mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-03 09:42:45 +00:00
e5dea805fa
This reverts commit696e2ab909
, reversing changes made tod98d59494f
.
2009 lines
52 KiB
C
2009 lines
52 KiB
C
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// Emacs style mode select -*- C++ -*-
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 2014-2022 by Sonic Team Junior.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief SRB2 graphics stuff for SDL
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#include <stdlib.h>
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#include <signal.h>
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#ifdef _MSC_VER
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#pragma warning(disable : 4214 4244)
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#endif
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#ifdef HAVE_SDL
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#define _MATH_DEFINES_DEFINED
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#include "SDL.h"
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#ifdef _MSC_VER
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#include <windows.h>
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#pragma warning(default : 4214 4244)
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#endif
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#ifdef HAVE_TTF
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#include "i_ttf.h"
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#endif
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#ifdef HAVE_IMAGE
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#include "SDL_image.h"
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#elif defined (__unix__) || (!defined(__APPLE__) && defined (UNIXCOMMON)) // Windows & Mac don't need this, as SDL will do it for us.
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#define LOAD_XPM //I want XPM!
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#include "IMG_xpm.c" //Alam: I don't want to add SDL_Image.dll/so
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#define HAVE_IMAGE //I have SDL_Image, sortof
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#endif
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#ifdef HAVE_IMAGE
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#include "SDL_icon.xpm"
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#endif
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#include "../doomdef.h"
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#ifdef _WIN32
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#include "SDL_syswm.h"
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#endif
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#include "../doomstat.h"
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#include "../i_system.h"
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#include "../v_video.h"
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#include "../m_argv.h"
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#include "../m_menu.h"
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#include "../d_main.h"
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#include "../s_sound.h"
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#include "../i_joy.h"
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#include "../st_stuff.h"
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#include "../hu_stuff.h"
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#include "../g_game.h"
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#include "../i_video.h"
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#include "../console.h"
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#include "../command.h"
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#include "../r_main.h"
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#include "../lua_script.h"
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#include "../lua_libs.h"
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#include "../lua_hook.h"
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#include "sdlmain.h"
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#ifdef HWRENDER
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#include "../hardware/hw_main.h"
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#include "../hardware/hw_drv.h"
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// For dynamic referencing of HW rendering functions
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#include "hwsym_sdl.h"
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#include "ogl_sdl.h"
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#endif
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// maximum number of windowed modes (see windowedModes[][])
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#define MAXWINMODES (18)
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/** \brief
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*/
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static INT32 numVidModes = -1;
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/** \brief
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*/
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static char vidModeName[33][32]; // allow 33 different modes
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rendermode_t rendermode = render_soft;
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rendermode_t chosenrendermode = render_none; // set by command line arguments
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boolean highcolor = false;
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// synchronize page flipping with screen refresh
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consvar_t cv_vidwait = CVAR_INIT ("vid_wait", "On", CV_SAVE, CV_OnOff, NULL);
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static consvar_t cv_stretch = CVAR_INIT ("stretch", "Off", CV_SAVE|CV_NOSHOWHELP, CV_OnOff, NULL);
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static consvar_t cv_alwaysgrabmouse = CVAR_INIT ("alwaysgrabmouse", "Off", CV_SAVE, CV_OnOff, NULL);
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UINT8 graphics_started = 0; // Is used in console.c and screen.c
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// To disable fullscreen at startup; is set in VID_PrepareModeList
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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 && 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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// first entry in the modelist which is not bigger than MAXVIDWIDTHxMAXVIDHEIGHT
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static INT32 firstEntry = 0;
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// Total mouse motion X/Y offsets
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static INT32 mousemovex = 0, mousemovey = 0;
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// SDL vars
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static SDL_Surface *vidSurface = NULL;
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static SDL_Surface *bufSurface = NULL;
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static SDL_Surface *icoSurface = NULL;
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static SDL_Color localPalette[256];
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#if 0
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static SDL_Rect **modeList = NULL;
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static Uint8 BitsPerPixel = 16;
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#endif
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Uint16 realwidth = BASEVIDWIDTH;
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Uint16 realheight = BASEVIDHEIGHT;
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static SDL_bool mousegrabok = SDL_TRUE;
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static SDL_bool wrapmouseok = SDL_FALSE;
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#define HalfWarpMouse(x,y) if (wrapmouseok) 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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static SDL_bool usesdl2soft = SDL_FALSE;
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static SDL_bool borderlesswindow = SDL_FALSE;
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// SDL2 vars
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SDL_Window *window;
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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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static const char *fallback_resolution_name = "Fallback";
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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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{
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{1920,1200}, // 1.60,6.00
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{1920,1080}, // 1.66
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{1680,1050}, // 1.60,5.25
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{1600,1200}, // 1.33
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{1600, 900}, // 1.66
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{1366, 768}, // 1.66
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{1440, 900}, // 1.60,4.50
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{1280,1024}, // 1.33?
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{1280, 960}, // 1.33,4.00
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{1280, 800}, // 1.60,4.00
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{1280, 720}, // 1.66
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{1152, 864}, // 1.33,3.60
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{1024, 768}, // 1.33,3.20
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{ 800, 600}, // 1.33,2.50
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{ 640, 480}, // 1.33,2.00
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{ 640, 400}, // 1.60,2.00
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{ 320, 240}, // 1.33,1.00
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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 SDL_bool Impl_CreateWindow(SDL_bool fullscreen);
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//static void Impl_SetWindowName(const char *title);
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static void Impl_SetWindowIcon(void);
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static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen, SDL_bool reposition)
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{
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static SDL_bool wasfullscreen = SDL_FALSE;
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Uint32 rmask;
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Uint32 gmask;
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Uint32 bmask;
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Uint32 amask;
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int bpp = 16;
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int sw_texture_format = SDL_PIXELFORMAT_ABGR8888;
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realwidth = vid.width;
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realheight = vid.height;
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if (window)
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{
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if (fullscreen)
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{
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wasfullscreen = SDL_TRUE;
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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else // windowed mode
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{
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if (wasfullscreen)
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{
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wasfullscreen = SDL_FALSE;
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SDL_SetWindowFullscreen(window, 0);
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}
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// Reposition window only in windowed mode
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SDL_SetWindowSize(window, width, height);
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if (reposition)
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{
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SDL_SetWindowPosition(window,
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SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window)),
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SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window))
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);
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}
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}
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}
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else
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{
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Impl_CreateWindow(fullscreen);
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wasfullscreen = fullscreen;
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SDL_SetWindowSize(window, width, height);
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if (fullscreen)
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{
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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}
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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{
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OglSdlSurface(vid.width, vid.height);
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}
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#endif
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if (rendermode == render_soft)
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{
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SDL_RenderClear(renderer);
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SDL_RenderSetLogicalSize(renderer, width, height);
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// Set up Texture
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realwidth = width;
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realheight = height;
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if (texture != NULL)
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{
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SDL_DestroyTexture(texture);
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}
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if (!usesdl2soft)
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{
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sw_texture_format = SDL_PIXELFORMAT_RGB565;
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}
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else
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{
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bpp = 32;
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sw_texture_format = SDL_PIXELFORMAT_RGBA8888;
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}
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texture = SDL_CreateTexture(renderer, sw_texture_format, SDL_TEXTUREACCESS_STREAMING, width, height);
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// Set up SW surface
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if (vidSurface != NULL)
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{
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SDL_FreeSurface(vidSurface);
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}
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if (vid.buffer)
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{
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free(vid.buffer);
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vid.buffer = NULL;
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}
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SDL_PixelFormatEnumToMasks(sw_texture_format, &bpp, &rmask, &gmask, &bmask, &amask);
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vidSurface = SDL_CreateRGBSurface(0, width, height, bpp, rmask, gmask, bmask, amask);
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}
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}
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static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code)
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{
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if (code >= SDL_SCANCODE_A && code <= SDL_SCANCODE_Z)
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{
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// get lowercase ASCII
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return code - SDL_SCANCODE_A + 'a';
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}
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if (code >= SDL_SCANCODE_1 && code <= SDL_SCANCODE_9)
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{
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return code - SDL_SCANCODE_1 + '1';
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}
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else if (code == SDL_SCANCODE_0)
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{
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return '0';
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}
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if (code >= SDL_SCANCODE_F1 && code <= SDL_SCANCODE_F10)
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{
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return KEY_F1 + (code - SDL_SCANCODE_F1);
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}
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switch (code)
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{
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// F11 and F12 are separated from the rest of the function keys
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case SDL_SCANCODE_F11: return KEY_F11;
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case SDL_SCANCODE_F12: return KEY_F12;
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case SDL_SCANCODE_KP_0: return KEY_KEYPAD0;
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case SDL_SCANCODE_KP_1: return KEY_KEYPAD1;
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case SDL_SCANCODE_KP_2: return KEY_KEYPAD2;
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case SDL_SCANCODE_KP_3: return KEY_KEYPAD3;
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case SDL_SCANCODE_KP_4: return KEY_KEYPAD4;
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case SDL_SCANCODE_KP_5: return KEY_KEYPAD5;
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case SDL_SCANCODE_KP_6: return KEY_KEYPAD6;
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case SDL_SCANCODE_KP_7: return KEY_KEYPAD7;
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case SDL_SCANCODE_KP_8: return KEY_KEYPAD8;
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case SDL_SCANCODE_KP_9: return KEY_KEYPAD9;
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case SDL_SCANCODE_RETURN: return KEY_ENTER;
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case SDL_SCANCODE_ESCAPE: return KEY_ESCAPE;
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case SDL_SCANCODE_BACKSPACE: return KEY_BACKSPACE;
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case SDL_SCANCODE_TAB: return KEY_TAB;
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case SDL_SCANCODE_SPACE: return KEY_SPACE;
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case SDL_SCANCODE_MINUS: return KEY_MINUS;
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case SDL_SCANCODE_EQUALS: return KEY_EQUALS;
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case SDL_SCANCODE_LEFTBRACKET: return '[';
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case SDL_SCANCODE_RIGHTBRACKET: return ']';
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case SDL_SCANCODE_BACKSLASH: return '\\';
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case SDL_SCANCODE_NONUSHASH: return '#';
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case SDL_SCANCODE_SEMICOLON: return ';';
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case SDL_SCANCODE_APOSTROPHE: return '\'';
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case SDL_SCANCODE_GRAVE: return '`';
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case SDL_SCANCODE_COMMA: return ',';
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case SDL_SCANCODE_PERIOD: return '.';
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case SDL_SCANCODE_SLASH: return '/';
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case SDL_SCANCODE_CAPSLOCK: return KEY_CAPSLOCK;
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case SDL_SCANCODE_PRINTSCREEN: return 0; // undefined?
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case SDL_SCANCODE_SCROLLLOCK: return KEY_SCROLLLOCK;
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case SDL_SCANCODE_PAUSE: return KEY_PAUSE;
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case SDL_SCANCODE_INSERT: return KEY_INS;
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case SDL_SCANCODE_HOME: return KEY_HOME;
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case SDL_SCANCODE_PAGEUP: return KEY_PGUP;
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case SDL_SCANCODE_DELETE: return KEY_DEL;
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case SDL_SCANCODE_END: return KEY_END;
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case SDL_SCANCODE_PAGEDOWN: return KEY_PGDN;
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case SDL_SCANCODE_RIGHT: return KEY_RIGHTARROW;
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case SDL_SCANCODE_LEFT: return KEY_LEFTARROW;
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case SDL_SCANCODE_DOWN: return KEY_DOWNARROW;
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case SDL_SCANCODE_UP: return KEY_UPARROW;
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case SDL_SCANCODE_NUMLOCKCLEAR: return KEY_NUMLOCK;
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case SDL_SCANCODE_KP_DIVIDE: return KEY_KPADSLASH;
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case SDL_SCANCODE_KP_MULTIPLY: return '*'; // undefined?
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case SDL_SCANCODE_KP_MINUS: return KEY_MINUSPAD;
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case SDL_SCANCODE_KP_PLUS: return KEY_PLUSPAD;
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case SDL_SCANCODE_KP_ENTER: return KEY_ENTER;
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case SDL_SCANCODE_KP_PERIOD: return KEY_KPADDEL;
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case SDL_SCANCODE_NONUSBACKSLASH: return '\\';
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case SDL_SCANCODE_LSHIFT: return KEY_LSHIFT;
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case SDL_SCANCODE_RSHIFT: return KEY_RSHIFT;
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case SDL_SCANCODE_LCTRL: return KEY_LCTRL;
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case SDL_SCANCODE_RCTRL: return KEY_RCTRL;
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case SDL_SCANCODE_LALT: return KEY_LALT;
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case SDL_SCANCODE_RALT: return KEY_RALT;
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case SDL_SCANCODE_LGUI: return KEY_LEFTWIN;
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case SDL_SCANCODE_RGUI: return KEY_RIGHTWIN;
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default: break;
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}
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return 0;
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}
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static boolean IgnoreMouse(void)
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{
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if (cv_alwaysgrabmouse.value)
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return false;
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if (menuactive)
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return !M_MouseNeeded();
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if (paused || con_destlines || chat_on)
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return true;
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if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION &&
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gamestate != GS_CONTINUING && gamestate != GS_CUTSCENE)
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return true;
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if (!mousegrabbedbylua)
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return true;
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return false;
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}
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static void SDLdoGrabMouse(void)
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{
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SDL_ShowCursor(SDL_DISABLE);
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SDL_SetWindowGrab(window, SDL_TRUE);
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if (SDL_SetRelativeMouseMode(SDL_TRUE) == 0) // already warps mouse if successful
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wrapmouseok = SDL_TRUE; // TODO: is wrapmouseok or HalfWarpMouse needed anymore?
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}
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static void SDLdoUngrabMouse(void)
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{
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SDL_ShowCursor(SDL_ENABLE);
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SDL_SetWindowGrab(window, SDL_FALSE);
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wrapmouseok = SDL_FALSE;
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SDL_SetRelativeMouseMode(SDL_FALSE);
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}
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void SDLforceUngrabMouse(void)
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{
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if (SDL_WasInit(SDL_INIT_VIDEO)==SDL_INIT_VIDEO && window != NULL)
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SDLdoUngrabMouse();
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}
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void I_UpdateMouseGrab(void)
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{
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if (SDL_WasInit(SDL_INIT_VIDEO) == SDL_INIT_VIDEO && window != NULL
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&& SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window
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&& USE_MOUSEINPUT && !IgnoreMouse())
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SDLdoGrabMouse();
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}
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void I_SetMouseGrab(boolean grab)
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{
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if (grab)
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SDLdoGrabMouse();
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else
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SDLdoUngrabMouse();
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}
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static void VID_Command_NumModes_f (void)
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{
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CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes());
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}
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// SDL2 doesn't have SDL_GetVideoSurface or a lot of the SDL_Surface flags that SDL 1.2 had
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static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
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{
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INT32 vfBPP;
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if (!infoSurface)
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return;
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if (!SurfaceText)
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SurfaceText = M_GetText("Unknown Surface");
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vfBPP = infoSurface->format?infoSurface->format->BitsPerPixel:0;
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CONS_Printf("\x82" "%s\n", SurfaceText);
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CONS_Printf(M_GetText(" %ix%i at %i bit color\n"), infoSurface->w, infoSurface->h, vfBPP);
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if (infoSurface->flags&SDL_PREALLOC)
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CONS_Printf("%s", M_GetText(" Uses preallocated memory\n"));
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else
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CONS_Printf("%s", M_GetText(" Stored in system memory\n"));
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if (infoSurface->flags&SDL_RLEACCEL)
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CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n"));
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}
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static void VID_Command_Info_f (void)
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{
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#if 0
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SDL2STUB();
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#else
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#if 0
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const SDL_VideoInfo *videoInfo;
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videoInfo = SDL_GetVideoInfo(); //Alam: Double-Check
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if (videoInfo)
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{
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CONS_Printf("%s", M_GetText("Video Interface Capabilities:\n"));
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if (videoInfo->hw_available)
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CONS_Printf("%s", M_GetText(" Hardware surfaces\n"));
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if (videoInfo->wm_available)
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CONS_Printf("%s", M_GetText(" Window manager\n"));
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//UnusedBits1 :6
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//UnusedBits2 :1
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if (videoInfo->blit_hw)
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CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW\n"));
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if (videoInfo->blit_hw_CC)
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CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW with Colorkey\n"));
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if (videoInfo->wm_available)
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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;
|
|
}
|