mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 05:01:26 +00:00
20adccc9e4
networking support. Second, I moves keys.c from qw and nq to libs/video/targets when I did the next thing. Existing user configs which do binds, sledge hammer. Sledge hammer, existing user configs which do binds. *WHACK* *WHACK* *WHACK* See, much nicer now. Someone should document it, and fix all targets which don't use SDL for input. (I honestly don't expect svgalib and the like to ever be fixed.)
266 lines
5.9 KiB
C
266 lines
5.9 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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$Id$
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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 "compat.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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#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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cvar_t *vid_fullscreen;
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cvar_t *vid_system_gamma;
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extern viddef_t vid; // global video state
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int modestate; // FIXME: just to avoid cross-comp.
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// 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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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
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byte *VGA_pagebase;
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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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void
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VID_Init (unsigned char *palette)
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{
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// Uint8 video_bpp;
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// Uint16 video_w, video_h;
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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) // |SDL_INIT_AUDIO|SDL_INIT_CDROM) <
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// 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.colormap = vid_colormap;
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vid.fullbright = 256 - LittleLong (*((int *) vid.colormap + 2048));
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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 =
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Cvar_Get ("vid_fullscreen", "0", CVAR_NONE, 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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/*
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D_BeginDirectRect
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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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/*
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D_EndDirectRect
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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 SDL_SetGamma ((float) gamma, (float) gamma, (float) gamma);
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return false; // FIXME
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}
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