raze-gles/source/build/src/sdlayer.cpp
Christoph Oelckers 134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00

257 lines
5.3 KiB
C++

// SDL interface layer for the Build Engine
// Use SDL 1.2 or 2.0 from http://www.libsdl.org
#ifdef _WIN32
#include <Windows.h>
#include <CommCtrl.h>
#endif
#include <signal.h>
#include <string>
#include <stdexcept>
# include "gl_load.h"
#include "a.h"
#include "build.h"
#include "common.h"
#include "compat.h"
#include "engine_priv.h"
#include "osd.h"
#include "palette.h"
#include "baselayer.h"
#include "m_argv.h"
#include "mmulti.h"
#include "scriptfile.h"
#include "zstring.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
#include "resourcefile.h"
#include "sc_man.h"
#include "i_specialpaths.h"
#include "inputstate.h"
#include "c_cvars.h"
#include "i_time.h"
#include "c_dispatch.h"
#include "d_gui.h"
#include "menu.h"
#include "utf8.h"
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
# include "glsurface.h"
double g_beforeSwapTime;
GameInterface* gi;
int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
void ImGui_Init_Backend()
{
//ImGui_ImplSDL2_InitForOpenGL(sdl_window, sdl_context);
}
void ImGui_Begin_Frame()
{
//ImGui_ImplOpenGL3_NewFrame();
//ImGui_ImplSDL2_NewFrame(sdl_window);
//ImGui::NewFrame();
}
int32_t xres=-1, yres=-1, bpp=0, bytesperline, refreshfreq=-1;
intptr_t frameplace=0;
int32_t lockcount=0;
char modechange=1;
char offscreenrendering=0;
#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);
}
// Calculate ylookup[] and call setvlinebpl()
void calc_ylookup(int32_t bpl, int32_t lastyidx)
{
int32_t i, j = 0;
static int32_t ylookupsiz;
Bassert(lastyidx <= MAXYDIM);
lastyidx++;
if (lastyidx > ylookupsiz)
{
ylookup.Resize(lastyidx);
ylookupsiz = lastyidx;
}
for (i = 0; i <= lastyidx - 4; i += 4)
{
ylookup[i] = j;
ylookup[i + 1] = j + bpl;
ylookup[i + 2] = j + (bpl << 1);
ylookup[i + 3] = j + (bpl * 3);
j += (bpl << 2);
}
for (; i < lastyidx; i++)
{
ylookup[i] = j;
j += bpl;
}
setvlinebpl(bpl);
}
//
// 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
frameplace = (intptr_t)glsurface_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.
//
// debugprintf() -- sends a debug string to the debugger
//
void debugprintf(const char* f, ...)
{
va_list va;
va_start(va, f);
#ifdef _WIN32
if (!IsDebuggerPresent()) return;
char buf[1024];
vsnprintf(buf, 1024, f, va);
va_end(va);
OutputDebugStringA(buf);
#else
vprintf(f, va);
#endif
}