quakeforge/libs/video/targets/vid_sdl.c
Bill Currie 8ee06d75a9 Separate render and presentation initialization
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
2019-07-09 01:00:47 +09:00

164 lines
3.6 KiB
C

/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include <SDL.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/qendian.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "context_sdl.h"
#include "d_iface.h"
#include "vid_internal.h"
#ifdef _WIN32 // FIXME: evil hack to get full DirectSound support with SDL
#include <windows.h>
#include <SDL_syswm.h>
HWND mainwindow;
#endif
// The original defaults
#define BASEWIDTH 320
#define BASEHEIGHT 200
SDL_Surface *sdl_screen = NULL;
static vid_internal_t vid_internal;
uint32_t sdl_flags;
void
VID_Init (byte *palette, byte *colormap)
{
vid_internal.gl_context = SDL_GL_Context;
vid_internal.sw_context = SDL_SW_Context;
// Load the SDL library
if (SDL_Init (SDL_INIT_VIDEO) < 0)
Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ());
R_LoadModule (&vid_internal);
viddef.numpages = 1;
viddef.colormap8 = colormap;
viddef.fullbright = 256 - viddef.colormap8[256 * VID_GRADES];
// Set up display mode (width and height)
VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
// Set video width, height and flags
sdl_flags = (SDL_SWSURFACE | SDL_HWPALETTE);
if (vid_fullscreen->int_val) {
sdl_flags |= SDL_FULLSCREEN;
#ifndef _WIN32 // Don't annoy Mesa/3dfx folks
// doesn't hurt if not using a gl renderer
// FIXME: Maybe this could be put in a different spot, but I don't
// know where. Anyway, it's to work around a 3Dfx Glide bug.
// Cvar_SetValue (in_grab, 1); // Needs #include "QF/input.h"
putenv ((char *)"MESA_GLX_FX=fullscreen");
} else {
putenv ((char *)"MESA_GLX_FX=window");
#endif
}
vid_internal.create_context ();
VID_SDL_GammaCheck ();
VID_InitGamma (palette);
viddef.initialized = true;
SDL_ShowCursor (0); // hide the mouse pointer
#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
viddef.recalc_refdef = 1; // force a surface cache flush
}
void
VID_Init_Cvars ()
{
SDL_Init_Cvars ();
SDL_GL_Init_Cvars ();
SDL_SW_Init_Cvars ();
}
void
D_BeginDirectRect (int x, int y, byte *pbitmap, int width, int height)
{
Uint8 *offset;
if (!sdl_screen)
return;
if (x < 0)
x = sdl_screen->w + x - 1;
offset = (Uint8 *) sdl_screen->pixels + y * sdl_screen->pitch + x;
while (height--) {
memcpy (offset, pbitmap, width);
offset += sdl_screen->pitch;
pbitmap += width;
}
}
void
D_EndDirectRect (int x, int y, int width, int height)
{
if (!sdl_screen)
return;
if (x < 0)
x = sdl_screen->w + x - 1;
SDL_UpdateRect (sdl_screen, x, y, width, height);
}
void
VID_LockBuffer (void)
{
}
void
VID_UnlockBuffer (void)
{
}