SRB2/src/sdl/i_video.c
Eidolon e5dea805fa Revert "Merge branch 'gamepad-refactor' into next"
This reverts commit 696e2ab909, reversing
changes made to d98d59494f.
2023-01-26 19:26:28 -06:00

2009 lines
52 KiB
C

// Emacs style mode select -*- C++ -*-
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2014-2022 by Sonic Team Junior.
//
// 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
#ifdef HAVE_SDL
#define _MATH_DEFINES_DEFINED
#include "SDL.h"
#ifdef _MSC_VER
#include <windows.h>
#pragma warning(default : 4214 4244)
#endif
#ifdef HAVE_TTF
#include "i_ttf.h"
#endif
#ifdef HAVE_IMAGE
#include "SDL_image.h"
#elif defined (__unix__) || (!defined(__APPLE__) && defined (UNIXCOMMON)) // Windows & Mac don't need this, as SDL will do it for us.
#define LOAD_XPM //I want XPM!
#include "IMG_xpm.c" //Alam: I don't want to add SDL_Image.dll/so
#define HAVE_IMAGE //I have SDL_Image, sortof
#endif
#ifdef HAVE_IMAGE
#include "SDL_icon.xpm"
#endif
#include "../doomdef.h"
#ifdef _WIN32
#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_joy.h"
#include "../st_stuff.h"
#include "../hu_stuff.h"
#include "../g_game.h"
#include "../i_video.h"
#include "../console.h"
#include "../command.h"
#include "../r_main.h"
#include "../lua_script.h"
#include "../lua_libs.h"
#include "../lua_hook.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[][])
#define MAXWINMODES (18)
/** \brief
*/
static INT32 numVidModes = -1;
/** \brief
*/
static char vidModeName[33][32]; // allow 33 different modes
rendermode_t rendermode = render_soft;
rendermode_t chosenrendermode = render_none; // set by command line arguments
boolean highcolor = false;
// synchronize page flipping with screen refresh
consvar_t cv_vidwait = CVAR_INIT ("vid_wait", "On", CV_SAVE, CV_OnOff, NULL);
static consvar_t cv_stretch = CVAR_INIT ("stretch", "Off", CV_SAVE|CV_NOSHOWHELP, CV_OnOff, NULL);
static consvar_t cv_alwaysgrabmouse = CVAR_INIT ("alwaysgrabmouse", "Off", CV_SAVE, CV_OnOff, 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)
#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;
// Total mouse motion X/Y offsets
static INT32 mousemovex = 0, mousemovey = 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
static SDL_Rect **modeList = NULL;
static Uint8 BitsPerPixel = 16;
#endif
Uint16 realwidth = BASEVIDWIDTH;
Uint16 realheight = BASEVIDHEIGHT;
static SDL_bool mousegrabok = SDL_TRUE;
static SDL_bool wrapmouseok = SDL_FALSE;
#define HalfWarpMouse(x,y) if (wrapmouseok) SDL_WarpMouseInWindow(window, (Uint16)(x/2),(Uint16)(y/2))
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";
// windowed video modes from which to choose from.
static INT32 windowedModes[MAXWINMODES][2] =
{
{1920,1200}, // 1.60,6.00
{1920,1080}, // 1.66
{1680,1050}, // 1.60,5.25
{1600,1200}, // 1.33
{1600, 900}, // 1.66
{1366, 768}, // 1.66
{1440, 900}, // 1.60,4.50
{1280,1024}, // 1.33?
{1280, 960}, // 1.33,4.00
{1280, 800}, // 1.60,4.00
{1280, 720}, // 1.66
{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, SDL_bool reposition)
{
static SDL_bool wasfullscreen = 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)
{
if (fullscreen)
{
wasfullscreen = SDL_TRUE;
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
else // windowed mode
{
if (wasfullscreen)
{
wasfullscreen = SDL_FALSE;
SDL_SetWindowFullscreen(window, 0);
}
// Reposition window only in windowed mode
SDL_SetWindowSize(window, width, height);
if (reposition)
{
SDL_SetWindowPosition(window,
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window)),
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window))
);
}
}
}
else
{
Impl_CreateWindow(fullscreen);
wasfullscreen = fullscreen;
SDL_SetWindowSize(window, width, height);
if (fullscreen)
{
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
}
#ifdef HWRENDER
if (rendermode == render_opengl)
{
OglSdlSurface(vid.width, vid.height);
}
#endif
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);
}
if (vid.buffer)
{
free(vid.buffer);
vid.buffer = NULL;
}
SDL_PixelFormatEnumToMasks(sw_texture_format, &bpp, &rmask, &gmask, &bmask, &amask);
vidSurface = SDL_CreateRGBSurface(0, width, height, bpp, rmask, gmask, bmask, amask);
}
}
static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code)
{
if (code >= SDL_SCANCODE_A && code <= SDL_SCANCODE_Z)
{
// get lowercase ASCII
return code - SDL_SCANCODE_A + 'a';
}
if (code >= SDL_SCANCODE_1 && code <= SDL_SCANCODE_9)
{
return code - SDL_SCANCODE_1 + '1';
}
else if (code == SDL_SCANCODE_0)
{
return '0';
}
if (code >= SDL_SCANCODE_F1 && code <= SDL_SCANCODE_F10)
{
return KEY_F1 + (code - SDL_SCANCODE_F1);
}
switch (code)
{
// F11 and F12 are separated from the rest of the function keys
case SDL_SCANCODE_F11: return KEY_F11;
case SDL_SCANCODE_F12: return KEY_F12;
case SDL_SCANCODE_KP_0: return KEY_KEYPAD0;
case SDL_SCANCODE_KP_1: return KEY_KEYPAD1;
case SDL_SCANCODE_KP_2: return KEY_KEYPAD2;
case SDL_SCANCODE_KP_3: return KEY_KEYPAD3;
case SDL_SCANCODE_KP_4: return KEY_KEYPAD4;
case SDL_SCANCODE_KP_5: return KEY_KEYPAD5;
case SDL_SCANCODE_KP_6: return KEY_KEYPAD6;
case SDL_SCANCODE_KP_7: return KEY_KEYPAD7;
case SDL_SCANCODE_KP_8: return KEY_KEYPAD8;
case SDL_SCANCODE_KP_9: return KEY_KEYPAD9;
case SDL_SCANCODE_RETURN: return KEY_ENTER;
case SDL_SCANCODE_ESCAPE: return KEY_ESCAPE;
case SDL_SCANCODE_BACKSPACE: return KEY_BACKSPACE;
case SDL_SCANCODE_TAB: return KEY_TAB;
case SDL_SCANCODE_SPACE: return KEY_SPACE;
case SDL_SCANCODE_MINUS: return KEY_MINUS;
case SDL_SCANCODE_EQUALS: return KEY_EQUALS;
case SDL_SCANCODE_LEFTBRACKET: return '[';
case SDL_SCANCODE_RIGHTBRACKET: return ']';
case SDL_SCANCODE_BACKSLASH: return '\\';
case SDL_SCANCODE_NONUSHASH: return '#';
case SDL_SCANCODE_SEMICOLON: return ';';
case SDL_SCANCODE_APOSTROPHE: return '\'';
case SDL_SCANCODE_GRAVE: return '`';
case SDL_SCANCODE_COMMA: return ',';
case SDL_SCANCODE_PERIOD: return '.';
case SDL_SCANCODE_SLASH: return '/';
case SDL_SCANCODE_CAPSLOCK: return KEY_CAPSLOCK;
case SDL_SCANCODE_PRINTSCREEN: return 0; // undefined?
case SDL_SCANCODE_SCROLLLOCK: return KEY_SCROLLLOCK;
case SDL_SCANCODE_PAUSE: return KEY_PAUSE;
case SDL_SCANCODE_INSERT: return KEY_INS;
case SDL_SCANCODE_HOME: return KEY_HOME;
case SDL_SCANCODE_PAGEUP: return KEY_PGUP;
case SDL_SCANCODE_DELETE: return KEY_DEL;
case SDL_SCANCODE_END: return KEY_END;
case SDL_SCANCODE_PAGEDOWN: return KEY_PGDN;
case SDL_SCANCODE_RIGHT: return KEY_RIGHTARROW;
case SDL_SCANCODE_LEFT: return KEY_LEFTARROW;
case SDL_SCANCODE_DOWN: return KEY_DOWNARROW;
case SDL_SCANCODE_UP: return KEY_UPARROW;
case SDL_SCANCODE_NUMLOCKCLEAR: return KEY_NUMLOCK;
case SDL_SCANCODE_KP_DIVIDE: return KEY_KPADSLASH;
case SDL_SCANCODE_KP_MULTIPLY: return '*'; // undefined?
case SDL_SCANCODE_KP_MINUS: return KEY_MINUSPAD;
case SDL_SCANCODE_KP_PLUS: return KEY_PLUSPAD;
case SDL_SCANCODE_KP_ENTER: return KEY_ENTER;
case SDL_SCANCODE_KP_PERIOD: return KEY_KPADDEL;
case SDL_SCANCODE_NONUSBACKSLASH: return '\\';
case SDL_SCANCODE_LSHIFT: return KEY_LSHIFT;
case SDL_SCANCODE_RSHIFT: return KEY_RSHIFT;
case SDL_SCANCODE_LCTRL: return KEY_LCTRL;
case SDL_SCANCODE_RCTRL: return KEY_RCTRL;
case SDL_SCANCODE_LALT: return KEY_LALT;
case SDL_SCANCODE_RALT: return KEY_RALT;
case SDL_SCANCODE_LGUI: return KEY_LEFTWIN;
case SDL_SCANCODE_RGUI: return KEY_RIGHTWIN;
default: break;
}
return 0;
}
static boolean IgnoreMouse(void)
{
if (cv_alwaysgrabmouse.value)
return false;
if (menuactive)
return !M_MouseNeeded();
if (paused || con_destlines || chat_on)
return true;
if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION &&
gamestate != GS_CONTINUING && gamestate != GS_CUTSCENE)
return true;
if (!mousegrabbedbylua)
return true;
return false;
}
static void SDLdoGrabMouse(void)
{
SDL_ShowCursor(SDL_DISABLE);
SDL_SetWindowGrab(window, SDL_TRUE);
if (SDL_SetRelativeMouseMode(SDL_TRUE) == 0) // already warps mouse if successful
wrapmouseok = SDL_TRUE; // TODO: is wrapmouseok or HalfWarpMouse needed anymore?
}
static void SDLdoUngrabMouse(void)
{
SDL_ShowCursor(SDL_ENABLE);
SDL_SetWindowGrab(window, SDL_FALSE);
wrapmouseok = SDL_FALSE;
SDL_SetRelativeMouseMode(SDL_FALSE);
}
void SDLforceUngrabMouse(void)
{
if (SDL_WasInit(SDL_INIT_VIDEO)==SDL_INIT_VIDEO && window != NULL)
SDLdoUngrabMouse();
}
void I_UpdateMouseGrab(void)
{
if (SDL_WasInit(SDL_INIT_VIDEO) == SDL_INIT_VIDEO && window != NULL
&& SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window
&& USE_MOUSEINPUT && !IgnoreMouse())
SDLdoGrabMouse();
}
void I_SetMouseGrab(boolean grab)
{
if (grab)
SDLdoGrabMouse();
else
SDLdoUngrabMouse();
}
static void VID_Command_NumModes_f (void)
{
CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes());
}
// SDL2 doesn't have SDL_GetVideoSurface or a lot of the SDL_Surface flags that SDL 1.2 had
static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
{
INT32 vfBPP;
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_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_RLEACCEL)
CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n"));
}
static void VID_Command_Info_f (void)
{
#if 0
SDL2STUB();
#else
#if 0
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;
#endif
SurfaceInfo(bufSurface, M_GetText("Current Engine Mode"));
SurfaceInfo(vidSurface, M_GetText("Current Video Mode"));
#endif
}
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++)
{
CONS_Printf("%2d: %dx%d\n", i, windowedModes[i][0], windowedModes[i][1]);
}
}
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
}
static inline void SDLJoyRemap(event_t *event)
{
(void)event;
}
static INT32 SDLJoyAxis(const Sint16 axis, evtype_t which)
{
// -32768 to 32767
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)
{
// Tell game we got focus back, resume music if necessary
window_notinfocus = false;
if (!paused)
S_ResumeAudio(); //resume it
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
//else firsttimeonmouse = SDL_FALSE;
if (USE_MOUSEINPUT && !IgnoreMouse())
SDLdoGrabMouse();
}
else if (!mousefocus && !kbfocus)
{
// Tell game we lost focus, pause music
window_notinfocus = true;
if (! cv_playmusicifunfocused.value)
S_PauseAudio();
if (! cv_playsoundsifunfocused.value)
S_StopSounds();
if (!disable_mouse)
{
SDLforceUngrabMouse();
}
memset(gamekeydown, 0, NUMKEYS); // TODO this is a scary memset
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.key = Impl_SDL_Scancode_To_Keycode(evt.keysym.scancode);
event.repeated = (evt.repeat != 0);
if (event.key) D_PostEvent(&event);
}
static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
{
static boolean firstmove = true;
if (USE_MOUSEINPUT)
{
if ((SDL_GetMouseFocus() != window && SDL_GetKeyboardFocus() != window) || (IgnoreMouse() && !firstmove))
{
SDLdoUngrabMouse();
firstmove = false;
return;
}
// If using relative mouse mode, don't post an event_t just now,
// add on the offsets so we can make an overall event later.
if (SDL_GetRelativeMouseMode())
{
if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
{
mousemovex += evt.xrel;
mousemovey += evt.yrel;
SDL_SetWindowGrab(window, SDL_TRUE);
}
firstmove = false;
return;
}
// If the event is from warping the pointer to middle
// of the screen then ignore it.
if ((evt.x == realwidth/2) && (evt.y == realheight/2))
{
firstmove = false;
return;
}
// Don't send an event_t if not in relative mouse mode anymore,
// just grab and set relative mode
// this fixes the stupid camera jerk on mouse entering bug
// -- Monster Iestyn
if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
{
SDLdoGrabMouse();
}
}
firstmove = false;
}
static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
{
event_t event;
SDL_memset(&event, 0, sizeof(event_t));
// Ignore the event if the mouse is not actually focused on the window.
// This can happen if you used the mouse to restore keyboard focus;
// this apparently makes a mouse button down event but not a mouse button up event,
// resulting in whatever key was pressed down getting "stuck" if we don't ignore it.
// -- Monster Iestyn (28/05/18)
if (SDL_GetMouseFocus() != window || IgnoreMouse())
return;
/// \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.key = KEY_MOUSE1+2;
else if (evt.button == SDL_BUTTON_RIGHT)
event.key = KEY_MOUSE1+1;
else if (evt.button == SDL_BUTTON_LEFT)
event.key = KEY_MOUSE1;
else if (evt.button == SDL_BUTTON_X1)
event.key = KEY_MOUSE1+3;
else if (evt.button == SDL_BUTTON_X2)
event.key = KEY_MOUSE1+4;
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.key = KEY_MOUSEWHEELUP;
event.type = ev_keydown;
}
if (evt.y < 0)
{
event.key = KEY_MOUSEWHEELDOWN;
event.type = ev_keydown;
}
if (evt.y == 0)
{
event.key = 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(JoyInfo2.dev);
evt.axis++;
event.key = event.x = event.y = 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.key = evt.axis / 2;
event.x = SDLJoyAxis(evt.value, event.type);
}
else
{
evt.axis--;
event.key = evt.axis / 2;
event.y = SDLJoyAxis(evt.value, event.type);
}
D_PostEvent(&event);
}
#if 0
static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent 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(JoyInfo2.dev);
if (evt.hat >= JOYHATS)
return; // ignore hats with too high an index
if (evt.which == joyid[0])
{
event.key = KEY_HAT1 + (evt.hat*4);
}
else if (evt.which == joyid[1])
{
event.key = KEY_2HAT1 + (evt.hat*4);
}
else return;
// NOTE: UNFINISHED
}
#endif
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(JoyInfo2.dev);
if (evt.which == joyid[0])
{
event.key = KEY_JOY1;
}
else if (evt.which == joyid[1])
{
event.key = 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.key += evt.button;
}
else return;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
}
void I_GetEvent(void)
{
SDL_Event evt;
// We only want the first motion event,
// otherwise we'll end up catching the warp back to center.
//int mouseMotionOnce = 0;
if (!graphics_started)
{
return;
}
mousemovex = mousemovey = 0;
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:
//if (!mouseMotionOnce)
Impl_HandleMouseMotionEvent(evt.motion);
//mouseMotionOnce = 1;
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;
#if 0
case SDL_JOYHATMOTION:
Impl_HandleJoystickHatEvent(evt.jhat)
break;
#endif
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type);
break;
case SDL_JOYDEVICEADDED:
{
SDL_Joystick *newjoy = SDL_JoystickOpen(evt.jdevice.which);
CONS_Debug(DBG_GAMELOGIC, "Joystick device index %d added\n", evt.jdevice.which + 1);
// Because SDL's device index is unstable, we're going to cheat here a bit:
// For the first joystick setting that is NOT active:
// 1. Set cv_usejoystickX.value to the new device index (this does not change what is written to config.cfg)
// 2. Set OTHERS' cv_usejoystickX.value to THEIR new device index, because it likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (newjoy && (!JoyInfo.dev || !SDL_JoystickGetAttached(JoyInfo.dev))
&& JoyInfo2.dev != newjoy) // don't override a currently active device
{
cv_usejoystick.value = evt.jdevice.which + 1;
if (JoyInfo2.dev)
cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
}
else if (newjoy && (!JoyInfo2.dev || !SDL_JoystickGetAttached(JoyInfo2.dev))
&& JoyInfo.dev != newjoy) // don't override a currently active device
{
cv_usejoystick2.value = evt.jdevice.which + 1;
if (JoyInfo.dev)
cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
}
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0") || !cv_usejoystick.value)
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0") || !cv_usejoystick2.value)
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// Update all joysticks' init states
// This is a little wasteful since cv_usejoystick already calls this, but
// we need to do this in case CV_SetValue did nothing because the string was already same.
// if the device is already active, this should do nothing, effectively.
I_InitJoystick();
I_InitJoystick2();
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
break;
case SDL_JOYDEVICEREMOVED:
if (JoyInfo.dev && !SDL_JoystickGetAttached(JoyInfo.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick1 removed, device index: %d\n", JoyInfo.oldjoy);
I_ShutdownJoystick();
}
if (JoyInfo2.dev && !SDL_JoystickGetAttached(JoyInfo2.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick2 removed, device index: %d\n", JoyInfo2.oldjoy);
I_ShutdownJoystick2();
}
// Update the device indexes, because they likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (JoyInfo.dev)
cv_usejoystick.value = JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
if (JoyInfo2.dev)
cv_usejoystick2.value = JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0"))
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0"))
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
break;
case SDL_QUIT:
LUA_HookBool(true, HOOK(GameQuit));
I_Quit();
break;
}
}
// Send all relative mouse movement as one single mouse event.
if (mousemovex || mousemovey)
{
event_t event;
int wwidth, wheight;
SDL_GetWindowSize(window, &wwidth, &wheight);
//SDL_memset(&event, 0, sizeof(event_t));
event.type = ev_mouse;
event.key = 0;
event.x = (INT32)lround(mousemovex * ((float)wwidth / (float)realwidth));
event.y = (INT32)lround(mousemovey * ((float)wheight / (float)realheight));
D_PostEvent(&event);
}
// 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;
}
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 && !IgnoreMouse())
SDLdoGrabMouse();
else
SDLdoUngrabMouse();
}
//
// I_OsPolling
//
void I_OsPolling(void)
{
SDL_Keymod mod;
if (consolevent)
I_GetConsoleEvents();
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_JoystickUpdate();
I_GetJoystickEvents();
I_GetJoystick2Events();
}
I_GetMouseEvents();
I_GetEvent();
mod = SDL_GetModState();
/* Handle here so that our state is always synched with the system. */
shiftdown = ctrldown = altdown = 0;
capslock = false;
if (mod & KMOD_LSHIFT) shiftdown |= 1;
if (mod & KMOD_RSHIFT) shiftdown |= 2;
if (mod & KMOD_LCTRL) ctrldown |= 1;
if (mod & KMOD_RCTRL) ctrldown |= 2;
if (mod & KMOD_LALT) altdown |= 1;
if (mod & KMOD_RALT) altdown |= 2;
if (mod & KMOD_CAPS) capslock = true;
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit(void)
{
if (rendermode == render_none)
return;
if (exposevideo)
{
#ifdef HWRENDER
if (rendermode == render_opengl)
{
OglSdlFinishUpdate(cv_vidwait.value);
}
else
#endif
if (rendermode == render_soft)
{
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
}
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)
{
#if 1
// While I fixed the FPS counter bugging out with this,
// I actually really like being able to pause and
// use perfstats to measure rendering performance
// without game logic changes.
return false;
#else
static boolean skip = false;
skip = !skip;
switch (gamestate)
{
case GS_LEVEL:
if (!paused)
return false;
/* FALLTHRU */
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default:
return false;
}
#endif
}
//
// I_FinishUpdate
//
static SDL_Rect src_rect = { 0, 0, 0, 0 };
void I_FinishUpdate(void)
{
if (rendermode == render_none)
return; //Alam: No software or OpenGl surface
SCR_CalculateFPS();
if (I_SkipFrame())
return;
if (marathonmode)
SCR_DisplayMarathonInfo();
// draw captions if enabled
if (cv_closedcaptioning.value)
SCR_ClosedCaptions();
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (cv_showping.value && netgame && consoleplayer != serverplayer)
SCR_DisplayLocalPing();
if (rendermode == render_soft && screens[0])
{
if (!bufSurface) //Double-Check
{
Impl_VideoSetupSDLBuffer();
}
if (bufSurface)
{
SDL_BlitSurface(bufSurface, &src_rect, vidSurface, &src_rect);
// Fury -- there's no way around UpdateTexture, the GL backend uses it anyway
SDL_LockSurface(vidSurface);
SDL_UpdateTexture(texture, &src_rect, vidSurface->pixels, vidSurface->pitch);
SDL_UnlockSurface(vidSurface);
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, &src_rect, NULL);
SDL_RenderPresent(renderer);
}
#ifdef HWRENDER
else if (rendermode == render_opengl)
{
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);
}
// 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
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;
}
if (modeNum > MAXWINMODES)
return NULL;
sprintf(&vidModeName[modeNum][0], "%dx%d",
windowedModes[modeNum][0],
windowedModes[modeNum][1]);
//}
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
INT32 matchMode = -1, i;
VID_PrepareModeList();
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
}
void VID_PrepareModeList(void)
{
// Under SDL2, we just use the windowed modes list, and scale in windowed fullscreen.
allow_fullscreen = true;
#if 0
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
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
}
static SDL_bool Impl_CreateContext(void)
{
// Renderer-specific stuff
#ifdef HWRENDER
if ((rendermode == render_opengl)
&& (vid.glstate != VID_GL_LIBRARY_ERROR))
{
if (!sdlglcontext)
sdlglcontext = SDL_GL_CreateContext(window);
if (sdlglcontext == NULL)
{
SDL_DestroyWindow(window);
I_Error("Failed to create a GL context: %s\n", SDL_GetError());
}
SDL_GL_MakeCurrent(window, sdlglcontext);
}
else
#endif
if (rendermode == render_soft)
{
int flags = 0; // Use this to set SDL_RENDERER_* flags now
if (usesdl2soft)
flags |= SDL_RENDERER_SOFTWARE;
#if 0
// This shit is BROKEN.
// - The version of SDL we're using cannot toggle VSync at runtime. We'll need a new SDL version implemented to have this work properly.
// - cv_vidwait is initialized before config is loaded, so it's forced to default value at runtime, and forced off when switching. The config loading code would need restructured.
// - With both this & frame interpolation on, I_FinishUpdate takes x10 longer. At this point, it is simpler to use a standard FPS cap.
// So you can probably guess why I'm kinda over this, I'm just disabling it.
else if (cv_vidwait.value)
flags |= SDL_RENDERER_PRESENTVSYNC;
#endif
if (!renderer)
renderer = SDL_CreateRenderer(window, -1, flags);
if (renderer == NULL)
{
CONS_Printf(M_GetText("Couldn't create rendering context: %s\n"), SDL_GetError());
return SDL_FALSE;
}
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
}
return SDL_TRUE;
}
void VID_CheckGLLoaded(rendermode_t oldrender)
{
(void)oldrender;
#ifdef HWRENDER
if (vid.glstate == VID_GL_LIBRARY_ERROR) // Well, it didn't work the first time anyway.
{
CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
rendermode = oldrender;
if (chosenrendermode == render_opengl) // fallback to software
rendermode = render_soft;
if (setrenderneeded)
{
CV_StealthSetValue(&cv_renderer, oldrender);
setrenderneeded = 0;
}
}
#endif
}
boolean VID_CheckRenderer(void)
{
boolean rendererchanged = false;
boolean contextcreated = false;
#ifdef HWRENDER
rendermode_t oldrenderer = rendermode;
#endif
if (dedicated)
return false;
if (setrenderneeded)
{
rendermode = setrenderneeded;
rendererchanged = true;
#ifdef HWRENDER
if (rendermode == render_opengl)
{
VID_CheckGLLoaded(oldrenderer);
// Initialise OpenGL before calling SDLSetMode!!!
// This is because SDLSetMode calls OglSdlSurface.
if (vid.glstate == VID_GL_LIBRARY_NOTLOADED)
{
VID_StartupOpenGL();
// Loaded successfully!
if (vid.glstate == VID_GL_LIBRARY_LOADED)
{
// Destroy the current window, if it exists.
if (window)
{
SDL_DestroyWindow(window);
window = NULL;
}
// Destroy the current window rendering context, if that also exists.
if (renderer)
{
SDL_DestroyRenderer(renderer);
renderer = NULL;
}
// Create a new window.
Impl_CreateWindow(USE_FULLSCREEN);
// From there, the OpenGL context was already created.
contextcreated = true;
}
}
else if (vid.glstate == VID_GL_LIBRARY_ERROR)
rendererchanged = false;
}
#endif
if (!contextcreated)
Impl_CreateContext();
setrenderneeded = 0;
}
SDLSetMode(vid.width, vid.height, USE_FULLSCREEN, (setmodeneeded ? SDL_TRUE : SDL_FALSE));
Impl_VideoSetupBuffer();
if (rendermode == render_soft)
{
if (bufSurface)
{
SDL_FreeSurface(bufSurface);
bufSurface = NULL;
}
SCR_SetDrawFuncs();
}
#ifdef HWRENDER
else if (rendermode == render_opengl && rendererchanged)
{
HWR_Switch();
V_SetPalette(0);
}
#endif
return rendererchanged;
}
static UINT32 refresh_rate;
static UINT32 VID_GetRefreshRate(void)
{
int index = SDL_GetWindowDisplayIndex(window);
SDL_DisplayMode m;
if (SDL_WasInit(SDL_INIT_VIDEO) == 0)
{
// Video not init yet.
return 0;
}
if (SDL_GetCurrentDisplayMode(index, &m) != 0)
{
// Error has occurred.
return 0;
}
return m.refresh_rate;
}
INT32 VID_SetMode(INT32 modeNum)
{
SDLdoUngrabMouse();
vid.recalc = 1;
vid.bpp = 1;
if (modeNum < 0)
modeNum = 0;
if (modeNum >= MAXWINMODES)
modeNum = MAXWINMODES-1;
vid.width = windowedModes[modeNum][0];
vid.height = windowedModes[modeNum][1];
vid.modenum = modeNum;
//Impl_SetWindowName("SRB2 "VERSIONSTRING);
src_rect.w = vid.width;
src_rect.h = vid.height;
refresh_rate = VID_GetRefreshRate();
VID_CheckRenderer();
return SDL_TRUE;
}
static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
{
int flags = 0;
if (rendermode == render_none) // dedicated
return SDL_TRUE; // Monster Iestyn -- not sure if it really matters what we return here tbh
if (window != NULL)
return SDL_FALSE;
if (fullscreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
if (borderlesswindow)
flags |= SDL_WINDOW_BORDERLESS;
#ifdef HWRENDER
if (vid.glstate == VID_GL_LIBRARY_LOADED)
flags |= SDL_WINDOW_OPENGL;
// Without a 24-bit depth buffer many visuals are ruined by z-fighting.
// Some GPU drivers may give us a 16-bit depth buffer since the
// default value for SDL_GL_DEPTH_SIZE is 16.
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
#endif
// Create a window
window = SDL_CreateWindow("SRB2 "VERSIONSTRING, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags);
if (window == NULL)
{
CONS_Printf(M_GetText("Couldn't create window: %s\n"), SDL_GetError());
return SDL_FALSE;
}
Impl_SetWindowIcon();
return Impl_CreateContext();
}
/*
static void Impl_SetWindowName(const char *title)
{
if (window == NULL)
{
return;
}
SDL_SetWindowTitle(window, title);
}
*/
static void Impl_SetWindowIcon(void)
{
if (window && icoSurface)
SDL_SetWindowIcon(window, icoSurface);
}
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"));
}
}
static void Impl_VideoSetupBuffer(void)
{
// Set up game's software render buffer
vid.rowbytes = vid.width * vid.bpp;
vid.direct = NULL;
if (vid.buffer)
free(vid.buffer);
vid.buffer = calloc(vid.rowbytes*vid.height, NUMSCREENS);
if (!vid.buffer)
{
I_Error("%s", M_GetText("Not enough memory for video buffer\n"));
}
}
void I_StartupGraphics(void)
{
if (dedicated)
{
rendermode = render_none;
return;
}
if (graphics_started)
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);
CV_RegisterVar (&cv_alwaysgrabmouse);
disable_mouse = M_CheckParm("-nomouse");
disable_fullscreen = M_CheckParm("-win") ? 1 : 0;
keyboard_started = true;
#if !defined(HAVE_TTF)
// Previously audio was init here for questionable reasons?
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
CONS_Printf(M_GetText("Couldn't initialize SDL's Video System: %s\n"), SDL_GetError());
return;
}
#endif
{
const char *vd = SDL_GetCurrentVideoDriver();
//CONS_Printf(M_GetText("Starting up with video driver: %s\n"), vd);
if (vd && (
strncasecmp(vd, "gcvideo", 8) == 0 ||
strncasecmp(vd, "fbcon", 6) == 0 ||
strncasecmp(vd, "wii", 4) == 0 ||
strncasecmp(vd, "psl1ght", 8) == 0
))
framebuffer = SDL_TRUE;
}
// Renderer choices
// Takes priority over the config.
if (M_CheckParm("-renderer"))
{
INT32 i = 0;
CV_PossibleValue_t *renderer_list = cv_renderer_t;
const char *modeparm = M_GetNextParm();
while (renderer_list[i].strvalue)
{
if (!stricmp(modeparm, renderer_list[i].strvalue))
{
chosenrendermode = renderer_list[i].value;
break;
}
i++;
}
}
// Choose Software renderer
else if (M_CheckParm("-software"))
chosenrendermode = render_soft;
#ifdef HWRENDER
// Choose OpenGL renderer
else if (M_CheckParm("-opengl"))
chosenrendermode = render_opengl;
// Don't startup OpenGL
if (M_CheckParm("-nogl"))
{
vid.glstate = VID_GL_LIBRARY_ERROR;
if (chosenrendermode == render_opengl)
chosenrendermode = render_none;
}
#endif
if (chosenrendermode != render_none)
rendermode = chosenrendermode;
usesdl2soft = M_CheckParm("-softblit");
borderlesswindow = M_CheckParm("-borderless");
//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2);
VID_Command_ModeList_f();
#ifdef HWRENDER
if (rendermode == render_opengl)
VID_StartupOpenGL();
#endif
// Window icon
#ifdef HAVE_IMAGE
icoSurface = IMG_ReadXPMFromArray(SDL_icon_xpm);
#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 "VERSIONSTRING);
VID_SetMode(VID_GetModeForSize(BASEVIDWIDTH, BASEVIDHEIGHT));
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();
#endif
VID_SetMode(VID_GetModeForSize(BASEVIDWIDTH, BASEVIDHEIGHT));
if (M_CheckParm("-nomousegrab"))
mousegrabok = SDL_FALSE;
#if 0 // defined (_DEBUG)
else
{
char videodriver[4] = {'S','D','L',0};
if (!M_CheckParm("-mousegrab") &&
*strncpy(videodriver, SDL_GetCurrentVideoDriver(), 4) != '\0' &&
strncasecmp("x11",videodriver,4) == 0)
mousegrabok = SDL_FALSE; //X11's XGrabPointer not good
}
#endif
realwidth = (Uint16)vid.width;
realheight = (Uint16)vid.height;
VID_Command_Info_f();
SDLdoUngrabMouse();
SDL_RaiseWindow(window);
if (mousegrabok && !disable_mouse)
SDLdoGrabMouse();
graphics_started = true;
}
void VID_StartupOpenGL(void)
{
#ifdef HWRENDER
static boolean glstartup = false;
if (!glstartup)
{
CONS_Printf("VID_StartupOpenGL()...\n");
HWD.pfnInit = hwSym("Init",NULL);
HWD.pfnFinishUpdate = NULL;
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
HWD.pfnDrawIndexedTriangles = hwSym("DrawIndexedTriangles",NULL);
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
HWD.pfnSetTexture = hwSym("SetTexture",NULL);
HWD.pfnUpdateTexture = hwSym("UpdateTexture",NULL);
HWD.pfnDeleteTexture = hwSym("DeleteTexture",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.pfnDrawModel = hwSym("DrawModel",NULL);
HWD.pfnCreateModelVBOs = hwSym("CreateModelVBOs",NULL);
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
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);
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
HWD.pfnCompileShaders = hwSym("CompileShaders",NULL);
HWD.pfnCleanShaders = hwSym("CleanShaders",NULL);
HWD.pfnSetShader = hwSym("SetShader",NULL);
HWD.pfnUnSetShader = hwSym("UnSetShader",NULL);
HWD.pfnSetShaderInfo = hwSym("SetShaderInfo",NULL);
HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
vid.glstate = HWD.pfnInit() ? VID_GL_LIBRARY_LOADED : VID_GL_LIBRARY_ERROR; // let load the OpenGL library
if (vid.glstate == VID_GL_LIBRARY_ERROR)
{
rendermode = render_soft;
setrenderneeded = 0;
}
glstartup = true;
}
#endif
}
void I_ShutdownGraphics(void)
{
const rendermode_t oldrendermode = rendermode;
rendermode = render_none;
if (icoSurface) SDL_FreeSurface(icoSurface);
icoSurface = NULL;
if (oldrendermode == render_soft)
{
if (vidSurface) SDL_FreeSurface(vidSurface);
vidSurface = NULL;
if (vid.buffer) free(vid.buffer);
vid.buffer = NULL;
if (bufSurface) SDL_FreeSurface(bufSurface);
bufSurface = NULL;
}
I_OutputMsg("I_ShutdownGraphics(): ");
// was graphics initialized anyway?
if (!graphics_started)
{
I_OutputMsg("graphics never started\n");
return;
}
graphics_started = false;
I_OutputMsg("shut down\n");
#ifdef HWRENDER
if (GLUhandle)
hwClose(GLUhandle);
if (sdlglcontext)
{
SDL_GL_DeleteContext(sdlglcontext);
}
#endif
SDL_QuitSubSystem(SDL_INIT_VIDEO);
framebuffer = SDL_FALSE;
}
#endif
void I_GetCursorPosition(INT32 *x, INT32 *y)
{
SDL_GetMouseState(x, y);
}
UINT32 I_GetRefreshRate(void)
{
// Moved to VID_GetRefreshRate.
// Precalculating it like that won't work as
// well for windowed mode since you can drag
// the window around, but very slow PCs might have
// trouble querying mode over and over again.
return refresh_rate;
}