mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-27 22:52:41 +00:00
sdl2: support all windowed mode resolutions
This commit is contained in:
parent
5273989dcd
commit
715a12ff08
1 changed files with 175 additions and 44 deletions
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@ -111,7 +111,7 @@ boolean allow_fullscreen = false;
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static SDL_bool disable_fullscreen = SDL_FALSE;
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#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)?0:cv_fullscreen.value
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static SDL_bool disable_mouse = SDL_FALSE;
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#define USE_MOUSEINPUT (!disable_mouse && cv_usemouse.value && SDL_GetAppState() & SDL_APPACTIVE)
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#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)
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#define MOUSEBUTTONS_MAX MOUSEBUTTONS
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@ -132,7 +132,7 @@ static Uint16 realheight = BASEVIDHEIGHT;
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static const Uint32 surfaceFlagsW = 0/*|SDL_RESIZABLE*/;
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static const Uint32 surfaceFlagsF = 0;
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static SDL_bool mousegrabok = SDL_TRUE;
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#define HalfWarpMouse(x,y) SDL_WarpMouse((Uint16)(x/2),(Uint16)(y/2))
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#define HalfWarpMouse(x,y) SDL_WarpMouseInWindow(window, (Uint16)(x/2),(Uint16)(y/2))
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static SDL_bool videoblitok = SDL_FALSE;
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static SDL_bool exposevideo = SDL_FALSE;
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@ -140,6 +140,7 @@ static SDL_bool exposevideo = SDL_FALSE;
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static SDL_Window *window;
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static SDL_Renderer *renderer;
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static SDL_Texture *texture;
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static SDL_bool havefocus = SDL_TRUE;
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// windowed video modes from which to choose from.
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static INT32 windowedModes[MAXWINMODES][2] =
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@ -173,6 +174,9 @@ static INT32 windowedModes[MAXWINMODES][2] =
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{ 320, 200}, // 1.60,1.00
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};
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static void Impl_VideoSetupSDLBuffer(void);
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static void Impl_VideoSetupBuffer(void);
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static void SDLSetMode(INT32 width, INT32 height, INT32 bpp, Uint32 flags)
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{
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#if 0
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@ -214,7 +218,7 @@ static void SDLSetMode(INT32 width, INT32 height, INT32 bpp, Uint32 flags)
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gmask = 0x00FF0000;
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bmask = 0x0000FF00;
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amask = 0x000000FF;
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#else
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#else // HEAD HEADS UP THE ASSIGNMENT ORDER IS FLIPPED, I WAS LAZY --Fury
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amask = 0xFF000000;
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bmask = 0x00FF0000;
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gmask = 0x0000FF00;
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@ -224,8 +228,6 @@ static void SDLSetMode(INT32 width, INT32 height, INT32 bpp, Uint32 flags)
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SDL_SetWindowSize(window, width, height);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL2STUB();
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}
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//
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@ -447,15 +449,8 @@ static INT32 SDLatekey(SDL_Keycode sym)
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static void SDLdoUngrabMouse(void)
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{
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// TODO SDL2 overhaul
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SDL_SetWindowGrab(window, SDL_FALSE);
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SDL2STUB();
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#if 0
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if (SDL_GRAB_ON == SDL_WM_GrabInput(SDL_GRAB_QUERY))
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{
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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}
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#endif
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}
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void SDLforceUngrabMouse(void)
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@ -464,11 +459,6 @@ void SDLforceUngrabMouse(void)
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{
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SDL_SetWindowGrab(window, SDL_FALSE);
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}
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SDL2STUB();
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#if 0
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if (SDL_WasInit(SDL_INIT_VIDEO)==SDL_INIT_VIDEO)
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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#endif
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}
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static void VID_Command_NumModes_f (void)
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@ -719,11 +709,41 @@ static INT32 SDLJoyAxis(const Sint16 axis, evtype_t which)
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static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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{
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static SDL_bool firsttimeonmouse = SDL_TRUE;
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switch (evt.type)
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{
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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if (!firsttimeonmouse)
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{
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if (cv_usemouse.value) I_StartupMouse();
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}
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else firsttimeonmouse = SDL_FALSE;
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if (gamestate == GS_LEVEL)
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{
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if (!paused) I_ResumeSong(0); //resume it
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}
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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if (!disable_mouse)
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{
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SDLforceUngrabMouse();
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}
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if (!netgame && gamestate == GS_LEVEL)
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{
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paused = true;
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}
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memset(gamekeydown, 0, NUMKEYS); // TODO this is a scary memset
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if (gamestate == GS_LEVEL)
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{
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I_PauseSong(0);
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}
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if (MOUSE_MENU)
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{
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SDLdoUngrabMouse();
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return;
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}
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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break;
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@ -751,13 +771,47 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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{
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}
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static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
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{
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event_t event;
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/// \todo inputEvent.button.which
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if (USE_MOUSEINPUT)
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{
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if (type == SDL_MOUSEBUTTONUP)
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event.type = ev_keyup;
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else if (type == SDL_MOUSEBUTTONDOWN)
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event.type = ev_keydown;
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else return;
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#if 0
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if (evt.which == SDL_BUTTON_WHEELUP || evt.which == SDL_BUTTON_WHEELDOWN)
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{
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if (type == SDL_MOUSEBUTTONUP)
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event.data1 = 0; //Alam: dumb! this could be a real button with some mice
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else
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event.data1 = KEY_MOUSEWHEELUP + evt.which - SDL_BUTTON_WHEELUP;
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}
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#endif
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if (evt.which == SDL_BUTTON_MIDDLE)
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event.data1 = KEY_MOUSE1+2;
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else if (evt.which == SDL_BUTTON_RIGHT)
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event.data1 = KEY_MOUSE1+1;
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else if (evt.which <= MOUSEBUTTONS)
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event.data1 = KEY_MOUSE1 + evt.which - SDL_BUTTON_LEFT;
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if (event.data1) D_PostEvent(&event);
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}
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}
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void I_GetEvent(void)
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{
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SDL_Event evt;
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if (!graphics_started)
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{
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return;
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}
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while (SDL_PollEvent(&evt))
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{
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if (evt.type == SDL_WINDOWEVENT)
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@ -775,6 +829,11 @@ void I_GetEvent(void)
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Impl_HandleMouseMotionEvent(evt.motion);
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}
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if (evt.type == SDL_MOUSEBUTTONUP || evt.type == SDL_MOUSEBUTTONDOWN)
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{
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Impl_HandleMouseButtonEvent(evt.button, evt.type);
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}
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if (evt.type == SDL_QUIT)
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{
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I_Quit();
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@ -997,8 +1056,6 @@ void I_GetEvent(void)
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void I_StartupMouse(void)
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{
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SDL2STUB();
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#if 0
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static SDL_bool firsttimeonmouse = SDL_TRUE;
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if (disable_mouse)
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@ -1012,7 +1069,6 @@ void I_StartupMouse(void)
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return;
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else
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SDLdoUngrabMouse();
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#endif
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}
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//
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@ -1113,28 +1169,21 @@ void I_FinishUpdate(void)
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if (render_soft == rendermode && screens[0])
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{
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SDL_Rect *dstrect = NULL;
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SDL_Rect rect = {0, 0, 0, 0};
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SDL_Rect rect;
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SDL_PixelFormat *vidformat = vidSurface->format;
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int lockedsf = 0, blited = 0;
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rect.w = (Sint16)vid.width;
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rect.h = (Sint16)vid.height;
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rect.x = 0;
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rect.y = 0;
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rect.w = vid.width;
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rect.h = vid.height;
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if (vidSurface->h > vid.height)
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rect.y = (Sint16)((vidSurface->h-vid.height)/2);
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dstrect = ▭
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if (!bufSurface && !vid.direct) //Double-Check
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if (!bufSurface) //Double-Check
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{
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if (vid.bpp == 1) bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,8,
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(int)vid.rowbytes,0x00000000,0x00000000,0x00000000,0x00000000); // 256 mode
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else if (vid.bpp == 2) bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,15,
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(int)vid.rowbytes,0x00007C00,0x000003E0,0x0000001F,0x00000000); // 555 mode
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if (bufSurface) SDL_SetPaletteColors(bufSurface->format->palette, localPalette, 0, 256);
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else I_OutputMsg("No system memory for SDL buffer surface\n");
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Impl_VideoSetupSDLBuffer();
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}
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#if 0
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if (SDLmatchVideoformat() && !vid.direct)//Alam: DOS Way
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@ -1163,7 +1212,7 @@ void I_FinishUpdate(void)
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#endif
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if (bufSurface) //Alam: New Way to send video data
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{
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blited = SDL_BlitSurface(bufSurface,NULL,vidSurface,dstrect);
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blited = SDL_BlitSurface(bufSurface, NULL, vidSurface, &rect);
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SDL_UpdateTexture(texture, NULL, vidSurface->pixels, realwidth * 4);
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}
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#if 0
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@ -1300,7 +1349,8 @@ void I_SetPalette(RGBA_t *palette)
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localPalette[i].g = palette[i].s.green;
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localPalette[i].b = palette[i].s.blue;
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}
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if (vidSurface) SDL_SetPaletteColors(vidSurface->format->palette, localPalette, 0, 256);
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//if (vidSurface) SDL_SetPaletteColors(vidSurface->format->palette, localPalette, 0, 256);
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// Fury -- SDL2 vidSurface is a 32-bit surface buffer copied to the texture. It's not palletized, like bufSurface.
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if (bufSurface) SDL_SetPaletteColors(bufSurface->format->palette, localPalette, 0, 256);
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}
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@ -1315,6 +1365,7 @@ INT32 VID_NumModes(void)
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const char *VID_GetModeName(INT32 modeNum)
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{
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#if 0
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if (USE_FULLSCREEN && numVidModes != -1) // fullscreen modes
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{
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modeNum += firstEntry;
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@ -1327,18 +1378,29 @@ const char *VID_GetModeName(INT32 modeNum)
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}
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else // windowed modes
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{
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#endif
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if (modeNum > MAXWINMODES)
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return NULL;
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sprintf(&vidModeName[modeNum][0], "%dx%d",
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windowedModes[modeNum][0],
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windowedModes[modeNum][1]);
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}
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//}
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return &vidModeName[modeNum][0];
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}
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INT32 VID_GetModeForSize(INT32 w, INT32 h)
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{
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int i;
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for (i = 0; i < MAXWINMODES; i++)
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{
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if (windowedModes[i][0] == w && windowedModes[i][1] == h)
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{
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return i;
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}
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}
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return -1;
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#if 0
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INT32 matchMode = -1, i;
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if (USE_FULLSCREEN && numVidModes != -1)
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{
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@ -1398,10 +1460,13 @@ INT32 VID_GetModeForSize(INT32 w, INT32 h)
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}
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}
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return matchMode;
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#endif
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}
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void VID_PrepareModeList(void)
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{
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// Under SDL2, we just use the windowed modes list, and scale in windowed fullscreen.
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#if 0
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INT32 i;
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firstEntry = 0;
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@ -1421,6 +1486,7 @@ void VID_PrepareModeList(void)
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}
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}
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allow_fullscreen = true;
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#endif
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}
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static inline void SDLESSet(void)
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@ -1459,8 +1525,27 @@ static void* SDLGetDirect(void)
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INT32 VID_SetMode(INT32 modeNum)
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{
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SDL2STUB();
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SDLSetMode(320, 200, 16, 0);
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SDLdoUngrabMouse();
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vid.width = windowedModes[modeNum][0];
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vid.height = windowedModes[modeNum][1];
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vid.bpp = 1;
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vid.modenum = modeNum; //VID_GetModeForSize(vidSurface->w,vidSurface->h);
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SDLSetMode(windowedModes[modeNum][0], windowedModes[modeNum][1], 16, 0);
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if (render_soft == rendermode)
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{
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if (bufSurface)
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{
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SDL_FreeSurface(bufSurface);
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bufSurface = NULL;
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}
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Impl_VideoSetupBuffer();
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}
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return SDL_TRUE;
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#if 0
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SDLdoUngrabMouse();
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@ -1600,6 +1685,53 @@ static void Impl_SetWindowIcon()
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SDL_SetWindowIcon(window, icoSurface);
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}
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static void Impl_VideoSetupSDLBuffer()
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{
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if (bufSurface != NULL)
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{
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SDL_FreeSurface(bufSurface);
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bufSurface = NULL;
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}
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// Set up the SDL palletized buffer (copied to vidbuffer before being rendered to texture)
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if (vid.bpp == 1)
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{
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bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,8,
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(int)vid.rowbytes,0x00000000,0x00000000,0x00000000,0x00000000); // 256 mode
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}
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else if (vid.bpp == 2) // Fury -- don't think this is used at all anymore
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{
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bufSurface = SDL_CreateRGBSurfaceFrom(screens[0],vid.width,vid.height,15,
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(int)vid.rowbytes,0x00007C00,0x000003E0,0x0000001F,0x00000000); // 555 mode
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}
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if (bufSurface)
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{
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SDL_SetPaletteColors(bufSurface->format->palette, localPalette, 0, 256);
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}
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else
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{
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I_Error("%s", M_GetText("No system memory for SDL buffer surface\n"));
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}
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}
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static void Impl_VideoSetupBuffer()
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{
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// Set up game's software render buffer
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if (rendermode == render_soft)
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{
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vid.rowbytes = vid.width * vid.bpp;
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vid.direct = NULL;
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vid.buffer = malloc(vid.rowbytes*vid.height*NUMSCREENS);
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if (vid.buffer)
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{
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memset(vid.buffer,0x00,vid.rowbytes*vid.height*NUMSCREENS);
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}
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else
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{
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I_Error("%s", M_GetText("Not enough memory for video buffer\n"));
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}
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}
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}
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void I_StartupGraphics(void)
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{
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static char SDLNOMOUSE[] = "SDL_NOMOUSE=1";
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@ -1738,6 +1870,8 @@ void I_StartupGraphics(void)
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#endif
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if (render_soft == rendermode)
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{
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VID_SetMode(VID_GetModeForSize(BASEVIDWIDTH, BASEVIDHEIGHT));
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#if 0
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vid.width = BASEVIDWIDTH;
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vid.height = BASEVIDHEIGHT;
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SDLSetMode(vid.width, vid.height, BitsPerPixel, surfaceFlagsW);
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graphics_started = true;
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return;
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}
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vid.rowbytes = vid.width * vid.bpp;
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vid.direct = SDLGetDirect();
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vid.buffer = malloc(vid.rowbytes*vid.height*NUMSCREENS);
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if (vid.buffer) memset(vid.buffer,0x00,vid.rowbytes*vid.height*NUMSCREENS);
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else CONS_Printf("%s", M_GetText("Not enough memory for video buffer\n"));
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Impl_VideoSetupBuffer();
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#endif
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}
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if (M_CheckParm("-nomousegrab"))
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mousegrabok = SDL_FALSE;
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