mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 00:21:31 +00:00
258 lines
5.6 KiB
C
258 lines
5.6 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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static const char rcsid[] =
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"$Id$";
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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/va.h"
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#include "QF/vid.h"
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#include "compat.h"
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#ifdef WIN32
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/* FIXME: this is 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 mainwindow;
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#endif
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// static float oldin_grab = 0;
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int modestate; // FIXME: just to avoid cross-compile 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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byte *VGA_pagebase;
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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
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static SDL_Surface *screen = NULL;
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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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static void
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do_screen_buffer (void)
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{
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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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Uint32 flags;
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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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// Set up display mode (width and height)
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VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
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Con_CheckResize (); // Now that we have a window size, fix console
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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_InitGamma (palette);
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VID_SetPalette (palette);
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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.colormap8 = vid_colormap;
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vid.fullbright = 256 - LittleLong (*((int *) vid.colormap8 + 2048));
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vid.do_screen_buffer = do_screen_buffer;
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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 ();
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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
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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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mainwindow=GetActiveWindow();
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#endif
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vid.initialized = true;
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}
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void
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VID_UpdateFullscreen (cvar_t *vid_fullscreen)
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{
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if (!vid.initialized)
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return;
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if ((vid_fullscreen->int_val && !(screen->flags & SDL_FULLSCREEN))
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|| (!vid_fullscreen->int_val && screen->flags & SDL_FULLSCREEN))
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if (!SDL_WM_ToggleFullScreen (screen))
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Con_Printf ("VID_UpdateFullscreen: error setting fullscreen\n");
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}
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void
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VID_Init_Cvars ()
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{
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vid_fullscreen = Cvar_Get ("vid_fullscreen", "0", CVAR_ARCHIVE,
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VID_UpdateFullscreen,
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"Toggles fullscreen game mode");
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vid_system_gamma = Cvar_Get ("vid_system_gamma", "1", CVAR_ARCHIVE, NULL,
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"Use system gamma control if available");
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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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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)
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return;
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if (x < 0)
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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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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)
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return;
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if (x < 0)
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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_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 (const 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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qboolean
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VID_SetGamma (double gamma)
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{
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return false; //FIXME
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}
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