SRB2/src/sdl/i_video.c

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//-----------------------------------------------------------------------------
/// \file
/// \brief SRB2 graphics stuff for SDL
#include <stdlib.h>
#include <signal.h>
#ifdef _MSC_VER
#pragma warning(disable : 4214 4244)
#endif
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#ifdef HAVE_SDL
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#include "SDL.h"
#ifdef _MSC_VER
#pragma warning(default : 4214 4244)
#endif
#if SDL_VERSION_ATLEAST(1,3,0)
#define SDLK_EQUALS SDLK_KP_EQUALSAS400
#define SDLK_LMETA SDLK_LGUI
#define SDLK_RMETA SDLK_RGUI
#else
#define HAVE_SDLMETAKEYS
#endif
#ifdef HAVE_TTF
#include "i_ttf.h"
#endif
#ifdef HAVE_IMAGE
#include "SDL_image.h"
#endif
#ifdef HAVE_IMAGE
#include "SDL_icon.xpm"
#endif
#include "../doomdef.h"
#if defined (_WIN32)
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#include "SDL_syswm.h"
#endif
#include "../doomstat.h"
#include "../i_system.h"
#include "../v_video.h"
#include "../m_argv.h"
#include "../m_menu.h"
#include "../d_main.h"
#include "../s_sound.h"
#include "../i_sound.h" // midi pause/unpause
#include "../i_joy.h"
#include "../st_stuff.h"
#include "../g_game.h"
#include "../i_video.h"
#include "../console.h"
#include "../command.h"
#include "sdlmain.h"
#ifdef HWRENDER
#include "../hardware/hw_main.h"
#include "../hardware/hw_drv.h"
// For dynamic referencing of HW rendering functions
#include "hwsym_sdl.h"
#include "ogl_sdl.h"
#endif
// maximum number of windowed modes (see windowedModes[][])
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#define MAXWINMODES (18)
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/** \brief
*/
static INT32 numVidModes = -1;
/** \brief
*/
static char vidModeName[33][32]; // allow 33 different modes
rendermode_t rendermode=render_soft;
boolean highcolor = false;
// synchronize page flipping with screen refresh
consvar_t cv_vidwait = {"vid_wait", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_stretch = {"stretch", "Off", CV_SAVE|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
UINT8 graphics_started = 0; // Is used in console.c and screen.c
// To disable fullscreen at startup; is set in VID_PrepareModeList
boolean allow_fullscreen = false;
static SDL_bool disable_fullscreen = SDL_FALSE;
#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)?0:cv_fullscreen.value
static SDL_bool disable_mouse = SDL_FALSE;
#define USE_MOUSEINPUT (!disable_mouse && cv_usemouse.value && havefocus)
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#define MOUSE_MENU false //(!disable_mouse && cv_usemouse.value && menuactive && !USE_FULLSCREEN)
#define MOUSEBUTTONS_MAX MOUSEBUTTONS
// first entry in the modelist which is not bigger than MAXVIDWIDTHxMAXVIDHEIGHT
static INT32 firstEntry = 0;
// SDL vars
static SDL_Surface *vidSurface = NULL;
static SDL_Surface *bufSurface = NULL;
static SDL_Surface *icoSurface = NULL;
static SDL_Color localPalette[256];
#if 0
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static SDL_Rect **modeList = NULL;
static Uint8 BitsPerPixel = 16;
#endif
static Uint16 realwidth = BASEVIDWIDTH;
static Uint16 realheight = BASEVIDHEIGHT;
static const Uint32 surfaceFlagsW = 0/*|SDL_RESIZABLE*/;
static const Uint32 surfaceFlagsF = 0;
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static SDL_bool mousegrabok = SDL_TRUE;
#define HalfWarpMouse(x,y) SDL_WarpMouseInWindow(window, (Uint16)(x/2),(Uint16)(y/2))
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static SDL_bool videoblitok = SDL_FALSE;
static SDL_bool exposevideo = SDL_FALSE;
static SDL_bool usesdl2soft = SDL_FALSE;
static SDL_bool borderlesswindow = SDL_FALSE;
// SDL2 vars
SDL_Window *window;
SDL_Renderer *renderer;
static SDL_Texture *texture;
static SDL_bool havefocus = SDL_TRUE;
static const char *fallback_resolution_name = "Fallback";
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// windowed video modes from which to choose from.
static INT32 windowedModes[MAXWINMODES][2] =
{
{1920,1200}, // 1.60,6.00
{1920,1080}, // 1.66
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{1680,1050}, // 1.60,5.25
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{1600,1200}, // 1.33
{1600, 900}, // 1.66
{1366, 768}, // 1.66
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{1440, 900}, // 1.60,4.50
{1280,1024}, // 1.33?
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{1280, 960}, // 1.33,4.00
{1280, 800}, // 1.60,4.00
{1280, 720}, // 1.66
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{1152, 864}, // 1.33,3.60
{1024, 768}, // 1.33,3.20
{ 800, 600}, // 1.33,2.50
{ 640, 480}, // 1.33,2.00
{ 640, 400}, // 1.60,2.00
{ 320, 240}, // 1.33,1.00
{ 320, 200}, // 1.60,1.00
};
static void Impl_VideoSetupSDLBuffer(void);
static void Impl_VideoSetupBuffer(void);
static SDL_bool Impl_CreateWindow(SDL_bool fullscreen);
static void Impl_SetWindowName(const char *title);
static void Impl_SetWindowIcon(void);
static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
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{
static SDL_bool wasfullscreen = SDL_FALSE;
static SDL_bool glfallbackresolution = SDL_FALSE;
Uint32 rmask;
Uint32 gmask;
Uint32 bmask;
Uint32 amask;
int bpp = 16;
int sw_texture_format = SDL_PIXELFORMAT_ABGR8888;
realwidth = vid.width;
realheight = vid.height;
if (window)
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{
if (fullscreen)
{
wasfullscreen = SDL_TRUE;
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
else if (!fullscreen && wasfullscreen)
{
wasfullscreen = SDL_FALSE;
glfallbackresolution = SDL_FALSE;
SDL_SetWindowFullscreen(window, 0);
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
else if (!wasfullscreen)
{
// Reposition window only in windowed mode
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
else
{
Impl_CreateWindow(fullscreen);
Impl_SetWindowIcon();
wasfullscreen = fullscreen;
SDL_SetWindowSize(window, width, height);
if (fullscreen)
{
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
}
if (rendermode == render_opengl)
{
int sdlw, sdlh;
SDL_GetWindowSize(window, &sdlw, &sdlh);
// Logical fullscreen is not implemented yet for OpenGL, so...
// Special case handling
if (glfallbackresolution == SDL_FALSE && fullscreen && width != sdlw && height != sdlh)
{
if (VID_GetModeForSize(sdlw, sdlh) != -1)
{
wasfullscreen = SDL_TRUE;
VID_SetMode(VID_GetModeForSize(sdlw, sdlh));
return;
}
else
{
wasfullscreen = SDL_TRUE;
glfallbackresolution = SDL_TRUE;
VID_SetMode(-1);
return;
}
}
OglSdlSurface(vid.width, vid.height);
}
if (rendermode == render_soft)
{
SDL_RenderClear(renderer);
SDL_RenderSetLogicalSize(renderer, width, height);
// Set up Texture
realwidth = width;
realheight = height;
if (texture != NULL)
{
SDL_DestroyTexture(texture);
}
if (!usesdl2soft)
{
sw_texture_format = SDL_PIXELFORMAT_RGB565;
}
else
{
bpp = 32;
sw_texture_format = SDL_PIXELFORMAT_RGBA8888;
}
texture = SDL_CreateTexture(renderer, sw_texture_format, SDL_TEXTUREACCESS_STREAMING, width, height);
// Set up SW surface
if (vidSurface != NULL)
{
SDL_FreeSurface(vidSurface);
}
SDL_PixelFormatEnumToMasks(sw_texture_format, &bpp, &rmask, &gmask, &bmask, &amask);
vidSurface = SDL_CreateRGBSurface(0, width, height, bpp, rmask, gmask, bmask, amask);
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}
}
//
// Translates the SDL key into SRB2 key
//
static INT32 SDLatekey(SDL_Keycode sym)
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{
INT32 rc = sym + 0x80;
switch (sym)
{
case SDLK_LEFT:
rc = KEY_LEFTARROW;
break;
case SDLK_RIGHT:
rc = KEY_RIGHTARROW;
break;
case SDLK_DOWN:
rc = KEY_DOWNARROW;
break;
case SDLK_UP:
rc = KEY_UPARROW;
break;
case SDLK_ESCAPE:
rc = KEY_ESCAPE;
break;
case SDLK_SPACE:
rc = KEY_SPACE;
break;
case SDLK_RETURN:
case SDLK_KP_ENTER:
rc = KEY_ENTER;
break;
case SDLK_TAB:
rc = KEY_TAB;
break;
case SDLK_F1:
rc = KEY_F1;
break;
case SDLK_F2:
rc = KEY_F2;
break;
case SDLK_F3:
rc = KEY_F3;
break;
case SDLK_F4:
rc = KEY_F4;
break;
case SDLK_F5:
rc = KEY_F5;
break;
case SDLK_F6:
rc = KEY_F6;
break;
case SDLK_F7:
rc = KEY_F7;
break;
case SDLK_F8:
rc = KEY_F8;
break;
case SDLK_F9:
rc = KEY_F9;
break;
case SDLK_F10:
rc = KEY_F10;
break;
case SDLK_F11:
rc = KEY_F11;
break;
case SDLK_F12:
rc = KEY_F12;
break;
case SDLK_BACKSPACE:
rc = KEY_BACKSPACE;
break;
case SDLK_DELETE:
rc = KEY_DEL;
break;
case SDLK_KP_EQUALS: //Alam & Logan: WTF? Mac KB haves one! XD
case SDLK_PAUSE:
rc = KEY_PAUSE;
break;
case SDLK_EQUALS:
case SDLK_PLUS:
rc = KEY_EQUALS;
break;
case SDLK_MINUS:
rc = KEY_MINUS;
break;
case SDLK_LSHIFT:
rc = KEY_LSHIFT;
break;
case SDLK_RSHIFT:
rc = KEY_RSHIFT;
break;
case SDLK_CAPSLOCK:
rc = KEY_CAPSLOCK;
break;
case SDLK_LCTRL:
rc = KEY_LCTRL;
break;
case SDLK_RCTRL:
rc = KEY_RCTRL;
break;
case SDLK_LALT:
rc = KEY_LALT;
break;
case SDLK_RALT:
rc = KEY_RALT;
break;
case SDLK_NUMLOCKCLEAR:
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rc = KEY_NUMLOCK;
break;
case SDLK_SCROLLLOCK:
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rc = KEY_SCROLLLOCK;
break;
case SDLK_PAGEUP:
rc = KEY_PGUP;
break;
case SDLK_PAGEDOWN:
rc = KEY_PGDN;
break;
case SDLK_END:
rc = KEY_END;
break;
case SDLK_HOME:
rc = KEY_HOME;
break;
case SDLK_INSERT:
rc = KEY_INS;
break;
case SDLK_KP_0:
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rc = KEY_KEYPAD0;
break;
case SDLK_KP_1:
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rc = KEY_KEYPAD1;
break;
case SDLK_KP_2:
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rc = KEY_KEYPAD2;
break;
case SDLK_KP_3:
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rc = KEY_KEYPAD3;
break;
case SDLK_KP_4:
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rc = KEY_KEYPAD4;
break;
case SDLK_KP_5:
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rc = KEY_KEYPAD5;
break;
case SDLK_KP_6:
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rc = KEY_KEYPAD6;
break;
case SDLK_KP_7:
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rc = KEY_KEYPAD7;
break;
case SDLK_KP_8:
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rc = KEY_KEYPAD8;
break;
case SDLK_KP_9:
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rc = KEY_KEYPAD9;
break;
case SDLK_KP_PERIOD:
rc = KEY_KPADDEL;
break;
case SDLK_KP_DIVIDE:
rc = KEY_KPADSLASH;
break;
case SDLK_KP_MULTIPLY:
rc = '*';
break;
case SDLK_KP_MINUS:
rc = KEY_MINUSPAD;
break;
case SDLK_KP_PLUS:
rc = KEY_PLUSPAD;
break;
case SDLK_LMETA:
rc = KEY_LEFTWIN;
break;
case SDLK_RMETA:
rc = KEY_RIGHTWIN;
break;
case SDLK_MENU:
rc = KEY_MENU;
break;
default:
if (sym >= SDLK_SPACE && sym <= SDLK_DELETE)
rc = sym - SDLK_SPACE + ' ';
else if (sym >= 'A' && sym <= 'Z')
rc = sym - 'A' + 'a';
else if (sym)
{
I_OutputMsg("Unknown Keycode %i, Name: %s\n",sym, SDL_GetKeyName( sym ));
}
else if (!sym) rc = 0;
break;
}
return rc;
}
static void SDLdoUngrabMouse(void)
{
SDL_SetWindowGrab(window, SDL_FALSE);
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}
void SDLforceUngrabMouse(void)
{
if (SDL_WasInit(SDL_INIT_VIDEO)==SDL_INIT_VIDEO && window != NULL)
{
SDL_SetWindowGrab(window, SDL_FALSE);
}
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}
static void VID_Command_NumModes_f (void)
{
CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes());
}
static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
{
#if 1
(void)infoSurface;
(void)SurfaceText;
SDL2STUB();
#else
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INT32 vfBPP;
const SDL_Surface *VidSur = SDL_GetVideoSurface();
if (!infoSurface)
return;
if (!SurfaceText)
SurfaceText = M_GetText("Unknown Surface");
vfBPP = infoSurface->format?infoSurface->format->BitsPerPixel:0;
CONS_Printf("\x82" "%s\n", SurfaceText);
CONS_Printf(M_GetText(" %ix%i at %i bit color\n"), infoSurface->w, infoSurface->h, vfBPP);
if (infoSurface->flags&SDL_HWSURFACE)
CONS_Printf("%s", M_GetText(" Stored in video memory\n"));
else if (infoSurface->flags&SDL_OPENGL)
CONS_Printf("%s", M_GetText(" Stored in an OpenGL context\n"));
else if (infoSurface->flags&SDL_PREALLOC)
CONS_Printf("%s", M_GetText(" Uses preallocated memory\n"));
else
CONS_Printf("%s", M_GetText(" Stored in system memory\n"));
if (infoSurface->flags&SDL_ASYNCBLIT)
CONS_Printf("%s", M_GetText(" Uses asynchronous blits if possible\n"));
else
CONS_Printf("%s", M_GetText(" Uses synchronous blits if possible\n"));
if (infoSurface->flags&SDL_ANYFORMAT)
CONS_Printf("%s", M_GetText(" Allows any pixel-format\n"));
if (infoSurface->flags&SDL_HWPALETTE)
CONS_Printf("%s", M_GetText(" Has exclusive palette access\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Has nonexclusive palette access\n"));
if (infoSurface->flags&SDL_DOUBLEBUF)
CONS_Printf("%s", M_GetText(" Double buffered\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" No hardware flipping\n"));
if (infoSurface->flags&SDL_FULLSCREEN)
CONS_Printf("%s", M_GetText(" Full screen\n"));
else if (infoSurface->flags&SDL_RESIZABLE)
CONS_Printf("%s", M_GetText(" Resizable window\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Nonresizable window\n"));
if (infoSurface->flags&SDL_HWACCEL)
CONS_Printf("%s", M_GetText(" Uses hardware acceleration blit\n"));
if (infoSurface->flags&SDL_SRCCOLORKEY)
CONS_Printf("%s", M_GetText(" Use colorkey blitting\n"));
if (infoSurface->flags&SDL_RLEACCEL)
CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n"));
if (infoSurface->flags&SDL_SRCALPHA)
CONS_Printf("%s", M_GetText(" Use alpha blending acceleration blit\n"));
#endif
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}
static void VID_Command_Info_f (void)
{
#if 0
SDL2STUB();
#else
#if 0
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const SDL_VideoInfo *videoInfo;
videoInfo = SDL_GetVideoInfo(); //Alam: Double-Check
if (videoInfo)
{
CONS_Printf("%s", M_GetText("Video Interface Capabilities:\n"));
if (videoInfo->hw_available)
CONS_Printf("%s", M_GetText(" Hardware surfaces\n"));
if (videoInfo->wm_available)
CONS_Printf("%s", M_GetText(" Window manager\n"));
//UnusedBits1 :6
//UnusedBits2 :1
if (videoInfo->blit_hw)
CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW\n"));
if (videoInfo->blit_hw_CC)
CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW with Colorkey\n"));
if (videoInfo->wm_available)
CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW with Alpha\n"));
if (videoInfo->blit_sw)
{
CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW\n"));
if (!M_CheckParm("-noblit")) videoblitok = SDL_TRUE;
}
if (videoInfo->blit_sw_CC)
CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW with Colorkey\n"));
if (videoInfo->blit_sw_A)
CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW with Alpha\n"));
if (videoInfo->blit_fill)
CONS_Printf("%s", M_GetText(" Accelerated Color filling\n"));
//UnusedBits3 :16
if (videoInfo->video_mem)
CONS_Printf(M_GetText(" There is %i KB of video memory\n"), videoInfo->video_mem);
else
CONS_Printf("%s", M_GetText(" There no video memory for SDL\n"));
//*vfmt
}
#else
if (!M_CheckParm("-noblit")) videoblitok = SDL_TRUE;
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#endif
SurfaceInfo(bufSurface, M_GetText("Current Engine Mode"));
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SurfaceInfo(vidSurface, M_GetText("Current Video Mode"));
#endif
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}
static void VID_Command_ModeList_f(void)
{
// List windowed modes
INT32 i = 0;
CONS_Printf("NOTE: Under SDL2, all modes are supported on all platforms.\n");
CONS_Printf("Under opengl, fullscreen only supports native desktop resolution.\n");
CONS_Printf("Under software, the mode is stretched up to desktop resolution.\n");
for (i = 0; i < MAXWINMODES; i++)
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{
CONS_Printf("%2d: %dx%d\n", i, windowedModes[i][0], windowedModes[i][1]);
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}
}
static void VID_Command_Mode_f (void)
{
INT32 modenum;
if (COM_Argc()!= 2)
{
CONS_Printf(M_GetText("vid_mode <modenum> : set video mode, current video mode %i\n"), vid.modenum);
return;
}
modenum = atoi(COM_Argv(1));
if (modenum >= VID_NumModes())
CONS_Printf(M_GetText("Video mode not present\n"));
else
setmodeneeded = modenum+1; // request vid mode change
}
#if 0
#if defined(RPC_NO_WINDOWS_H)
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static VOID MainWndproc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(hWnd);
UNREFERENCED_PARAMETER(message);
UNREFERENCED_PARAMETER(wParam);
switch (message)
{
case WM_SETTEXT:
COM_BufAddText((LPCSTR)lParam);
break;
}
}
#endif
#endif
static inline void SDLJoyRemap(event_t *event)
{
(void)event;
}
static INT32 SDLJoyAxis(const Sint16 axis, evtype_t which)
{
// -32768 to 32767
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INT32 raxis = axis/32;
if (which == ev_joystick)
{
if (Joystick.bGamepadStyle)
{
// gamepad control type, on or off, live or die
if (raxis < -(JOYAXISRANGE/2))
raxis = -1;
else if (raxis > (JOYAXISRANGE/2))
raxis = 1;
else
raxis = 0;
}
else
{
raxis = JoyInfo.scale!=1?((raxis/JoyInfo.scale)*JoyInfo.scale):raxis;
#ifdef SDL_JDEADZONE
if (-SDL_JDEADZONE <= raxis && raxis <= SDL_JDEADZONE)
raxis = 0;
#endif
}
}
else if (which == ev_joystick2)
{
if (Joystick2.bGamepadStyle)
{
// gamepad control type, on or off, live or die
if (raxis < -(JOYAXISRANGE/2))
raxis = -1;
else if (raxis > (JOYAXISRANGE/2))
raxis = 1;
else raxis = 0;
}
else
{
raxis = JoyInfo2.scale!=1?((raxis/JoyInfo2.scale)*JoyInfo2.scale):raxis;
#ifdef SDL_JDEADZONE
if (-SDL_JDEADZONE <= raxis && raxis <= SDL_JDEADZONE)
raxis = 0;
#endif
}
}
return raxis;
}
static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{
static SDL_bool firsttimeonmouse = SDL_TRUE;
static SDL_bool mousefocus = SDL_TRUE;
static SDL_bool kbfocus = SDL_TRUE;
switch (evt.event)
{
case SDL_WINDOWEVENT_ENTER:
mousefocus = SDL_TRUE;
break;
case SDL_WINDOWEVENT_LEAVE:
mousefocus = SDL_FALSE;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
kbfocus = SDL_TRUE;
mousefocus = SDL_TRUE;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
kbfocus = SDL_FALSE;
mousefocus = SDL_FALSE;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
break;
}
if (mousefocus && kbfocus)
{
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
//else firsttimeonmouse = SDL_FALSE;
if (gamestate == GS_LEVEL)
{
if (!paused) I_ResumeSong(0); //resume it
}
}
else if (!mousefocus && !kbfocus)
{
if (!disable_mouse)
{
SDLforceUngrabMouse();
}
if (!netgame && gamestate == GS_LEVEL && !demoplayback && !demorecording && !modeattacking)
{
paused = true;
}
memset(gamekeydown, 0, NUMKEYS); // TODO this is a scary memset
if (gamestate == GS_LEVEL)
{
I_PauseSong(0);
}
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
}
}
}
static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
{
event_t event;
if (type == SDL_KEYUP)
{
event.type = ev_keyup;
}
else if (type == SDL_KEYDOWN)
{
event.type = ev_keydown;
}
else
{
return;
}
event.data1 = SDLatekey(evt.keysym.sym);
if (event.data1) D_PostEvent(&event);
}
static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
{
event_t event;
int wwidth, wheight;
SDL_GetWindowSize(window, &wwidth, &wheight);
if ((SDL_GetMouseFocus() != window && SDL_GetKeyboardFocus() != window))
{
SDLdoUngrabMouse();
return;
}
if ((evt.x == realwidth/2) && (evt.y == realheight/2))
{
return;
}
else
{
event.data2 = (evt.xrel) * (wwidth / realwidth);
event.data3 = -evt.yrel * (wheight / realheight);
}
event.type = ev_mouse;
if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
{
D_PostEvent(&event);
HalfWarpMouse(wwidth, wheight);
}
}
static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
{
event_t event;
SDL_memset(&event, 0, sizeof(event_t));
/// \todo inputEvent.button.which
if (USE_MOUSEINPUT)
{
if (type == SDL_MOUSEBUTTONUP)
{
event.type = ev_keyup;
}
else if (type == SDL_MOUSEBUTTONDOWN)
{
event.type = ev_keydown;
}
else return;
if (evt.button == SDL_BUTTON_MIDDLE)
event.data1 = KEY_MOUSE1+2;
else if (evt.button == SDL_BUTTON_RIGHT)
event.data1 = KEY_MOUSE1+1;
else if (evt.button == SDL_BUTTON_LEFT)
event.data1= KEY_MOUSE1;
else if (evt.button <= MOUSEBUTTONS)
event.data1 = KEY_MOUSE1 + evt.which - SDL_BUTTON_LEFT;
if (event.type == ev_keyup || event.type == ev_keydown)
{
D_PostEvent(&event);
}
}
}
static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt)
{
event_t event;
SDL_memset(&event, 0, sizeof(event_t));
if (evt.y > 0)
{
event.data1 = KEY_MOUSEWHEELUP;
event.type = ev_keydown;
}
if (evt.y < 0)
{
event.data1 = KEY_MOUSEWHEELDOWN;
event.type = ev_keydown;
}
if (evt.y == 0)
{
event.data1 = 0;
event.type = ev_keyup;
}
if (event.type == ev_keyup || event.type == ev_keydown)
{
D_PostEvent(&event);
}
}
static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt)
{
event_t event;
SDL_JoystickID joyid[2];
// Determine the Joystick IDs for each current open joystick
joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo.dev);
evt.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (evt.which == joyid[0])
{
event.type = ev_joystick;
}
else if (evt.which == joyid[1])
{
event.type = ev_joystick2;
}
else return;
//axis
if (evt.axis > JOYAXISSET*2)
return;
//vaule
if (evt.axis%2)
{
event.data1 = evt.axis / 2;
event.data2 = SDLJoyAxis(evt.value, event.type);
}
else
{
evt.axis--;
event.data1 = evt.axis / 2;
event.data3 = SDLJoyAxis(evt.value, event.type);
}
D_PostEvent(&event);
}
static void Impl_HandleJoystickButtonEvent(SDL_JoyButtonEvent evt, Uint32 type)
{
event_t event;
SDL_JoystickID joyid[2];
// Determine the Joystick IDs for each current open joystick
joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo.dev);
if (evt.which == joyid[0])
{
event.data1 = KEY_JOY1;
}
else if (evt.which == joyid[1])
{
event.data1 = KEY_2JOY1;
}
else return;
if (type == SDL_JOYBUTTONUP)
{
event.type = ev_keyup;
}
else if (type == SDL_JOYBUTTONDOWN)
{
event.type = ev_keydown;
}
else return;
if (evt.button < JOYBUTTONS)
{
event.data1 += evt.button;
}
else return;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
}
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void I_GetEvent(void)
{
SDL_Event evt;
if (!graphics_started)
{
return;
}
while (SDL_PollEvent(&evt))
{
switch (evt.type)
{
case SDL_WINDOWEVENT:
Impl_HandleWindowEvent(evt.window);
break;
case SDL_KEYUP:
case SDL_KEYDOWN:
Impl_HandleKeyboardEvent(evt.key, evt.type);
break;
case SDL_MOUSEMOTION:
Impl_HandleMouseMotionEvent(evt.motion);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
Impl_HandleMouseButtonEvent(evt.button, evt.type);
break;
case SDL_MOUSEWHEEL:
Impl_HandleMouseWheelEvent(evt.wheel);
break;
case SDL_JOYAXISMOTION:
Impl_HandleJoystickAxisEvent(evt.jaxis);
break;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type);
break;
case SDL_QUIT:
I_Quit();
M_QuitResponse('y');
break;
}
}
// In order to make wheels act like buttons, we have to set their state to Up.
// This is because wheel messages don't have an up/down state.
gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
#if 0
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SDL_Event inputEvent;
static SDL_bool sdlquit = SDL_FALSE; //Alam: once, just once
event_t event;
if (!graphics_started)
return;
memset(&inputEvent, 0x00, sizeof(inputEvent));
while (SDL_PollEvent(&inputEvent))
{
memset(&event,0x00,sizeof (event_t));
switch (inputEvent.type)
{
case SDL_ACTIVEEVENT:
if (inputEvent.active.state & (SDL_APPACTIVE|SDL_APPINPUTFOCUS))
{
// pause music when alt-tab
if (inputEvent.active.gain /*&& !paused */)
{
static SDL_bool firsttimeonmouse = SDL_TRUE;
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
else firsttimeonmouse = SDL_FALSE;
//if (!netgame && !con_destlines) paused = false;
if (gamestate == GS_LEVEL)
if (!paused) I_ResumeSong(0); //resume it
}
else /*if (!paused)*/
{
if (!disable_mouse)
SDLforceUngrabMouse();
if (!netgame && gamestate == GS_LEVEL) paused = true;
memset(gamekeydown, 0, NUMKEYS);
//S_PauseSound();
if (gamestate == GS_LEVEL)
I_PauseSong(0); //pause it
}
}
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
if ((SDL_APPMOUSEFOCUS&inputEvent.active.state) && USE_MOUSEINPUT && inputEvent.active.gain)
HalfWarpMouse(realwidth, realheight);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
/// \todo inputEvent.key.which?
if (inputEvent.type == SDL_KEYUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_KEYDOWN)
event.type = ev_keydown;
else break;
event.data1 = SDLatekey(inputEvent.key.keysym.sym);
if (event.data1) D_PostEvent(&event);
break;
case SDL_MOUSEMOTION:
/// \todo inputEvent.motion.which
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
//if (USE_MOUSEINPUT) TODO SDL2 stub
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{
// If the event is from warping the pointer back to middle
// of the screen then ignore it.
if ((inputEvent.motion.x == realwidth/2) &&
(inputEvent.motion.y == realheight/2))
{
break;
}
else
{
event.data2 = +inputEvent.motion.xrel;
event.data3 = -inputEvent.motion.yrel;
}
event.type = ev_mouse;
D_PostEvent(&event);
// Warp the pointer back to the middle of the window
// or we cannot move any further if it's at a border.
if ((inputEvent.motion.x < (realwidth/2 )-(realwidth/4 )) ||
(inputEvent.motion.y < (realheight/2)-(realheight/4)) ||
(inputEvent.motion.x > (realwidth/2 )+(realwidth/4 )) ||
(inputEvent.motion.y > (realheight/2)+(realheight/4) ) )
{
//if (SDL_GRAB_ON == SDL_WM_GrabInput(SDL_GRAB_QUERY) || !mousegrabok)
HalfWarpMouse(realwidth, realheight);
}
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
/// \todo inputEvent.button.which
if (USE_MOUSEINPUT)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_MOUSEBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.button.button==SDL_BUTTON_WHEELUP || inputEvent.button.button==SDL_BUTTON_WHEELDOWN)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.data1 = 0; //Alam: dumb! this could be a real button with some mice
else
event.data1 = KEY_MOUSEWHEELUP + inputEvent.button.button - SDL_BUTTON_WHEELUP;
}
else if (inputEvent.button.button == SDL_BUTTON_MIDDLE)
event.data1 = KEY_MOUSE1+2;
else if (inputEvent.button.button == SDL_BUTTON_RIGHT)
event.data1 = KEY_MOUSE1+1;
else if (inputEvent.button.button <= MOUSEBUTTONS)
event.data1 = KEY_MOUSE1 + inputEvent.button.button - SDL_BUTTON_LEFT;
if (event.data1) D_PostEvent(&event);
}
break;
case SDL_JOYAXISMOTION:
inputEvent.jaxis.which++;
inputEvent.jaxis.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick;
}
else if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick2;
}
else break;
//axis
if (inputEvent.jaxis.axis > JOYAXISSET*2)
break;
//vaule
if (inputEvent.jaxis.axis%2)
{
event.data1 = inputEvent.jaxis.axis / 2;
event.data2 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
else
{
inputEvent.jaxis.axis--;
event.data1 = inputEvent.jaxis.axis / 2;
event.data3 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
D_PostEvent(&event);
break;
case SDL_JOYBALLMOTION:
case SDL_JOYHATMOTION:
break; //NONE
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
inputEvent.jbutton.which++;
if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_JOY1;
else if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_2JOY1;
else break;
if (inputEvent.type == SDL_JOYBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_JOYBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.jbutton.button < JOYBUTTONS)
event.data1 += inputEvent.jbutton.button;
else
break;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
break;
case SDL_QUIT:
if (!sdlquit)
{
sdlquit = SDL_TRUE;
M_QuitResponse('y');
}
break;
#if defined(RPC_NO_WINDOWS_H)
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case SDL_SYSWMEVENT:
MainWndproc(inputEvent.syswm.msg->hwnd,
inputEvent.syswm.msg->msg,
inputEvent.syswm.msg->wParam,
inputEvent.syswm.msg->lParam);
break;
#endif
case SDL_VIDEORESIZE:
if (gamestate == GS_LEVEL || gamestate == GS_TITLESCREEN || gamestate == GS_EVALUATION)
setmodeneeded = VID_GetModeForSize(inputEvent.resize.w,inputEvent.resize.h)+1;
if (render_soft == rendermode)
{
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (vidSurface) SDL_SetColors(vidSurface, localPalette, 0, 256);
}
else
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (!vidSurface)
I_Error("Could not reset vidmode: %s\n",SDL_GetError());
break;
case SDL_VIDEOEXPOSE:
exposevideo = SDL_TRUE;
break;
default:
break;
}
}
//reset wheel like in win32, I don't understand it but works
#endif
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}
void I_StartupMouse(void)
{
static SDL_bool firsttimeonmouse = SDL_TRUE;
if (disable_mouse)
return;
if (!firsttimeonmouse)
HalfWarpMouse(realwidth, realheight); // warp to center
else
firsttimeonmouse = SDL_FALSE;
if (cv_usemouse.value)
return;
else
SDLdoUngrabMouse();
}
//
// I_OsPolling
//
void I_OsPolling(void)
{
if (consolevent)
I_GetConsoleEvents();
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_JoystickUpdate();
I_GetJoystickEvents();
I_GetJoystick2Events();
}
I_GetMouseEvents();
I_GetEvent();
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit(void)
{
if (rendermode == render_none)
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return;
if (exposevideo)
{
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#ifdef HWRENDER
if (rendermode == render_opengl)
{
OglSdlFinishUpdate(cv_vidwait.value);
}
else
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#endif
if (rendermode == render_soft)
{
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
}
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exposevideo = SDL_FALSE;
}
// I_SkipFrame
//
// Returns true if it thinks we can afford to skip this frame
// from PrBoom's src/SDL/i_video.c
static inline boolean I_SkipFrame(void)
{
static boolean skip = false;
if (render_soft != rendermode)
return false;
skip = !skip;
switch (gamestate)
{
case GS_LEVEL:
if (!paused)
return false;
case GS_TIMEATTACK:
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default:
return false;
}
}
static inline SDL_bool SDLmatchVideoformat(void)
{
const SDL_PixelFormat *vidformat = vidSurface->format;
const INT32 vfBPP = vidformat?vidformat->BitsPerPixel:0;
return (((vfBPP == 8 && vid.bpp == 1 &&
!vidformat->Rmask && !vidformat->Gmask && !vidformat->Bmask) ||
(vfBPP == 15 && vid.bpp == 2 && vidformat->Rmask == 0x7C00 &&
vidformat->Gmask == 0x03E0 && vidformat->Bmask == 0x001F )) &&
!vidformat->Amask && (vidSurface->flags & SDL_RLEACCEL) == 0);
}
//
// I_FinishUpdate
//
void I_FinishUpdate(void)
{
if (rendermode == render_none)
2014-03-15 16:59:03 +00:00
return; //Alam: No software or OpenGl surface
if (I_SkipFrame())
return;
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (render_soft == rendermode && screens[0])
{
SDL_Rect rect;
2014-03-15 16:59:03 +00:00
rect.x = 0;
rect.y = 0;
rect.w = vid.width;
rect.h = vid.height;
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if (!bufSurface) //Double-Check
2014-03-15 16:59:03 +00:00
{
Impl_VideoSetupSDLBuffer();
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}
if (bufSurface)
2014-03-15 16:59:03 +00:00
{
SDL_BlitSurface(bufSurface, NULL, vidSurface, &rect);
// Fury -- there's no way around UpdateTexture, the GL backend uses it anyway
SDL_LockSurface(vidSurface);
SDL_UpdateTexture(texture, &rect, vidSurface->pixels, vidSurface->pitch);
SDL_UnlockSurface(vidSurface);
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}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
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}
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#ifdef HWRENDER
else
{
OglSdlFinishUpdate(cv_vidwait.value);
}
#endif
exposevideo = SDL_FALSE;
}
//
// I_UpdateNoVsync
//
void I_UpdateNoVsync(void)
{
INT32 real_vidwait = cv_vidwait.value;
cv_vidwait.value = 0;
I_FinishUpdate();
cv_vidwait.value = real_vidwait;
}
//
// I_ReadScreen
//
void I_ReadScreen(UINT8 *scr)
{
if (rendermode != render_soft)
I_Error ("I_ReadScreen: called while in non-software mode");
else
VID_BlitLinearScreen(screens[0], scr,
vid.width*vid.bpp, vid.height,
vid.rowbytes, vid.rowbytes);
}
//
// I_SetPalette
//
void I_SetPalette(RGBA_t *palette)
{
size_t i;
for (i=0; i<256; i++)
{
localPalette[i].r = palette[i].s.red;
localPalette[i].g = palette[i].s.green;
localPalette[i].b = palette[i].s.blue;
}
//if (vidSurface) SDL_SetPaletteColors(vidSurface->format->palette, localPalette, 0, 256);
// Fury -- SDL2 vidSurface is a 32-bit surface buffer copied to the texture. It's not palletized, like bufSurface.
if (bufSurface) SDL_SetPaletteColors(bufSurface->format->palette, localPalette, 0, 256);
2014-03-15 16:59:03 +00:00
}
// return number of fullscreen + X11 modes
INT32 VID_NumModes(void)
{
if (USE_FULLSCREEN && numVidModes != -1)
return numVidModes - firstEntry;
else
return MAXWINMODES;
}
const char *VID_GetModeName(INT32 modeNum)
{
#if 0
2014-03-15 16:59:03 +00:00
if (USE_FULLSCREEN && numVidModes != -1) // fullscreen modes
{
modeNum += firstEntry;
if (modeNum >= numVidModes)
return NULL;
sprintf(&vidModeName[modeNum][0], "%dx%d",
modeList[modeNum]->w,
modeList[modeNum]->h);
}
else // windowed modes
{
#endif
if (modeNum == -1)
{
return fallback_resolution_name;
}
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if (modeNum > MAXWINMODES)
return NULL;
sprintf(&vidModeName[modeNum][0], "%dx%d",
windowedModes[modeNum][0],
windowedModes[modeNum][1]);
//}
2014-03-15 16:59:03 +00:00
return &vidModeName[modeNum][0];
}
INT32 VID_GetModeForSize(INT32 w, INT32 h)
{
int i;
for (i = 0; i < MAXWINMODES; i++)
{
if (windowedModes[i][0] == w && windowedModes[i][1] == h)
{
return i;
}
}
return -1;
#if 0
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INT32 matchMode = -1, i;
VID_PrepareModeList();
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if (USE_FULLSCREEN && numVidModes != -1)
{
for (i=firstEntry; i<numVidModes; i++)
{
if (modeList[i]->w == w &&
modeList[i]->h == h)
{
matchMode = i;
break;
}
}
if (-1 == matchMode) // use smaller mode
{
w -= w%BASEVIDWIDTH;
h -= h%BASEVIDHEIGHT;
for (i=firstEntry; i<numVidModes; i++)
{
if (modeList[i]->w == w &&
modeList[i]->h == h)
{
matchMode = i;
break;
}
}
if (-1 == matchMode) // use smallest mode
matchMode = numVidModes-1;
}
matchMode -= firstEntry;
}
else
{
for (i=0; i<MAXWINMODES; i++)
{
if (windowedModes[i][0] == w &&
windowedModes[i][1] == h)
{
matchMode = i;
break;
}
}
if (-1 == matchMode) // use smaller mode
{
w -= w%BASEVIDWIDTH;
h -= h%BASEVIDHEIGHT;
for (i=0; i<MAXWINMODES; i++)
{
if (windowedModes[i][0] == w &&
windowedModes[i][1] == h)
{
matchMode = i;
break;
}
}
if (-1 == matchMode) // use smallest mode
matchMode = MAXWINMODES-1;
}
}
return matchMode;
#endif
2014-03-15 16:59:03 +00:00
}
void VID_PrepareModeList(void)
{
// Under SDL2, we just use the windowed modes list, and scale in windowed fullscreen.
allow_fullscreen = true;
#if 0
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INT32 i;
firstEntry = 0;
#ifdef HWRENDER
if (rendermode == render_opengl)
modeList = SDL_ListModes(NULL, SDL_OPENGL|SDL_FULLSCREEN);
else
#endif
modeList = SDL_ListModes(NULL, surfaceFlagsF|SDL_HWSURFACE); //Alam: At least hardware surface
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if (disable_fullscreen?0:cv_fullscreen.value) // only fullscreen needs preparation
{
if (-1 != numVidModes)
{
for (i=0; i<numVidModes; i++)
{
if (modeList[i]->w <= MAXVIDWIDTH &&
modeList[i]->h <= MAXVIDHEIGHT)
{
firstEntry = i;
break;
}
}
}
}
allow_fullscreen = true;
#endif
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}
static inline void SDLESSet(void)
{
SDL2STUB();
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}
INT32 VID_SetMode(INT32 modeNum)
{
SDLdoUngrabMouse();
vid.recalc = 1;
vid.bpp = 1;
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if (modeNum >= 0 && modeNum < MAXWINMODES)
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{
vid.width = windowedModes[modeNum][0];
vid.height = windowedModes[modeNum][1];
vid.modenum = modeNum;
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}
else
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{
// just set the desktop resolution as a fallback
SDL_DisplayMode mode;
SDL_GetWindowDisplayMode(window, &mode);
if (mode.w >= 2048)
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{
vid.width = 1920;
vid.height = 1200;
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}
else
{
vid.width = mode.w;
vid.height = mode.h;
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}
vid.modenum = -1;
}
Impl_SetWindowName("SRB2 "VERSIONSTRING);
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SDLSetMode(windowedModes[modeNum][0], windowedModes[modeNum][1], USE_FULLSCREEN);
if (render_soft == rendermode)
{
if (bufSurface)
{
SDL_FreeSurface(bufSurface);
bufSurface = NULL;
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}
Impl_VideoSetupBuffer();
}
return SDL_TRUE;
}
static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
{
int flags = 0;
if (window != NULL)
{
return SDL_FALSE;
}
if (fullscreen)
{
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
if (borderlesswindow)
{
flags |= SDL_WINDOW_BORDERLESS;
}
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#ifdef HWRENDER
if (rendermode == render_opengl)
{
window = SDL_CreateWindow("SRB2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags | SDL_WINDOW_OPENGL);
if (window != NULL)
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{
sdlglcontext = SDL_GL_CreateContext(window);
if (sdlglcontext == NULL)
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{
SDL_DestroyWindow(window);
I_Error("Failed to create a GL context: %s\n", SDL_GetError());
}
else
{
SDL_GL_MakeCurrent(window, sdlglcontext);
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}
}
else return SDL_FALSE;
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}
#endif
if (rendermode == render_soft)
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{
window = SDL_CreateWindow("SRB2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags);
if (window != NULL)
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{
renderer = SDL_CreateRenderer(window, -1, (usesdl2soft ? SDL_RENDERER_SOFTWARE : 0) | (cv_vidwait.value && !usesdl2soft ? SDL_RENDERER_PRESENTVSYNC : 0));
if (renderer != NULL)
{
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
}
else return SDL_FALSE;
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}
else return SDL_FALSE;
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}
return SDL_TRUE;
}
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static void Impl_SetWindowName(const char *title)
{
if (window != NULL)
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{
return;
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}
SDL_SetWindowTitle(window, title);
}
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static void Impl_SetWindowIcon(void)
{
if (window == NULL || icoSurface == NULL)
{
return;
}
SDL2STUB();
SDL_SetWindowIcon(window, icoSurface);
}
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static void Impl_VideoSetupSDLBuffer(void)
{
if (bufSurface != NULL)
{
SDL_FreeSurface(bufSurface);
bufSurface = NULL;
}
// Set up the SDL palletized buffer (copied to vidbuffer before being rendered to texture)
if (vid.bpp == 1)
{
bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,8,
(int)vid.rowbytes,0x00000000,0x00000000,0x00000000,0x00000000); // 256 mode
}
else if (vid.bpp == 2) // Fury -- don't think this is used at all anymore
{
bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,15,
(int)vid.rowbytes,0x00007C00,0x000003E0,0x0000001F,0x00000000); // 555 mode
}
if (bufSurface)
{
SDL_SetPaletteColors(bufSurface->format->palette, localPalette, 0, 256);
}
else
{
I_Error("%s", M_GetText("No system memory for SDL buffer surface\n"));
}
}
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static void Impl_VideoSetupBuffer(void)
{
// Set up game's software render buffer
if (rendermode == render_soft)
{
vid.rowbytes = vid.width * vid.bpp;
vid.direct = NULL;
vid.buffer = malloc(vid.rowbytes*vid.height*NUMSCREENS);
if (vid.buffer)
{
memset(vid.buffer,0x00,vid.rowbytes*vid.height*NUMSCREENS);
}
else
{
I_Error("%s", M_GetText("Not enough memory for video buffer\n"));
}
}
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}
void I_StartupGraphics(void)
{
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if (dedicated)
{
rendermode = render_none;
return;
}
if (graphics_started)
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return;
COM_AddCommand ("vid_nummodes", VID_Command_NumModes_f);
COM_AddCommand ("vid_info", VID_Command_Info_f);
COM_AddCommand ("vid_modelist", VID_Command_ModeList_f);
COM_AddCommand ("vid_mode", VID_Command_Mode_f);
CV_RegisterVar (&cv_vidwait);
CV_RegisterVar (&cv_stretch);
disable_mouse = M_CheckParm("-nomouse");
disable_fullscreen = M_CheckParm("-win") ? 1 : 0;
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keyboard_started = true;
#if !defined(HAVE_TTF)
#ifdef _WIN32 // Initialize Audio as well, otherwise Win32's DirectX can not use audio
if (SDL_InitSubSystem(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0)
#else //SDL_OpenAudio will do SDL_InitSubSystem(SDL_INIT_AUDIO)
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
#endif
{
#ifdef _WIN32
if (SDL_WasInit(SDL_INIT_AUDIO)==0)
CONS_Printf(M_GetText("Couldn't initialize SDL's Audio System with Video System: %s\n"), SDL_GetError());
if (SDL_WasInit(SDL_INIT_VIDEO)==0)
#endif
{
CONS_Printf(M_GetText("Couldn't initialize SDL's Video System: %s\n"), SDL_GetError());
return;
}
}
#endif
{
char vd[100]; //stack space for video name
//CONS_Printf(M_GetText("Starting up with video driver : %s\n"), SDL_VideoDriverName(vd,100));
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if (strncasecmp(vd, "gcvideo", 8) == 0 || strncasecmp(vd, "fbcon", 6) == 0 || strncasecmp(vd, "wii", 4) == 0 || strncasecmp(vd, "psl1ght", 8) == 0)
framebuffer = SDL_TRUE;
}
if (M_CheckParm("-software"))
{
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rendermode = render_soft;
}
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usesdl2soft = M_CheckParm("-softblit");
borderlesswindow = M_CheckParm("-borderless");
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//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2);
SDLESSet();
VID_Command_ModeList_f();
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#ifdef HWRENDER
if (M_CheckParm("-opengl") || rendermode == render_opengl)
{
rendermode = render_opengl;
HWD.pfnInit = hwSym("Init",NULL);
HWD.pfnFinishUpdate = NULL;
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
HWD.pfnSetTexture = hwSym("SetTexture",NULL);
HWD.pfnReadRect = hwSym("ReadRect",NULL);
HWD.pfnGClipRect = hwSym("GClipRect",NULL);
HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL);
HWD.pfnSetSpecialState = hwSym("SetSpecialState",NULL);
HWD.pfnSetPalette = hwSym("SetPalette",NULL);
HWD.pfnGetTextureUsed = hwSym("GetTextureUsed",NULL);
HWD.pfnDrawMD2 = hwSym("DrawMD2",NULL);
HWD.pfnDrawMD2i = hwSym("DrawMD2i",NULL);
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
#ifdef SHUFFLE
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
#endif
HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL);
HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL);
HWD.pfnDoScreenWipe = hwSym("DoScreenWipe",NULL);
HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL);
HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
// check gl renderer lib
if (HWD.pfnGetRenderVersion() != VERSION)
I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n"));
if (!HWD.pfnInit(I_Error)) // let load the OpenGL library
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{
rendermode = render_soft;
}
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}
#endif
// Fury: we do window initialization after GL setup to allow
// SDL_GL_LoadLibrary to work well on Windows
// Create window
//Impl_CreateWindow(USE_FULLSCREEN);
//Impl_SetWindowName("SRB2");
VID_SetMode(VID_GetModeForSize(BASEVIDWIDTH, BASEVIDHEIGHT));
vid.buffer = NULL; // For software mode
vid.width = BASEVIDWIDTH; // Default size for startup
vid.height = BASEVIDHEIGHT; // BitsPerPixel is the SDL interface's
vid.recalc = true; // Set up the console stufff
vid.direct = NULL; // Maybe direct access?
vid.bpp = 1; // This is the game engine's Bpp
vid.WndParent = NULL; //For the window?
#ifdef HAVE_TTF
I_ShutdownTTF();
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#endif
// Window icon
#ifdef HAVE_IMAGE
icoSurface = IMG_ReadXPMFromArray(SDL_icon_xpm);
#endif
Impl_SetWindowIcon();
VID_SetMode(VID_GetModeForSize(BASEVIDWIDTH, BASEVIDHEIGHT));
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if (M_CheckParm("-nomousegrab"))
mousegrabok = SDL_FALSE;
#if 0 // defined (_DEBUG)
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else
{
char videodriver[4] = {'S','D','L',0};
if (!M_CheckParm("-mousegrab") &&
*strncpy(videodriver, SDL_GetCurrentVideoDriver(), 4) != '\0' &&
strncasecmp("x11",videodriver,4) == 0)
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mousegrabok = SDL_FALSE; //X11's XGrabPointer not good
}
#endif
realwidth = (Uint16)vid.width;
realheight = (Uint16)vid.height;
VID_Command_Info_f();
if (!disable_mouse) SDL_ShowCursor(SDL_DISABLE);
SDLdoUngrabMouse();
graphics_started = true;
}
void I_ShutdownGraphics(void)
{
const rendermode_t oldrendermode = rendermode;
rendermode = render_none;
if (icoSurface) SDL_FreeSurface(icoSurface);
icoSurface = NULL;
if (render_soft == oldrendermode)
{
vidSurface = NULL; //Alam: SDL_Video system free vidSurface for me
if (vid.buffer) free(vid.buffer);
vid.buffer = NULL;
if (bufSurface) SDL_FreeSurface(bufSurface);
bufSurface = NULL;
}
// was graphics initialized anyway?
if (!graphics_started)
return;
CONS_Printf("I_ShutdownGraphics: ");
graphics_started = false;
CONS_Printf("%s", M_GetText("shut down\n"));
#ifdef HWRENDER
if (GLUhandle)
hwClose(GLUhandle);
if (sdlglcontext)
{
SDL_GL_DeleteContext(sdlglcontext);
}
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#endif
SDL_QuitSubSystem(SDL_INIT_VIDEO);
framebuffer = SDL_FALSE;
}
#endif