mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
cc875358fd
csaddon: implement convenient vertex dragging. not bug free, but should be sufficiently functional. small optimisation for r_loadlit 2. sdl2: now supports hardware cursors, supposedly. also ensures the window title is set to something that isn't obviously weird. fix #water replacements not being loaded. again. .map loading now ignores all lightstyles, instead of many lights being completely black. .map loading can now properly cope with angled surfaces without the player getting stuck. try to avoid missing d3d11 definitions issue. tp_disputablemacros no longer blocks say commands, but does block +forward etc. supposedly. fix timer precision issue that appears in sdl builds. not sure why it wasn't visible in other cases though. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4989 fc73d0e0-1445-4013-8a0c-d673dee63da5
391 lines
9.5 KiB
C
391 lines
9.5 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include <SDL.h>
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#include <SDL_syswm.h>
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#if SDL_MAJOR_VERSION >= 2
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SDL_Window *sdlwindow;
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static SDL_GLContext *sdlcontext;
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#else
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SDL_Surface *sdlsurf;
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#endif
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extern cvar_t vid_vsync;
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extern cvar_t vid_hardwaregamma;
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extern cvar_t gl_lateswap;
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extern cvar_t vid_gl_context_version;
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extern cvar_t vid_gl_context_debug;
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extern cvar_t vid_gl_context_forwardcompatible;
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extern cvar_t vid_gl_context_es;
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extern cvar_t vid_gl_context_compatibility;
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extern int gammaworks;
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#ifdef _WIN32 //half the rest of the code uses windows apis to focus windows. Should be fixed, but it's not too important.
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HWND mainwindow;
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#endif
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extern qboolean vid_isfullscreen;
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#if SDL_MAJOR_VERSION < 2
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unsigned short intitialgammaramps[3][256];
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#endif
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qboolean ActiveApp;
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qboolean mouseactive;
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extern qboolean mouseusedforgui;
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static void *GLVID_getsdlglfunction(char *functionname)
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{
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#ifdef GL_STATIC
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//this reduces dependancies in the webgl build (removing warnings about emulation being poo)
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return NULL;
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#else
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return SDL_GL_GetProcAddress(functionname);
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#endif
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}
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#if SDL_MAJOR_VERSION >= 2
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void *GLVID_CreateCursor (char *filename, float hotx, float hoty, float scale)
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{
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int width;
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int height;
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SDL_Cursor *curs;
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SDL_Surface *surf;
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qbyte *rgbadata_start;
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qboolean hasalpha;
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void *filedata;
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int filelen;
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if (!filename || !*filename)
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return NULL;
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filelen = FS_LoadFile(filename, &filedata);
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if (!filedata)
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return NULL;
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rgbadata_start = Read32BitImageFile(filedata, filelen, &width, &height, &hasalpha, "cursor");
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FS_FreeFile(filedata);
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if (!rgbadata_start)
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return NULL;
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if (scale != 1)
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{
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int nw,nh;
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qbyte *nd;
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nw = width * scale;
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nh = height * scale;
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if (nw <= 0 || nh <= 0 || nw > 128 || nh > 128) //don't go crazy.
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return NULL;
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nd = BZ_Malloc(nw*nh*4);
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Image_ResampleTexture((unsigned int*)rgbadata_start, width, height, (unsigned int*)nd, nw, nh);
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width = nw;
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height = nh;
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BZ_Free(rgbadata_start);
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rgbadata_start = nd;
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}
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surf = SDL_CreateRGBSurfaceFrom(rgbadata_start, width, height, 32, width*4, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
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curs = SDL_CreateColorCursor(surf, hotx, hoty);
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SDL_FreeSurface(surf);
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BZ_Free(rgbadata_start);
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return curs;
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}
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qboolean GLVID_SetCursor (void *cursor)
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{
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SDL_SetCursor(cursor);
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return !!cursor;
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}
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void GLVID_DestroyCursor (void *cursor)
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{
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SDL_FreeCursor(cursor);
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}
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#endif
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qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
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{
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int flags = 0;
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
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#if !defined(FTE_TARGET_WEB) && SDL_MAJOR_VERSION < 2
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SDL_SetVideoMode(0, 0, 0, 0); //to get around some SDL bugs
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#endif
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#if SDL_MAJOR_VERSION >= 2
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SDL_GL_LoadLibrary(NULL);
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#endif
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if (info->bpp >= 32)
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{
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); //technically we don't always need stencil support.
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}
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else
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{
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
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}
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if (info->stereo)
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SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
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#if 0//SDL_MAJOR_VERSION >= 2
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//FIXME: this stuff isn't part of info.
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//this means it shouldn't be exposed to the menu or widely advertised.
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if (*vid_gl_context_version.string)
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{
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int major, minor;
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char *ver = vid_gl_context_version.string;
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major = strtoul(ver, &ver, 10);
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if (*ver == '.')
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{
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ver++;
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minor = strtoul(ver, &ver, 10);
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}
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else
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minor = 0;
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
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(vid_gl_context_debug.ival?SDL_GL_CONTEXT_DEBUG_FLAG:0) |
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(vid_gl_context_forwardcompatible.ival?SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG:0) |
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0);
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if (vid_gl_context_es.ival)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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else if (vid_gl_context_compatibility.ival)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#endif
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if (info->multisample)
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{
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, info->multisample);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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}
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#if SDL_MAJOR_VERSION >= 2
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if (info->fullscreen)
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flags |= SDL_WINDOW_FULLSCREEN;
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flags |= SDL_WINDOW_OPENGL;
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flags |= SDL_WINDOW_RESIZABLE;
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flags |= SDL_WINDOW_INPUT_GRABBED;
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flags |= SDL_WINDOW_SHOWN;
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#if SDL_PATCHLEVEL >= 1
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flags |= SDL_WINDOW_ALLOW_HIGHDPI;
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#endif
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sdlwindow = SDL_CreateWindow("My Magic Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, info->width, info->height, flags);
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if (!sdlwindow)
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{
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Con_Printf("Couldn't set video mode: %s\n", SDL_GetError());
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return false;
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}
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CL_UpdateWindowTitle();
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#if SDL_PATCHLEVEL >= 1
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SDL_GL_GetDrawableSize(sdlwindow, &vid.pixelwidth, &vid.pixelheight); //get the proper physical size.
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#else
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SDL_GetWindowSize(sdlwindow, &vid.pixelwidth, &vid.pixelheight);
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#endif
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sdlcontext = SDL_GL_CreateContext(sdlwindow);
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if (!sdlcontext)
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{
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Con_Printf("Couldn't initialize GL context: %s\n", SDL_GetError());
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return false;
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}
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{
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SDL_Surface *iconsurf;
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#include "bymorphed.h"
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iconsurf = SDL_CreateRGBSurfaceFrom((void*)icon.pixel_data, icon.width, icon.height, 32, 4*icon.height, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); //RGBA byte order on a little endian machine, at least...
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SDL_SetWindowIcon(sdlwindow, iconsurf);
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SDL_FreeSurface(iconsurf);
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}
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#else
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SDL_GetGammaRamp(intitialgammaramps[0], intitialgammaramps[1], intitialgammaramps[2]);
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if (info->fullscreen)
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{
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flags = SDL_FULLSCREEN;
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vid_isfullscreen = true;
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}
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else
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{
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flags = SDL_RESIZABLE;
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vid_isfullscreen = false;
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}
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sdlsurf = SDL_SetVideoMode(vid.pixelwidth=info->width, vid.pixelheight=info->height, info->bpp, flags | SDL_OPENGL);
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if (!sdlsurf)
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{
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Con_Printf("Couldn't set GL mode: %s\n", SDL_GetError());
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return false;
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}
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#endif
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ActiveApp = true;
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GL_Init(GLVID_getsdlglfunction);
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qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
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mouseactive = false;
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if (vid_isfullscreen)
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IN_ActivateMouse();
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#if SDL_MAJOR_VERSION < 2
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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#else
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SDL_DisableScreenSaver();
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#endif
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vid_vsync.modified = true;
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#ifdef _WIN32
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{ //win32 apis are very insistant upon having a window context for things that have nothing to do with windowing system stuff.
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#if SDL_MAJOR_VERSION >= 2
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SDL_SysWMinfo info;
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SDL_GetWindowWMInfo(sdlwindow, &info);
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if (info.subsystem == SDL_SYSWM_WINDOWS)
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mainwindow = info.info.win.window;
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else
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mainwindow = NULL; //if we're using an x11 subsystem but running in windows then don't feck up... here, at least.
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#else
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SDL_SysWMinfo wmInfo;
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SDL_GetWMInfo(&wmInfo);
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mainwindow = wmInfo.window; //note that this is usually still null
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#endif
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}
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#endif
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#if SDL_MAJOR_VERSION >= 2
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rf->VID_CreateCursor = GLVID_CreateCursor;
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rf->VID_DestroyCursor = GLVID_DestroyCursor;
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rf->VID_SetCursor = GLVID_SetCursor;
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#endif
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return true;
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}
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void GLVID_DeInit (void)
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{
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ActiveApp = false;
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IN_DeactivateMouse();
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#if SDL_MAJOR_VERSION >= 2
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SDL_SetWindowGammaRamp(sdlwindow, NULL, NULL, NULL);
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SDL_GL_DeleteContext(sdlcontext);
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SDL_DestroyWindow(sdlwindow);
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sdlwindow = NULL;
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#else
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SDL_SetGammaRamp (intitialgammaramps[0], intitialgammaramps[1], intitialgammaramps[2]);
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#endif
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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void GLVID_SwapBuffers (void)
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{
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#if SDL_MAJOR_VERSION >= 2
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if (vid_vsync.modified)
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{
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if (*vid_vsync.string)
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{
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//if swap_tear isn't supported, try without.
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if (SDL_GL_SetSwapInterval(vid_vsync.ival) == -1 && vid_vsync.ival < 0)
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SDL_GL_SetSwapInterval(-vid_vsync.ival);
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}
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vid_vsync.modified = false;
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}
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SDL_GL_SwapWindow(sdlwindow);
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#else
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SDL_GL_SwapBuffers();
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#endif
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if (!vid_isfullscreen)
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{
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if (!_windowed_mouse.value)
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{
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IN_DeactivateMouse ();
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}
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else
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{
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if (!Key_MouseShouldBeFree() && ActiveApp)
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IN_ActivateMouse ();
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else
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IN_DeactivateMouse ();
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}
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}
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}
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qboolean GLVID_ApplyGammaRamps (unsigned short *ramps)
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{
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#if SDL_MAJOR_VERSION >= 2
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if (ramps)
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{
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if (vid_hardwaregamma.value)
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{
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if (gammaworks)
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{ //we have hardware gamma applied - if we're doing a BF, we don't want to reset to the default gamma (yuck)
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SDL_SetWindowGammaRamp (sdlwindow, &ramps[0], &ramps[256], &ramps[512]);
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return true;
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}
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gammaworks = !SDL_SetWindowGammaRamp (sdlwindow, &ramps[0], &ramps[256], &ramps[512]);
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}
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else
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gammaworks = false;
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return gammaworks;
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}
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else
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{
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SDL_SetWindowGammaRamp (sdlwindow, NULL, NULL, NULL);
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return true;
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}
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#else
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if (ramps)
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{
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if (vid_hardwaregamma.value)
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{
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if (gammaworks)
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{ //we have hardware gamma applied - if we're doing a BF, we don't want to reset to the default gamma (yuck)
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SDL_SetGammaRamp (&ramps[0], &ramps[256], &ramps[512]);
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return true;
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}
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gammaworks = !SDL_SetGammaRamp (&ramps[0], &ramps[256], &ramps[512]);
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}
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else
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gammaworks = false;
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return gammaworks;
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}
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else
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{
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SDL_SetGammaRamp (intitialgammaramps[0], intitialgammaramps[1], intitialgammaramps[2]);
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return true;
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}
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#endif
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}
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void GLVID_SetCaption(char *text)
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{
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#if SDL_MAJOR_VERSION >= 2
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SDL_SetWindowTitle(sdlwindow, text);
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#else
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SDL_WM_SetCaption(text, NULL);
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#endif
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}
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