mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 09:22:45 +00:00
Added support for SDL 2.0
This commit is contained in:
parent
202c54ffff
commit
d7888cf99d
6 changed files with 261 additions and 12 deletions
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@ -9,6 +9,9 @@ option(USE_MFC_TOOLS
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option(MONOLITH
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"Embed game logic into main executable" ON)
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option(SDL2
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"Use SDL2 instead of SDL1.2" OFF)
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#option(STANDALONE
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# "Skip Doom 3 base/ folder" ON)
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@ -1050,9 +1053,15 @@ else()
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if(UNIX)
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find_package(SDL REQUIRED)
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include_directories(${SDL_INCLUDE_DIR})
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set(SDLx_LIBRARY ${SDL_LIBRARY})
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if(SDL2)
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find_package(SDL2 REQUIRED)
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include_directories(${SDL2_INCLUDE_DIR})
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set(SDLx_LIBRARY ${SDL2_LIBRARY})
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else()
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find_package(SDL REQUIRED)
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include_directories(${SDL_INCLUDE_DIR})
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set(SDLx_LIBRARY ${SDL_LIBRARY})
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endif()
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list(APPEND RBDOOM3_SOURCES
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${POSIX_INCLUDES} ${POSIX_SOURCES}
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163
neo/cmake/FindSDL2.cmake
Normal file
163
neo/cmake/FindSDL2.cmake
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@ -0,0 +1,163 @@
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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SET(SDL2_SEARCH_PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local
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/usr
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES include/SDL2 include
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PATHS ${SDL2_SEARCH_PATHS}
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)
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2_SEARCH_PATHS}
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)
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2_SEARCH_PATHS}
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)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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@ -80,7 +80,7 @@ idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "
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idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f );
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idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
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idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "0", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" );
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idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = tear, 1 = swap-tear where available, 2 = always v-sync" );
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idCVar r_gamma( "r_gamma", "1.0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f );
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2012 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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@ -1028,6 +1029,22 @@ struct vidMode_t
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int height;
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int displayHz;
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// RB begin
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vidMode_t()
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{
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width = 640;
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height = 480;
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displayHz = 60;
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}
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vidMode_t( int widht, int height, int displayHz )
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{
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this->width = width;
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this->height = height;
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this->displayHz = displayHz;
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}
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// RB end
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bool operator==( const vidMode_t& a )
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{
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return a.width == width && a.height == height && a.displayHz == displayHz;
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@ -462,6 +462,7 @@ sysEvent_t Sys_GetEvent()
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switch( ev.window.event )
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{
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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{
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// unset modifier, in case alt-tab was used to leave window and ALT is still set
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// as that can cause fullscreen-toggling when pressing enter...
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SDL_Keymod currentmod = SDL_GetModState();
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GLimp_GrabInput( GRAB_ENABLE | GRAB_REENABLE | GRAB_HIDECURSOR );
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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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break;
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@ -37,8 +37,14 @@ If you have questions concerning this license or the applicable additional terms
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#include "sdl_local.h"
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idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
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// RB: FIXME this shit. We need the OpenGL alpha channel for advanced rendering effects
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idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" );
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// RB: only relevant if using SDL 2.0
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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 );
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// RB end
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static bool grabbed = false;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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@ -155,7 +161,6 @@ bool GLimp_Init( glimpParms_t parms )
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if( tcolorbits == 24 )
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channelcolorbits = 8;
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#if 1
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, channelcolorbits );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, channelcolorbits );
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@ -172,9 +177,22 @@ bool GLimp_Init( glimpParms_t parms )
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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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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// RB begin
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if( r_useOpenGL32.GetInteger() > 0 )
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{
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
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}
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if( r_useOpenGL32.GetInteger() > 1 )
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{
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
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}
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// RB end
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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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*/
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bool GLimp_SetScreenParms( glimpParms_t parms )
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{
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common->DPrintf( "TODO: GLimp_ActivateContext\n" );
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common->DPrintf( "TODO: GLimp_SetScreenParms\n" );
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return true;
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}
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@ -381,6 +399,33 @@ public:
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}
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};
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// RB: resolutions supported by XreaL
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static void FillStaticVidModes( idList<vidMode_t>& modeList )
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{
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modeList.AddUnique( vidMode_t( 320, 240, 60 ) );
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modeList.AddUnique( vidMode_t( 400, 300, 60 ) );
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modeList.AddUnique( vidMode_t( 512, 384, 60 ) );
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modeList.AddUnique( vidMode_t( 640, 480, 60 ) );
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modeList.AddUnique( vidMode_t( 800, 600, 60 ) );
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modeList.AddUnique( vidMode_t( 960, 720, 60 ) );
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modeList.AddUnique( vidMode_t( 1024, 768, 60 ) );
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modeList.AddUnique( vidMode_t( 1152, 864, 60 ) );
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modeList.AddUnique( vidMode_t( 1280, 720, 60 ) );
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modeList.AddUnique( vidMode_t( 1280, 768, 60 ) );
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modeList.AddUnique( vidMode_t( 1280, 800, 60 ) );
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modeList.AddUnique( vidMode_t( 1280, 1024, 60 ) );
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modeList.AddUnique( vidMode_t( 1360, 768, 60 ) );
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modeList.AddUnique( vidMode_t( 1440, 900, 60 ) );
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modeList.AddUnique( vidMode_t( 1680, 1050, 60 ) );
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modeList.AddUnique( vidMode_t( 1600, 1200, 60 ) );
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modeList.AddUnique( vidMode_t( 1920, 1080, 60 ) );
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modeList.AddUnique( vidMode_t( 1920, 1200, 60 ) );
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modeList.AddUnique( vidMode_t( 2048, 1536, 60 ) );
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modeList.AddUnique( vidMode_t( 2560, 1600, 60 ) );
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modeList.SortWithTemplate( idSort_VidMode() );
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}
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/*
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====================
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R_GetModeListForDisplay
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@ -390,13 +435,22 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>&
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{
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modeList.Clear();
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// RB: TODO didn't find SDL_ListModes API
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FillStaticVidModes( modeList );
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return true;
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#else
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bool verbose = false;
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const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
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if( videoInfo == NULL )
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{
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// DG: yes, this can actually fail, e.g. if SDL_Init( SDL_INIT_VIDEO ) wasn't called
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common->Error( "Can't get Video Info!\n" );
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common->Warning( "Can't get Video Info!\n" );
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FillStaticVidModes( modeList );
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return true;
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}
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SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN );
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if( !modes )
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{
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common->Warning( "Can't get list of available modes\n" );
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return false;
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FillStaticVidModes( modeList );
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return true;
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}
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if( modes == ( SDL_Rect** ) - 1 )
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{
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common->Printf( "Display supports any resolution\n" );
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return false; // can set any resolution
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FillStaticVidModes( modeList );
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return true;
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}
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int numModes;
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@ -426,12 +482,13 @@ bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>&
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mode.displayHz = 60; // FIXME;
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modeList.AddUnique( mode );
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}
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// sort with lowest resolution first
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modeList.SortWithTemplate( idSort_VidMode() );
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return true;
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}
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return false;
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#endif
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}
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