Remove SDL 1.2 support from the client side render backend.

This commit is contained in:
Yamagi Burmeister 2018-07-18 21:15:42 +02:00
parent f03e95901f
commit 2099626b7b
1 changed files with 35 additions and 146 deletions

View File

@ -37,27 +37,10 @@
#include "../../common/header/common.h" /* CVar_*, qboolean (through shared.h) */
#include "../../client/header/ref.h"
#ifdef SDL2
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#else // SDL1.2
#include <SDL/SDL.h>
#endif //SDL2
#if SDL_VERSION_ATLEAST(2, 0, 0)
static SDL_Window* window = NULL;
#else
static SDL_Surface* window = NULL;
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
// some compatibility defines
#define SDL_SRCCOLORKEY SDL_TRUE
#define SDL_OPENGL SDL_WINDOW_OPENGL
#endif
cvar_t *vid_displayrefreshrate;
/*
@ -74,21 +57,15 @@ GLimp_Init(void)
if (SDL_Init(SDL_INIT_VIDEO) == -1)
{
Com_Printf("Couldn't init SDL video: %s.\n", SDL_GetError());
return false;
}
SDL_version version;
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GetVersion(&version);
const char* driverName = SDL_GetCurrentVideoDriver();
#else
char driverName[64];
SDL_VideoDriverName(driverName, sizeof(driverName));
version = *SDL_Linked_Version();
#endif
Com_Printf("SDL version is: %i.%i.%i\n", (int)version.major, (int)version.minor, (int)version.patch);
Com_Printf("SDL video driver is \"%s\".\n", driverName);
Com_Printf("SDL video driver is \"%s\".\n", SDL_GetCurrentVideoDriver());
}
return true;
@ -97,10 +74,7 @@ GLimp_Init(void)
/*
* Sets the window icon
*/
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* The 64x64 32bit window icon */
#include "icon/q2icon64.h"
#include "icon/q2icon64.h" // 64x64 32 Bit
static void
SetSDLIcon()
@ -108,6 +82,7 @@ SetSDLIcon()
/* these masks are needed to tell SDL_CreateRGBSurface(From)
to assume the data it gets is byte-wise RGB(A) data */
Uint32 rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int shift = (q2icon64.bytes_per_pixel == 3) ? 8 : 0;
rmask = 0xff000000 >> shift;
@ -124,113 +99,53 @@ SetSDLIcon()
SDL_Surface* icon = SDL_CreateRGBSurfaceFrom((void*)q2icon64.pixel_data, q2icon64.width,
q2icon64.height, q2icon64.bytes_per_pixel*8, q2icon64.bytes_per_pixel*q2icon64.width,
rmask, gmask, bmask, amask);
SDL_SetWindowIcon(window, icon);
SDL_FreeSurface(icon);
}
#else /* SDL 1.2 */
/* The window icon */
#include "icon/q2icon.xbm"
static void
SetSDLIcon()
{
SDL_Surface *icon;
SDL_Color transColor, solidColor;
Uint8 *ptr;
int i;
int mask;
icon = SDL_CreateRGBSurface(SDL_SWSURFACE,
q2icon_width, q2icon_height, 8,
0, 0, 0, 0);
if (icon == NULL)
{
return;
}
SDL_SetColorKey(icon, SDL_SRCCOLORKEY, 0);
transColor.r = 255;
transColor.g = 255;
transColor.b = 255;
solidColor.r = 0;
solidColor.g = 0;
solidColor.b = 0;
SDL_SetColors(icon, &transColor, 0, 1);
SDL_SetColors(icon, &solidColor, 1, 1);
ptr = (Uint8 *)icon->pixels;
for (i = 0; i < sizeof(q2icon_bits); i++)
{
for (mask = 1; mask != 0x100; mask <<= 1)
{
*ptr = (q2icon_bits[i] & mask) ? 1 : 0;
ptr++;
}
}
SDL_WM_SetIcon(icon, NULL);
SDL_FreeSurface(icon);
}
#endif /* SDL 1.2 */
static int IsFullscreen()
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP) {
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP)
{
return 1;
} else if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
}
else if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
{
return 2;
} else {
}
else
{
return 0;
}
#else
return !!(window->flags & SDL_FULLSCREEN);
#endif
}
static qboolean CreateSDLWindow(int flags, int w, int h)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
int windowPos = SDL_WINDOWPOS_UNDEFINED;
// TODO: support fullscreen on different displays with SDL_WINDOWPOS_UNDEFINED_DISPLAY(displaynum)
window = SDL_CreateWindow("Yamagi Quake II", windowPos, windowPos, w, h, flags);
return window != NULL;
#else
window = SDL_SetVideoMode(w, h, 0, flags);
SDL_EnableUNICODE(SDL_TRUE);
return window != NULL;
#endif
}
static qboolean GetWindowSize(int* w, int* h)
{
if(window == NULL || w == NULL || h == NULL)
{
return false;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_DisplayMode m;
if(SDL_GetWindowDisplayMode(window, &m) != 0)
{
Com_Printf("Can't get Displaymode: %s\n", SDL_GetError());
return false;
}
*w = m.w;
*h = m.h;
#else
*w = window->w;
*h = window->h;
#endif
return true;
}
@ -249,17 +164,14 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
int height = *pheight;
unsigned int fs_flag = 0;
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (fullscreen == 1) {
if (fullscreen == 1)
{
fs_flag = SDL_WINDOW_FULLSCREEN_DESKTOP;
} else if (fullscreen == 2) {
}
else if (fullscreen == 2)
{
fs_flag = SDL_WINDOW_FULLSCREEN;
}
#else
if (fullscreen) {
fs_flag = SDL_FULLSCREEN;
}
#endif
// only do this if we already have a working window and fully initialized rendering backend
// (GLimp_InitGraphics() is also called when recovering if creating GL context fails or the one we got is unusable)
@ -268,12 +180,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
/* If we want fullscreen, but aren't */
if (fullscreen != IsFullscreen())
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_SetWindowFullscreen(window, fs_flag);
#else
SDL_WM_ToggleFullScreen(window);
#endif
Cvar_SetValue("vid_fullscreen", fullscreen);
}
@ -287,14 +194,9 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
/* Is the surface used? */
if (window)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
re.ShutdownWindow(true);
SDL_DestroyWindow(window);
#else
SDL_FreeSurface(window);
#endif
window = NULL;
}
@ -303,7 +205,8 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
// let renderer prepare things (set OpenGL attributes)
flags = re.PrepareForWindow();
if(flags == -1)
if (flags == -1)
{
// hopefully PrepareForWindow() logged an error
return false;
@ -314,10 +217,8 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
flags |= fs_flag;
}
#if !SDL_VERSION_ATLEAST(2, 0, 0)
/* Set window icon - For SDL1.2, this must be done before creating the window */
SetSDLIcon();
#endif
cvar_t *gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
@ -325,7 +226,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
{
if (!CreateSDLWindow(flags, width, height))
{
if((flags & SDL_OPENGL) && gl_msaa_samples->value)
if((flags & SDL_WINDOW_OPENGL) && gl_msaa_samples->value)
{
Com_Printf("SDL SetVideoMode failed: %s\n", SDL_GetError());
Com_Printf("Reverting to %s r_mode %i (%ix%i) without MSAA.\n",
@ -334,6 +235,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
/* Try to recover */
Cvar_SetValue("gl_msaa_samples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
@ -345,7 +247,9 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
/* Try to recover */
Cvar_SetValue("r_mode", 4);
Cvar_SetValue("vid_fullscreen", 0);
VID_NewWindow(width, height);
*pwidth = width = 640;
*pheight = height = 480;
flags &= ~fs_flag;
@ -368,11 +272,8 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
return false;
}
/* Note: window title is now set in re.InitContext() to include renderer name */
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Set the window icon - For SDL2, this must be done after creating the window */
SetSDLIcon();
#endif
/* No cursor */
SDL_ShowCursor(0);
@ -387,19 +288,16 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
*/
void GLimp_GrabInput(qboolean grab)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
if(window != NULL)
{
SDL_SetWindowGrab(window, grab ? SDL_TRUE : SDL_FALSE);
}
if(SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE) < 0)
{
Com_Printf("WARNING: Setting Relative Mousemode failed, reason: %s\n", SDL_GetError());
Com_Printf(" You should probably update to SDL 2.0.3 or newer!\n");
}
#else
SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
#endif
}
int glimp_refreshRate = -1;
@ -414,15 +312,14 @@ int GLimp_GetRefreshRate(void)
glimp_refreshRate = ceil(vid_displayrefreshrate->value);
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
// do this only once, assuming people don't change their display settings
// or plug in new displays while the game is running
if (glimp_refreshRate == -1)
{
SDL_DisplayMode mode;
// TODO: probably refreshRate should be reset to -1 if window is moved
int i = SDL_GetWindowDisplayIndex(window);
if(i >= 0 && SDL_GetCurrentDisplayMode(i, &mode) == 0)
{
glimp_refreshRate = mode.refresh_rate;
@ -442,10 +339,6 @@ int GLimp_GetRefreshRate(void)
glimp_refreshRate++;
return glimp_refreshRate;
#else
// Asume 60hz.
return 60;
#endif
}
/*
@ -458,15 +351,11 @@ VID_ShutdownWindow(void)
{
/* cleanly ungrab input (needs window) */
GLimp_GrabInput(false);
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_DestroyWindow(window);
#else
SDL_FreeSurface(window);
#endif
}
window = NULL;
}
// make sure that after vid_restart the refreshrate will be queried from SDL2 again.
glimp_refreshRate = -1;