quakeforge/libs/video/targets/vid_sdl.c
Bill Currie 88ff254f42 Get QF cross-compiling using MXE/mingw32
This includes -win clients (no clue if anything actually works yet).
2021-03-27 20:09:37 +09:00

168 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 win_mainwindow;
#endif
SDL_Surface *sdl_screen = NULL;
static vid_internal_t vid_internal;
uint32_t sdl_flags;
static void
VID_shutdown (void *data)
{
SDL_Quit ();
}
void
VID_Init (byte *palette, byte *colormap)
{
Sys_RegisterShutdown (VID_shutdown, 0);
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 (640, 480);
// 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;
win_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)
{
}