mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
- renamed SystemFrameBuffer to SystemGLFrameBuffer.
... because with Vulkan there needs to be some hint what API this is for.
This commit is contained in:
parent
52102f3d4a
commit
e7365be0d1
8 changed files with 68 additions and 68 deletions
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@ -9,9 +9,9 @@ class FHardwareTexture;
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class FSimpleVertexBuffer;
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class FGLDebug;
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class OpenGLFrameBuffer : public SystemFrameBuffer
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class OpenGLFrameBuffer : public SystemGLFrameBuffer
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{
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typedef SystemFrameBuffer Super;
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typedef SystemGLFrameBuffer Super;
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public:
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@ -44,12 +44,12 @@ typedef struct objc_object NSCursor;
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typedef struct objc_object CocoaWindow;
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#endif
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class SystemFrameBuffer : public DFrameBuffer
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class SystemGLFrameBuffer : public DFrameBuffer
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{
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public:
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// This must have the same parameters as the Windows version, even if they are not used!
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SystemFrameBuffer(void *hMonitor, bool fullscreen);
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~SystemFrameBuffer();
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SystemGLFrameBuffer(void *hMonitor, bool fullscreen);
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~SystemGLFrameBuffer();
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virtual bool IsFullscreen();
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virtual void SetVSync(bool vsync);
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@ -78,7 +78,7 @@ protected:
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bool m_supportsGamma;
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uint16_t m_originalGamma[GAMMA_TABLE_SIZE];
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SystemFrameBuffer() {}
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SystemGLFrameBuffer() {}
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void SetFullscreenMode();
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void SetWindowedMode();
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@ -319,7 +319,7 @@ NSOpenGLPixelFormat* CreatePixelFormat(const NSOpenGLPixelFormatAttribute profil
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// ---------------------------------------------------------------------------
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SystemFrameBuffer::SystemFrameBuffer(void*, const bool fullscreen)
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SystemGLFrameBuffer::SystemGLFrameBuffer(void*, const bool fullscreen)
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: DFrameBuffer(vid_defwidth, vid_defheight)
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, m_window(CreateWindow(STYLE_MASK_WINDOWED))
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, m_fullscreen(false)
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@ -386,7 +386,7 @@ SystemFrameBuffer::SystemFrameBuffer(void*, const bool fullscreen)
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FConsoleWindow::GetInstance().Show(false);
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}
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SystemFrameBuffer::~SystemFrameBuffer()
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SystemGLFrameBuffer::~SystemGLFrameBuffer()
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{
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NSNotificationCenter* nc = [NSNotificationCenter defaultCenter];
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[nc removeObserver:m_window
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@ -397,18 +397,18 @@ SystemFrameBuffer::~SystemFrameBuffer()
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object:nil];
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}
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bool SystemFrameBuffer::IsFullscreen()
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bool SystemGLFrameBuffer::IsFullscreen()
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{
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return m_fullscreen;
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}
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void SystemFrameBuffer::ToggleFullscreen(bool yes)
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void SystemGLFrameBuffer::ToggleFullscreen(bool yes)
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{
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SetMode(yes, m_hiDPI);
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}
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void SystemFrameBuffer::SetVSync(bool vsync)
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void SystemGLFrameBuffer::SetVSync(bool vsync)
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{
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const GLint value = vsync ? 1 : 0;
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@ -417,16 +417,16 @@ void SystemFrameBuffer::SetVSync(bool vsync)
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}
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void SystemFrameBuffer::InitializeState()
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void SystemGLFrameBuffer::InitializeState()
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{
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}
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void SystemFrameBuffer::SwapBuffers()
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void SystemGLFrameBuffer::SwapBuffers()
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{
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[[NSOpenGLContext currentContext] flushBuffer];
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}
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void SystemFrameBuffer::SetGammaTable(uint16_t* table)
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void SystemGLFrameBuffer::SetGammaTable(uint16_t* table)
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{
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if (m_supportsGamma)
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{
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@ -442,7 +442,7 @@ void SystemFrameBuffer::SetGammaTable(uint16_t* table)
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}
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}
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void SystemFrameBuffer::ResetGammaTable()
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void SystemGLFrameBuffer::ResetGammaTable()
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{
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if (m_supportsGamma)
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{
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@ -451,20 +451,20 @@ void SystemFrameBuffer::ResetGammaTable()
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}
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int SystemFrameBuffer::GetClientWidth()
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int SystemGLFrameBuffer::GetClientWidth()
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{
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const int clientWidth = I_GetContentViewSize(m_window).width;
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return clientWidth > 0 ? clientWidth : GetWidth();
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}
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int SystemFrameBuffer::GetClientHeight()
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int SystemGLFrameBuffer::GetClientHeight()
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{
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const int clientHeight = I_GetContentViewSize(m_window).height;
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return clientHeight > 0 ? clientHeight : GetHeight();
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}
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void SystemFrameBuffer::SetFullscreenMode()
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void SystemGLFrameBuffer::SetFullscreenMode()
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{
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if (!m_fullscreen)
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{
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@ -478,7 +478,7 @@ void SystemFrameBuffer::SetFullscreenMode()
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[m_window setFrame:screenFrame display:YES];
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}
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void SystemFrameBuffer::SetWindowedMode()
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void SystemGLFrameBuffer::SetWindowedMode()
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{
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if (m_fullscreen)
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{
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@ -498,7 +498,7 @@ void SystemFrameBuffer::SetWindowedMode()
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[m_window exitAppOnClose];
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}
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void SystemFrameBuffer::SetMode(const bool fullscreen, const bool hiDPI)
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void SystemGLFrameBuffer::SetMode(const bool fullscreen, const bool hiDPI)
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{
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NSOpenGLView* const glView = [m_window contentView];
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[glView setWantsBestResolutionOpenGLSurface:hiDPI];
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@ -532,12 +532,12 @@ void SystemFrameBuffer::SetMode(const bool fullscreen, const bool hiDPI)
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}
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static SystemFrameBuffer* GetSystemFrameBuffer()
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static SystemGLFrameBuffer* GetSystemFrameBuffer()
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{
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return static_cast<SystemFrameBuffer*>(screen);
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return static_cast<SystemGLFrameBuffer*>(screen);
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}
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void SystemFrameBuffer::UseHiDPI(const bool hiDPI)
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void SystemGLFrameBuffer::UseHiDPI(const bool hiDPI)
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{
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if (auto fb = GetSystemFrameBuffer())
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{
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@ -545,7 +545,7 @@ void SystemFrameBuffer::UseHiDPI(const bool hiDPI)
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}
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}
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void SystemFrameBuffer::SetCursor(NSCursor* cursor)
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void SystemGLFrameBuffer::SetCursor(NSCursor* cursor)
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{
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if (auto fb = GetSystemFrameBuffer())
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{
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@ -557,7 +557,7 @@ void SystemFrameBuffer::SetCursor(NSCursor* cursor)
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}
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}
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void SystemFrameBuffer::SetWindowVisible(bool visible)
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void SystemGLFrameBuffer::SetWindowVisible(bool visible)
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{
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if (auto fb = GetSystemFrameBuffer())
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{
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@ -574,7 +574,7 @@ void SystemFrameBuffer::SetWindowVisible(bool visible)
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}
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}
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void SystemFrameBuffer::SetWindowTitle(const char* title)
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void SystemGLFrameBuffer::SetWindowTitle(const char* title)
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{
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if (auto fb = GetSystemFrameBuffer())
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{
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@ -627,7 +627,7 @@ void I_SetFPSLimit(int limit)
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CUSTOM_CVAR(Bool, vid_hidpi, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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SystemFrameBuffer::UseHiDPI(self);
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SystemGLFrameBuffer::UseHiDPI(self);
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}
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@ -688,7 +688,7 @@ bool I_SetCursor(FTexture* cursorpic)
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hotSpot:NSMakePoint(0.0f, 0.0f)];
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}
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SystemFrameBuffer::SetCursor(cursor);
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SystemGLFrameBuffer::SetCursor(cursor);
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[pool release];
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@ -708,11 +708,11 @@ NSSize I_GetContentViewSize(const NSWindow* const window)
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void I_SetMainWindowVisible(bool visible)
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{
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SystemFrameBuffer::SetWindowVisible(visible);
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SystemGLFrameBuffer::SetWindowVisible(visible);
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}
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* title)
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{
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SystemFrameBuffer::SetWindowTitle(title);
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SystemGLFrameBuffer::SetWindowTitle(title);
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}
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@ -5,14 +5,14 @@
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#include "v_video.h"
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class SystemFrameBuffer : public DFrameBuffer
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class SystemGLFrameBuffer : public DFrameBuffer
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{
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typedef DFrameBuffer Super;
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public:
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// this must have the same parameters as the Windows version, even if they are not used!
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SystemFrameBuffer (void *hMonitor, bool fullscreen);
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~SystemFrameBuffer ();
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SystemGLFrameBuffer (void *hMonitor, bool fullscreen);
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~SystemGLFrameBuffer ();
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void ForceBuffering (bool force);
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void ResetGammaTable();
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void InitializeState();
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SystemFrameBuffer () {}
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SystemGLFrameBuffer () {}
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uint8_t GammaTable[3][256];
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bool UpdatePending;
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@ -123,7 +123,7 @@ SDLGLVideo::~SDLGLVideo ()
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DFrameBuffer *SDLGLVideo::CreateFrameBuffer ()
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{
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SystemFrameBuffer *fb = new OpenGLFrameBuffer(0, fullscreen);
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SystemGLFrameBuffer *fb = new OpenGLFrameBuffer(0, fullscreen);
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return fb;
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}
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@ -179,7 +179,7 @@ IVideo *gl_CreateVideo()
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// FrameBuffer implementation -----------------------------------------------
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SystemFrameBuffer::SystemFrameBuffer (void *, bool fullscreen)
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SystemGLFrameBuffer::SystemGLFrameBuffer (void *, bool fullscreen)
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: DFrameBuffer (vid_defwidth, vid_defheight)
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{
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// NOTE: Core profiles were added with GL 3.2, so there's no sense trying
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}
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}
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SystemFrameBuffer::~SystemFrameBuffer ()
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SystemGLFrameBuffer::~SystemGLFrameBuffer ()
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{
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if (Screen)
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{
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@ -275,11 +275,11 @@ SystemFrameBuffer::~SystemFrameBuffer ()
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void SystemFrameBuffer::InitializeState()
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void SystemGLFrameBuffer::InitializeState()
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{
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}
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void SystemFrameBuffer::SetGammaTable(uint16_t *tbl)
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void SystemGLFrameBuffer::SetGammaTable(uint16_t *tbl)
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{
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if (m_supportsGamma)
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{
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}
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}
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void SystemFrameBuffer::ResetGammaTable()
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void SystemGLFrameBuffer::ResetGammaTable()
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{
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if (m_supportsGamma)
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{
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@ -295,12 +295,12 @@ void SystemFrameBuffer::ResetGammaTable()
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}
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}
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bool SystemFrameBuffer::IsFullscreen ()
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bool SystemGLFrameBuffer::IsFullscreen ()
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{
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return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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}
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void SystemFrameBuffer::SetVSync( bool vsync )
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void SystemGLFrameBuffer::SetVSync( bool vsync )
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{
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#if defined (__APPLE__)
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const GLint value = vsync ? 1 : 0;
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#endif
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}
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void SystemFrameBuffer::SwapBuffers()
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void SystemGLFrameBuffer::SwapBuffers()
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{
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#if !defined(__APPLE__) && !defined(__OpenBSD__)
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if (vid_maxfps && !cl_capfps)
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@ -330,19 +330,19 @@ void SystemFrameBuffer::SwapBuffers()
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SDL_GL_SwapWindow (Screen);
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}
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void SystemFrameBuffer::ToggleFullscreen(bool yes)
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void SystemGLFrameBuffer::ToggleFullscreen(bool yes)
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{
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SDL_SetWindowFullscreen(Screen, yes ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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}
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int SystemFrameBuffer::GetClientWidth()
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int SystemGLFrameBuffer::GetClientWidth()
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{
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int width = 0;
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SDL_GL_GetDrawableSize(Screen, &width, nullptr);
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return width;
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}
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int SystemFrameBuffer::GetClientHeight()
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int SystemGLFrameBuffer::GetClientHeight()
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{
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int height = 0;
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SDL_GL_GetDrawableSize(Screen, nullptr, &height);
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@ -388,7 +388,7 @@ void ProcessSDLWindowEvent(const SDL_WindowEvent &event)
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* caption)
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{
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auto window = static_cast<SystemFrameBuffer *>(screen)->GetSDLWindow();
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auto window = static_cast<SystemGLFrameBuffer *>(screen)->GetSDLWindow();
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if (caption)
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SDL_SetWindowTitle(window, caption);
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else
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@ -3,7 +3,7 @@
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#include "v_video.h"
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class SystemFrameBuffer : public DFrameBuffer
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class SystemGLFrameBuffer : public DFrameBuffer
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{
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typedef DFrameBuffer Super;
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@ -11,11 +11,11 @@ class SystemFrameBuffer : public DFrameBuffer
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void RestoreWindowedPos();
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public:
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SystemFrameBuffer() {}
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SystemGLFrameBuffer() {}
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// Actually, hMonitor is a HMONITOR, but it's passed as a void * as there
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// look to be some cross-platform bits in the way.
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SystemFrameBuffer(void *hMonitor, bool fullscreen);
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virtual ~SystemFrameBuffer();
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SystemGLFrameBuffer(void *hMonitor, bool fullscreen);
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virtual ~SystemGLFrameBuffer();
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void SetVSync (bool vsync);
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void SwapBuffers();
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@ -97,7 +97,7 @@ EXTERN_CVAR(Int, vid_defheight)
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//
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//==========================================================================
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static void GetCenteredPos(int in_w, int in_h, int &winx, int &winy, int &winw, int &winh, int &scrwidth, int &scrheight)
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void SystemGLFrameBuffer::GetCenteredPos(int in_w, int in_h, int &winx, int &winy, int &winw, int &winh, int &scrwidth, int &scrheight)
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{
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DEVMODE displaysettings;
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RECT rect;
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@ -125,7 +125,7 @@ static void GetCenteredPos(int in_w, int in_h, int &winx, int &winy, int &winw,
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//
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//==========================================================================
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static void KeepWindowOnScreen(int &winx, int &winy, int winw, int winh, int scrwidth, int scrheight)
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void SystemGLFrameBuffer::KeepWindowOnScreen(int &winx, int &winy, int winw, int winh, int scrwidth, int scrheight)
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{
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// If the window is too large to fit entirely on the screen, at least
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// keep its upperleft corner visible.
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//
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//==========================================================================
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void SystemFrameBuffer::SaveWindowedPos()
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void SystemGLFrameBuffer::SaveWindowedPos()
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{
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// Don't save if we were run with the -0 option.
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if (Args->CheckParm("-0"))
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//
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//==========================================================================
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void SystemFrameBuffer::RestoreWindowedPos()
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void SystemGLFrameBuffer::RestoreWindowedPos()
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{
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int winx, winy, winw, winh, scrwidth, scrheight;
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//
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//==========================================================================
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void SystemFrameBuffer::PositionWindow(bool fullscreen)
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void SystemGLFrameBuffer::PositionWindow(bool fullscreen)
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{
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RECT r;
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LONG style, exStyle;
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//
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//==========================================================================
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SystemFrameBuffer::SystemFrameBuffer(void *hMonitor, bool fullscreen) : DFrameBuffer(vid_defwidth, vid_defheight)
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SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : DFrameBuffer(vid_defwidth, vid_defheight)
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{
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m_Monitor = hMonitor;
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m_displayDeviceName = 0;
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@ -346,7 +346,7 @@ SystemFrameBuffer::SystemFrameBuffer(void *hMonitor, bool fullscreen) : DFrameBu
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//
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//==========================================================================
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SystemFrameBuffer::~SystemFrameBuffer()
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SystemGLFrameBuffer::~SystemGLFrameBuffer()
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{
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ResetGammaTable();
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SaveWindowedPos();
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@ -367,7 +367,7 @@ SystemFrameBuffer::~SystemFrameBuffer()
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//
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//==========================================================================
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void SystemFrameBuffer::InitializeState()
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void SystemGLFrameBuffer::InitializeState()
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{
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}
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@ -377,7 +377,7 @@ void SystemFrameBuffer::InitializeState()
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//
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//==========================================================================
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void SystemFrameBuffer::ResetGammaTable()
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void SystemGLFrameBuffer::ResetGammaTable()
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{
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if (m_supportsGamma)
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{
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@ -387,7 +387,7 @@ void SystemFrameBuffer::ResetGammaTable()
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}
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}
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void SystemFrameBuffer::SetGammaTable(uint16_t *tbl)
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void SystemGLFrameBuffer::SetGammaTable(uint16_t *tbl)
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{
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if (m_supportsGamma)
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{
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@ -403,7 +403,7 @@ void SystemFrameBuffer::SetGammaTable(uint16_t *tbl)
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//
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//==========================================================================
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bool SystemFrameBuffer::IsFullscreen()
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bool SystemGLFrameBuffer::IsFullscreen()
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{
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return m_Fullscreen;
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}
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@ -414,7 +414,7 @@ bool SystemFrameBuffer::IsFullscreen()
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//
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//==========================================================================
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void SystemFrameBuffer::ToggleFullscreen(bool yes)
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void SystemGLFrameBuffer::ToggleFullscreen(bool yes)
|
||||
{
|
||||
PositionWindow(yes);
|
||||
}
|
||||
|
@ -430,12 +430,12 @@ CUSTOM_CVAR(Bool, gl_control_tear, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
vid_vsync.Callback();
|
||||
}
|
||||
|
||||
void SystemFrameBuffer::SetVSync (bool vsync)
|
||||
void SystemGLFrameBuffer::SetVSync (bool vsync)
|
||||
{
|
||||
if (myWglSwapIntervalExtProc != NULL) myWglSwapIntervalExtProc(vsync ? (gl_control_tear? SwapInterval : 1) : 0);
|
||||
}
|
||||
|
||||
void SystemFrameBuffer::SwapBuffers()
|
||||
void SystemGLFrameBuffer::SwapBuffers()
|
||||
{
|
||||
// Limiting the frame rate is as simple as waiting for the timer to signal this event.
|
||||
I_FPSLimit();
|
||||
|
@ -448,14 +448,14 @@ void SystemFrameBuffer::SwapBuffers()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int SystemFrameBuffer::GetClientWidth()
|
||||
int SystemGLFrameBuffer::GetClientWidth()
|
||||
{
|
||||
RECT rect = { 0 };
|
||||
GetClientRect(Window, &rect);
|
||||
return rect.right - rect.left;
|
||||
}
|
||||
|
||||
int SystemFrameBuffer::GetClientHeight()
|
||||
int SystemGLFrameBuffer::GetClientHeight()
|
||||
{
|
||||
RECT rect = { 0 };
|
||||
GetClientRect(Window, &rect);
|
||||
|
|
|
@ -173,7 +173,7 @@ void Win32GLVideo::GetDisplayDeviceName()
|
|||
|
||||
DFrameBuffer *Win32GLVideo::CreateFrameBuffer()
|
||||
{
|
||||
SystemFrameBuffer *fb;
|
||||
SystemGLFrameBuffer *fb;
|
||||
|
||||
fb = new OpenGLFrameBuffer(m_hMonitor, fullscreen);
|
||||
return fb;
|
||||
|
|
Loading…
Reference in a new issue