mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-02 00:52:19 +00:00
5eb397dd31
The back-buffer and video buffer locking code was pretty much never more than stubs (except maybe in dos quake).
158 lines
3.5 KiB
C
158 lines
3.5 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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*/
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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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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include <SDL.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/qendian.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "context_sdl.h"
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#include "d_iface.h"
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#include "vid_internal.h"
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#ifdef _WIN32 // FIXME: evil hack to get full DirectSound support with SDL
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#include <windows.h>
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#include <SDL_syswm.h>
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HWND win_mainwindow;
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#endif
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SDL_Surface *sdl_screen = NULL;
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static vid_internal_t vid_internal;
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uint32_t sdl_flags;
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static void
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VID_shutdown (void *data)
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{
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SDL_Quit ();
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}
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void
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VID_Init (byte *palette, byte *colormap)
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{
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Sys_RegisterShutdown (VID_shutdown, 0);
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vid_internal.gl_context = SDL_GL_Context;
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vid_internal.sw_context = SDL_SW_Context;
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// Load the SDL library
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if (SDL_Init (SDL_INIT_VIDEO) < 0)
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Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ());
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R_LoadModule (&vid_internal);
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viddef.numpages = 1;
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viddef.colormap8 = colormap;
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viddef.fullbright = 256 - viddef.colormap8[256 * VID_GRADES];
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// Set up display mode (width and height)
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VID_GetWindowSize (640, 480);
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// Set video width, height and flags
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sdl_flags = (SDL_SWSURFACE | SDL_HWPALETTE);
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if (vid_fullscreen->int_val) {
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sdl_flags |= SDL_FULLSCREEN;
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#ifndef _WIN32 // Don't annoy Mesa/3dfx folks
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// doesn't hurt if not using a gl renderer
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// FIXME: Maybe this could be put in a different spot, but I don't
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// know where. Anyway, it's to work around a 3Dfx Glide bug.
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// Cvar_SetValue (in_grab, 1); // Needs #include "QF/input.h"
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putenv ((char *)"MESA_GLX_FX=fullscreen");
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} else {
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putenv ((char *)"MESA_GLX_FX=window");
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#endif
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}
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vid_internal.create_context ();
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VID_SDL_GammaCheck ();
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VID_InitGamma (palette);
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viddef.initialized = true;
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SDL_ShowCursor (0); // hide the mouse pointer
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#ifdef _WIN32
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// FIXME: EVIL thing - but needed for win32 until
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// SDL_sound works better - without this DirectSound fails.
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// SDL_GetWMInfo(&info);
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// mainwindow=info.window;
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win_mainwindow=GetActiveWindow();
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#endif
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viddef.recalc_refdef = 1; // force a surface cache flush
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}
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void
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VID_Init_Cvars ()
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{
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SDL_Init_Cvars ();
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SDL_GL_Init_Cvars ();
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SDL_SW_Init_Cvars ();
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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 (!sdl_screen)
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return;
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if (x < 0)
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x = sdl_screen->w + x - 1;
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offset = (Uint8 *) sdl_screen->pixels + y * sdl_screen->pitch + x;
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while (height--) {
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memcpy (offset, pbitmap, width);
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offset += sdl_screen->pitch;
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pbitmap += width;
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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 (!sdl_screen)
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return;
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if (x < 0)
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x = sdl_screen->w + x - 1;
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SDL_UpdateRect (sdl_screen, x, y, width, height);
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}
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