/* =========================================================================== Copyright (C) 2005 - 2015, ioquake3 contributors Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #include "qcommon/qcommon.h" #include "rd-common/tr_types.h" #include "sys/sys_local.h" #include "qgl.h" enum rserr_t { RSERR_OK, RSERR_INVALID_FULLSCREEN, RSERR_INVALID_MODE, RSERR_UNKNOWN }; cvar_t *r_allowSoftwareGL; // Window cvars cvar_t *r_fullscreen = 0; cvar_t *r_noborder; cvar_t *r_centerWindow; cvar_t *r_customwidth; cvar_t *r_customheight; cvar_t *r_swapInterval; cvar_t *r_stereo; cvar_t *r_mode; cvar_t *r_displayRefresh; // Window surface cvars cvar_t *r_stencilbits; cvar_t *r_depthbits; cvar_t *r_colorbits; cvar_t *r_ignorehwgamma; cvar_t *r_ext_multisample; void TBXR_GetScreenRes(int *width, int *height); /* ** R_GetModeInfo */ typedef struct vidmode_s { const char *description; int width, height; } vidmode_t; const vidmode_t r_vidModes[] = { { "Mode 0: 320x240", 320, 240 }, { "Mode 1: 400x300", 400, 300 }, { "Mode 2: 512x384", 512, 384 }, { "Mode 3: 640x480", 640, 480 }, { "Mode 4: 800x600", 800, 600 }, { "Mode 5: 960x720", 960, 720 }, { "Mode 6: 1024x768", 1024, 768 }, { "Mode 7: 1152x864", 1152, 864 }, { "Mode 8: 1280x1024", 1280, 1024 }, { "Mode 9: 1600x1200", 1600, 1200 }, { "Mode 10: 2048x1536", 2048, 1536 }, { "Mode 11: 856x480 (wide)", 856, 480 }, { "Mode 12: 2400x600(surround)",2400,600 } }; static const int s_numVidModes = ARRAY_LEN( r_vidModes ); #define R_MODE_FALLBACK (4) // 640x480 qboolean R_GetModeInfo( int *width, int *height, int mode ) { const vidmode_t *vm; if ( mode < -1 ) { return qfalse; } if ( mode >= s_numVidModes ) { return qfalse; } if ( mode == -1 ) { *width = r_customwidth->integer; *height = r_customheight->integer; return qtrue; } vm = &r_vidModes[mode]; *width = vm->width; *height = vm->height; return qtrue; } /* ** R_ModeList_f */ static void R_ModeList_f( void ) { int i; Com_Printf( "\n" ); Com_Printf( "Mode -2: Use desktop resolution\n" ); Com_Printf( "Mode -1: Use r_customWidth and r_customHeight variables\n" ); for ( i = 0; i < s_numVidModes; i++ ) { Com_Printf( "%s\n", r_vidModes[i].description ); } Com_Printf( "\n" ); } /* =============== GLimp_Minimize Minimize the game so that user is back at the desktop =============== */ void GLimp_Minimize(void) { } void TBXR_submitFrame(); void WIN_Present( window_t *window ) { TBXR_submitFrame(); } window_t WIN_Init( const windowDesc_t *windowDesc, glconfig_t *glConfig ) { Cmd_AddCommand("modelist", R_ModeList_f); Cmd_AddCommand("minimize", GLimp_Minimize); r_allowSoftwareGL = Cvar_Get( "r_allowSoftwareGL", "0", CVAR_ARCHIVE_ND|CVAR_LATCH ); // Window cvars r_fullscreen = Cvar_Get( "r_fullscreen", "0", CVAR_ARCHIVE|CVAR_LATCH ); r_noborder = Cvar_Get( "r_noborder", "0", CVAR_ARCHIVE|CVAR_LATCH ); r_centerWindow = Cvar_Get( "r_centerWindow", "0", CVAR_ARCHIVE|CVAR_LATCH ); r_customwidth = Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE|CVAR_LATCH ); r_customheight = Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE|CVAR_LATCH ); r_swapInterval = Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE_ND ); r_stereo = Cvar_Get( "r_stereo", "0", CVAR_ARCHIVE_ND|CVAR_LATCH ); r_mode = Cvar_Get( "r_mode", "4", CVAR_ARCHIVE|CVAR_LATCH ); r_displayRefresh = Cvar_Get( "r_displayRefresh", "0", CVAR_LATCH ); Cvar_CheckRange( r_displayRefresh, 0, 240, qtrue ); // Window render surface cvars r_stencilbits = Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE_ND|CVAR_LATCH ); r_depthbits = Cvar_Get( "r_depthbits", "24", CVAR_ARCHIVE_ND|CVAR_LATCH ); r_colorbits = Cvar_Get( "r_colorbits", "32", CVAR_ARCHIVE_ND|CVAR_LATCH ); r_ignorehwgamma = Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE_ND|CVAR_LATCH ); r_ext_multisample = Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE_ND|CVAR_LATCH ); Cvar_Get( "r_availableModes", "", CVAR_ROM ); glConfig->deviceSupportsGamma = (qboolean)(!r_ignorehwgamma->integer); // This depends on SDL_INIT_VIDEO, hence having it here //IN_Init( screen ); // window_t is only really useful for Windows if the renderer wants to create a D3D context. window_t window = {}; window.api = windowDesc->api; int android_screen_width; int android_screen_height; TBXR_GetScreenRes(&android_screen_width, &android_screen_height); glConfig->vidWidth = android_screen_width; glConfig->vidHeight = android_screen_height; glConfig->colorBits = 32; glConfig->depthBits = 16; glConfig->stencilBits = 8; return window; } /* =============== GLimp_Shutdown =============== */ void WIN_Shutdown( void ) { Cmd_RemoveCommand("modelist"); Cmd_RemoveCommand("minimize"); //IN_Shutdown(); } void GLimp_EnableLogging( qboolean enable ) { } void GLimp_LogComment( char *comment ) { } void WIN_SetGamma( glconfig_t *glConfig, byte red[256], byte green[256], byte blue[256] ) { } void *WIN_GL_GetProcAddress( const char *proc ) { return NULL;//SDL_GL_GetProcAddress( proc ); } qboolean WIN_GL_ExtensionSupported( const char *extension ) { return ((Q_stristr( (const char *)glGetString (GL_EXTENSIONS), extension) ) != NULL) ? qtrue : qfalse; }