2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_system.h"
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#include "win32iface.h"
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#include "win32gliface.h"
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//#include "gl/gl_intern.h"
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#include "templates.h"
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#include "version.h"
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#include "c_console.h"
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#include "hardware.h"
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#include "v_video.h"
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#include "i_input.h"
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#include "i_system.h"
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#include "doomstat.h"
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#include "v_text.h"
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//#include "gl_defs.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/utility/gl_templates.h"
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void gl_CalculateCPUSpeed();
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL )
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{
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Printf("This won't take effect until "GAMENAME" is restarted.\n");
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}
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RenderContext gl;
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EXTERN_CVAR(Bool, gl_vid_compatibility)
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EXTERN_CVAR(Int, vid_refreshrate)
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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Win32GLVideo::Win32GLVideo(int parm) : m_Modes(NULL), m_IsFullscreen(false)
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{
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#ifdef _WIN32
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if (CPU.bRDTSC) gl_CalculateCPUSpeed();
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#endif
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I_SetWndProc();
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m_DisplayWidth = vid_defwidth;
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m_DisplayHeight = vid_defheight;
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m_DisplayBits = gl_vid_compatibility? 16:32;
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m_DisplayHz = 60;
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GetDisplayDeviceName();
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MakeModesList();
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GetContext(gl);
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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Win32GLVideo::~Win32GLVideo()
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{
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FreeModes();
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::SetWindowedScale(float scale)
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{
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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struct MonitorEnumState
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{
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int curIdx;
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HMONITOR hFoundMonitor;
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};
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static BOOL CALLBACK GetDisplayDeviceNameMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
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{
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MonitorEnumState *state = reinterpret_cast<MonitorEnumState *>(dwData);
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MONITORINFOEX mi;
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mi.cbSize = sizeof mi;
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GetMonitorInfo(hMonitor, &mi);
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// This assumes the monitors are returned by EnumDisplayMonitors in the
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// order they're found in the Direct3D9 adapters list. Fingers crossed...
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if (state->curIdx == vid_adapter)
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{
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state->hFoundMonitor = hMonitor;
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// Don't stop enumeration; this makes EnumDisplayMonitors fail. I like
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// proper fails.
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}
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++state->curIdx;
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return TRUE;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::GetDisplayDeviceName()
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{
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// If anything goes wrong, anything at all, everything uses the primary
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// monitor.
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m_DisplayDeviceName = 0;
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m_hMonitor = 0;
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MonitorEnumState mes;
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mes.curIdx = 1;
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mes.hFoundMonitor = 0;
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// Could also use EnumDisplayDevices, I guess. That might work.
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if (EnumDisplayMonitors(0, 0, &GetDisplayDeviceNameMonitorEnumProc, LPARAM(&mes)))
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{
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if (mes.hFoundMonitor)
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{
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MONITORINFOEX mi;
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mi.cbSize = sizeof mi;
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if (GetMonitorInfo(mes.hFoundMonitor, &mi))
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{
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strcpy(m_DisplayDeviceBuffer, mi.szDevice);
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m_DisplayDeviceName = m_DisplayDeviceBuffer;
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m_hMonitor = mes.hFoundMonitor;
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}
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}
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}
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::MakeModesList()
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{
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ModeInfo *pMode, *nextmode;
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DEVMODE dm;
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int mode = 0;
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memset(&dm, 0, sizeof(DEVMODE));
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dm.dmSize = sizeof(DEVMODE);
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while (EnumDisplaySettings(m_DisplayDeviceName, mode, &dm))
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{
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this->AddMode(dm.dmPelsWidth, dm.dmPelsHeight, dm.dmBitsPerPel, dm.dmPelsHeight, dm.dmDisplayFrequency);
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++mode;
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}
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for (pMode = m_Modes; pMode != NULL; pMode = nextmode)
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{
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nextmode = pMode->next;
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if (pMode->realheight == pMode->height && pMode->height * 4/3 == pMode->width)
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{
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if (pMode->width >= 360)
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{
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AddMode (pMode->width, pMode->width * 9/16, pMode->bits, pMode->height, pMode->refreshHz);
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}
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if (pMode->width > 640)
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{
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AddMode (pMode->width, pMode->width * 10/16, pMode->bits, pMode->height, pMode->refreshHz);
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}
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}
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}
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::StartModeIterator(int bits, bool fs)
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{
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m_IteratorMode = m_Modes;
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// I think it's better to ignore the game-side settings of bit depth.
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// The GL renderer will always default to 32 bits, except in compatibility mode
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m_IteratorBits = gl_vid_compatibility? 16:32;
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m_IteratorFS = fs;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLVideo::NextMode(int *width, int *height, bool *letterbox)
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{
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if (m_IteratorMode)
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{
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while (m_IteratorMode && m_IteratorMode->bits != m_IteratorBits)
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{
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m_IteratorMode = m_IteratorMode->next;
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}
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if (m_IteratorMode)
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{
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*width = m_IteratorMode->width;
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*height = m_IteratorMode->height;
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if (letterbox != NULL) *letterbox = m_IteratorMode->realheight != m_IteratorMode->height;
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m_IteratorMode = m_IteratorMode->next;
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return true;
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}
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}
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return false;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::AddMode(int x, int y, int bits, int baseHeight, int refreshHz)
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{
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ModeInfo **probep = &m_Modes;
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ModeInfo *probe = m_Modes;
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// This mode may have been already added to the list because it is
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// enumerated multiple times at different refresh rates. If it's
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// not present, add it to the right spot in the list; otherwise, do nothing.
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// Modes are sorted first by width, then by height, then by depth. In each
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// case the order is ascending.
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for (; probe != 0; probep = &probe->next, probe = probe->next)
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{
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if (probe->width != x) continue;
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// Width is equal
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if (probe->height != y) continue;
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// Width is equal
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if (probe->realheight != baseHeight) continue;
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// Height is equal
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if (probe->bits != bits) continue;
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// Bits is equal
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if (probe->refreshHz > refreshHz) continue;
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probe->refreshHz = refreshHz;
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return;
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}
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*probep = new ModeInfo (x, y, bits, baseHeight, refreshHz);
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(*probep)->next = probe;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::FreeModes()
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{
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ModeInfo *mode = m_Modes;
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while (mode)
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{
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ModeInfo *tempmode = mode;
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mode = mode->next;
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delete tempmode;
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}
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m_Modes = NULL;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLVideo::GoFullscreen(bool yes)
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{
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m_IsFullscreen = yes;
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m_trueHeight = m_DisplayHeight;
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if (yes)
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{
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// If in windowed mode, any height is good.
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for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next)
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{
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if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight)
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{
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m_trueHeight = mode->realheight;
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break;
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}
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}
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}
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if (yes)
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{
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gl.SetFullscreen(m_DisplayDeviceName, m_DisplayWidth, m_trueHeight, m_DisplayBits, m_DisplayHz);
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}
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else
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{
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gl.SetFullscreen(m_DisplayDeviceName, 0,0,0,0);
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}
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return yes;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DFrameBuffer *old)
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{
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Win32GLFrameBuffer *fb;
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m_DisplayWidth = width;
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m_DisplayHeight = height;
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m_DisplayBits = gl_vid_compatibility? 16:32;
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m_DisplayHz = 60;
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if (vid_refreshrate == 0)
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{
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for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next)
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{
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if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight && mode->bits == m_DisplayBits)
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{
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m_DisplayHz = MAX<int>(m_DisplayHz, mode->refreshHz);
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}
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}
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}
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else
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{
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m_DisplayHz = vid_refreshrate;
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}
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if (old != NULL)
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{ // Reuse the old framebuffer if its attributes are the same
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fb = static_cast<Win32GLFrameBuffer *> (old);
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if (fb->m_Width == m_DisplayWidth &&
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fb->m_Height == m_DisplayHeight &&
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fb->m_Bits == m_DisplayBits &&
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fb->m_RefreshHz == m_DisplayHz &&
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fb->m_Fullscreen == fs)
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{
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return old;
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}
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//old->GetFlash(flashColor, flashAmount);
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delete old;
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}
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fb = new OpenGLFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs);
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return fb;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLVideo::SetResolution (int width, int height, int bits)
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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I_ShutdownGraphics();
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Video = new Win32GLVideo(0);
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if (Video == NULL) I_FatalError ("Failed to initialize display");
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bits=32;
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V_DoModeSetup(width, height, bits);
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return true; // We must return true because the old video context no longer exists.
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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struct DumpAdaptersState
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{
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unsigned index;
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char *displayDeviceName;
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};
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static BOOL CALLBACK DumpAdaptersMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
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{
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DumpAdaptersState *state = reinterpret_cast<DumpAdaptersState *>(dwData);
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MONITORINFOEX mi;
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mi.cbSize=sizeof mi;
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char moreinfo[64] = "";
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bool active = true;
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if (GetMonitorInfo(hMonitor, &mi))
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{
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bool primary = !!(mi.dwFlags & MONITORINFOF_PRIMARY);
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mysnprintf(moreinfo, countof(moreinfo), " [%ldx%ld @ (%ld,%ld)]%s",
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mi.rcMonitor.right - mi.rcMonitor.left,
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mi.rcMonitor.bottom - mi.rcMonitor.top,
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mi.rcMonitor.left, mi.rcMonitor.top,
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primary ? " (Primary)" : "");
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if (!state->displayDeviceName && !primary)
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active = false;//primary selected, but this ain't primary
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else if (state->displayDeviceName && strcmp(state->displayDeviceName, mi.szDevice) != 0)
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active = false;//this isn't the selected one
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}
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Printf("%s%u. %s\n",
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active ? TEXTCOLOR_BOLD : "",
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state->index,
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moreinfo);
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++state->index;
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return TRUE;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLVideo::DumpAdapters()
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{
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DumpAdaptersState das;
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das.index = 1;
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das.displayDeviceName = m_DisplayDeviceName;
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EnumDisplayMonitors(0, 0, DumpAdaptersMonitorEnumProc, LPARAM(&das));
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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IMPLEMENT_ABSTRACT_CLASS(Win32GLFrameBuffer)
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) : BaseWinFB(width, height)
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{
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static int localmultisample=-1;
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if (localmultisample<0) localmultisample=gl_vid_multisample;
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m_Width = width;
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m_Height = height;
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m_Bits = bits;
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m_RefreshHz = refreshHz;
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m_Fullscreen = fullscreen;
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m_Lock=0;
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RECT r;
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LONG style, exStyle;
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static_cast<Win32GLVideo *>(Video)->GoFullscreen(fullscreen);
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m_displayDeviceName = 0;
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int monX = 0, monY = 0;
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if (hMonitor)
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{
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MONITORINFOEX mi;
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mi.cbSize = sizeof mi;
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if (GetMonitorInfo(HMONITOR(hMonitor), &mi))
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{
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strcpy(m_displayDeviceNameBuffer, mi.szDevice);
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m_displayDeviceName = m_displayDeviceNameBuffer;
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monX = int(mi.rcMonitor.left);
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monY = int(mi.rcMonitor.top);
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}
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}
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ShowWindow (Window, SW_SHOW);
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GetWindowRect(Window, &r);
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style = WS_VISIBLE | WS_CLIPSIBLINGS;
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exStyle = 0;
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if (fullscreen)
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style |= WS_POPUP;
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else
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{
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style |= WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
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exStyle |= WS_EX_WINDOWEDGE;
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}
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SetWindowLong(Window, GWL_STYLE, style);
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SetWindowLong(Window, GWL_EXSTYLE, exStyle);
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SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
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if (fullscreen)
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{
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MoveWindow(Window, monX, monY, width, static_cast<Win32GLVideo *>(Video)->GetTrueHeight(), FALSE);
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// And now, seriously, it IS in the right place. Promise.
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}
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else
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{
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MoveWindow(Window, r.left, r.top, width + (GetSystemMetrics(SM_CXSIZEFRAME) * 2), height + (GetSystemMetrics(SM_CYSIZEFRAME) * 2) + GetSystemMetrics(SM_CYCAPTION), FALSE);
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I_RestoreWindowedPos();
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}
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if (!gl.InitHardware(Window, false, gl_vid_compatibility, localmultisample))
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{
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vid_renderer = 0;
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return;
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}
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HDC hDC = GetDC(Window);
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m_supportsGamma = !!GetDeviceGammaRamp(hDC, (void *)m_origGamma);
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ReleaseDC(Window, hDC);
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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Win32GLFrameBuffer::~Win32GLFrameBuffer()
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{
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if (m_supportsGamma)
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{
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HDC hDC = GetDC(Window);
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SetDeviceGammaRamp(hDC, (void *)m_origGamma);
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ReleaseDC(Window, hDC);
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}
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I_SaveWindowedPos();
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gl.SetFullscreen(m_displayDeviceName, 0,0,0,0);
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ShowWindow (Window, SW_SHOW);
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SetWindowLong(Window, GWL_STYLE, WS_VISIBLE | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW);
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SetWindowLong(Window, GWL_EXSTYLE, WS_EX_WINDOWEDGE);
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SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
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I_GetEvent();
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gl.Shutdown();
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLFrameBuffer::InitializeState()
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{
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLFrameBuffer::CanUpdate()
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{
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if (!AppActive) return false;
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return true;
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLFrameBuffer::SetGammaTable(WORD *tbl)
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{
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HDC hDC = GetDC(Window);
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SetDeviceGammaRamp(hDC, (void *)tbl);
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ReleaseDC(Window, hDC);
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}
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2013-08-18 10:38:38 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLFrameBuffer::Lock(bool buffered)
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{
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m_Lock++;
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Buffer = MemBuffer;
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return true;
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}
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bool Win32GLFrameBuffer::Lock ()
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{
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return Lock(false);
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}
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void Win32GLFrameBuffer::Unlock ()
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{
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m_Lock--;
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}
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bool Win32GLFrameBuffer::IsLocked ()
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{
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return m_Lock>0;// true;
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}
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2013-08-18 10:38:38 +00:00
|
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//==========================================================================
|
|
|
|
//
|
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|
|
//
|
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|
//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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bool Win32GLFrameBuffer::IsFullscreen()
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{
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return m_Fullscreen;
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}
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void Win32GLFrameBuffer::PaletteChanged()
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{
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}
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int Win32GLFrameBuffer::QueryNewPalette()
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{
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return 0;
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}
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HRESULT Win32GLFrameBuffer::GetHR()
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{
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return 0;
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}
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void Win32GLFrameBuffer::Blank ()
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{
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}
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bool Win32GLFrameBuffer::PaintToWindow ()
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{
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return false;
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}
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bool Win32GLFrameBuffer::CreateResources ()
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{
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return false;
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}
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void Win32GLFrameBuffer::ReleaseResources ()
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{
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}
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2013-08-18 10:38:38 +00:00
|
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//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
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//
|
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//==========================================================================
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2013-06-23 07:49:34 +00:00
|
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void Win32GLFrameBuffer::SetVSync (bool vsync)
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{
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if (gl.SetVSync!=NULL) gl.SetVSync(vsync);
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}
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2013-08-18 10:38:38 +00:00
|
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//==========================================================================
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//
|
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//
|
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//
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//==========================================================================
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2013-06-23 07:49:34 +00:00
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void Win32GLFrameBuffer::NewRefreshRate ()
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|
{
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if (m_Fullscreen)
|
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|
|
{
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|
|
setmodeneeded = true;
|
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NewWidth = screen->GetWidth();
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NewHeight = screen->GetHeight();
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NewBits = DisplayBits;
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}
|
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}
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|