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https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
127 lines
4 KiB
C++
127 lines
4 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2005 Tim Stump
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <GL/gl.h>
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#include "wglext.h"
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#include "gl_sysfb.h"
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#include "hardware.h"
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#include "version.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "i_input.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "m_argv.h"
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#include "engineerrors.h"
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#include "win32glvideo.h"
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#include "i_mainwindow.h"
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extern "C" PROC zd_wglGetProcAddress(LPCSTR name);
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PFNWGLSWAPINTERVALEXTPROC myWglSwapIntervalExtProc;
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//==========================================================================
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//
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// Windows framebuffer
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//
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//==========================================================================
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//==========================================================================
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//
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//
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//
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//==========================================================================
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SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : SystemBaseFrameBuffer(hMonitor, fullscreen)
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{
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if (!static_cast<Win32GLVideo*>(Video)->InitHardware(mainwindow.GetHandle(), 0))
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{
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I_FatalError("Unable to initialize OpenGL");
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return;
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}
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HDC hDC = GetDC(mainwindow.GetHandle());
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const char *wglext = nullptr;
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myWglSwapIntervalExtProc = (PFNWGLSWAPINTERVALEXTPROC)zd_wglGetProcAddress("wglSwapIntervalEXT");
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auto myWglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)zd_wglGetProcAddress("wglGetExtensionsStringARB");
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if (myWglGetExtensionsStringARB)
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{
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wglext = myWglGetExtensionsStringARB(hDC);
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}
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else
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{
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auto myWglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)zd_wglGetProcAddress("wglGetExtensionsStringEXT");
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if (myWglGetExtensionsStringEXT)
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{
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wglext = myWglGetExtensionsStringEXT();
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}
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}
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SwapInterval = 1;
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if (wglext != nullptr)
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{
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if (strstr(wglext, "WGL_EXT_swap_control_tear"))
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{
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SwapInterval = -1;
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}
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}
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ReleaseDC(mainwindow.GetHandle(), hDC);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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EXTERN_CVAR(Bool, vid_vsync);
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CUSTOM_CVAR(Bool, gl_control_tear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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vid_vsync.Callback();
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}
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void SystemGLFrameBuffer::SetVSync (bool vsync)
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{
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if (myWglSwapIntervalExtProc != NULL) myWglSwapIntervalExtProc(vsync ? (gl_control_tear? SwapInterval : 1) : 0);
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}
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void SystemGLFrameBuffer::SwapBuffers()
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{
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::SwapBuffers(static_cast<Win32GLVideo *>(Video)->m_hDC);
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}
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