SRB2/src/sdl/i_video.c
Monster Iestyn 41e9c20c04 Ignore mouse button events if the mouse's focus is not actually on the window at the moment.
This should hopefully kill the F12 getting stuck issue once and for all.
2018-05-28 21:29:46 +01:00

1558 lines
38 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief SRB2 graphics stuff for SDL
#include <stdlib.h>
#include <signal.h>
#ifdef _MSC_VER
#pragma warning(disable : 4214 4244)
#endif
#ifdef HAVE_SDL
#define _MATH_DEFINES_DEFINED
#include "SDL.h"
#ifdef _MSC_VER
#pragma warning(default : 4214 4244)
#endif
#ifdef HAVE_TTF
#include "i_ttf.h"
#endif
#ifdef HAVE_IMAGE
#include "SDL_image.h"
#endif
#ifdef HAVE_IMAGE
#include "SDL_icon.xpm"
#endif
#include "../doomdef.h"
#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_sound.h" // midi pause/unpause
#include "../i_joy.h"
#include "../st_stuff.h"
#include "../g_game.h"
#include "../i_video.h"
#include "../console.h"
#include "../command.h"
#include "sdlmain.h"
#ifdef HWRENDER
#include "../hardware/hw_main.h"
#include "../hardware/hw_drv.h"
// For dynamic referencing of HW rendering functions
#include "hwsym_sdl.h"
#include "ogl_sdl.h"
#endif
// maximum number of windowed modes (see windowedModes[][])
#define MAXWINMODES (18)
/** \brief
*/
static INT32 numVidModes = -1;
/** \brief
*/
static char vidModeName[33][32]; // allow 33 different modes
rendermode_t rendermode=render_soft;
boolean highcolor = false;
// synchronize page flipping with screen refresh
consvar_t cv_vidwait = {"vid_wait", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_stretch = {"stretch", "Off", CV_SAVE|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
UINT8 graphics_started = 0; // Is used in console.c and screen.c
// To disable fullscreen at startup; is set in VID_PrepareModeList
boolean allow_fullscreen = false;
static SDL_bool disable_fullscreen = SDL_FALSE;
#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)?0:cv_fullscreen.value
static SDL_bool disable_mouse = SDL_FALSE;
#define USE_MOUSEINPUT (!disable_mouse && cv_usemouse.value && havefocus)
#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)
{
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);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
else
{
Impl_CreateWindow(fullscreen);
Impl_SetWindowIcon();
wasfullscreen = fullscreen;
SDL_SetWindowSize(window, width, height);
if (fullscreen)
{
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
}
#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;
}
#ifdef HWRENDER
DBG_Printf("Unknown incoming scancode: %d, represented %c\n",
code,
SDL_GetKeyName(SDL_GetKeyFromScancode(code)));
#endif
return 0;
}
static void SDLdoUngrabMouse(void)
{
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)
{
SDL_SetWindowGrab(window, SDL_FALSE);
wrapmouseok = SDL_FALSE;
SDL_SetRelativeMouseMode(SDL_FALSE);
}
}
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)
I_ResumeSong(0); //resume it
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
//else firsttimeonmouse = SDL_FALSE;
}
else if (!mousefocus && !kbfocus)
{
// Tell game we lost focus, pause music
window_notinfocus = true;
I_PauseSong(0);
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.data1 = Impl_SDL_Scancode_To_Keycode(evt.keysym.scancode);
if (event.data1) D_PostEvent(&event);
}
static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
{
if (USE_MOUSEINPUT)
{
if ((SDL_GetMouseFocus() != window && SDL_GetKeyboardFocus() != window))
{
SDLdoUngrabMouse();
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);
}
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))
{
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)
{
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 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)
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.data1 = KEY_MOUSE1+2;
else if (evt.button == SDL_BUTTON_RIGHT)
event.data1 = KEY_MOUSE1+1;
else if (evt.button == SDL_BUTTON_LEFT)
event.data1 = KEY_MOUSE1;
else if (evt.button == SDL_BUTTON_X1)
event.data1 = KEY_MOUSE1+3;
else if (evt.button == SDL_BUTTON_X2)
event.data1 = 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.data1 = KEY_MOUSEWHEELUP;
event.type = ev_keydown;
}
if (evt.y < 0)
{
event.data1 = KEY_MOUSEWHEELDOWN;
event.type = ev_keydown;
}
if (evt.y == 0)
{
event.data1 = 0;
event.type = ev_keyup;
}
if (event.type == ev_keyup || event.type == ev_keydown)
{
D_PostEvent(&event);
}
}
static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt)
{
event_t event;
SDL_JoystickID joyid[2];
// Determine the Joystick IDs for each current open joystick
joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo2.dev);
evt.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (evt.which == joyid[0])
{
event.type = ev_joystick;
}
else if (evt.which == joyid[1])
{
event.type = ev_joystick2;
}
else return;
//axis
if (evt.axis > JOYAXISSET*2)
return;
//vaule
if (evt.axis%2)
{
event.data1 = evt.axis / 2;
event.data2 = SDLJoyAxis(evt.value, event.type);
}
else
{
evt.axis--;
event.data1 = evt.axis / 2;
event.data3 = SDLJoyAxis(evt.value, event.type);
}
D_PostEvent(&event);
}
static void Impl_HandleJoystickButtonEvent(SDL_JoyButtonEvent evt, Uint32 type)
{
event_t event;
SDL_JoystickID joyid[2];
// Determine the Joystick IDs for each current open joystick
joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev);
joyid[1] = SDL_JoystickInstanceID(JoyInfo2.dev);
if (evt.which == joyid[0])
{
event.data1 = KEY_JOY1;
}
else if (evt.which == joyid[1])
{
event.data1 = KEY_2JOY1;
}
else return;
if (type == SDL_JOYBUTTONUP)
{
event.type = ev_keyup;
}
else if (type == SDL_JOYBUTTONDOWN)
{
event.type = ev_keydown;
}
else return;
if (evt.button < JOYBUTTONS)
{
event.data1 += evt.button;
}
else return;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
}
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;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type);
break;
case SDL_QUIT:
I_Quit();
M_QuitResponse('y');
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.data1 = 0;
event.data2 = (INT32)lround(mousemovex * ((float)wwidth / (float)realwidth));
event.data3 = (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)
return;
else
SDLdoUngrabMouse();
}
//
// I_OsPolling
//
void I_OsPolling(void)
{
if (consolevent)
I_GetConsoleEvents();
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_JoystickUpdate();
I_GetJoystickEvents();
I_GetJoystick2Events();
}
I_GetMouseEvents();
I_GetEvent();
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit(void)
{
if (rendermode == render_none)
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)
{
static boolean skip = false;
if (rendermode != render_soft)
return false;
skip = !skip;
switch (gamestate)
{
case GS_LEVEL:
if (!paused)
return false;
/* FALLTHRU */
case GS_TIMEATTACK:
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default:
return false;
}
}
//
// I_FinishUpdate
//
void I_FinishUpdate(void)
{
if (rendermode == render_none)
return; //Alam: No software or OpenGl surface
if (I_SkipFrame())
return;
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (rendermode == render_soft && screens[0])
{
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = vid.width;
rect.h = vid.height;
if (!bufSurface) //Double-Check
{
Impl_VideoSetupSDLBuffer();
}
if (bufSurface)
{
SDL_BlitSurface(bufSurface, NULL, vidSurface, &rect);
// Fury -- there's no way around UpdateTexture, the GL backend uses it anyway
SDL_LockSurface(vidSurface);
SDL_UpdateTexture(texture, &rect, vidSurface->pixels, vidSurface->pitch);
SDL_UnlockSurface(vidSurface);
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, 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
FUNCMATH INT32 VID_NumModes(void)
{
if (USE_FULLSCREEN && numVidModes != -1)
return numVidModes - firstEntry;
else
return MAXWINMODES;
}
FUNCMATH 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];
}
FUNCMATH 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
}
INT32 VID_SetMode(INT32 modeNum)
{
SDLdoUngrabMouse();
vid.recalc = 1;
vid.bpp = 1;
if (modeNum >= 0 && modeNum < MAXWINMODES)
{
vid.width = windowedModes[modeNum][0];
vid.height = windowedModes[modeNum][1];
vid.modenum = modeNum;
}
else
{
// just set the desktop resolution as a fallback
SDL_DisplayMode mode;
SDL_GetWindowDisplayMode(window, &mode);
if (mode.w >= 2048)
{
vid.width = 1920;
vid.height = 1200;
}
else
{
vid.width = mode.w;
vid.height = mode.h;
}
vid.modenum = -1;
}
//Impl_SetWindowName("SRB2 "VERSIONSTRING);
SDLSetMode(vid.width, vid.height, USE_FULLSCREEN);
if (rendermode == render_soft)
{
if (bufSurface)
{
SDL_FreeSurface(bufSurface);
bufSurface = NULL;
}
Impl_VideoSetupBuffer();
}
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 (rendermode == render_opengl)
flags |= SDL_WINDOW_OPENGL;
#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;
}
// Renderer-specific stuff
#ifdef HWRENDER
if (rendermode == render_opengl)
{
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)
{
flags = 0; // Use this to set SDL_RENDERER_* flags now
if (usesdl2soft)
flags |= SDL_RENDERER_SOFTWARE;
else if (cv_vidwait.value)
flags |= SDL_RENDERER_PRESENTVSYNC;
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;
}
/*
static void Impl_SetWindowName(const char *title)
{
if (window == NULL)
{
return;
}
SDL_SetWindowTitle(window, title);
}
*/
static void Impl_SetWindowIcon(void)
{
if (window == NULL || icoSurface == NULL)
{
return;
}
//SDL2STUB(); // Monster Iestyn: why is this stubbed?
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
if (rendermode == render_soft)
{
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);
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;
}
if (M_CheckParm("-software"))
{
rendermode = render_soft;
}
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 (M_CheckParm("-opengl") || rendermode == render_opengl)
{
rendermode = render_opengl;
HWD.pfnInit = hwSym("Init",NULL);
HWD.pfnFinishUpdate = NULL;
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
HWD.pfnSetTexture = hwSym("SetTexture",NULL);
HWD.pfnReadRect = hwSym("ReadRect",NULL);
HWD.pfnGClipRect = hwSym("GClipRect",NULL);
HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL);
HWD.pfnSetSpecialState = hwSym("SetSpecialState",NULL);
HWD.pfnSetPalette = hwSym("SetPalette",NULL);
HWD.pfnGetTextureUsed = hwSym("GetTextureUsed",NULL);
HWD.pfnDrawMD2 = hwSym("DrawMD2",NULL);
HWD.pfnDrawMD2i = hwSym("DrawMD2i",NULL);
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
#ifdef SHUFFLE
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
#endif
HWD.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);
// check gl renderer lib
if (HWD.pfnGetRenderVersion() != VERSION)
I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n"));
if (!HWD.pfnInit(I_Error)) // let load the OpenGL library
{
rendermode = render_soft;
}
}
#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
// Window icon
#ifdef HAVE_IMAGE
icoSurface = IMG_ReadXPMFromArray(SDL_icon_xpm);
#endif
Impl_SetWindowIcon();
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();
if (!disable_mouse) SDL_ShowCursor(SDL_DISABLE);
SDLdoUngrabMouse();
graphics_started = true;
}
void I_ShutdownGraphics(void)
{
const rendermode_t oldrendermode = rendermode;
rendermode = render_none;
if (icoSurface) SDL_FreeSurface(icoSurface);
icoSurface = NULL;
if (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