mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-12 11:10:39 +00:00
134122335b
This could have gone better, there's far too many warnings here
257 lines
5.3 KiB
C++
257 lines
5.3 KiB
C++
// SDL interface layer for the Build Engine
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// Use SDL 1.2 or 2.0 from http://www.libsdl.org
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#ifdef _WIN32
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#include <Windows.h>
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#include <CommCtrl.h>
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#endif
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#include <signal.h>
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#include <string>
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#include <stdexcept>
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# include "gl_load.h"
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#include "a.h"
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#include "build.h"
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#include "common.h"
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#include "compat.h"
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#include "engine_priv.h"
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#include "osd.h"
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#include "palette.h"
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#include "baselayer.h"
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#include "m_argv.h"
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#include "mmulti.h"
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#include "scriptfile.h"
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#include "zstring.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "resourcefile.h"
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#include "sc_man.h"
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#include "i_specialpaths.h"
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#include "inputstate.h"
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#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"
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#include "menu.h"
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#include "utf8.h"
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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#include "imgui_impl_opengl3.h"
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# include "glsurface.h"
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double g_beforeSwapTime;
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GameInterface* gi;
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int myconnectindex, numplayers;
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int connecthead, connectpoint2[MAXMULTIPLAYERS];
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void ImGui_Init_Backend()
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{
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//ImGui_ImplSDL2_InitForOpenGL(sdl_window, sdl_context);
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}
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void ImGui_Begin_Frame()
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{
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//ImGui_ImplOpenGL3_NewFrame();
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//ImGui_ImplSDL2_NewFrame(sdl_window);
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//ImGui::NewFrame();
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}
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int32_t xres=-1, yres=-1, bpp=0, bytesperline, refreshfreq=-1;
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intptr_t frameplace=0;
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int32_t lockcount=0;
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char modechange=1;
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char offscreenrendering=0;
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#define MAX_ERRORTEXT 4096
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//==========================================================================
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//
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// I_Error
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//
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// Throw an error that will send us to the console if we are far enough
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// along in the startup process.
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//
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//==========================================================================
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void I_Error(const char *error, ...)
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{
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va_list argptr;
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char errortext[MAX_ERRORTEXT];
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va_start(argptr, error);
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vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
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va_end(argptr);
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#ifdef _WIN32
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OutputDebugStringA(errortext);
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#endif
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throw std::runtime_error(errortext);
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}
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void I_FatalError(const char* error, ...)
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{
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va_list argptr;
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char errortext[MAX_ERRORTEXT];
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va_start(argptr, error);
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vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
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va_end(argptr);
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#ifdef _WIN32
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OutputDebugStringA(errortext);
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#endif
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throw std::runtime_error(errortext);
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}
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// Calculate ylookup[] and call setvlinebpl()
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void calc_ylookup(int32_t bpl, int32_t lastyidx)
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{
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int32_t i, j = 0;
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static int32_t ylookupsiz;
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Bassert(lastyidx <= MAXYDIM);
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lastyidx++;
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if (lastyidx > ylookupsiz)
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{
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ylookup.Resize(lastyidx);
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ylookupsiz = lastyidx;
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}
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for (i = 0; i <= lastyidx - 4; i += 4)
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{
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ylookup[i] = j;
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ylookup[i + 1] = j + bpl;
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ylookup[i + 2] = j + (bpl << 1);
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ylookup[i + 3] = j + (bpl * 3);
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j += (bpl << 2);
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}
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for (; i < lastyidx; i++)
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{
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ylookup[i] = j;
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j += bpl;
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}
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setvlinebpl(bpl);
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}
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//
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// begindrawing() -- locks the framebuffer for drawing
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//
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void videoBeginDrawing(void)
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{
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if (bpp > 8)
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{
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if (offscreenrendering) return;
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frameplace = 0;
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bytesperline = 0;
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modechange = 0;
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return;
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}
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// lock the frame
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if (lockcount++ > 0)
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return;
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static intptr_t backupFrameplace = 0;
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if (inpreparemirror)
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{
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//POGO: if we are offscreenrendering and we need to render a mirror
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// or we are rendering a mirror and we start offscreenrendering,
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// backup our offscreen target so we can restore it later
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// (but only allow one level deep,
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// i.e. no viewscreen showing a camera showing a mirror that reflects the same viewscreen and recursing)
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if (offscreenrendering)
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{
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if (!backupFrameplace)
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backupFrameplace = frameplace;
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else if (frameplace != (intptr_t)mirrorBuffer.Data() &&
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frameplace != backupFrameplace)
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return;
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}
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frameplace = (intptr_t)mirrorBuffer.Data();
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if (offscreenrendering)
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return;
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}
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else if (offscreenrendering)
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{
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if (backupFrameplace)
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{
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frameplace = backupFrameplace;
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backupFrameplace = 0;
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}
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return;
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}
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else
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frameplace = (intptr_t)glsurface_getBuffer();
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if (modechange)
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{
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bytesperline = xdim;
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calc_ylookup(bytesperline, ydim);
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modechange=0;
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}
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}
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//
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// enddrawing() -- unlocks the framebuffer
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//
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void videoEndDrawing(void)
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{
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if (bpp > 8)
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{
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if (!offscreenrendering) frameplace = 0;
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return;
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}
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if (!frameplace) return;
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if (lockcount > 1) { lockcount--; return; }
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if (!offscreenrendering) frameplace = 0;
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if (lockcount == 0) return;
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lockcount = 0;
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}
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//
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//
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// ---------------------------------------
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//
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// Miscellany
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//
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// ---------------------------------------
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//
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//
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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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//
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// debugprintf() -- sends a debug string to the debugger
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//
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void debugprintf(const char* f, ...)
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{
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va_list va;
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va_start(va, f);
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#ifdef _WIN32
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if (!IsDebuggerPresent()) return;
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char buf[1024];
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vsnprintf(buf, 1024, f, va);
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va_end(va);
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OutputDebugStringA(buf);
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#else
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vprintf(f, va);
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#endif
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}
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