mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
ae02bb54a1
For some reason SDL.h (or headers included by it) need some string functions (like strncmp) in inline-functions (that we don't even use). Str.h has #defines preventing their usage.. so #undef those in the (few) sourcefiles that need SDL headers
750 lines
20 KiB
C++
750 lines
20 KiB
C++
/*
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===========================================================================
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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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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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// DG: SDL.h somehow needs the following functions, so #undef those silly
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// "don't use" #defines from Str.h
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#undef strncmp
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#undef strcasecmp
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#undef vsnprintf
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// DG end
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include "renderer/tr_local.h"
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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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static SDL_Window* window = NULL;
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static SDL_GLContext context = NULL;
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#else
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static SDL_Surface* window = NULL;
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#define SDL_WINDOW_OPENGL SDL_OPENGL
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#define SDL_WINDOW_FULLSCREEN SDL_FULLSCREEN
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#define SDL_WINDOW_RESIZABLE SDL_RESIZABLE
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#endif
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bool QGL_Init( const char* dllname );
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void QGL_Shutdown();
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/*
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===================
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GLimp_PreInit
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R_GetModeListForDisplay is called before GLimp_Init(), but SDL needs SDL_Init() first.
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So do that in GLimp_PreInit()
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Calling that function more than once doesn't make a difference
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===================
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*/
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void GLimp_PreInit() // DG: added this function for SDL compatibility
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{
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if( !SDL_WasInit( SDL_INIT_VIDEO ) )
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{
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if( SDL_Init( SDL_INIT_VIDEO ) )
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common->Error( "Error while initializing SDL: %s", SDL_GetError() );
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}
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}
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/*
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===================
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GLimp_Init
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===================
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*/
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bool GLimp_Init( glimpParms_t parms )
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{
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common->Printf( "Initializing OpenGL subsystem\n" );
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GLimp_PreInit(); // DG: make sure SDL is initialized
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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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int colorbits = 24;
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int depthbits = 24;
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int stencilbits = 8;
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for( int i = 0; i < 16; i++ )
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{
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// 0 - default
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// 1 - minus colorbits
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// 2 - minus depthbits
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// 3 - minus stencil
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if( ( i % 4 ) == 0 && i )
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{
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// one pass, reduce
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switch( i / 4 )
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{
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case 2 :
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if( colorbits == 24 )
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colorbits = 16;
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break;
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case 1 :
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if( depthbits == 24 )
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depthbits = 16;
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else if( depthbits == 16 )
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depthbits = 8;
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case 3 :
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if( stencilbits == 24 )
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stencilbits = 16;
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else if( stencilbits == 16 )
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stencilbits = 8;
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}
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}
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int tcolorbits = colorbits;
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int tdepthbits = depthbits;
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int tstencilbits = stencilbits;
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if( ( i % 4 ) == 3 )
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{
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// reduce colorbits
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if( tcolorbits == 24 )
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tcolorbits = 16;
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}
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if( ( i % 4 ) == 2 )
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{
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// reduce depthbits
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if( tdepthbits == 24 )
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tdepthbits = 16;
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else if( tdepthbits == 16 )
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tdepthbits = 8;
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}
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if( ( i % 4 ) == 1 )
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{
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// reduce stencilbits
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if( tstencilbits == 24 )
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tstencilbits = 16;
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else if( tstencilbits == 16 )
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tstencilbits = 8;
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else
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tstencilbits = 0;
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}
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int channelcolorbits = 4;
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if( tcolorbits == 24 )
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channelcolorbits = 8;
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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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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits );
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if( r_waylandcompat.GetBool() )
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
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else
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, channelcolorbits );
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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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#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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if( r_debugContext.GetBool() )
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{
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
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}
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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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// 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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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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{
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common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
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continue;
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}
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if( SDL_GL_SetSwapInterval( r_swapInterval.GetInteger() ) < 0 )
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common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
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// RB begin
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SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
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// RB end
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glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
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#else
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SDL_WM_SetCaption( GAME_NAME, GAME_NAME );
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if( SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger() ) < 0 )
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common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
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window = SDL_SetVideoMode( parms.width, parms.height, colorbits, flags );
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if( !window )
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{
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common->DPrintf( "Couldn't set GL mode %d/%d/%d: %s",
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channelcolorbits, tdepthbits, tstencilbits, SDL_GetError() );
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continue;
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}
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glConfig.nativeScreenWidth = window->w;
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glConfig.nativeScreenHeight = window->h;
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glConfig.isFullscreen = ( window->flags & SDL_FULLSCREEN ) == SDL_FULLSCREEN;
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#endif
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common->Printf( "Using %d color bits, %d depth, %d stencil display\n",
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channelcolorbits, tdepthbits, tstencilbits );
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glConfig.colorBits = tcolorbits;
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glConfig.depthBits = tdepthbits;
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glConfig.stencilBits = tstencilbits;
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// RB begin
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glConfig.displayFrequency = 60;
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glConfig.isStereoPixelFormat = parms.stereo;
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glConfig.multisamples = parms.multiSamples;
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glConfig.pixelAspect = 1.0f; // FIXME: some monitor modes may be distorted
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// should side-by-side stereo modes be consider aspect 0.5?
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// RB end
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break;
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}
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if( !window )
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{
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common->Printf( "No usable GL mode found: %s", SDL_GetError() );
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return false;
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}
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QGL_Init( "nodriverlib" );
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// DG: disable cursor, we have two cursors in menu (because mouse isn't grabbed in menu)
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SDL_ShowCursor( SDL_DISABLE );
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// DG end
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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, so the source is much shorter and doesn't need seperate functions
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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_GetWindowDisplayIndex( 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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static bool SetScreenParmsFullscreen( glimpParms_t parms )
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{
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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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return true;
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}
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static bool SetScreenParmsWindowed( glimpParms_t parms )
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{
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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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return true;
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}
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#endif // SDL_VERSION_ATLEAST(2, 0, 0)
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/*
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===================
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GLimp_SetScreenParms
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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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#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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#else // SDL 1.2 - so much shorter, but doesn't handle multiple displays
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SDL_Surface* s = SDL_GetVideoSurface();
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if( s == NULL )
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{
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common->Warning( "GLimp_SetScreenParms: Couldn't get video information, reason: %s", SDL_GetError() );
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return false;
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}
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int bitsperpixel = 24;
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if( s->format )
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bitsperpixel = s->format->BitsPerPixel;
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Uint32 flags = s->flags;
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if( parms.fullScreen )
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flags |= SDL_FULLSCREEN;
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else
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flags &= ~SDL_FULLSCREEN;
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s = SDL_SetVideoMode( parms.width, parms.height, bitsperpixel, flags );
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if( s == NULL )
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{
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common->Warning( "GLimp_SetScreenParms: Couldn't set video information, reason: %s", SDL_GetError() );
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return false;
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}
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#endif // SDL_VERSION_ATLEAST(2, 0, 0)
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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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return true;
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}
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/*
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===================
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GLimp_Shutdown
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===================
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*/
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void GLimp_Shutdown()
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{
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common->Printf( "Shutting down OpenGL subsystem\n" );
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if( context )
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{
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SDL_GL_DeleteContext( context );
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context = NULL;
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}
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if( window )
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{
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SDL_DestroyWindow( window );
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window = NULL;
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}
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#endif
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QGL_Shutdown();
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}
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/*
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===================
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GLimp_SwapBuffers
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===================
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*/
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void GLimp_SwapBuffers()
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_SwapWindow( window );
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#else
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SDL_GL_SwapBuffers();
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#endif
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}
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/*
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|
=================
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|
GLimp_SetGamma
|
|
=================
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|
*/
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void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigned short blue[256] )
|
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{
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if( !window )
|
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{
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common->Warning( "GLimp_SetGamma called without window" );
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if( SDL_SetWindowGammaRamp( window, red, green, blue ) )
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#else
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if( SDL_SetGammaRamp( red, green, blue ) )
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#endif
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common->Warning( "Couldn't set gamma ramp: %s", SDL_GetError() );
|
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}
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|
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/*
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|
===================
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GLimp_ExtensionPointer
|
|
===================
|
|
*/
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GLExtension_t GLimp_ExtensionPointer( const char* name )
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{
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assert( SDL_WasInit( SDL_INIT_VIDEO ) );
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return ( GLExtension_t )SDL_GL_GetProcAddress( name );
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}
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void GLimp_GrabInput( int flags )
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{
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bool grab = flags & GRAB_ENABLE;
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if( grab && ( flags & GRAB_REENABLE ) )
|
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grab = false;
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|
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if( flags & GRAB_SETSTATE )
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|
grabbed = grab;
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|
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if( in_nograb.GetBool() )
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|
grab = false;
|
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|
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if( !window )
|
|
{
|
|
common->Warning( "GLimp_GrabInput called without window" );
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return;
|
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}
|
|
|
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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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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|
|
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// DG: check for GRAB_ENABLE instead of GRAB_HIDECURSOR because we always wanna hide it
|
|
SDL_SetRelativeMouseMode( flags & GRAB_ENABLE ? SDL_TRUE : SDL_FALSE );
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|
SDL_SetWindowGrab( window, grab ? SDL_TRUE : SDL_FALSE );
|
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#else
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// DG end
|
|
SDL_WM_GrabInput( grab ? SDL_GRAB_ON : SDL_GRAB_OFF );
|
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#endif
|
|
}
|
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|
|
/*
|
|
====================
|
|
DumpAllDisplayDevices
|
|
====================
|
|
*/
|
|
void DumpAllDisplayDevices()
|
|
{
|
|
common->DPrintf( "TODO: DumpAllDisplayDevices\n" );
|
|
}
|
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|
|
|
|
|
|
class idSort_VidMode : public idSort_Quick< vidMode_t, idSort_VidMode >
|
|
{
|
|
public:
|
|
int Compare( const vidMode_t& a, const vidMode_t& b ) const
|
|
{
|
|
int wd = a.width - b.width;
|
|
int hd = a.height - b.height;
|
|
int fd = a.displayHz - b.displayHz;
|
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return ( hd != 0 ) ? hd : ( wd != 0 ) ? wd : fd;
|
|
}
|
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};
|
|
|
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// 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
|
|
====================
|
|
*/
|
|
bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>& modeList )
|
|
{
|
|
assert( requestedDisplayNum >= 0 );
|
|
|
|
modeList.Clear();
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
// DG: SDL2 implementation
|
|
if( requestedDisplayNum >= SDL_GetNumVideoDisplays() )
|
|
{
|
|
// requested invalid displaynum
|
|
return false;
|
|
}
|
|
|
|
int numModes = SDL_GetNumDisplayModes( requestedDisplayNum );
|
|
if( numModes > 0 )
|
|
{
|
|
for( int i = 0; i < numModes; i++ )
|
|
{
|
|
SDL_DisplayMode m;
|
|
int ret = SDL_GetDisplayMode( requestedDisplayNum, i, &m );
|
|
if( ret != 0 )
|
|
{
|
|
common->Warning( "Can't get video mode no %i, because of %s\n", i, SDL_GetError() );
|
|
continue;
|
|
}
|
|
|
|
vidMode_t mode;
|
|
mode.width = m.w;
|
|
mode.height = m.h;
|
|
mode.displayHz = m.refresh_rate ? m.refresh_rate : 60; // default to 60 if unknown (0)
|
|
modeList.AddUnique( mode );
|
|
}
|
|
|
|
if( modeList.Num() < 1 )
|
|
{
|
|
common->Warning( "Couldn't get a single video mode for display %i, using default ones..!\n", requestedDisplayNum );
|
|
FillStaticVidModes( modeList );
|
|
}
|
|
|
|
// sort with lowest resolution first
|
|
modeList.SortWithTemplate( idSort_VidMode() );
|
|
}
|
|
else
|
|
{
|
|
common->Warning( "Can't get Video Info, using default modes...\n" );
|
|
if( numModes < 0 )
|
|
{
|
|
common->Warning( "Reason was: %s\n", SDL_GetError() );
|
|
}
|
|
FillStaticVidModes( modeList );
|
|
}
|
|
|
|
return true;
|
|
// DG end
|
|
|
|
#else // SDL 1
|
|
|
|
// DG: SDL1 only knows of one display - some functions rely on
|
|
// R_GetModeListForDisplay() returning false for invalid displaynum to iterate all displays
|
|
if( requestedDisplayNum >= 1 )
|
|
{
|
|
return false;
|
|
}
|
|
// DG end
|
|
|
|
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->Warning( "Can't get Video Info, using default modes...\n" );
|
|
FillStaticVidModes( modeList );
|
|
return true;
|
|
}
|
|
|
|
SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN );
|
|
|
|
if( !modes )
|
|
{
|
|
common->Warning( "Can't get list of available modes, using default ones...\n" );
|
|
FillStaticVidModes( modeList );
|
|
return true;
|
|
}
|
|
|
|
if( modes == ( SDL_Rect** ) - 1 )
|
|
{
|
|
common->Printf( "Display supports any resolution\n" );
|
|
FillStaticVidModes( modeList );
|
|
return true;
|
|
}
|
|
|
|
int numModes;
|
|
for( numModes = 0; modes[numModes]; numModes++ );
|
|
|
|
if( numModes > 1 )
|
|
{
|
|
for( int i = 0; i < numModes; i++ )
|
|
{
|
|
vidMode_t mode;
|
|
mode.width = modes[i]->w;
|
|
mode.height = modes[i]->h;
|
|
mode.displayHz = 60; // FIXME;
|
|
modeList.AddUnique( mode );
|
|
}
|
|
|
|
// sort with lowest resolution first
|
|
modeList.SortWithTemplate( idSort_VidMode() );
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
#endif
|
|
}
|