In SDL2, the initialized subsystems are referenced counted, so it's safe to
initialize them twice, and it makes the SDL_QuitSubSystem during our shutdown
correctly decrement the count. Before (as a probably-harmless bug), it would
not increment the refcount if the subsystem was already initialized, causing
problems when it decremented it later.
The values passed to SDL are just the minimum required. Get actually
values of colorbits, depthbits, and stencilbits from SDL instead of
assuming that the engine got exactly what it asked for.
cls.glconfig.isFullscreen was not updated when changing r_fullscreen
without a vid_restart. Starting in fullscreen and switching to
windowed mode would not release the mouse.
Mods calling trap_GetGlconfig() after a fullscreen toggle now get
the correct value for isFullscreen. (Note: Mods already got the
correct value at start up and after vid_restart.)
Reported by Mickaƫl "mickael9" Thomas.
- Parse OpenGL version in sdl_glimp.c to share with both renderers.
- Add GL_VERSION_ATLEAST(major, minor) macro.
- Get address of glGetStringi if using OpenGL 3.
- Fix glConfig.extensions_string when using GL3 core context in
opengl2 renderer.
- Make opengl1 renderer's gfxinfo support qglGetStringi too.
Get all OpenGL functions using SDL_GL_GetProcAddress(). This makes it
easier to cross-arch compile on Linux and add support for OpenGL ES
in the future.
Users still have to supply their own libSDL2 for cross-arch compiling
on Linux. But now the user does not have to re-install libgl1-mesa-dev
package for i386 or amd64 on Debian when switching between compiling
ioquake3 for x86 and x86_64.
Disable SDL relative mouse mode when in_nograb is enabled. Relative
mouse mode hides the cursor and it cannot exit the window regardless
of the window's grab state.
This wasn't always the case. SDL before 2.0.4 on GNU/Linux released
the mouse cursor in relative mode. However, SDL 2.0.3/4 on Windows
does not. (I did not test other Windows versions.) So I think SDL
2.0.4 made GNU/Linux X11 behavior consistent with other platforms.
This fixes mouse input being unusable when debuging client crashes
in gdb.
SDL doesn't provide exact the exact time that input events happen
so use the earliest possible time that an event could happen.
This make sub-frame input actions such as walking take affect
immediately instead of in the next frame.
Based on patch by Alexander "wareya" Nadeau.
Only send mouse events if both values are non-zero.
Hopefully this helps with the event overflow spam that can sometimes
happen on loads or laggy situations.
When starting the game in windowed mode, the window buffer used whatever
was on the screen before running the game. Kind of like you could see
through the window, but it doesn't update what happens behind it.
It makes it look like something is broken or non-responsive.
So clear the window opengl buffer to black.
Credit to theinvsblman for the code.