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Fix C build and build on Linux/SDL2.
- for the first point: 'struct glattribs sdlayer_gl_attributes[]' was defined at file scope, but 'glmultisample > 0' is not a compile-time constant. - for the second point: r4749 changed the meaning of some conditional compilation (supposedly, unintentionally). I'm reverting it to pre-r4749 but keeping the rewritten style. It's concerned with mouse thumb buttons. git-svn-id: https://svn.eduke32.com/eduke32@4755 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 22 additions and 22 deletions
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@ -75,22 +75,6 @@ static SDL_Texture *sdl_texture=NULL;
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static SDL_Renderer *sdl_renderer=NULL;
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static SDL_Renderer *sdl_renderer=NULL;
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#endif
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#endif
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struct glattribs
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{
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SDL_GLattr attr;
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int32_t value;
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} sdlayer_gl_attributes [] =
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{
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{ SDL_GL_DOUBLEBUFFER, 1 },
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{ SDL_GL_MULTISAMPLEBUFFERS, glmultisample > 0 },
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{ SDL_GL_MULTISAMPLESAMPLES, glmultisample },
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{ SDL_GL_STENCIL_SIZE, 1 },
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{ SDL_GL_ACCELERATED_VISUAL, 1 },
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#if SDL_MAJOR_VERSION == 1
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{ SDL_GL_SWAP_CONTROL, vsync_render },
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#endif
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};
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int32_t xres=-1, yres=-1, bpp=0, fullscreen=0, bytesperline;
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int32_t xres=-1, yres=-1, bpp=0, fullscreen=0, bytesperline;
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intptr_t frameplace=0;
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intptr_t frameplace=0;
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int32_t lockcount=0;
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int32_t lockcount=0;
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@ -1339,6 +1323,21 @@ int32_t setvideomode(int32_t x, int32_t y, int32_t c, int32_t fs)
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#ifdef _WIN32
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#ifdef _WIN32
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win_setvideomode(c);
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win_setvideomode(c);
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#endif
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#endif
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struct glattribs
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{
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SDL_GLattr attr;
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int32_t value;
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} sdlayer_gl_attributes [] =
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{
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{ SDL_GL_DOUBLEBUFFER, 1 },
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{ SDL_GL_MULTISAMPLEBUFFERS, glmultisample > 0 },
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{ SDL_GL_MULTISAMPLESAMPLES, glmultisample },
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{ SDL_GL_STENCIL_SIZE, 1 },
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{ SDL_GL_ACCELERATED_VISUAL, 1 },
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#if SDL_MAJOR_VERSION == 1
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{ SDL_GL_SWAP_CONTROL, vsync_render },
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#endif
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};
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do
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do
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{
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{
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@ -1722,19 +1721,20 @@ int32_t handleevents_sdlcommon(SDL_Event *ev)
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case SDL_BUTTON_RIGHT: j = 1; break;
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case SDL_BUTTON_RIGHT: j = 1; break;
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case SDL_BUTTON_MIDDLE: j = 2; break;
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case SDL_BUTTON_MIDDLE: j = 2; break;
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#if !defined _WIN32 || SDL_MAJOR_VERSION == 1
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#if SDL_MAJOR_VERSION == 1
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#ifndef _WIN32
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case SDL_BUTTON_WHEELUP: // 4
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case SDL_BUTTON_WHEELUP: // 4
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case SDL_BUTTON_WHEELDOWN: // 5
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case SDL_BUTTON_WHEELDOWN: // 5
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j = ev->button.button;
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j = ev->button.button;
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break;
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break;
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#endif
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#endif
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// NOTE: SDL1 does have SDL_BUTTON_X1, but that's not what is
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/* Thumb buttons. */
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// generated. Neither with SDL2 on Linux. (Other OSs: not tested.)
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#if SDL_MAJOR_VERSION==1 || !defined _WIN32
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// NOTE: SDL1 does have SDL_BUTTON_X1, but that's not what is
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// generated. Neither with SDL2 on Linux. (Other OSs: not tested.)
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case 8: j = 3; break;
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case 8: j = 3; break;
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case 9: j = 6; break;
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case 9: j = 6; break;
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#else
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#else
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// On SDL2/Windows, everything is as it should be.
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// On SDL2/Windows, everything is as it should be.
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case SDL_BUTTON_X1: j = 3; break;
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case SDL_BUTTON_X1: j = 3; break;
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case SDL_BUTTON_X2: j = 6; break;
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case SDL_BUTTON_X2: j = 6; break;
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#endif
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#endif
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@ -50,7 +50,7 @@ enum GamevarFlags_t {
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#if !defined LUNATIC
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#if !defined LUNATIC
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// Alignments for per-player and per-across variables.
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// Alignments for per-player and per-actor variables.
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#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
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#define PLAYER_VAR_ALIGNMENT (sizeof(intptr_t))
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#define ACTOR_VAR_ALIGNMENT 16
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#define ACTOR_VAR_ALIGNMENT 16
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