mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-14 00:21:27 +00:00
283 lines
6.5 KiB
C
283 lines
6.5 KiB
C
/*
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vid_sdl.c
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Video driver for Sam Lantinga's Simple DirectMedia Layer
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
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#include <SDL.h>
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#include "cvar.h"
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#include "d_local.h"
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#include "qendian.h"
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#include "quakedef.h"
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#include "sys.h"
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#include "va.h"
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#include "vid.h"
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// static float oldin_grab = 0;
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cvar_t *vid_fullscreen;
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extern viddef_t vid; // global video state
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unsigned short d_8to16table[256];
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#ifdef WIN32
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// fixme: this is evil...
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#include <windows.h>
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HWND mainwindow;
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#endif
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int modestate; // fixme: just to avoid cross-comp. errors - remove later
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// The original defaults
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//#define BASEWIDTH 320
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//#define BASEHEIGHT 200
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// Much better for high resolution displays
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#define BASEWIDTH (320*2)
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#define BASEHEIGHT (200*2)
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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
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byte *VGA_pagebase;
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static SDL_Surface *screen = NULL;
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void
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VID_InitBuffers (int width, int height)
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{
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int tbuffersize, tcachesize;
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void *vid_surfcache;
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// Calculate the sizes we want first
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tbuffersize = vid.width * vid.height * sizeof (*d_pzbuffer);
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tcachesize = D_SurfaceCacheForRes(width, height);
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// Free the old z-buffer
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if (d_pzbuffer) {
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free (d_pzbuffer);
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d_pzbuffer = NULL;
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}
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// Free the old surface cache
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vid_surfcache = D_SurfaceCacheAddress ();
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if (vid_surfcache) {
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D_FlushCaches ();
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free (vid_surfcache);
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vid_surfcache = NULL;
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}
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// Allocate the new z-buffer
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d_pzbuffer = calloc (tbuffersize, 1);
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if (!d_pzbuffer) {
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Sys_Error ("Not enough memory for video mode\n");
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}
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// Allocate the new surface cache; free the z-buffer if we fail
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vid_surfcache = calloc (tcachesize, 1);
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if (!vid_surfcache) {
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free (d_pzbuffer);
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d_pzbuffer = NULL;
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Sys_Error ("Not enough memory for video mode\n");
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}
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D_InitCaches (vid_surfcache, tcachesize);
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}
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void
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VID_SetPalette (unsigned char *palette)
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{
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int i;
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SDL_Color colors[256];
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for ( i=0; i<256; ++i ) {
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colors[i].r = *palette++;
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colors[i].g = *palette++;
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colors[i].b = *palette++;
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}
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SDL_SetColors(screen, colors, 0, 256);
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}
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void
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VID_ShiftPalette (unsigned char *palette)
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{
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VID_SetPalette(palette);
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}
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void
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VID_Init (unsigned char *palette)
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{
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//Uint8 video_bpp;
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//Uint16 video_w, video_h;
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Uint32 flags;
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vid_fullscreen = Cvar_Get ("vid_fullscreen", "0", CVAR_ROM, "Toggles fullscreen game mode");
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// Load the SDL library
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if (SDL_Init(SDL_INIT_VIDEO)<0) //|SDL_INIT_AUDIO|SDL_INIT_CDROM) < 0)
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Sys_Error("VID: Couldn't load SDL: %s", SDL_GetError());
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// Set up display mode (width and height)
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VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
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vid.maxwarpwidth = WARP_WIDTH;
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vid.maxwarpheight = WARP_HEIGHT;
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// Set video width, height and flags
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flags = (SDL_SWSURFACE|SDL_HWPALETTE);
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if ( vid_fullscreen->int_val )
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flags |= SDL_FULLSCREEN;
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// Initialize display
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if (!(screen = SDL_SetVideoMode(vid.width, vid.height, 8, flags)))
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Sys_Error("VID: Couldn't set video mode: %s\n", SDL_GetError());
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VID_SetPalette(palette);
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VID_SetCaption("");
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// now know everything we need to know about the buffer
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VGA_width = vid.conwidth = vid.width;
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VGA_height = vid.conheight = vid.height;
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vid.aspect = ((float)vid.height / (float)vid.width) * (320.0 / 240.0);
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vid.numpages = 1;
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vid.colormap = host_colormap;
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vid.fullbright = 256 - LittleLong (*((int *)vid.colormap + 2048));
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VGA_pagebase = vid.buffer = screen->pixels;
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VGA_rowbytes = vid.rowbytes = screen->pitch;
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vid.conbuffer = vid.buffer;
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vid.conrowbytes = vid.rowbytes;
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vid.direct = 0;
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// allocate z buffer and surface cache
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VID_InitBuffers (vid.width, vid.height);
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// initialize the mouse
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SDL_ShowCursor(0);
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#ifdef WIN32
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// fixme: EVIL thing - but needed for win32 until we get
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// SDL_sound ready - without this DirectSound fails.
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// could replace this with SDL_SysWMInfo
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mainwindow=GetActiveWindow();
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#endif
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}
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void
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VID_Shutdown (void)
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{
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SDL_Quit();
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}
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void
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VID_Update (vrect_t *rects)
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{
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SDL_Rect *sdlrects;
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int n, i;
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vrect_t *rect;
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// Two-pass system, since Quake doesn't do it the SDL way...
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// First, count the number of rectangles
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n = 0;
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for (rect = rects; rect; rect = rect->pnext)
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++n;
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// Second, copy them to SDL rectangles and update
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if(!(sdlrects=(SDL_Rect *)calloc(1,n*sizeof(SDL_Rect))))
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Sys_Error("Out of memory!");
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i = 0;
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for (rect = rects; rect; rect = rect->pnext) {
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sdlrects[i].x = rect->x;
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sdlrects[i].y = rect->y;
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sdlrects[i].w = rect->width;
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sdlrects[i].h = rect->height;
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++i;
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}
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SDL_UpdateRects(screen, n, sdlrects);
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}
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/*
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================
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D_BeginDirectRect
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================
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*/
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void
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D_BeginDirectRect (int x, int y, byte *pbitmap, int width, int height)
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{
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Uint8 *offset;
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if (!screen) return;
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if ( x < 0 ) x = screen->w+x-1;
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offset = (Uint8 *)screen->pixels + y*screen->pitch + x;
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while ( height-- ) {
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memcpy(offset, pbitmap, width);
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offset += screen->pitch;
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pbitmap += width;
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}
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}
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/*
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================
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D_EndDirectRect
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================
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*/
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void
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D_EndDirectRect (int x, int y, int width, int height)
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{
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if (!screen) return;
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if (x < 0) x = screen->w+x-1;
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SDL_UpdateRect(screen, x, y, width, height);
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}
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void
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VID_InitCvars ()
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{
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// It may not look like it, but this is important
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}
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void
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VID_LockBuffer ( void )
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{
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}
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void
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VID_UnlockBuffer ( void )
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{
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}
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void
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VID_SetCaption (char *text)
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{
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if (text && *text) {
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char *temp = strdup (text);
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SDL_WM_SetCaption(va ("%s %s: %s", PROGRAM, VERSION, temp), NULL);
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free (temp);
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} else {
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SDL_WM_SetCaption(va ("%s %s", PROGRAM, VERSION), NULL);
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}
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}
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