

View file

@ -80,7 +80,7 @@ idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "
idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );
idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "0", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = tear, 1 = swap-tear where available, 2 = always v-sync" );
idCVar r_gamma( "r_gamma", "1.0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f );

View file

@ -3,6 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -1028,6 +1029,22 @@ struct vidMode_t
int height;
int displayHz;
// RB begin
vidMode_t()
{
width = 640;
height = 480;
displayHz = 60;
}
vidMode_t( int widht, int height, int displayHz )
{
this->width = width;
this->height = height;
this->displayHz = displayHz;
}
// RB end
bool operator==( const vidMode_t& a )
{
return a.width == width && a.height == height && a.displayHz == displayHz;

View file

@ -462,6 +462,7 @@ sysEvent_t Sys_GetEvent()
switch( ev.window.event )
{
case SDL_WINDOWEVENT_FOCUS_GAINED:
{
// 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...
SDL_Keymod currentmod = SDL_GetModState();
@ -473,6 +474,8 @@ sysEvent_t Sys_GetEvent()
GLimp_GrabInput( GRAB_ENABLE | GRAB_REENABLE | GRAB_HIDECURSOR );
break;
}
case SDL_WINDOWEVENT_FOCUS_LOST:
GLimp_GrabInput( 0 );
break;

View file

@ -37,8 +37,14 @@ If you have questions concerning this license or the applicable additional terms
#include "sdl_local.h"
idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
// RB: FIXME this shit. We need the OpenGL alpha channel for advanced rendering effects
idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" );
// RB: only relevant if using SDL 2.0
idCVar r_useOpenGL32( "r_useOpenGL32", "1", CVAR_INTEGER, "0 = OpenGL 2.0, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile", 0, 2 );
// RB end
static bool grabbed = false;
#if SDL_VERSION_ATLEAST(2, 0, 0)
@ -155,7 +161,6 @@ bool GLimp_Init( glimpParms_t parms )
if( tcolorbits == 24 )
channelcolorbits = 8;
#if 1
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, channelcolorbits );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, channelcolorbits );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, channelcolorbits );
@ -172,9 +177,22 @@ bool GLimp_Init( glimpParms_t parms )
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, parms.multiSamples ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, parms.multiSamples );
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
// RB begin
if( r_useOpenGL32.GetInteger() > 0 )
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
}
if( r_useOpenGL32.GetInteger() > 1 )
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
}
// RB end
window = SDL_CreateWindow( GAME_NAME,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
@ -251,7 +269,7 @@ GLimp_SetScreenParms
*/
bool GLimp_SetScreenParms( glimpParms_t parms )
{
common->DPrintf( "TODO: GLimp_ActivateContext\n" );
common->DPrintf( "TODO: GLimp_SetScreenParms\n" );
return true;
}
@ -381,6 +399,33 @@ public:
}
};
// RB: resolutions supported by XreaL
static void FillStaticVidModes( idList<vidMode_t>& modeList )
{
modeList.AddUnique( vidMode_t( 320, 240, 60 ) );
modeList.AddUnique( vidMode_t( 400, 300, 60 ) );
modeList.AddUnique( vidMode_t( 512, 384, 60 ) );
modeList.AddUnique( vidMode_t( 640, 480, 60 ) );
modeList.AddUnique( vidMode_t( 800, 600, 60 ) );
modeList.AddUnique( vidMode_t( 960, 720, 60 ) );
modeList.AddUnique( vidMode_t( 1024, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1152, 864, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 720, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 800, 60 ) );
modeList.AddUnique( vidMode_t( 1280, 1024, 60 ) );
modeList.AddUnique( vidMode_t( 1360, 768, 60 ) );
modeList.AddUnique( vidMode_t( 1440, 900, 60 ) );
modeList.AddUnique( vidMode_t( 1680, 1050, 60 ) );
modeList.AddUnique( vidMode_t( 1600, 1200, 60 ) );
modeList.AddUnique( vidMode_t( 1920, 1080, 60 ) );
modeList.AddUnique( vidMode_t( 1920, 1200, 60 ) );
modeList.AddUnique( vidMode_t( 2048, 1536, 60 ) );
modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) );
modeList.SortWithTemplate( idSort_VidMode() );
}
/*
====================
R_GetModeListForDisplay
@ -390,13 +435,22 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>&
{
modeList.Clear();
#if SDL_VERSION_ATLEAST(2, 0, 0)
// RB: TODO didn't find SDL_ListModes API
FillStaticVidModes( modeList );
return true;
#else
bool verbose = false;
const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
if( videoInfo == NULL )
{
// DG: yes, this can actually fail, e.g. if SDL_Init( SDL_INIT_VIDEO ) wasn't called
common->Error( "Can't get Video Info!\n" );
common->Warning( "Can't get Video Info!\n" );
FillStaticVidModes( modeList );
return true;
}
SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN );
@ -404,13 +458,15 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>&
if( !modes )
{
common->Warning( "Can't get list of available modes\n" );
return false;
FillStaticVidModes( modeList );
return true;
}
if( modes == ( SDL_Rect** ) - 1 )
{
common->Printf( "Display supports any resolution\n" );
return false; // can set any resolution
FillStaticVidModes( modeList );
return true;
}
int numModes;
@ -426,12 +482,13 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>&
mode.displayHz = 60; // FIXME;
modeList.AddUnique( mode );
}
// sort with lowest resolution first
modeList.SortWithTemplate( idSort_VidMode() );
return true;
}
return false;
#endif
}