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https://github.com/yquake2/yquake2remaster.git
synced 2025-02-17 01:21:12 +00:00
Remove SDL 1.2 support from the client side render backend.
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parent
f03e95901f
commit
2099626b7b
1 changed files with 35 additions and 146 deletions
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@ -37,27 +37,10 @@
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#include "../../common/header/common.h" /* CVar_*, qboolean (through shared.h) */
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#include "../../client/header/ref.h"
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#ifdef SDL2
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#else // SDL1.2
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#include <SDL/SDL.h>
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#endif //SDL2
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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static SDL_Window* window = NULL;
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#else
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static SDL_Surface* window = NULL;
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// some compatibility defines
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#define SDL_SRCCOLORKEY SDL_TRUE
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#define SDL_OPENGL SDL_WINDOW_OPENGL
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#endif
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cvar_t *vid_displayrefreshrate;
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/*
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@ -74,21 +57,15 @@ GLimp_Init(void)
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if (SDL_Init(SDL_INIT_VIDEO) == -1)
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{
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Com_Printf("Couldn't init SDL video: %s.\n", SDL_GetError());
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return false;
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}
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SDL_version version;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GetVersion(&version);
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const char* driverName = SDL_GetCurrentVideoDriver();
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#else
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char driverName[64];
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SDL_VideoDriverName(driverName, sizeof(driverName));
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version = *SDL_Linked_Version();
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#endif
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Com_Printf("SDL version is: %i.%i.%i\n", (int)version.major, (int)version.minor, (int)version.patch);
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Com_Printf("SDL video driver is \"%s\".\n", driverName);
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Com_Printf("SDL video driver is \"%s\".\n", SDL_GetCurrentVideoDriver());
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}
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return true;
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@ -97,10 +74,7 @@ GLimp_Init(void)
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/*
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* Sets the window icon
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*/
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/* The 64x64 32bit window icon */
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#include "icon/q2icon64.h"
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#include "icon/q2icon64.h" // 64x64 32 Bit
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static void
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SetSDLIcon()
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@ -108,6 +82,7 @@ SetSDLIcon()
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/* these masks are needed to tell SDL_CreateRGBSurface(From)
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to assume the data it gets is byte-wise RGB(A) data */
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Uint32 rmask, gmask, bmask, amask;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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int shift = (q2icon64.bytes_per_pixel == 3) ? 8 : 0;
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rmask = 0xff000000 >> shift;
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@ -124,113 +99,53 @@ SetSDLIcon()
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SDL_Surface* icon = SDL_CreateRGBSurfaceFrom((void*)q2icon64.pixel_data, q2icon64.width,
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q2icon64.height, q2icon64.bytes_per_pixel*8, q2icon64.bytes_per_pixel*q2icon64.width,
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rmask, gmask, bmask, amask);
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SDL_SetWindowIcon(window, icon);
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SDL_FreeSurface(icon);
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}
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#else /* SDL 1.2 */
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/* The window icon */
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#include "icon/q2icon.xbm"
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static void
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SetSDLIcon()
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{
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SDL_Surface *icon;
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SDL_Color transColor, solidColor;
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Uint8 *ptr;
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int i;
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int mask;
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icon = SDL_CreateRGBSurface(SDL_SWSURFACE,
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q2icon_width, q2icon_height, 8,
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0, 0, 0, 0);
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if (icon == NULL)
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{
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return;
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}
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SDL_SetColorKey(icon, SDL_SRCCOLORKEY, 0);
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transColor.r = 255;
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transColor.g = 255;
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transColor.b = 255;
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solidColor.r = 0;
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solidColor.g = 0;
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solidColor.b = 0;
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SDL_SetColors(icon, &transColor, 0, 1);
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SDL_SetColors(icon, &solidColor, 1, 1);
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ptr = (Uint8 *)icon->pixels;
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for (i = 0; i < sizeof(q2icon_bits); i++)
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{
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for (mask = 1; mask != 0x100; mask <<= 1)
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{
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*ptr = (q2icon_bits[i] & mask) ? 1 : 0;
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ptr++;
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}
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}
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SDL_WM_SetIcon(icon, NULL);
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SDL_FreeSurface(icon);
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}
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#endif /* SDL 1.2 */
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static int IsFullscreen()
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) {
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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return 1;
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} else if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
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}
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else if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
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{
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return 2;
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} else {
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}
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else
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{
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return 0;
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}
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#else
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return !!(window->flags & SDL_FULLSCREEN);
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#endif
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}
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static qboolean CreateSDLWindow(int flags, int w, int h)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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int windowPos = SDL_WINDOWPOS_UNDEFINED;
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// TODO: support fullscreen on different displays with SDL_WINDOWPOS_UNDEFINED_DISPLAY(displaynum)
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window = SDL_CreateWindow("Yamagi Quake II", windowPos, windowPos, w, h, flags);
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return window != NULL;
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#else
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window = SDL_SetVideoMode(w, h, 0, flags);
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SDL_EnableUNICODE(SDL_TRUE);
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return window != NULL;
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#endif
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}
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static qboolean GetWindowSize(int* w, int* h)
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{
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if(window == NULL || w == NULL || h == NULL)
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{
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return false;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_DisplayMode m;
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if(SDL_GetWindowDisplayMode(window, &m) != 0)
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{
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Com_Printf("Can't get Displaymode: %s\n", SDL_GetError());
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return false;
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}
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*w = m.w;
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*h = m.h;
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#else
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*w = window->w;
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*h = window->h;
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#endif
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return true;
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}
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@ -249,17 +164,14 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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int height = *pheight;
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unsigned int fs_flag = 0;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (fullscreen == 1) {
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if (fullscreen == 1)
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{
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fs_flag = SDL_WINDOW_FULLSCREEN_DESKTOP;
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} else if (fullscreen == 2) {
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}
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else if (fullscreen == 2)
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{
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fs_flag = SDL_WINDOW_FULLSCREEN;
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}
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#else
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if (fullscreen) {
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fs_flag = SDL_FULLSCREEN;
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}
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#endif
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// only do this if we already have a working window and fully initialized rendering backend
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// (GLimp_InitGraphics() is also called when recovering if creating GL context fails or the one we got is unusable)
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@ -268,12 +180,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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/* If we want fullscreen, but aren't */
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if (fullscreen != IsFullscreen())
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_SetWindowFullscreen(window, fs_flag);
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#else
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SDL_WM_ToggleFullScreen(window);
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#endif
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Cvar_SetValue("vid_fullscreen", fullscreen);
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}
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@ -287,14 +194,9 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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/* Is the surface used? */
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if (window)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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re.ShutdownWindow(true);
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SDL_DestroyWindow(window);
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#else
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SDL_FreeSurface(window);
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#endif
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window = NULL;
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}
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@ -303,7 +205,8 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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// let renderer prepare things (set OpenGL attributes)
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flags = re.PrepareForWindow();
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if(flags == -1)
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if (flags == -1)
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{
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// hopefully PrepareForWindow() logged an error
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return false;
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@ -314,10 +217,8 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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flags |= fs_flag;
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}
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set window icon - For SDL1.2, this must be done before creating the window */
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SetSDLIcon();
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#endif
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cvar_t *gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
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{
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if (!CreateSDLWindow(flags, width, height))
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{
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if((flags & SDL_OPENGL) && gl_msaa_samples->value)
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if((flags & SDL_WINDOW_OPENGL) && gl_msaa_samples->value)
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{
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Com_Printf("SDL SetVideoMode failed: %s\n", SDL_GetError());
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Com_Printf("Reverting to %s r_mode %i (%ix%i) without MSAA.\n",
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/* Try to recover */
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Cvar_SetValue("gl_msaa_samples", 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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}
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/* Try to recover */
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Cvar_SetValue("r_mode", 4);
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Cvar_SetValue("vid_fullscreen", 0);
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VID_NewWindow(width, height);
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*pwidth = width = 640;
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*pheight = height = 480;
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flags &= ~fs_flag;
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return false;
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}
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/* Note: window title is now set in re.InitContext() to include renderer name */
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/* Set the window icon - For SDL2, this must be done after creating the window */
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SetSDLIcon();
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#endif
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/* No cursor */
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SDL_ShowCursor(0);
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*/
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void GLimp_GrabInput(qboolean grab)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if(window != NULL)
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{
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SDL_SetWindowGrab(window, grab ? SDL_TRUE : SDL_FALSE);
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}
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if(SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE) < 0)
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{
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Com_Printf("WARNING: Setting Relative Mousemode failed, reason: %s\n", SDL_GetError());
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Com_Printf(" You should probably update to SDL 2.0.3 or newer!\n");
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}
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#else
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SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
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#endif
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}
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int glimp_refreshRate = -1;
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glimp_refreshRate = ceil(vid_displayrefreshrate->value);
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// do this only once, assuming people don't change their display settings
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// or plug in new displays while the game is running
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if (glimp_refreshRate == -1)
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{
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SDL_DisplayMode mode;
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// TODO: probably refreshRate should be reset to -1 if window is moved
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int i = SDL_GetWindowDisplayIndex(window);
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if(i >= 0 && SDL_GetCurrentDisplayMode(i, &mode) == 0)
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{
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glimp_refreshRate = mode.refresh_rate;
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glimp_refreshRate++;
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return glimp_refreshRate;
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#else
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// Asume 60hz.
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return 60;
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#endif
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}
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/*
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{
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/* cleanly ungrab input (needs window) */
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GLimp_GrabInput(false);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_DestroyWindow(window);
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#else
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SDL_FreeSurface(window);
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#endif
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window = NULL;
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}
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window = NULL;
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// make sure that after vid_restart the refreshrate will be queried from SDL2 again.
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glimp_refreshRate = -1;
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