/* vid_sdl.c Video driver for Sam Lantinga's Simple DirectMedia Layer Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/console.h" #include "QF/cvar.h" #include "QF/qendian.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/vid.h" #include "compat.h" #ifdef WIN32 /* FIXME: this is evil hack to get full DirectSound support with SDL */ #include #include HWND mainwindow; #endif // static float oldin_grab = 0; int modestate; // FIXME: just to avoid cross-compile errors - remove later // The original defaults #define BASEWIDTH 320 #define BASEHEIGHT 200 int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0; byte *VGA_pagebase; static SDL_Surface *screen = NULL; void VID_SetPalette (unsigned char *palette) { int i; SDL_Color colors[256]; for (i = 0; i < 256; ++i) { colors[i].r = *palette++; colors[i].g = *palette++; colors[i].b = *palette++; } SDL_SetColors (screen, colors, 0, 256); } static void do_screen_buffer (void) { } void VID_Init (unsigned char *palette) { Uint32 flags; // Load the SDL library if (SDL_Init (SDL_INIT_VIDEO) < 0) Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ()); // Set up display mode (width and height) VID_GetWindowSize (BASEWIDTH, BASEHEIGHT); Con_CheckResize (); // Now that we have a window size, fix console // Set video width, height and flags flags = (SDL_SWSURFACE | SDL_HWPALETTE); if (vid_fullscreen->int_val) flags |= SDL_FULLSCREEN; // Initialize display if (!(screen = SDL_SetVideoMode (vid.width, vid.height, 8, flags))) Sys_Error ("VID: Couldn't set video mode: %s\n", SDL_GetError ()); VID_InitGamma (palette); VID_SetPalette (palette); // now know everything we need to know about the buffer VGA_width = vid.conwidth = vid.width; VGA_height = vid.conheight = vid.height; vid.aspect = ((float) vid.height / (float) vid.width) * (320.0 / 240.0); vid.numpages = 1; vid.colormap8 = vid_colormap; vid.fullbright = 256 - LittleLong (*((int *) vid.colormap8 + 2048)); vid.do_screen_buffer = do_screen_buffer; VGA_pagebase = vid.buffer = screen->pixels; VGA_rowbytes = vid.rowbytes = screen->pitch; vid.conbuffer = vid.buffer; vid.conrowbytes = vid.rowbytes; vid.direct = 0; // allocate z buffer and surface cache VID_InitBuffers (); // initialize the mouse SDL_ShowCursor (0); #ifdef WIN32 // FIXME: EVIL thing - but needed for win32 until // SDL_sound works better - without this DirectSound fails. // SDL_GetWMInfo(&info); // mainwindow=info.window; mainwindow=GetActiveWindow(); #endif vid.initialized = true; } void VID_UpdateFullscreen (cvar_t *vid_fullscreen) { if (!vid.initialized) return; if ((vid_fullscreen->int_val && !(screen->flags & SDL_FULLSCREEN)) || (!vid_fullscreen->int_val && screen->flags & SDL_FULLSCREEN)) if (!SDL_WM_ToggleFullScreen (screen)) Con_Printf ("VID_UpdateFullscreen: error setting fullscreen\n"); } void VID_Init_Cvars () { vid_fullscreen = Cvar_Get ("vid_fullscreen", "0", CVAR_NONE, VID_UpdateFullscreen, "Toggles fullscreen game mode"); vid_system_gamma = Cvar_Get ("vid_system_gamma", "1", CVAR_ARCHIVE, NULL, "Use system gamma control if available"); } void VID_Shutdown (void) { SDL_Quit (); } void VID_Update (vrect_t *rects) { SDL_Rect *sdlrects; int n, i; vrect_t *rect; // Two-pass system, since Quake doesn't do it the SDL way... // First, count the number of rectangles n = 0; for (rect = rects; rect; rect = rect->pnext) ++n; // Second, copy them to SDL rectangles and update if (!(sdlrects = (SDL_Rect *) calloc (1, n * sizeof (SDL_Rect)))) Sys_Error ("Out of memory!"); i = 0; for (rect = rects; rect; rect = rect->pnext) { sdlrects[i].x = rect->x; sdlrects[i].y = rect->y; sdlrects[i].w = rect->width; sdlrects[i].h = rect->height; ++i; } SDL_UpdateRects (screen, n, sdlrects); } void D_BeginDirectRect (int x, int y, byte * pbitmap, int width, int height) { Uint8 *offset; if (!screen) return; if (x < 0) x = screen->w + x - 1; offset = (Uint8 *) screen->pixels + y * screen->pitch + x; while (height--) { memcpy (offset, pbitmap, width); offset += screen->pitch; pbitmap += width; } } void D_EndDirectRect (int x, int y, int width, int height) { if (!screen) return; if (x < 0) x = screen->w + x - 1; SDL_UpdateRect (screen, x, y, width, height); } void VID_LockBuffer (void) { } void VID_UnlockBuffer (void) { } void VID_SetCaption (const char *text) { if (text && *text) { char *temp = strdup (text); SDL_WM_SetCaption (va ("%s %s: %s", PROGRAM, VERSION, temp), NULL); free (temp); } else { SDL_WM_SetCaption (va ("%s %s", PROGRAM, VERSION), NULL); } } qboolean VID_SetGamma (double gamma) { return false; //FIXME }