raze-gles/source/build/src/sdlayer.cpp

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// SDL interface layer for the Build Engine
// Use SDL 1.2 or 2.0 from http://www.libsdl.org
#include <Windows.h>
#include <CommCtrl.h>
#include <signal.h>
#include <string>
#include <stdexcept>
# include "gl_load.h"
#include "a.h"
#include "build.h"
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#include "common.h"
#include "compat.h"
#include "engine_priv.h"
#include "osd.h"
#include "palette.h"
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#include "baselayer.h"
#include "softsurface.h"
#include "m_argv.h"
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#include "mmulti.h"
#include "scriptfile.h"
#include "zstring.h"
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#include "gameconfigfile.h"
#include "gamecontrol.h"
#include "resourcefile.h"
#include "sc_man.h"
#include "i_specialpaths.h"
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#include "inputstate.h"
#include "c_cvars.h"
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#include "i_time.h"
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#include "c_dispatch.h"
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#include "d_gui.h"
#include "menu.h"
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#include "utf8.h"
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#ifndef NETCODE_DISABLE
#include "enet.h"
#endif
#include "../../glbackend/glbackend.h"
#ifdef USE_OPENGL
# include "glsurface.h"
#endif
#if defined HAVE_GTK2
# include "gtkbits.h"
#endif
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#if defined __APPLE__
# include "osxbits.h"
# include <mach/mach.h>
# include <mach/mach_time.h>
#endif
double g_beforeSwapTime;
GameInterface* gi;
void buildkeytranslationtable();;
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int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
unsigned char syncstate;
/// These can be useful for debugging sometimes...
//#define SDL_WM_GrabInput(x) SDL_WM_GrabInput(SDL_GRAB_OFF)
//#define SDL_ShowCursor(x) SDL_ShowCursor(SDL_ENABLE)
// undefine to restrict windowed resolutions to conventional sizes
#define ANY_WINDOWED_SIZE
bool screenshot_requested;
char appactive=1, novideo=0;
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void ImGui_Init_Backend()
{
//ImGui_ImplSDL2_InitForOpenGL(sdl_window, sdl_context);
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}
void ImGui_Begin_Frame()
{
//ImGui_ImplOpenGL3_NewFrame();
//ImGui_ImplSDL2_NewFrame(sdl_window);
//ImGui::NewFrame();
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}
int32_t xres=-1, yres=-1, bpp=0, fullscreen=0, bytesperline, refreshfreq=-1;
intptr_t frameplace=0;
int32_t lockcount=0;
char modechange=1;
char offscreenrendering=0;
char videomodereset = 0;
static uint16_t sysgamma[3][256];
#ifdef USE_OPENGL
// OpenGL stuff
char nogl=0;
#endif
static int32_t vsync_renderlayer;
// Joystick dead and saturation zones
uint16_t joydead[9], joysatur[9];
#define MAX_ERRORTEXT 4096
//==========================================================================
//
// I_Error
//
// Throw an error that will send us to the console if we are far enough
// along in the startup process.
//
//==========================================================================
void I_Error(const char *error, ...)
{
va_list argptr;
char errortext[MAX_ERRORTEXT];
va_start(argptr, error);
vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
va_end(argptr);
#ifdef _WIN32
OutputDebugStringA(errortext);
#endif
throw std::runtime_error(errortext);
}
void I_FatalError(const char* error, ...)
{
va_list argptr;
char errortext[MAX_ERRORTEXT];
va_start(argptr, error);
vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
va_end(argptr);
#ifdef _WIN32
OutputDebugStringA(errortext);
#endif
throw std::runtime_error(errortext);
}
void videoResetMode(void)
{
videomodereset = 1;
}
//
// begindrawing() -- locks the framebuffer for drawing
//
void videoBeginDrawing(void)
{
if (bpp > 8)
{
if (offscreenrendering) return;
frameplace = 0;
bytesperline = 0;
modechange = 0;
return;
}
// lock the frame
if (lockcount++ > 0)
return;
static intptr_t backupFrameplace = 0;
if (inpreparemirror)
{
//POGO: if we are offscreenrendering and we need to render a mirror
// or we are rendering a mirror and we start offscreenrendering,
// backup our offscreen target so we can restore it later
// (but only allow one level deep,
// i.e. no viewscreen showing a camera showing a mirror that reflects the same viewscreen and recursing)
if (offscreenrendering)
{
if (!backupFrameplace)
backupFrameplace = frameplace;
else if (frameplace != (intptr_t)mirrorBuffer.Data() &&
frameplace != backupFrameplace)
return;
}
frameplace = (intptr_t)mirrorBuffer.Data();
if (offscreenrendering)
return;
}
else if (offscreenrendering)
{
if (backupFrameplace)
{
frameplace = backupFrameplace;
backupFrameplace = 0;
}
return;
}
else
#ifdef USE_OPENGL
if (!nogl)
{
frameplace = (intptr_t)glsurface_getBuffer();
}
else
#endif
{
frameplace = (intptr_t)softsurface_getBuffer();
}
if (modechange)
{
bytesperline = xdim;
calc_ylookup(bytesperline, ydim);
modechange=0;
}
}
//
// enddrawing() -- unlocks the framebuffer
//
void videoEndDrawing(void)
{
if (bpp > 8)
{
if (!offscreenrendering) frameplace = 0;
return;
}
if (!frameplace) return;
if (lockcount > 1) { lockcount--; return; }
if (!offscreenrendering) frameplace = 0;
if (lockcount == 0) return;
lockcount = 0;
}
//
//
// ---------------------------------------
//
// Miscellany
//
// ---------------------------------------
//
//
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
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//
// debugprintf() -- sends a debug string to the debugger
//
void debugprintf(const char* f, ...)
{
va_list va;
char buf[1024];
if (!IsDebuggerPresent()) return;
va_start(va, f);
Bvsnprintf(buf, 1024, f, va);
va_end(va);
OutputDebugStringA(buf);
}