*/
#undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this
#include <SDL.h>
-#include <SDL_syswm.h>
#include <stdio.h>
#include "quakedef.h"
#include "image.h"
#include "dpsoftrast.h"
+#include "utf8lib.h"
#ifndef __IPHONEOS__
#ifdef MACOSX
qboolean vid_supportrefreshrate = false;
-cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"};
-cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "2", "the number of threads the DarkPlaces Software Rasterizer should use"};
-cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"};
-cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"};
-cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple"};
-cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"};
-cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"};
-cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"};
-cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"};
-cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"};
-cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
-cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"};
-cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"};
-cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"};
-cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"};
-cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"};
-cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"};
-cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
-
static qboolean vid_usingmouse = false;
+static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
static qboolean vid_usinghidecursor = false;
+static qboolean vid_hasfocus = false;
static qboolean vid_isfullscreen;
-#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+#if SDL_MAJOR_VERSION != 1
static qboolean vid_usingvsync = false;
#endif
-static int vid_numjoysticks = 0;
-#define MAX_JOYSTICKS 8
-static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS];
+static SDL_Joystick *vid_sdljoystick = NULL;
+// GAME_STEELSTORM specific
+static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
+static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
static int win_half_width = 50;
static int win_half_height = 50;
-static int video_bpp, video_flags;
+static int video_bpp;
+#if SDL_MAJOR_VERSION == 1
static SDL_Surface *screen;
+static int video_flags;
+#else
+static SDL_GLContext *context;
+static SDL_Window *window;
+static int window_flags;
+#endif
static SDL_Surface *vid_softsurface;
-
-// joystick axes state
-#define MAX_JOYSTICK_AXES 16
-typedef struct
-{
- float oldmove;
- float move;
- double keytime;
-}joy_axiscache_t;
-static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES];
+static vid_mode_t desktop_mode;
/////////////////////////
// Input handling
////
-//TODO: Add joystick support
//TODO: Add error checking
+#ifndef SDLK_PERCENT
+#define SDLK_PERCENT '%'
+#if SDL_MAJOR_VERSION == 1
+#define SDLK_PRINTSCREEN SDLK_PRINT
+#define SDLK_SCROLLLOCK SDLK_SCROLLOCK
+#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK
+#define SDLK_KP_1 SDLK_KP1
+#define SDLK_KP_2 SDLK_KP2
+#define SDLK_KP_3 SDLK_KP3
+#define SDLK_KP_4 SDLK_KP4
+#define SDLK_KP_5 SDLK_KP5
+#define SDLK_KP_6 SDLK_KP6
+#define SDLK_KP_7 SDLK_KP7
+#define SDLK_KP_8 SDLK_KP8
+#define SDLK_KP_9 SDLK_KP9
+#define SDLK_KP_0 SDLK_KP0
+#endif
+#endif
-//keysym to quake keysym mapping
-#define tenoh 0,0,0,0,0, 0,0,0,0,0
-#define fiftyoh tenoh, tenoh, tenoh, tenoh, tenoh
-#define hundredoh fiftyoh, fiftyoh
-static unsigned int tbl_sdltoquake[] =
+static int MapKey( unsigned int sdlkey )
{
- 0,0,0,0, //SDLK_UNKNOWN = 0,
- 0,0,0,0, //SDLK_FIRST = 0,
- K_BACKSPACE, //SDLK_BACKSPACE = 8,
- K_TAB, //SDLK_TAB = 9,
- 0,0,
- 0, //SDLK_CLEAR = 12,
- K_ENTER, //SDLK_RETURN = 13,
- 0,0,0,0,0,
- K_PAUSE, //SDLK_PAUSE = 19,
- 0,0,0,0,0,0,0,
- K_ESCAPE, //SDLK_ESCAPE = 27,
- 0,0,0,0,
- K_SPACE, //SDLK_SPACE = 32,
- '!', //SDLK_EXCLAIM = 33,
- '"', //SDLK_QUOTEDBL = 34,
- '#', //SDLK_HASH = 35,
- '$', //SDLK_DOLLAR = 36,
- 0,
- '&', //SDLK_AMPERSAND = 38,
- '\'', //SDLK_QUOTE = 39,
- '(', //SDLK_LEFTPAREN = 40,
- ')', //SDLK_RIGHTPAREN = 41,
- '*', //SDLK_ASTERISK = 42,
- '+', //SDLK_PLUS = 43,
- ',', //SDLK_COMMA = 44,
- '-', //SDLK_MINUS = 45,
- '.', //SDLK_PERIOD = 46,
- '/', //SDLK_SLASH = 47,
- '0', //SDLK_0 = 48,
- '1', //SDLK_1 = 49,
- '2', //SDLK_2 = 50,
- '3', //SDLK_3 = 51,
- '4', //SDLK_4 = 52,
- '5', //SDLK_5 = 53,
- '6', //SDLK_6 = 54,
- '7', //SDLK_7 = 55,
- '8', //SDLK_8 = 56,
- '9', //SDLK_9 = 57,
- ':', //SDLK_COLON = 58,
- ';', //SDLK_SEMICOLON = 59,
- '<', //SDLK_LESS = 60,
- '=', //SDLK_EQUALS = 61,
- '>', //SDLK_GREATER = 62,
- '?', //SDLK_QUESTION = 63,
- '@', //SDLK_AT = 64,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- '[', //SDLK_LEFTBRACKET = 91,
- '\\', //SDLK_BACKSLASH = 92,
- ']', //SDLK_RIGHTBRACKET = 93,
- '^', //SDLK_CARET = 94,
- '_', //SDLK_UNDERSCORE = 95,
- '`', //SDLK_BACKQUOTE = 96,
- 'a', //SDLK_a = 97,
- 'b', //SDLK_b = 98,
- 'c', //SDLK_c = 99,
- 'd', //SDLK_d = 100,
- 'e', //SDLK_e = 101,
- 'f', //SDLK_f = 102,
- 'g', //SDLK_g = 103,
- 'h', //SDLK_h = 104,
- 'i', //SDLK_i = 105,
- 'j', //SDLK_j = 106,
- 'k', //SDLK_k = 107,
- 'l', //SDLK_l = 108,
- 'm', //SDLK_m = 109,
- 'n', //SDLK_n = 110,
- 'o', //SDLK_o = 111,
- 'p', //SDLK_p = 112,
- 'q', //SDLK_q = 113,
- 'r', //SDLK_r = 114,
- 's', //SDLK_s = 115,
- 't', //SDLK_t = 116,
- 'u', //SDLK_u = 117,
- 'v', //SDLK_v = 118,
- 'w', //SDLK_w = 119,
- 'x', //SDLK_x = 120,
- 'y', //SDLK_y = 121,
- 'z', //SDLK_z = 122,
- 0,0,0,0,
- K_DEL, //SDLK_DELETE = 127,
- hundredoh /*227*/, tenoh, tenoh, 0,0,0,0,0,0,0,0,
- K_KP_0, //SDLK_KP0 = 256,
- K_KP_1, //SDLK_KP1 = 257,
- K_KP_2, //SDLK_KP2 = 258,
- K_KP_3, //SDLK_KP3 = 259,
- K_KP_4, //SDLK_KP4 = 260,
- K_KP_5, //SDLK_KP5 = 261,
- K_KP_6, //SDLK_KP6 = 262,
- K_KP_7, //SDLK_KP7 = 263,
- K_KP_8, //SDLK_KP8 = 264,
- K_KP_9, //SDLK_KP9 = 265,
- K_KP_PERIOD,//SDLK_KP_PERIOD = 266,
- K_KP_DIVIDE,//SDLK_KP_DIVIDE = 267,
- K_KP_MULTIPLY,//SDLK_KP_MULTIPLY= 268,
- K_KP_MINUS, //SDLK_KP_MINUS = 269,
- K_KP_PLUS, //SDLK_KP_PLUS = 270,
- K_KP_ENTER, //SDLK_KP_ENTER = 271,
- K_KP_EQUALS,//SDLK_KP_EQUALS = 272,
- K_UPARROW, //SDLK_UP = 273,
- K_DOWNARROW,//SDLK_DOWN = 274,
- K_RIGHTARROW,//SDLK_RIGHT = 275,
- K_LEFTARROW,//SDLK_LEFT = 276,
- K_INS, //SDLK_INSERT = 277,
- K_HOME, //SDLK_HOME = 278,
- K_END, //SDLK_END = 279,
- K_PGUP, //SDLK_PAGEUP = 280,
- K_PGDN, //SDLK_PAGEDOWN = 281,
- K_F1, //SDLK_F1 = 282,
- K_F2, //SDLK_F2 = 283,
- K_F3, //SDLK_F3 = 284,
- K_F4, //SDLK_F4 = 285,
- K_F5, //SDLK_F5 = 286,
- K_F6, //SDLK_F6 = 287,
- K_F7, //SDLK_F7 = 288,
- K_F8, //SDLK_F8 = 289,
- K_F9, //SDLK_F9 = 290,
- K_F10, //SDLK_F10 = 291,
- K_F11, //SDLK_F11 = 292,
- K_F12, //SDLK_F12 = 293,
- 0, //SDLK_F13 = 294,
- 0, //SDLK_F14 = 295,
- 0, //SDLK_F15 = 296,
- 0,0,0,
- K_NUMLOCK, //SDLK_NUMLOCK = 300,
- K_CAPSLOCK, //SDLK_CAPSLOCK = 301,
- K_SCROLLOCK,//SDLK_SCROLLOCK= 302,
- K_SHIFT, //SDLK_RSHIFT = 303,
- K_SHIFT, //SDLK_LSHIFT = 304,
- K_CTRL, //SDLK_RCTRL = 305,
- K_CTRL, //SDLK_LCTRL = 306,
- K_ALT, //SDLK_RALT = 307,
- K_ALT, //SDLK_LALT = 308,
- 0, //SDLK_RMETA = 309,
- 0, //SDLK_LMETA = 310,
- 0, //SDLK_LSUPER = 311, /* Left "Windows" key */
- 0, //SDLK_RSUPER = 312, /* Right "Windows" key */
- K_ALT, //SDLK_MODE = 313, /* "Alt Gr" key */
- 0, //SDLK_COMPOSE = 314, /* Multi-key compose key */
- 0, //SDLK_HELP = 315,
- 0, //SDLK_PRINT = 316,
- 0, //SDLK_SYSREQ = 317,
- K_PAUSE, //SDLK_BREAK = 318,
- 0, //SDLK_MENU = 319,
- 0, //SDLK_POWER = 320, /* Power Macintosh power key */
- 'e', //SDLK_EURO = 321, /* Some european keyboards */
- 0 //SDLK_UNDO = 322, /* Atari keyboard has Undo */
-};
-#undef tenoh
-#undef fiftyoh
-#undef hundredoh
+ switch(sdlkey)
+ {
+ default: return 0;
+// case SDLK_UNKNOWN: return K_UNKNOWN;
+ case SDLK_RETURN: return K_ENTER;
+ case SDLK_ESCAPE: return K_ESCAPE;
+ case SDLK_BACKSPACE: return K_BACKSPACE;
+ case SDLK_TAB: return K_TAB;
+ case SDLK_SPACE: return K_SPACE;
+ case SDLK_EXCLAIM: return '!';
+ case SDLK_QUOTEDBL: return '"';
+ case SDLK_HASH: return '#';
+ case SDLK_PERCENT: return '%';
+ case SDLK_DOLLAR: return '$';
+ case SDLK_AMPERSAND: return '&';
+ case SDLK_QUOTE: return '\'';
+ case SDLK_LEFTPAREN: return '(';
+ case SDLK_RIGHTPAREN: return ')';
+ case SDLK_ASTERISK: return '*';
+ case SDLK_PLUS: return '+';
+ case SDLK_COMMA: return ',';
+ case SDLK_MINUS: return '-';
+ case SDLK_PERIOD: return '.';
+ case SDLK_SLASH: return '/';
+ case SDLK_0: return '0';
+ case SDLK_1: return '1';
+ case SDLK_2: return '2';
+ case SDLK_3: return '3';
+ case SDLK_4: return '4';
+ case SDLK_5: return '5';
+ case SDLK_6: return '6';
+ case SDLK_7: return '7';
+ case SDLK_8: return '8';
+ case SDLK_9: return '9';
+ case SDLK_COLON: return ':';
+ case SDLK_SEMICOLON: return ';';
+ case SDLK_LESS: return '<';
+ case SDLK_EQUALS: return '=';
+ case SDLK_GREATER: return '>';
+ case SDLK_QUESTION: return '?';
+ case SDLK_AT: return '@';
+ case SDLK_LEFTBRACKET: return '[';
+ case SDLK_BACKSLASH: return '\\';
+ case SDLK_RIGHTBRACKET: return ']';
+ case SDLK_CARET: return '^';
+ case SDLK_UNDERSCORE: return '_';
+ case SDLK_BACKQUOTE: return '`';
+ case SDLK_a: return 'a';
+ case SDLK_b: return 'b';
+ case SDLK_c: return 'c';
+ case SDLK_d: return 'd';
+ case SDLK_e: return 'e';
+ case SDLK_f: return 'f';
+ case SDLK_g: return 'g';
+ case SDLK_h: return 'h';
+ case SDLK_i: return 'i';
+ case SDLK_j: return 'j';
+ case SDLK_k: return 'k';
+ case SDLK_l: return 'l';
+ case SDLK_m: return 'm';
+ case SDLK_n: return 'n';
+ case SDLK_o: return 'o';
+ case SDLK_p: return 'p';
+ case SDLK_q: return 'q';
+ case SDLK_r: return 'r';
+ case SDLK_s: return 's';
+ case SDLK_t: return 't';
+ case SDLK_u: return 'u';
+ case SDLK_v: return 'v';
+ case SDLK_w: return 'w';
+ case SDLK_x: return 'x';
+ case SDLK_y: return 'y';
+ case SDLK_z: return 'z';
+ case SDLK_CAPSLOCK: return K_CAPSLOCK;
+ case SDLK_F1: return K_F1;
+ case SDLK_F2: return K_F2;
+ case SDLK_F3: return K_F3;
+ case SDLK_F4: return K_F4;
+ case SDLK_F5: return K_F5;
+ case SDLK_F6: return K_F6;
+ case SDLK_F7: return K_F7;
+ case SDLK_F8: return K_F8;
+ case SDLK_F9: return K_F9;
+ case SDLK_F10: return K_F10;
+ case SDLK_F11: return K_F11;
+ case SDLK_F12: return K_F12;
+ case SDLK_PRINTSCREEN: return K_PRINTSCREEN;
+ case SDLK_SCROLLLOCK: return K_SCROLLOCK;
+ case SDLK_PAUSE: return K_PAUSE;
+ case SDLK_INSERT: return K_INS;
+ case SDLK_HOME: return K_HOME;
+ case SDLK_PAGEUP: return K_PGUP;
+#ifdef __IPHONEOS__
+ case SDLK_DELETE: return K_BACKSPACE;
+#else
+ case SDLK_DELETE: return K_DEL;
+#endif
+ case SDLK_END: return K_END;
+ case SDLK_PAGEDOWN: return K_PGDN;
+ case SDLK_RIGHT: return K_RIGHTARROW;
+ case SDLK_LEFT: return K_LEFTARROW;
+ case SDLK_DOWN: return K_DOWNARROW;
+ case SDLK_UP: return K_UPARROW;
+ case SDLK_NUMLOCKCLEAR: return K_NUMLOCK;
+ case SDLK_KP_DIVIDE: return K_KP_DIVIDE;
+ case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY;
+ case SDLK_KP_MINUS: return K_KP_MINUS;
+ case SDLK_KP_PLUS: return K_KP_PLUS;
+ case SDLK_KP_ENTER: return K_KP_ENTER;
+ case SDLK_KP_1: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_1 : K_END);
+ case SDLK_KP_2: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_2 : K_DOWNARROW);
+ case SDLK_KP_3: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_3 : K_PGDN);
+ case SDLK_KP_4: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_4 : K_LEFTARROW);
+ case SDLK_KP_5: return K_KP_5;
+ case SDLK_KP_6: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_6 : K_RIGHTARROW);
+ case SDLK_KP_7: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_7 : K_HOME);
+ case SDLK_KP_8: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_8 : K_UPARROW);
+ case SDLK_KP_9: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_9 : K_PGUP);
+ case SDLK_KP_0: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_0 : K_INS);
+ case SDLK_KP_PERIOD: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_PERIOD : K_DEL);
+// case SDLK_APPLICATION: return K_APPLICATION;
+// case SDLK_POWER: return K_POWER;
+ case SDLK_KP_EQUALS: return K_KP_EQUALS;
+// case SDLK_F13: return K_F13;
+// case SDLK_F14: return K_F14;
+// case SDLK_F15: return K_F15;
+// case SDLK_F16: return K_F16;
+// case SDLK_F17: return K_F17;
+// case SDLK_F18: return K_F18;
+// case SDLK_F19: return K_F19;
+// case SDLK_F20: return K_F20;
+// case SDLK_F21: return K_F21;
+// case SDLK_F22: return K_F22;
+// case SDLK_F23: return K_F23;
+// case SDLK_F24: return K_F24;
+// case SDLK_EXECUTE: return K_EXECUTE;
+// case SDLK_HELP: return K_HELP;
+// case SDLK_MENU: return K_MENU;
+// case SDLK_SELECT: return K_SELECT;
+// case SDLK_STOP: return K_STOP;
+// case SDLK_AGAIN: return K_AGAIN;
+// case SDLK_UNDO: return K_UNDO;
+// case SDLK_CUT: return K_CUT;
+// case SDLK_COPY: return K_COPY;
+// case SDLK_PASTE: return K_PASTE;
+// case SDLK_FIND: return K_FIND;
+// case SDLK_MUTE: return K_MUTE;
+// case SDLK_VOLUMEUP: return K_VOLUMEUP;
+// case SDLK_VOLUMEDOWN: return K_VOLUMEDOWN;
+// case SDLK_KP_COMMA: return K_KP_COMMA;
+// case SDLK_KP_EQUALSAS400: return K_KP_EQUALSAS400;
+// case SDLK_ALTERASE: return K_ALTERASE;
+// case SDLK_SYSREQ: return K_SYSREQ;
+// case SDLK_CANCEL: return K_CANCEL;
+// case SDLK_CLEAR: return K_CLEAR;
+// case SDLK_PRIOR: return K_PRIOR;
+// case SDLK_RETURN2: return K_RETURN2;
+// case SDLK_SEPARATOR: return K_SEPARATOR;
+// case SDLK_OUT: return K_OUT;
+// case SDLK_OPER: return K_OPER;
+// case SDLK_CLEARAGAIN: return K_CLEARAGAIN;
+// case SDLK_CRSEL: return K_CRSEL;
+// case SDLK_EXSEL: return K_EXSEL;
+// case SDLK_KP_00: return K_KP_00;
+// case SDLK_KP_000: return K_KP_000;
+// case SDLK_THOUSANDSSEPARATOR: return K_THOUSANDSSEPARATOR;
+// case SDLK_DECIMALSEPARATOR: return K_DECIMALSEPARATOR;
+// case SDLK_CURRENCYUNIT: return K_CURRENCYUNIT;
+// case SDLK_CURRENCYSUBUNIT: return K_CURRENCYSUBUNIT;
+// case SDLK_KP_LEFTPAREN: return K_KP_LEFTPAREN;
+// case SDLK_KP_RIGHTPAREN: return K_KP_RIGHTPAREN;
+// case SDLK_KP_LEFTBRACE: return K_KP_LEFTBRACE;
+// case SDLK_KP_RIGHTBRACE: return K_KP_RIGHTBRACE;
+// case SDLK_KP_TAB: return K_KP_TAB;
+// case SDLK_KP_BACKSPACE: return K_KP_BACKSPACE;
+// case SDLK_KP_A: return K_KP_A;
+// case SDLK_KP_B: return K_KP_B;
+// case SDLK_KP_C: return K_KP_C;
+// case SDLK_KP_D: return K_KP_D;
+// case SDLK_KP_E: return K_KP_E;
+// case SDLK_KP_F: return K_KP_F;
+// case SDLK_KP_XOR: return K_KP_XOR;
+// case SDLK_KP_POWER: return K_KP_POWER;
+// case SDLK_KP_PERCENT: return K_KP_PERCENT;
+// case SDLK_KP_LESS: return K_KP_LESS;
+// case SDLK_KP_GREATER: return K_KP_GREATER;
+// case SDLK_KP_AMPERSAND: return K_KP_AMPERSAND;
+// case SDLK_KP_DBLAMPERSAND: return K_KP_DBLAMPERSAND;
+// case SDLK_KP_VERTICALBAR: return K_KP_VERTICALBAR;
+// case SDLK_KP_DBLVERTICALBAR: return K_KP_DBLVERTICALBAR;
+// case SDLK_KP_COLON: return K_KP_COLON;
+// case SDLK_KP_HASH: return K_KP_HASH;
+// case SDLK_KP_SPACE: return K_KP_SPACE;
+// case SDLK_KP_AT: return K_KP_AT;
+// case SDLK_KP_EXCLAM: return K_KP_EXCLAM;
+// case SDLK_KP_MEMSTORE: return K_KP_MEMSTORE;
+// case SDLK_KP_MEMRECALL: return K_KP_MEMRECALL;
+// case SDLK_KP_MEMCLEAR: return K_KP_MEMCLEAR;
+// case SDLK_KP_MEMADD: return K_KP_MEMADD;
+// case SDLK_KP_MEMSUBTRACT: return K_KP_MEMSUBTRACT;
+// case SDLK_KP_MEMMULTIPLY: return K_KP_MEMMULTIPLY;
+// case SDLK_KP_MEMDIVIDE: return K_KP_MEMDIVIDE;
+// case SDLK_KP_PLUSMINUS: return K_KP_PLUSMINUS;
+// case SDLK_KP_CLEAR: return K_KP_CLEAR;
+// case SDLK_KP_CLEARENTRY: return K_KP_CLEARENTRY;
+// case SDLK_KP_BINARY: return K_KP_BINARY;
+// case SDLK_KP_OCTAL: return K_KP_OCTAL;
+// case SDLK_KP_DECIMAL: return K_KP_DECIMAL;
+// case SDLK_KP_HEXADECIMAL: return K_KP_HEXADECIMAL;
+ case SDLK_LCTRL: return K_CTRL;
+ case SDLK_LSHIFT: return K_SHIFT;
+ case SDLK_LALT: return K_ALT;
+// case SDLK_LGUI: return K_LGUI;
+ case SDLK_RCTRL: return K_CTRL;
+ case SDLK_RSHIFT: return K_SHIFT;
+ case SDLK_RALT: return K_ALT;
+// case SDLK_RGUI: return K_RGUI;
+// case SDLK_MODE: return K_MODE;
+#if SDL_MAJOR_VERSION != 1
+// case SDLK_AUDIONEXT: return K_AUDIONEXT;
+// case SDLK_AUDIOPREV: return K_AUDIOPREV;
+// case SDLK_AUDIOSTOP: return K_AUDIOSTOP;
+// case SDLK_AUDIOPLAY: return K_AUDIOPLAY;
+// case SDLK_AUDIOMUTE: return K_AUDIOMUTE;
+// case SDLK_MEDIASELECT: return K_MEDIASELECT;
+// case SDLK_WWW: return K_WWW;
+// case SDLK_MAIL: return K_MAIL;
+// case SDLK_CALCULATOR: return K_CALCULATOR;
+// case SDLK_COMPUTER: return K_COMPUTER;
+// case SDLK_AC_SEARCH: return K_AC_SEARCH; // Android button
+// case SDLK_AC_HOME: return K_AC_HOME; // Android button
+ case SDLK_AC_BACK: return K_ESCAPE; // Android button
+// case SDLK_AC_FORWARD: return K_AC_FORWARD; // Android button
+// case SDLK_AC_STOP: return K_AC_STOP; // Android button
+// case SDLK_AC_REFRESH: return K_AC_REFRESH; // Android button
+// case SDLK_AC_BOOKMARKS: return K_AC_BOOKMARKS; // Android button
+// case SDLK_BRIGHTNESSDOWN: return K_BRIGHTNESSDOWN;
+// case SDLK_BRIGHTNESSUP: return K_BRIGHTNESSUP;
+// case SDLK_DISPLAYSWITCH: return K_DISPLAYSWITCH;
+// case SDLK_KBDILLUMTOGGLE: return K_KBDILLUMTOGGLE;
+// case SDLK_KBDILLUMDOWN: return K_KBDILLUMDOWN;
+// case SDLK_KBDILLUMUP: return K_KBDILLUMUP;
+// case SDLK_EJECT: return K_EJECT;
+// case SDLK_SLEEP: return K_SLEEP;
+#endif
+ }
+}
-static int MapKey( unsigned int sdlkey )
+qboolean VID_HasScreenKeyboardSupport(void)
{
- if( sdlkey > sizeof(tbl_sdltoquake)/ sizeof(int) )
- return 0;
- return tbl_sdltoquake[ sdlkey ];
+#if SDL_MAJOR_VERSION != 1
+ return SDL_HasScreenKeyboardSupport() != SDL_FALSE;
+#else
+ return false;
+#endif
+}
+
+void VID_ShowKeyboard(qboolean show)
+{
+#if SDL_MAJOR_VERSION != 1
+ if (!SDL_HasScreenKeyboardSupport())
+ return;
+
+ if (show)
+ {
+ if (!SDL_IsTextInputActive())
+ SDL_StartTextInput();
+ }
+ else
+ {
+ if (SDL_IsTextInputActive())
+ SDL_StopTextInput();
+ }
+#endif
+}
+
+qboolean VID_ShowingKeyboard(void)
+{
+#if SDL_MAJOR_VERSION != 1
+ return SDL_IsTextInputActive() != 0;
+#else
+ return false;
+#endif
}
void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
{
-#ifndef __IPHONEOS__
+#ifndef DP_MOBILETOUCH
#ifdef MACOSX
if(relative)
if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
VID_SetMouse(false, false, false); // ungrab first!
-#endif
#endif
if (vid_usingmouse != relative)
{
vid_usingmouse = relative;
cl_ignoremousemoves = 2;
+#if SDL_MAJOR_VERSION == 1
SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
-#ifndef __IPHONEOS__
+#else
+ vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0;
+// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks);
+#endif
#ifdef MACOSX
if(relative)
{
Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n");
}
}
-#endif
#endif
}
if (vid_usinghidecursor != hidecursor)
vid_usinghidecursor = hidecursor;
SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE);
}
+#endif
}
-static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone)
-{
- double value;
- if (axis < 0 || axis >= SDL_JoystickNumAxes(joy))
- return 0; // no such axis on this joystick
- value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0);
- value = bound(-1, value, 1);
- if (fabs(value) < deadzone)
- return 0; // within deadzone around center
- return value * sensitivity;
-}
+// multitouch[10][] represents the mouse pointer
+// multitouch[][0]: finger active
+// multitouch[][1]: Y
+// multitouch[][2]: Y
+// X and Y coordinates are 0-1.
+#define MAXFINGERS 11
+float multitouch[MAXFINGERS][3];
-/////////////////////
-// Joystick axis keyevents
-// a sort of hack emulating Arrow keys for joystick axises
-// as some drives dont send such keyevents for them
-// additionally we should block drivers that do send arrow keyevents to prevent double events
-////
+// this one stores how many areas this finger has touched
+int multitouchs[MAXFINGERS];
-static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg)
+// modified heavily by ELUAN
+static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive)
{
- double joytime;
+ int finger;
+ float fx, fy, fwidth, fheight;
+ float overfx, overfy, overfwidth, overfheight;
+ float rel[3];
+ float sqsum;
+ qboolean button = false;
+ VectorClear(rel);
+ if (pwidth > 0 && pheight > 0)
+ {
+ if (corner & 1) px += vid_conwidth.value;
+ if (corner & 2) py += vid_conheight.value;
+ if (corner & 4) px += vid_conwidth.value * 0.5f;
+ if (corner & 8) py += vid_conheight.value * 0.5f;
+ if (corner & 16) {px *= vid_conwidth.value * (1.0f / 640.0f);py *= vid_conheight.value * (1.0f / 480.0f);pwidth *= vid_conwidth.value * (1.0f / 640.0f);pheight *= vid_conheight.value * (1.0f / 480.0f);}
+ fx = px / vid_conwidth.value;
+ fy = py / vid_conheight.value;
+ fwidth = pwidth / vid_conwidth.value;
+ fheight = pheight / vid_conheight.value;
+
+ // try to prevent oversizepixels_* from interfering with the iamexclusive cvar by not letting we start controlling from too far of the actual touch area (areas without resultbuttons should NEVER have the oversizepixels_* parameters set to anything other than 0)
+ if (resultbutton)
+ if (!(*resultbutton))
+ {
+ oversizepixels_x *= 0.2;
+ oversizepixels_y *= 0.2;
+ }
+
+ oversizepixels_x /= vid_conwidth.value;
+ oversizepixels_y /= vid_conheight.value;
+
+ overfx = fx - oversizepixels_x;
+ overfy = fy - oversizepixels_y;
+ overfwidth = fwidth + 2*oversizepixels_x;
+ overfheight = fheight + 2*oversizepixels_y;
- if (axis < 0 || axis >= SDL_JoystickNumAxes(joy))
- return; // no such axis on this joystick
+ for (finger = 0;finger < MAXFINGERS;finger++)
+ {
+ if (multitouchs[finger] && iamexclusive) // for this to work correctly, you must call touch areas in order of highest to lowest priority
+ continue;
+
+ if (multitouch[finger][0] && multitouch[finger][1] >= overfx && multitouch[finger][2] >= overfy && multitouch[finger][1] < overfx + overfwidth && multitouch[finger][2] < overfy + overfheight)
+ {
+ multitouchs[finger]++;
- joytime = Sys_DoubleTime();
- // no key event, continuous keydown event
- if (joy_axescache[axis].move == joy_axescache[axis].oldmove)
+ rel[0] = bound(-1, (multitouch[finger][1] - (fx + 0.5f * fwidth)) * (2.0f / fwidth), 1);
+ rel[1] = bound(-1, (multitouch[finger][2] - (fy + 0.5f * fheight)) * (2.0f / fheight), 1);
+ rel[2] = 0;
+
+ sqsum = rel[0]*rel[0] + rel[1]*rel[1];
+ // 2d deadzone
+ if (sqsum < deadzone*deadzone)
+ {
+ rel[0] = 0;
+ rel[1] = 0;
+ }
+ else if (sqsum > 1)
+ {
+ // ignore the third component
+ Vector2Normalize2(rel, rel);
+ }
+ button = true;
+ break;
+ }
+ }
+ if (scr_numtouchscreenareas < 128)
+ {
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = icon;
+ scr_touchscreenareas[scr_numtouchscreenareas].text = text;
+ scr_touchscreenareas[scr_numtouchscreenareas].textheight = textheight;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[0] = px;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[1] = py;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[2] = pwidth;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[3] = pheight;
+ scr_touchscreenareas[scr_numtouchscreenareas].active = button;
+ // the pics may have alpha too.
+ scr_touchscreenareas[scr_numtouchscreenareas].activealpha = 1.f;
+ scr_touchscreenareas[scr_numtouchscreenareas].inactivealpha = 0.95f;
+ scr_numtouchscreenareas++;
+ }
+ }
+ if (resultmove)
{
- if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime)
+ if (button)
+ VectorCopy(rel, resultmove);
+ else
+ VectorClear(resultmove);
+ }
+ if (resultbutton)
+ {
+ if (*resultbutton != button)
{
- //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
- Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
- joy_axescache[axis].keytime = joytime + 0.5 / 20;
+ if ((int)key > 0)
+ Key_Event(key, 0, button);
+ if (typedtext && typedtext[0] && !*resultbutton)
+ {
+ // FIXME: implement UTF8 support - nothing actually specifies a UTF8 string here yet, but should support it...
+ int i;
+ for (i = 0;typedtext[i];i++)
+ {
+ Key_Event(K_TEXT, typedtext[i], true);
+ Key_Event(K_TEXT, typedtext[i], false);
+ }
+ }
+ }
+ *resultbutton = button;
+ }
+ return button;
+}
+
+// ELUAN:
+// not reentrant, but we only need one mouse cursor anyway...
+static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key)
+{
+ int finger;
+ float fx, fy, fwidth, fheight;
+ qboolean button = false;
+ static int cursorfinger = -1;
+ static int cursorfreemovement = false;
+ static int canclick = false;
+ static int clickxy[2];
+ static int relclickxy[2];
+ static double clickrealtime = 0;
+
+ if (steelstorm_showing_mousecursor && steelstorm_showing_mousecursor->integer)
+ if (pwidth > 0 && pheight > 0)
+ {
+ fx = px / vid_conwidth.value;
+ fy = py / vid_conheight.value;
+ fwidth = pwidth / vid_conwidth.value;
+ fheight = pheight / vid_conheight.value;
+ for (finger = 0;finger < MAXFINGERS;finger++)
+ {
+ if (multitouch[finger][0] && multitouch[finger][1] >= fx && multitouch[finger][2] >= fy && multitouch[finger][1] < fx + fwidth && multitouch[finger][2] < fy + fheight)
+ {
+ if (cursorfinger == -1)
+ {
+ clickxy[0] = multitouch[finger][1] * vid_width.value - 0.5f * pwidth;
+ clickxy[1] = multitouch[finger][2] * vid_height.value - 0.5f * pheight;
+ relclickxy[0] = (multitouch[finger][1] - fx) * vid_width.value - 0.5f * pwidth;
+ relclickxy[1] = (multitouch[finger][2] - fy) * vid_height.value - 0.5f * pheight;
+ }
+ cursorfinger = finger;
+ button = true;
+ canclick = true;
+ cursorfreemovement = false;
+ break;
+ }
+ }
+ if (scr_numtouchscreenareas < 128)
+ {
+ if (clickrealtime + 1 > realtime)
+ {
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga";
+ }
+ else if (button)
+ {
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
+ }
+ else
+ {
+ switch ((int)realtime * 10 % 20)
+ {
+ case 0:
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
+ break;
+ default:
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_idle.tga";
+ }
+ }
+ scr_touchscreenareas[scr_numtouchscreenareas].text = "";
+ scr_touchscreenareas[scr_numtouchscreenareas].textheight = 0;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[0] = px;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[1] = py;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[2] = pwidth;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[3] = pheight;
+ scr_touchscreenareas[scr_numtouchscreenareas].active = button;
+ scr_touchscreenareas[scr_numtouchscreenareas].activealpha = 1.0f;
+ scr_touchscreenareas[scr_numtouchscreenareas].inactivealpha = 1.0f;
+ scr_numtouchscreenareas++;
}
- return;
}
- // generate key up event
- if (joy_axescache[axis].oldmove)
+
+ if (cursorfinger != -1)
{
- //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time);
- Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0);
+ if (multitouch[cursorfinger][0])
+ {
+ if (multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth < clickxy[0] - 1 ||
+ multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth > clickxy[0] + 1 ||
+ multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight< clickxy[1] - 1 ||
+ multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight> clickxy[1] + 1) // finger drifted more than the allowed amount
+ {
+ cursorfreemovement = true;
+ }
+ if (cursorfreemovement)
+ {
+ // in_windowmouse_x* is in screen resolution coordinates, not console resolution
+ in_windowmouse_x = multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth - relclickxy[0];
+ in_windowmouse_y = multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight - relclickxy[1];
+ }
+ }
+ else
+ {
+ cursorfinger = -1;
+ }
}
- // generate key down event
- if (joy_axescache[axis].move)
+
+ if (resultbutton)
{
- //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
- Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
- joy_axescache[axis].keytime = joytime + 0.5;
+ if (/**resultbutton != button && */(int)key > 0)
+ {
+ if (!button && !cursorfreemovement && canclick)
+ {
+ Key_Event(key, 0, true);
+ canclick = false;
+ clickrealtime = realtime;
+ }
+
+ // SS:BR can't qc can't cope with presses and releases on the same frame
+ if (clickrealtime && clickrealtime + 0.1 < realtime)
+ {
+ Key_Event(key, 0, false);
+ clickrealtime = 0;
+ }
+ }
+
+ *resultbutton = button;
}
}
-static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode)
+void VID_BuildJoyState(vid_joystate_t *joystate)
{
- if (!joy_axiskeyevents.integer)
- return false;
+ VID_Shared_BuildJoyState_Begin(joystate);
- // block keyevent if it's going to be provided by joystick keyevent system
- if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
+ if (vid_sdljoystick)
{
- SDL_Joystick *joy = vid_joysticks[joy_index.integer];
-
- if (keycode == K_UPARROW || keycode == K_DOWNARROW)
- if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, 0.01) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove)
- return true;
- if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW)
- if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, 0.01) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove)
- return true;
+ SDL_Joystick *joy = vid_sdljoystick;
+ int j;
+ int numaxes;
+ int numbuttons;
+ numaxes = SDL_JoystickNumAxes(joy);
+ for (j = 0;j < numaxes;j++)
+ joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+ numbuttons = SDL_JoystickNumButtons(joy);
+ for (j = 0;j < numbuttons;j++)
+ joystate->button[j] = SDL_JoystickGetButton(joy, j);
}
- return false;
+ VID_Shared_BuildJoyState_Finish(joystate);
}
+// clear every touch screen area, except the one with button[skip]
+#define Vid_ClearAllTouchscreenAreas(skip) \
+ if (skip != 0) \
+ VID_TouchscreenCursor(0, 0, 0, 0, &buttons[0], K_MOUSE1); \
+ if (skip != 1) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[1], K_MOUSE4, NULL, 0, 0, 0, false); \
+ if (skip != 2) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[2], K_MOUSE5, NULL, 0, 0, 0, false); \
+ if (skip != 3) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SHIFT, NULL, 0, 0, 0, false); \
+ if (skip != 4) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, false); \
+ if (skip != 9) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[9], K_MOUSE3, NULL, 0, 0, 0, false); \
+ if (skip != 10) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, false); \
+ if (skip != 11) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[11], (keynum_t)'b', NULL, 0, 0, 0, false); \
+ if (skip != 12) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[12], (keynum_t)'q', NULL, 0, 0, 0, false); \
+ if (skip != 13) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, false); \
+ if (skip != 14) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false); \
+ if (skip != 15) \
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, false); \
+
/////////////////////
// Movement handling
////
-void IN_Move( void )
+static void IN_Move_TouchScreen_SteelStorm(void)
{
- int j;
- static int old_x = 0, old_y = 0;
- static int stuck = 0;
- int x, y, numaxes, numballs;
+ // ELUAN
+ int i, numfingers;
+ float xscale, yscale;
+ float move[3], aim[3];
+ static qboolean oldbuttons[128];
+ static qboolean buttons[128];
+ static keydest_t oldkeydest;
+ keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
+ memcpy(oldbuttons, buttons, sizeof(oldbuttons));
+ memset(multitouchs, 0, sizeof(multitouchs));
+
+ for (i = 0, numfingers = 0; i < MAXFINGERS - 1; i++)
+ if (multitouch[i][0])
+ numfingers++;
+
+ /*
+ Enable this to use a mouse as a touch device (it may conflict with the iamexclusive parameter if a finger is also reported as a mouse at the same location
+ if (numfingers == 1)
+ {
+ multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y) ? 11 : 0;
+ multitouch[MAXFINGERS-1][1] = (float)x / vid.width;
+ multitouch[MAXFINGERS-1][2] = (float)y / vid.height;
+ }
+ else
+ {
+ // disable it so it doesn't get stuck, because SDL seems to stop updating it if there are more than 1 finger on screen
+ multitouch[MAXFINGERS-1][0] = 0;
+ }*/
- if (vid_usingmouse)
+ if (oldkeydest != keydest)
+ {
+ switch(keydest)
+ {
+ case key_game: VID_ShowKeyboard(false);break;
+ case key_console: VID_ShowKeyboard(true);break;
+ case key_message: VID_ShowKeyboard(true);break;
+ default: break; /* qc extensions control the other cases */
+ }
+ }
+ oldkeydest = keydest;
+ // TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS!
+ // TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed
+ // SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame
+
+ // Tuned for the SGS3, use it's value as a base. CLEAN THIS.
+ xscale = vid_touchscreen_density.value / 2.0f;
+ yscale = vid_touchscreen_density.value / 2.0f;
+ switch(keydest)
{
- if(vid_stick_mouse.integer)
+ case key_console:
+ Vid_ClearAllTouchscreenAreas(14);
+ VID_TouchscreenArea( 0, 0, 160, 64, 64, "gfx/gui/touch_menu_button.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false);
+ break;
+ case key_game:
+ if (steelstorm_showing_map && steelstorm_showing_map->integer) // FIXME: another hack to be removed when touchscreen areas go to QC
+ {
+ VID_TouchscreenArea( 0, 0, 0, vid_conwidth.value, vid_conheight.value, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, false);
+ Vid_ClearAllTouchscreenAreas(10);
+ }
+ else if (steelstorm_showing_mousecursor && steelstorm_showing_mousecursor->integer)
{
- // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using
- // window grabbing. --blub
+ // in_windowmouse_x* is in screen resolution coordinates, not console resolution
+ VID_TouchscreenCursor((float)in_windowmouse_x/vid_width.value*vid_conwidth.value, (float)in_windowmouse_y/vid_height.value*vid_conheight.value, 192*xscale, 192*yscale, &buttons[0], K_MOUSE1);
+ Vid_ClearAllTouchscreenAreas(0);
+ }
+ else
+ {
+ VID_TouchscreenCursor(0, 0, 0, 0, &buttons[0], K_MOUSE1);
+
+ VID_TouchscreenArea( 2,16*xscale,-240*yscale, 224*xscale, 224*yscale, "gfx/gui/touch_l_thumb_dpad.tga", 0.0f, NULL, move, &buttons[1], (keynum_t)0, NULL, 0.15, 112*xscale, 112*yscale, false);
+
+ VID_TouchscreenArea( 3,-240*xscale,-160*yscale, 224*xscale, 128*yscale, "gfx/gui/touch_r_thumb_turn_n_shoot.tga" , 0.0f, NULL, NULL, 0, (keynum_t)0, NULL, 0, 56*xscale, 0, false);
+ VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 224*yscale, NULL , 0.0f, NULL, aim, &buttons[2], (keynum_t)0, NULL, 0.2, 56*xscale, 0, false);
+
+ VID_TouchscreenArea( 2, (vid_conwidth.value / 2) - 128,-80, 256, 80, NULL, 0.0f, NULL, NULL, &buttons[3], K_SHIFT, NULL, 0, 0, 0, true);
+
+ VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_secondary_slide.tga", 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 56*xscale, 0, false);
+ VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 160*yscale, NULL , 0.0f, NULL, NULL, &buttons[9], K_MOUSE3, NULL, 0.2, 56*xscale, 0, false);
- // we need 2 frames to initialize the center position
- if(!stuck)
+ VID_TouchscreenArea( 1,-100, 0, 100, 100, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 1,-100, 120, 100, 100, NULL , 0.0f, NULL, NULL, &buttons[11], (keynum_t)'b', NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[12], (keynum_t)'q', NULL, 0, 0, 0, true);
+ if (developer.integer)
+ VID_TouchscreenArea( 0, 0, 96, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true);
+ else
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, false);
+ VID_TouchscreenArea( 0, 0, 160, 64, 64, "gfx/gui/touch_menu_button.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true);
+ switch(cl.activeweapon)
{
- SDL_WarpMouse(win_half_width, win_half_height);
- SDL_GetMouseState(&x, &y);
- SDL_GetRelativeMouseState(&x, &y);
- ++stuck;
- } else {
- SDL_GetRelativeMouseState(&x, &y);
- in_mouse_x = x + old_x;
- in_mouse_y = y + old_y;
- SDL_GetMouseState(&x, &y);
- old_x = x - win_half_width;
- old_y = y - win_half_height;
- SDL_WarpMouse(win_half_width, win_half_height);
+ case 14:
+ VID_TouchscreenArea( 2, 16*xscale,-320*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_booster.tga" , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, true);
+ break;
+ case 12:
+ VID_TouchscreenArea( 2, 16*xscale,-320*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_shockwave.tga" , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, true);
+ break;
+ default:
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, false);
}
- } else {
- SDL_GetRelativeMouseState( &x, &y );
- in_mouse_x = x;
- in_mouse_y = y;
}
+ break;
+ default:
+ if (!steelstorm_showing_mousecursor || !steelstorm_showing_mousecursor->integer)
+ {
+ Vid_ClearAllTouchscreenAreas(14);
+ // this way we can skip cutscenes
+ VID_TouchscreenArea( 0, 0, 0, vid_conwidth.value, vid_conheight.value, NULL , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false);
+ }
+ else
+ {
+ // in_windowmouse_x* is in screen resolution coordinates, not console resolution
+ VID_TouchscreenCursor((float)in_windowmouse_x/vid_width.value*vid_conwidth.value, (float)in_windowmouse_y/vid_height.value*vid_conheight.value, 192*xscale, 192*yscale, &buttons[0], K_MOUSE1);
+ Vid_ClearAllTouchscreenAreas(0);
+ }
+ break;
}
- SDL_GetMouseState(&x, &y);
- in_windowmouse_x = x;
- in_windowmouse_y = y;
+ if (VID_ShowingKeyboard() && (float)in_windowmouse_y > vid_height.value / 2 - 10)
+ in_windowmouse_y = 128;
- if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
- {
- SDL_Joystick *joy = vid_joysticks[joy_index.integer];
+ cl.cmd.forwardmove -= move[1] * cl_forwardspeed.value;
+ cl.cmd.sidemove += move[0] * cl_sidespeed.value;
+ cl.viewangles[0] += aim[1] * cl_pitchspeed.value * cl.realframetime;
+ cl.viewangles[1] -= aim[0] * cl_yawspeed.value * cl.realframetime;
+}
- // balls convert to mousemove
- numballs = SDL_JoystickNumBalls(joy);
- for (j = 0;j < numballs;j++)
+static void IN_Move_TouchScreen_Quake(void)
+{
+ int x, y;
+ float move[3], aim[3], click[3];
+ static qboolean oldbuttons[128];
+ static qboolean buttons[128];
+ keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
+ memcpy(oldbuttons, buttons, sizeof(oldbuttons));
+ memset(multitouchs, 0, sizeof(multitouchs));
+
+ // simple quake controls
+ multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y);
+ multitouch[MAXFINGERS-1][1] = x * 32768 / vid.width;
+ multitouch[MAXFINGERS-1][2] = y * 32768 / vid.height;
+
+ // top of screen is toggleconsole and K_ESCAPE
+ switch(keydest)
+ {
+ case key_console:
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true);
+ if (!VID_ShowingKeyboard())
{
- SDL_JoystickGetBall(joy, j, &x, &y);
- in_mouse_x += x;
- in_mouse_y += y;
+ // user entered a command, close the console now
+ Con_ToggleConsole_f();
}
-
- // axes
- cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value;
- cl.cmd.sidemove += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value;
- cl.cmd.upmove += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value;
- cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
- cl.viewangles[1] += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value;
- //cl.viewangles[2] += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value;
-
- // cache state of axes to emulate button events for them
- numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy));
- for (j = 0; j < numaxes; j++)
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, click,&buttons[2], K_MOUSE1, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true);
+ break;
+ case key_game:
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 2, 0,-128, 128, 128, "gfx/touch_movebutton.tga" , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 3,-128,-128, 128, 128, "gfx/touch_aimbutton.tga" , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 2, 0,-160, 64, 32, "gfx/touch_jumpbutton.tga" , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 3,-128,-160, 64, 32, "gfx/touch_attackbutton.tga" , 0.0f, NULL, NULL, &buttons[2], K_MOUSE1, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 3, -64,-160, 64, 32, "gfx/touch_attack2button.tga", 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true);
+ buttons[15] = false;
+ break;
+ default:
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true);
+ // in menus, an icon in the corner activates keyboard
+ VID_TouchscreenArea( 2, 0, -32, 32, 32, "gfx/touch_keyboard.tga" , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
+ if (buttons[15])
+ VID_ShowKeyboard(true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea(16, -320,-480,640, 960, NULL , 0.0f, NULL, click,&buttons[2], K_MOUSE1, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true);
+ if (buttons[2])
{
- joy_axescache[j].oldmove = joy_axescache[j].move;
- joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, 0.01);
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
}
+ break;
+ }
+
+ cl.cmd.forwardmove -= move[1] * cl_forwardspeed.value;
+ cl.cmd.sidemove += move[0] * cl_sidespeed.value;
+ cl.viewangles[0] += aim[1] * cl_pitchspeed.value * cl.realframetime;
+ cl.viewangles[1] -= aim[0] * cl_yawspeed.value * cl.realframetime;
+}
+
+void IN_Move( void )
+{
+ static int old_x = 0, old_y = 0;
+ static int stuck = 0;
+ int x, y;
+ vid_joystate_t joystate;
+
+ scr_numtouchscreenareas = 0;
- // run keyevents
- if (joy_axiskeyevents.integer)
+ if (vid_touchscreen.integer)
+ {
+ switch(gamemode)
+ {
+ case GAME_STEELSTORM:
+ IN_Move_TouchScreen_SteelStorm();
+ break;
+ default:
+ IN_Move_TouchScreen_Quake();
+ break;
+ }
+ }
+ else
+ {
+ if (vid_usingmouse)
{
- IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW);
- IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW);
+ if (vid_stick_mouse.integer || !vid_usingmouse_relativeworks)
+ {
+ // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using
+ // window grabbing. --blub
+
+ // we need 2 frames to initialize the center position
+ if(!stuck)
+ {
+#if SDL_MAJOR_VERSION == 1
+ SDL_WarpMouse(win_half_width, win_half_height);
+#else
+ SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
+#endif
+ SDL_GetMouseState(&x, &y);
+ SDL_GetRelativeMouseState(&x, &y);
+ ++stuck;
+ } else {
+ SDL_GetRelativeMouseState(&x, &y);
+ in_mouse_x = x + old_x;
+ in_mouse_y = y + old_y;
+ SDL_GetMouseState(&x, &y);
+ old_x = x - win_half_width;
+ old_y = y - win_half_height;
+#if SDL_MAJOR_VERSION == 1
+ SDL_WarpMouse(win_half_width, win_half_height);
+#else
+ SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
+#endif
+ }
+ } else {
+ SDL_GetRelativeMouseState( &x, &y );
+ in_mouse_x = x;
+ in_mouse_y = y;
+ }
}
+
+ SDL_GetMouseState(&x, &y);
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
}
+
+ VID_BuildJoyState(&joystate);
+ VID_ApplyJoyState(&joystate);
}
/////////////////////
// Message Handling
////
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-static int Sys_EventFilter( SDL_Event *event )
-{
- //TODO: Add a quit query in linux, too - though linux user are more likely to know what they do
- if (event->type == SDL_QUIT)
- {
-#ifdef WIN32
- if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO)
- return 0;
-#endif
- }
- return 1;
-}
-#endif
-
#ifdef SDL_R_RESTART
static qboolean sdl_needs_restart;
static void sdl_start(void)
}
#endif
-static keynum_t buttonremap[18] =
+static keynum_t buttonremap[] =
{
K_MOUSE1,
K_MOUSE3,
K_MOUSE2,
+#if SDL_MAJOR_VERSION == 1
+ // TODO Find out how SDL maps these buttons. It looks like we should
+ // still include these for sdl2? At least the button indexes don't
+ // differ between SDL1 and SDL2 for me, thus this array should stay the
+ // same (in X11 button order).
K_MWHEELUP,
K_MWHEELDOWN,
+#endif
K_MOUSE4,
K_MOUSE5,
K_MOUSE6,
K_MOUSE16,
};
+#if SDL_MAJOR_VERSION == 1
+// SDL
void Sys_SendKeyEvents( void )
{
static qboolean sound_active = true;
int keycode;
SDL_Event event;
+ VID_EnableJoystick(true);
+
while( SDL_PollEvent( &event ) )
switch( event.type ) {
case SDL_QUIT:
-#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
-#ifdef WIN32
- if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO)
- return 0;
-#endif
-#endif
Sys_Quit(0);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
keycode = MapKey(event.key.keysym.sym);
- if (!IN_JoystickBlockDoubledKeyEvents(keycode))
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ {
+ if(keycode == K_NUMLOCK || keycode == K_CAPSLOCK)
+ {
+ // simulate down followed by up
+ Key_Event(keycode, event.key.keysym.unicode, true);
+ Key_Event(keycode, event.key.keysym.unicode, false);
+ break;
+ }
Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
+ }
break;
case SDL_ACTIVEEVENT:
if( event.active.state & SDL_APPACTIVE )
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
- if (event.button.button <= 18)
+ if (!vid_touchscreen.integer)
+ if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap))
Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
break;
case SDL_JOYBUTTONDOWN:
- if (!joy_enable.integer)
- break; // ignore down events if joystick has been disabled
case SDL_JOYBUTTONUP:
- if (event.jbutton.button < 48)
- Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) );
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+ break;
+ case SDL_VIDEOEXPOSE:
break;
case SDL_VIDEORESIZE:
- if(vid_resizable.integer < 2)
+ if(vid_resizable.integer < 2 || vid_isfullscreen)
{
vid.width = event.resize.w;
vid.height = event.resize.h;
- SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+ if (!vid_isfullscreen)
+ screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
if (vid_softsurface)
{
SDL_FreeSurface(vid_softsurface);
vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
- vid.softpixels = (unsigned int *)vid_softsurface->pixels;
SDL_SetAlpha(vid_softsurface, 0, 255);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
if (vid.softdepthpixels)
free(vid.softdepthpixels);
vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
#endif
}
break;
+#if SDL_MAJOR_VERSION != 1
+ case SDL_TEXTEDITING:
+ break;
+ case SDL_TEXTINPUT:
+ break;
+#endif
+ case SDL_MOUSEMOTION:
+ break;
+ default:
+ Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
+ break;
}
// enable/disable sound on focus gain/loss
}
}
+#else
+
+//#define DEBUGSDLEVENTS
+
+// SDL2
+void Sys_SendKeyEvents( void )
+{
+ static qboolean sound_active = true;
+ int keycode;
+ int i;
+ Uchar unicode;
+ SDL_Event event;
+
+ VID_EnableJoystick(true);
+
+ while( SDL_PollEvent( &event ) )
+ switch( event.type ) {
+ case SDL_QUIT:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_QUIT\n");
+#endif
+ Sys_Quit(0);
+ break;
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+#ifdef DEBUGSDLEVENTS
+ if (event.type == SDL_KEYDOWN)
+ Con_DPrintf("SDL_Event: SDL_KEYDOWN %i\n", event.key.keysym.sym);
+ else
+ Con_DPrintf("SDL_Event: SDL_KEYUP %i\n", event.key.keysym.sym);
+#endif
+ keycode = MapKey(event.key.keysym.sym);
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+#ifdef DEBUGSDLEVENTS
+ if (event.type == SDL_MOUSEBUTTONDOWN)
+ Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONDOWN\n");
+ else
+ Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONUP\n");
+#endif
+ if (!vid_touchscreen.integer)
+ if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap))
+ Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
+ break;
+ case SDL_MOUSEWHEEL:
+ // TODO support wheel x direction.
+ i = event.wheel.y;
+ while (i > 0) {
+ --i;
+ Key_Event( K_MWHEELUP, 0, true );
+ Key_Event( K_MWHEELUP, 0, false );
+ }
+ while (i < 0) {
+ ++i;
+ Key_Event( K_MWHEELDOWN, 0, true );
+ Key_Event( K_MWHEELDOWN, 0, false );
+ }
+ break;
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_JOY*\n");
+#endif
+ break;
+ case SDL_WINDOWEVENT:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_WINDOWEVENT %i\n", (int)event.window.event);
+#endif
+ //if (event.window.windowID == window) // how to compare?
+ {
+ switch(event.window.event)
+ {
+ case SDL_WINDOWEVENT_SHOWN:
+ vid_hidden = false;
+ break;
+ case SDL_WINDOWEVENT_HIDDEN:
+ vid_hidden = true;
+ break;
+ case SDL_WINDOWEVENT_EXPOSED:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_WINDOWEVENT_EXPOSED\n");
+#endif
+ break;
+ case SDL_WINDOWEVENT_MOVED:
+ break;
+ case SDL_WINDOWEVENT_RESIZED:
+ if(vid_resizable.integer < 2)
+ {
+ vid.width = event.window.data1;
+ vid.height = event.window.data2;
+ if (vid_softsurface)
+ {
+ SDL_FreeSurface(vid_softsurface);
+ vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
+ SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+ if (vid.softdepthpixels)
+ free(vid.softdepthpixels);
+ vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
+ }
+#ifdef SDL_R_RESTART
+ // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // so, let's better queue it for next frame
+ if(!sdl_needs_restart)
+ {
+ Cbuf_AddText("\nr_restart\n");
+ sdl_needs_restart = true;
+ }
+#endif
+ }
+ break;
+ case SDL_WINDOWEVENT_MINIMIZED:
+ break;
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ break;
+ case SDL_WINDOWEVENT_RESTORED:
+ break;
+ case SDL_WINDOWEVENT_ENTER:
+ break;
+ case SDL_WINDOWEVENT_LEAVE:
+ break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ vid_hasfocus = true;
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ vid_hasfocus = false;
+ break;
+ case SDL_WINDOWEVENT_CLOSE:
+ Sys_Quit(0);
+ break;
+ }
+ }
+ break;
+ case SDL_TEXTEDITING:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_TEXTEDITING - composition = %s, cursor = %d, selection lenght = %d\n", event.edit.text, event.edit.start, event.edit.length);
+#endif
+ // FIXME! this is where composition gets supported
+ break;
+ case SDL_TEXTINPUT:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text);
+#endif
+ // convert utf8 string to char
+ // NOTE: this code is supposed to run even if utf8enable is 0
+ unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
+ break;
+ case SDL_MOUSEMOTION:
+ break;
+ case SDL_FINGERDOWN:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_FINGERDOWN for finger %i\n", (int)event.tfinger.fingerId);
+#endif
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (!multitouch[i][0])
+ {
+ multitouch[i][0] = event.tfinger.fingerId + 1;
+ multitouch[i][1] = event.tfinger.x;
+ multitouch[i][2] = event.tfinger.y;
+ // TODO: use event.tfinger.pressure?
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("Too many fingers at once!\n");
+ break;
+ case SDL_FINGERUP:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_FINGERUP for finger %i\n", (int)event.tfinger.fingerId);
+#endif
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId + 1)
+ {
+ multitouch[i][0] = 0;
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("No SDL_FINGERDOWN event matches this SDL_FINGERMOTION event\n");
+ break;
+ case SDL_FINGERMOTION:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("SDL_FINGERMOTION for finger %i\n", (int)event.tfinger.fingerId);
+#endif
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId + 1)
+ {
+ multitouch[i][1] = event.tfinger.x;
+ multitouch[i][2] = event.tfinger.y;
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("No SDL_FINGERDOWN event matches this SDL_FINGERMOTION event\n");
+ break;
+ default:
+#ifdef DEBUGSDLEVENTS
+ Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
+#endif
+ break;
+ }
+
+ // enable/disable sound on focus gain/loss
+ if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
+ {
+ if (!sound_active)
+ {
+ S_UnblockSound ();
+ sound_active = true;
+ }
+ }
+ else
+ {
+ if (sound_active)
+ {
+ S_BlockSound ();
+ sound_active = false;
+ }
+ }
+}
+#endif
+
/////////////////
// Video system
////
+#ifdef USE_GLES2
+#ifndef qglClear
#ifdef __IPHONEOS__
-//#include <SDL_opengles.h>
#include <OpenGLES/ES2/gl.h>
+#else
+#include <SDL_opengles.h>
+#endif
+
+//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__)
+#define PRECALL
+#define POSTCALL
+GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;}
+GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;}
+//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;}
+//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;}
+GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;}
+GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;}
+GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;}
+//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;}
+const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;}
+void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;}
+void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;}
+void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;}
+//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;}
+//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;}
+void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;}
+void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;}
+void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;}
+void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;}
+void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;}
+void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;}
+void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;}
+void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;}
+void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;}
+void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;}
+void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;}
+void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;}
+void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;}
+void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;}
+void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;}
+void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;}
+//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;}
+void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;}
+void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;}
+void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;}
+void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;}
+void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
+void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;}
+void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;}
+//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;}
+//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;}
+void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;}
+void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;}
+void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;}
+void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;}
+void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;}
+void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;}
+void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;}
+void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;}
+void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;}
+void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;}
+void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;}
+void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;}
+void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;}
+void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;}
+//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;}
+void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;}
+void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;}
+void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;}
+void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;}
+void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;}
+void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;}
+void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;}
+void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;}
+void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;}
+void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;}
+void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;}
+#endif
-GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
-GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
-GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);}
-//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);}
-GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);}
-//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);}
-GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);}
-GLenum wrapglGetError(void) {return glGetError();}
-GLuint wrapglCreateProgram(void) {return glCreateProgram();}
-GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);}
-//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);}
-GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);}
-GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);}
-//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);}
-const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);}
-//void wrapglActiveStencilFace(GLenum e) {glActiveStencilFace(e);}
-void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
-void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");}
-//void wrapglArrayElement(GLint i) {glArrayElement(i);}
-void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
-//void wrapglBegin(GLenum mode) {glBegin(mode);}
-//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
-void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
-void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);}
-void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);}
-void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);}
-void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);}
-void wrapglBlendEquation(GLenum e) {glBlendEquation(e);}
-void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);}
-void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);}
-void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);}
-void wrapglClear(GLbitfield mask) {glClear(mask);}
-void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);}
-void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);}
-void wrapglClearStencil(GLint s) {glClearStencil(s);}
-void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");}
-void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");}
-void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");}
-void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {Con_Printf("glColorMask(red, green, blue, alpha)\n");}
-void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");}
-void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);}
-void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);}
-//void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);}
-void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
-//void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);}
-void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);}
-void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);}
-//void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);}
-void wrapglCullFace(GLenum mode) {glCullFace(mode);}
-void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);}
-void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);}
-void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);}
-void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);}
-//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);}
-void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);}
-void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);}
-void wrapglDepthFunc(GLenum func) {glDepthFunc(func);}
-void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);}
-void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);}
-void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);}
-void wrapglDisable(GLenum cap) {glDisable(cap);}
-void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");}
-void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);}
-void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);}
-//void wrapglDrawBuffer(GLenum mode) {glDrawBuffer(mode);}
-//void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {glDrawBuffers(n, bufs);}
-void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);}
-//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
-//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
-void wrapglEnable(GLenum cap) {glEnable(cap);}
-void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");}
-void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);}
-//void wrapglEnd(void) {glEnd();}
-//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
-void wrapglFinish(void) {glFinish();}
-void wrapglFlush(void) {glFlush();}
-void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);}
-void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);}
-//void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {glFramebufferTexture3D();}
-void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);}
-void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);}
-//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);}
-void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);}
-void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);}
-void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);}
-void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);}
-void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);}
-void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);}
-void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);}
-//void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {glGetCompressedTexImage(target, lod, img);}
-//void wrapglGetDoublev(GLenum pname, GLdouble *params) {glGetDoublev(pname, params);}
-void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);}
-void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);}
-void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);}
-void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);}
-void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);}
-void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);}
-void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);}
-//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);}
-//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);}
-//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);}
-void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);}
-void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);}
-//void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {glGetTexImage(target, level, format, type, pixels);}
-//void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {glGetTexLevelParameterfv(target, level, pname, params);}
-//void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {glGetTexLevelParameteriv(target, level, pname, params);}
-void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);}
-void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);}
-void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);}
-void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);}
-void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);}
-void wrapglLineWidth(GLfloat width) {glLineWidth(width);}
-void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);}
-void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");}
-void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");}
-void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");}
-void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");}
-void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");}
-void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");}
-void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");}
-void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");}
-void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);}
-void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");}
-void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");}
-void wrapglPolygonOffset(GLfloat factor, GLfloat units) {Con_Printf("glPolygonOffset(factor, units)\n");}
-void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");}
-void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");}
-void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);}
-void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);}
-void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);}
-void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);}
-void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);}
-void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {glStencilFuncSeparate(func1, func2, ref, mask);}
-void wrapglStencilMask(GLuint mask) {glStencilMask(mask);}
-void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);}
-void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {glStencilOpSeparate(e1, e2, e3, e4);}
-//void wrapglTexCoord1f(GLfloat s) {glTexCoord1f(s);}
-//void wrapglTexCoord2f(GLfloat s, GLfloat t) {glTexCoord2f(s, t);}
-//void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {glTexCoord3f(s, t, r);}
-//void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {glTexCoord4f(s, t, r, q);}
-//void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {glTexCoordPointer(size, type, stride, ptr);}
-//void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {glTexEnvf(target, pname, param);}
-//void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {glTexEnvfv(target, pname, params);}
-//void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {glTexEnvi(target, pname, param);}
-void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);}
-//void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);}
-void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);}
-void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);}
-void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);}
-void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);}
-//void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);}
-void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);}
-void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);}
-void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);}
-void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);}
-void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);}
-void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);}
-void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);}
-void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);}
-void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);}
-void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);}
-void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);}
-void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);}
-void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);}
-void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);}
-void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);}
-void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);}
-void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);}
-void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);}
-void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);}
-void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);}
-void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);}
-//void wrapglVertex2f(GLfloat x, GLfloat y) {glVertex2f(x, y);}
-//void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {glVertex3f(x, y, z);}
-//void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {glVertex4f(x, y, z, w);}
-void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
-void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");}
-void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);}
+#if SDL_MAJOR_VERSION == 1
+#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x))
+#endif
void GLES_Init(void)
{
+#ifndef qglClear
qglIsBufferARB = wrapglIsBuffer;
qglIsEnabled = wrapglIsEnabled;
qglIsFramebufferEXT = wrapglIsFramebuffer;
- qglIsQueryARB = wrapglIsQuery;
+// qglIsQueryARB = wrapglIsQuery;
qglIsRenderbufferEXT = wrapglIsRenderbuffer;
- qglUnmapBufferARB = wrapglUnmapBuffer;
- qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus;
+// qglUnmapBufferARB = wrapglUnmapBuffer;
+ qglCheckFramebufferStatus = wrapglCheckFramebufferStatus;
qglGetError = wrapglGetError;
qglCreateProgram = wrapglCreateProgram;
qglCreateShader = wrapglCreateShader;
// qglGetHandleARB = wrapglGetHandle;
qglGetAttribLocation = wrapglGetAttribLocation;
qglGetUniformLocation = wrapglGetUniformLocation;
- qglMapBufferARB = wrapglMapBuffer;
+// qglMapBufferARB = wrapglMapBuffer;
qglGetString = wrapglGetString;
- qglActiveStencilFaceEXT = wrapglActiveStencilFace;
+// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
qglActiveTexture = wrapglActiveTexture;
qglAlphaFunc = wrapglAlphaFunc;
qglArrayElement = wrapglArrayElement;
qglAttachShader = wrapglAttachShader;
- qglBegin = wrapglBegin;
- qglBeginQueryARB = wrapglBeginQuery;
+// qglBegin = wrapglBegin;
+// qglBeginQueryARB = wrapglBeginQuery;
qglBindAttribLocation = wrapglBindAttribLocation;
+// qglBindFragDataLocation = wrapglBindFragDataLocation;
qglBindBufferARB = wrapglBindBuffer;
- qglBindFramebufferEXT = wrapglBindFramebuffer;
- qglBindRenderbufferEXT = wrapglBindRenderbuffer;
+ qglBindFramebuffer = wrapglBindFramebuffer;
+ qglBindRenderbuffer = wrapglBindRenderbuffer;
qglBindTexture = wrapglBindTexture;
qglBlendEquationEXT = wrapglBlendEquation;
qglBlendFunc = wrapglBlendFunc;
qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
qglCullFace = wrapglCullFace;
qglDeleteBuffersARB = wrapglDeleteBuffers;
- qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers;
+ qglDeleteFramebuffers = wrapglDeleteFramebuffers;
qglDeleteProgram = wrapglDeleteProgram;
qglDeleteShader = wrapglDeleteShader;
- qglDeleteQueriesARB = wrapglDeleteQueries;
- qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers;
+// qglDeleteQueriesARB = wrapglDeleteQueries;
+ qglDeleteRenderbuffers = wrapglDeleteRenderbuffers;
qglDeleteTextures = wrapglDeleteTextures;
qglDepthFunc = wrapglDepthFunc;
qglDepthMask = wrapglDepthMask;
- qglDepthRange = wrapglDepthRange;
+ qglDepthRangef = wrapglDepthRangef;
qglDetachShader = wrapglDetachShader;
qglDisable = wrapglDisable;
qglDisableClientState = wrapglDisableClientState;
qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
qglDrawArrays = wrapglDrawArrays;
- qglDrawBuffer = wrapglDrawBuffer;
- qglDrawBuffersARB = wrapglDrawBuffers;
+// qglDrawBuffer = wrapglDrawBuffer;
+// qglDrawBuffersARB = wrapglDrawBuffers;
qglDrawElements = wrapglDrawElements;
- qglDrawRangeElements = wrapglDrawRangeElements;
+// qglDrawRangeElements = wrapglDrawRangeElements;
qglEnable = wrapglEnable;
qglEnableClientState = wrapglEnableClientState;
qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
- qglEnd = wrapglEnd;
- qglEndQueryARB = wrapglEndQuery;
+// qglEnd = wrapglEnd;
+// qglEndQueryARB = wrapglEndQuery;
qglFinish = wrapglFinish;
qglFlush = wrapglFlush;
qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
qglGenBuffersARB = wrapglGenBuffers;
- qglGenFramebuffersEXT = wrapglGenFramebuffers;
- qglGenQueriesARB = wrapglGenQueries;
- qglGenRenderbuffersEXT = wrapglGenRenderbuffers;
+ qglGenFramebuffers = wrapglGenFramebuffers;
+// qglGenQueriesARB = wrapglGenQueries;
+ qglGenRenderbuffers = wrapglGenRenderbuffers;
qglGenTextures = wrapglGenTextures;
qglGenerateMipmapEXT = wrapglGenerateMipmap;
qglGetActiveAttrib = wrapglGetActiveAttrib;
qglGetActiveUniform = wrapglGetActiveUniform;
qglGetAttachedShaders = wrapglGetAttachedShaders;
qglGetBooleanv = wrapglGetBooleanv;
- qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
qglGetDoublev = wrapglGetDoublev;
qglGetFloatv = wrapglGetFloatv;
qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
qglGetIntegerv = wrapglGetIntegerv;
qglGetShaderiv = wrapglGetShaderiv;
qglGetProgramiv = wrapglGetProgramiv;
- qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
- qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
- qglGetQueryivARB = wrapglGetQueryiv;
+// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
+// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
+// qglGetQueryivARB = wrapglGetQueryiv;
qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
qglGetShaderSource = wrapglGetShaderSource;
qglGetTexImage = wrapglGetTexImage;
qglNormalPointer = wrapglNormalPointer;
qglPixelStorei = wrapglPixelStorei;
qglPointSize = wrapglPointSize;
- qglPolygonMode = wrapglPolygonMode;
+// qglPolygonMode = wrapglPolygonMode;
qglPolygonOffset = wrapglPolygonOffset;
- qglPolygonStipple = wrapglPolygonStipple;
+// qglPolygonStipple = wrapglPolygonStipple;
qglReadBuffer = wrapglReadBuffer;
qglReadPixels = wrapglReadPixels;
- qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
+ qglRenderbufferStorage = wrapglRenderbufferStorage;
qglScissor = wrapglScissor;
qglShaderSource = wrapglShaderSource;
qglStencilFunc = wrapglStencilFunc;
qglVertexAttribPointer = wrapglVertexAttribPointer;
qglVertexPointer = wrapglVertexPointer;
qglViewport = wrapglViewport;
+ qglVertexAttrib1f = wrapglVertexAttrib1f;
+// qglVertexAttrib1s = wrapglVertexAttrib1s;
+// qglVertexAttrib1d = wrapglVertexAttrib1d;
+ qglVertexAttrib2f = wrapglVertexAttrib2f;
+// qglVertexAttrib2s = wrapglVertexAttrib2s;
+// qglVertexAttrib2d = wrapglVertexAttrib2d;
+ qglVertexAttrib3f = wrapglVertexAttrib3f;
+// qglVertexAttrib3s = wrapglVertexAttrib3s;
+// qglVertexAttrib3d = wrapglVertexAttrib3d;
+ qglVertexAttrib4f = wrapglVertexAttrib4f;
+// qglVertexAttrib4s = wrapglVertexAttrib4s;
+// qglVertexAttrib4d = wrapglVertexAttrib4d;
+// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub;
+ qglVertexAttrib1fv = wrapglVertexAttrib1fv;
+// qglVertexAttrib1sv = wrapglVertexAttrib1sv;
+// qglVertexAttrib1dv = wrapglVertexAttrib1dv;
+ qglVertexAttrib2fv = wrapglVertexAttrib2fv;
+// qglVertexAttrib2sv = wrapglVertexAttrib2sv;
+// qglVertexAttrib2dv = wrapglVertexAttrib2dv;
+ qglVertexAttrib3fv = wrapglVertexAttrib3fv;
+// qglVertexAttrib3sv = wrapglVertexAttrib3sv;
+// qglVertexAttrib3dv = wrapglVertexAttrib3dv;
+ qglVertexAttrib4fv = wrapglVertexAttrib4fv;
+// qglVertexAttrib4sv = wrapglVertexAttrib4sv;
+// qglVertexAttrib4dv = wrapglVertexAttrib4dv;
+// qglVertexAttrib4iv = wrapglVertexAttrib4iv;
+// qglVertexAttrib4bv = wrapglVertexAttrib4bv;
+// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv;
+// qglVertexAttrib4usv = wrapglVertexAttrib4usv;
+// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv;
+// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv;
+// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv;
+// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv;
+// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv;
+// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv;
+// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv;
+// qglGetVertexAttribdv = wrapglGetVertexAttribdv;
+ qglGetVertexAttribfv = wrapglGetVertexAttribfv;
+ qglGetVertexAttribiv = wrapglGetVertexAttribiv;
+ qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
+#endif
gl_renderer = (const char *)qglGetString(GL_RENDERER);
gl_vendor = (const char *)qglGetString(GL_VENDOR);
// LordHavoc: report supported extensions
Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+ // GLES devices in general do not like GL_BGRA, so use GL_RGBA
+ vid.forcetextype = TEXTYPE_RGBA;
vid.support.gl20shaders = true;
vid.support.amd_texture_texture4 = false;
- vid.support.arb_depth_texture = false;
+ vid.support.arb_depth_texture = SDL_GL_ExtensionSupported("GL_OES_depth_texture") != 0; // renderbuffer used anyway on gles2?
vid.support.arb_draw_buffers = false;
vid.support.arb_multitexture = false;
vid.support.arb_occlusion_query = false;
+ vid.support.arb_query_buffer_object = false;
vid.support.arb_shadow = false;
vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
- vid.support.arb_texture_cube_map = true;
+ vid.support.arb_texture_cube_map = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0;
vid.support.arb_texture_env_combine = false;
vid.support.arb_texture_gather = false;
vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
- vid.support.arb_vertex_buffer_object = true;
+ vid.support.arb_vertex_buffer_object = true; // GLES2 core
vid.support.ati_separate_stencil = false;
vid.support.ext_blend_minmax = false;
- vid.support.ext_blend_subtract = true;
- vid.support.ext_draw_range_elements = true;
- vid.support.ext_framebuffer_object = true;
+ vid.support.ext_blend_subtract = true; // GLES2 core
+ vid.support.ext_blend_func_separate = true; // GLES2 core
+ vid.support.ext_draw_range_elements = false;
+
+ /* ELUAN:
+ Note: "In OS 2.1, the functions in GL_OES_framebuffer_object were not usable from the Java API.
+ Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...)
+ It's apparently been fixed in 2.2, though I haven't tested."
+ */
+ vid.support.ext_framebuffer_object = false;//true;
+
+ vid.support.ext_packed_depth_stencil = false;
vid.support.ext_stencil_two_side = false;
- vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
- vid.support.ext_texture_compression_s3tc = false;
- vid.support.ext_texture_edge_clamp = true;
+ vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0;
+ vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0;
+ vid.support.ext_texture_edge_clamp = true; // GLES2 core
vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
+ vid.support.ext_texture_srgb = false;
+ // NOTE: On some devices, a value of 512 gives better FPS than the maximum.
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+
+#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
if (vid.support.ext_texture_filter_anisotropic)
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+#endif
if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
+#ifdef GL_MAX_3D_TEXTURE_SIZE
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+#endif
+ Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
+ Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
+ {
+#define GL_ALPHA_BITS 0x0D55
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+ int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
+ qglGetIntegerv(GL_RED_BITS , &fb_r);
+ qglGetIntegerv(GL_GREEN_BITS , &fb_g);
+ qglGetIntegerv(GL_BLUE_BITS , &fb_b);
+ qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
+ qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
+ qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
+ Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
+ }
+ // verify that cubemap textures are really supported
+ if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
+ vid.support.arb_texture_cube_map = false;
+
// verify that 3d textures are really supported
if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
{
vid.texunits = 4;
vid.teximageunits = 8;
vid.texarrayunits = 5;
+ //qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);CHECKGLERROR
+ //qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (GLint*)&vid.texarrayunits);CHECKGLERROR
vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
- vid.renderpath = RENDERPATH_GL20;
+ vid.renderpath = RENDERPATH_GLES2;
vid.useinterleavedarrays = false;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
// VorteX: set other info (maybe place them in VID_InitMode?)
extern cvar_t gl_info_vendor;
return p;
}
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-static int Sys_EventFilter( SDL_Event *event );
-#endif
static qboolean vid_sdl_initjoysticksystem = false;
void VID_Init (void)
Cvar_RegisterVariable(&apple_mouse_noaccel);
#endif
#endif
- Cvar_RegisterVariable(&vid_soft);
- Cvar_RegisterVariable(&vid_soft_threads);
- Cvar_RegisterVariable(&joy_detected);
- Cvar_RegisterVariable(&joy_enable);
- Cvar_RegisterVariable(&joy_index);
- Cvar_RegisterVariable(&joy_axisforward);
- Cvar_RegisterVariable(&joy_axisside);
- Cvar_RegisterVariable(&joy_axisup);
- Cvar_RegisterVariable(&joy_axispitch);
- Cvar_RegisterVariable(&joy_axisyaw);
- //Cvar_RegisterVariable(&joy_axisroll);
- Cvar_RegisterVariable(&joy_deadzoneforward);
- Cvar_RegisterVariable(&joy_deadzoneside);
- Cvar_RegisterVariable(&joy_deadzoneup);
- Cvar_RegisterVariable(&joy_deadzonepitch);
- Cvar_RegisterVariable(&joy_deadzoneyaw);
- //Cvar_RegisterVariable(&joy_deadzoneroll);
- Cvar_RegisterVariable(&joy_sensitivityforward);
- Cvar_RegisterVariable(&joy_sensitivityside);
- Cvar_RegisterVariable(&joy_sensitivityup);
- Cvar_RegisterVariable(&joy_sensitivitypitch);
- Cvar_RegisterVariable(&joy_sensitivityyaw);
- //Cvar_RegisterVariable(&joy_sensitivityroll);
- Cvar_RegisterVariable(&joy_axiskeyevents);
-
+#ifdef DP_MOBILETOUCH
+ Cvar_SetValueQuick(&vid_touchscreen, 1);
+#endif
+
#ifdef SDL_R_RESTART
R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
#endif
vid_isfullscreen = false;
}
+static int vid_sdljoystickindex = -1;
+void VID_EnableJoystick(qboolean enable)
+{
+ int index = joy_enable.integer > 0 ? joy_index.integer : -1;
+ int numsdljoysticks;
+ qboolean success = false;
+ int sharedcount = 0;
+ int sdlindex = -1;
+ sharedcount = VID_Shared_SetJoystick(index);
+ if (index >= 0 && index < sharedcount)
+ success = true;
+ sdlindex = index - sharedcount;
+
+ numsdljoysticks = SDL_NumJoysticks();
+ if (sdlindex < 0 || sdlindex >= numsdljoysticks)
+ sdlindex = -1;
+
+ // update cvar containing count of XInput joysticks + SDL joysticks
+ if (joy_detected.integer != sharedcount + numsdljoysticks)
+ Cvar_SetValueQuick(&joy_detected, sharedcount + numsdljoysticks);
+
+ if (vid_sdljoystickindex != sdlindex)
+ {
+ vid_sdljoystickindex = sdlindex;
+ // close SDL joystick if active
+ if (vid_sdljoystick)
+ SDL_JoystickClose(vid_sdljoystick);
+ vid_sdljoystick = NULL;
+ if (sdlindex >= 0)
+ {
+ vid_sdljoystick = SDL_JoystickOpen(sdlindex);
+ if (vid_sdljoystick)
+ {
+#if SDL_MAJOR_VERSION == 1
+ const char *joystickname = SDL_JoystickName(sdlindex);
+#else
+ const char *joystickname = SDL_JoystickName(vid_sdljoystick);
+#endif
+ Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
+ }
+ else
+ {
+ Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+ sdlindex = -1;
+ }
+ }
+ }
+
+ if (sdlindex >= 0)
+ success = true;
+
+ if (joy_active.integer != (success ? 1 : 0))
+ Cvar_SetValueQuick(&joy_active, success ? 1 : 0);
+}
+
+#if SDL_MAJOR_VERSION == 1
// set the icon (we dont use SDL here since it would be too much a PITA)
#ifdef WIN32
#include "resource.h"
#include <SDL_syswm.h>
-static void VID_SetCaption(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
- SDL_SysWMinfo info;
- HICON icon;
-
- // set the caption
+ SDL_Surface *screen = NULL;
+ SDL_SysWMinfo info;
+ HICON icon;
SDL_WM_SetCaption( gamename, NULL );
-
- // get the HWND handle
- SDL_VERSION( &info.version );
- if( !SDL_GetWMInfo( &info ) )
- return;
-
- icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ if (screen)
+ {
+ // get the HWND handle
+ SDL_VERSION( &info.version );
+ if (SDL_GetWMInfo(&info))
+ {
+ icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
#ifndef _W64 //If Windows 64bit data types don't exist
#ifndef SetClassLongPtr
#define SetClassLongPtr SetClassLong
#define LONG_PTR LONG
#endif
#endif
- SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
-}
-static void VID_SetIcon_Pre(void)
-{
+ SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
+ }
+ }
+ return screen;
}
-static void VID_SetIcon_Post(void)
+#elif defined(MACOSX)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
+ SDL_Surface *screen = NULL;
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
+ return screen;
}
#else
// Adding the OS independent XPM version --blub
#include "darkplaces.xpm"
#include "nexuiz.xpm"
+#if SDL_MAJOR_VERSION == 1
+#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
+#include <SDL_syswm.h>
+#endif
+#endif
static SDL_Surface *icon = NULL;
-static void VID_SetIcon_Pre(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
/*
* Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
char *xpm;
char **idata, *data;
const SDL_version *version;
+ SDL_Surface *screen = NULL;
+ if (icon)
+ SDL_FreeSurface(icon);
+ icon = NULL;
version = SDL_Linked_Version();
// only use non-XPM icon support in SDL v1.3 and higher
// SDL v1.2 does not support "smooth" transparency, and thus is better
// reallocate with malloc, as this is in tempmempool (do not want)
xpm = data;
- data = malloc(width * height * 4);
+ data = (char *) malloc(width * height * 4);
memcpy(data, xpm, width * height * 4);
Mem_Free(xpm);
xpm = NULL;
icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
- if(icon == NULL) {
+ if (icon)
+ icon->pixels = data;
+ else
+ {
Con_Printf( "Failed to create surface for the window Icon!\n"
"%s\n", SDL_GetError());
free(data);
- return;
}
-
- icon->pixels = data;
}
}
data = idata[0];
- if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
- {
- // NOTE: Only 1-char colornames are supported
- Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
- return;
- }
-
- if(isize != 1)
+ if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4)
{
- // NOTE: Only 1-char colornames are supported
- Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
- return;
- }
+ if(isize == 1)
+ {
+ for(i = 0; i < colors; ++i)
+ {
+ unsigned int r, g, b;
+ char idx;
- for(i = 0; i < colors; ++i)
- {
- unsigned int r, g, b;
- char idx;
+ if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+ {
+ char foo[2];
+ if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+ break;
+ else
+ {
+ palette[i].r = 255; // color key
+ palette[i].g = 0;
+ palette[i].b = 255;
+ thenone = i; // weeeee
+ palenc[(unsigned char) idx] = i;
+ }
+ }
+ else
+ {
+ palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+ palette[i].g = g;
+ palette[i].b = b;
+ palenc[(unsigned char) idx] = i;
+ }
+ }
- if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
- {
- char foo[2];
- if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+ if (i == colors)
{
- Con_Printf("This XPM's palette looks odd. Can't continue.\n");
- return;
+ // allocate the image data
+ data = (char*) malloc(width*height);
+
+ for(j = 0; j < height; ++j)
+ {
+ for(i = 0; i < width; ++i)
+ {
+ // casting to the safest possible datatypes ^^
+ data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+ }
+ }
+
+ if(icon != NULL)
+ {
+ // SDL_FreeSurface should free the data too
+ // but for completeness' sake...
+ if(icon->flags & SDL_PREALLOC)
+ {
+ free(icon->pixels);
+ icon->pixels = NULL; // safety
+ }
+ SDL_FreeSurface(icon);
+ }
+
+ icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+ // 8 bit surfaces get an empty palette allocated according to the docs
+ // so it's a palette image for sure :) no endian check necessary for the mask
+
+ if(icon)
+ {
+ icon->pixels = data;
+ SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
+ }
+ else
+ {
+ Con_Printf( "Failed to create surface for the window Icon!\n"
+ "%s\n", SDL_GetError());
+ free(data);
+ }
}
else
{
- palette[i].r = 255; // color key
- palette[i].g = 0;
- palette[i].b = 255;
- thenone = i; // weeeee
+ Con_Printf("This XPM's palette looks odd. Can't continue.\n");
}
}
else
{
- palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
- palette[i].g = g;
- palette[i].b = b;
- }
-
- palenc[(unsigned char) idx] = i;
- }
-
- // allocate the image data
- data = (char*) malloc(width*height);
-
- for(j = 0; j < height; ++j)
- {
- for(i = 0; i < width; ++i)
- {
- // casting to the safest possible datatypes ^^
- data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
}
}
-
- if(icon != NULL)
+ else
{
- // SDL_FreeSurface should free the data too
- // but for completeness' sake...
- if(icon->flags & SDL_PREALLOC)
- {
- free(icon->pixels);
- icon->pixels = NULL; // safety
- }
- SDL_FreeSurface(icon);
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
}
+ }
- icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
- // 8 bit surfaces get an empty palette allocated according to the docs
- // so it's a palette image for sure :) no endian check necessary for the mask
-
- if(icon == NULL) {
- Con_Printf( "Failed to create surface for the window Icon!\n"
- "%s\n", SDL_GetError());
- free(data);
- return;
- }
+ if (icon)
+ SDL_WM_SetIcon(icon, NULL);
- icon->pixels = data;
- SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
- SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
- }
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
- SDL_WM_SetIcon(icon, NULL);
-}
-static void VID_SetIcon_Post(void)
-{
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#if SDL_MAJOR_VERSION == 1
// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
- int j;
- char *data;
- const SDL_version *version;
version = SDL_Linked_Version();
// only use non-XPM icon support in SDL v1.3 and higher
// SDL v1.2 does not support "smooth" transparency, and thus is better
// off the xpm way
- if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))
+ if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3))))
{
// in this case, we did not set the good icon yet
SDL_SysWMinfo info;
static long netwm_icon[MAX_NETWM_ICON];
int pos = 0;
int i = 1;
+ char vabuf[1024];
while(data)
{
}
++i;
Mem_Free(data);
- data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL);
+ data = (char *) loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL);
}
info.info.x11.lock_func();
}
#endif
#endif
+ return screen;
}
-
-static void VID_SetCaption(void)
-{
- SDL_WM_SetCaption( gamename, NULL );
-}
+#endif
#endif
static void VID_OutputVersion(void)
{
- const SDL_version *version;
- version = SDL_Linked_Version();
+ SDL_version version;
+#if SDL_MAJOR_VERSION == 1
+ version = *SDL_Linked_Version();
+#else
+ SDL_GetVersion(&version);
+#endif
Con_Printf( "Linked against SDL version %d.%d.%d\n"
"Using SDL library version %d.%d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
- version->major, version->minor, version->patch );
+ version.major, version.minor, version.patch );
}
-qboolean VID_InitModeGL(viddef_mode_t *mode)
+static qboolean VID_InitModeGL(viddef_mode_t *mode)
{
- int i;
-// FIXME SDL_SetVideoMode
+#if SDL_MAJOR_VERSION == 1
static int notfirstvideomode = false;
int flags = SDL_OPENGL;
+#else
+ int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+#endif
+#ifndef USE_GLES2
+ int i;
const char *drivername;
+#endif
win_half_width = mode->width>>1;
win_half_height = mode->height>>1;
if(vid_resizable.integer)
+#if SDL_MAJOR_VERSION == 1
flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
VID_OutputVersion();
+#if SDL_MAJOR_VERSION == 1
/*
- SDL Hack
+ SDL 1.2 Hack
We cant switch from one OpenGL video mode to another.
Thus we first switch to some stupid 2D mode and then back to OpenGL.
*/
if (notfirstvideomode)
SDL_SetVideoMode( 0, 0, 0, 0 );
notfirstvideomode = true;
+#endif
+#ifndef USE_GLES2
// SDL usually knows best
drivername = NULL;
Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
return false;
}
+#endif
-#ifndef __IPHONEOS__
+#ifdef DP_MOBILETOUCH
+ // mobile platforms are always fullscreen, we'll get the resolution after opening the window
+ mode->fullscreen = true;
+ // hide the menu with SDL_WINDOW_BORDERLESS
+ windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
+#endif
+#ifndef USE_GLES2
if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
{
VID_Shutdown();
// Knghtbrd: should do platform-specific extension string function here
vid_isfullscreen = false;
- if (mode->fullscreen) {
- flags |= SDL_FULLSCREEN;
- vid_isfullscreen = true;
+#if SDL_MAJOR_VERSION == 1
+ {
+ const SDL_VideoInfo *vi = SDL_GetVideoInfo();
+ desktop_mode.width = vi->current_w;
+ desktop_mode.height = vi->current_h;
+ desktop_mode.bpp = vi->vfmt->BitsPerPixel;
+ desktop_mode.pixelheight_num = 1;
+ desktop_mode.pixelheight_denom = 1; // SDL does not provide this
+ if (mode->fullscreen) {
+ if (vid_desktopfullscreen.integer)
+ {
+ mode->width = vi->current_w;
+ mode->height = vi->current_h;
+ mode->bitsperpixel = vi->vfmt->BitsPerPixel;
+ }
+ flags |= SDL_FULLSCREEN;
+ vid_isfullscreen = true;
+ }
+ }
+#else
+ {
+ if (mode->fullscreen) {
+ if (vid_desktopfullscreen.integer)
+ windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+ vid_isfullscreen = true;
+ }
}
+#endif
//flags |= SDL_HWSURFACE;
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples);
}
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+
+#if SDL_MAJOR_VERSION == 1
if (vid_vsync.integer)
SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
else
SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
#else
- // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION
+#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
+#endif
#endif
video_bpp = mode->bitsperpixel;
+#if SDL_MAJOR_VERSION == 1
video_flags = flags;
- VID_SetIcon_Pre();
- screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- VID_SetIcon_Post();
-
+ screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
if (screen == NULL)
{
Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
+ mode->width = screen->w;
+ mode->height = screen->h;
+#else
+ window_flags = windowflags;
+ window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+ if (window == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ SDL_GetWindowSize(window, &mode->width, &mode->height);
+ context = SDL_GL_CreateContext(window);
+ if (context == NULL)
+ {
+ Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+#endif
vid_softsurface = NULL;
vid.softpixels = NULL;
- // set window title
- VID_SetCaption();
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
- // set up an event filter to ask confirmation on close button in WIN32
- SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
-#endif
+#if SDL_MAJOR_VERSION == 1
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+#endif
-#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+#if SDL_MAJOR_VERSION != 1
SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
vid_usingvsync = (vid_vsync.integer != 0);
#endif
gl_platform = "SDL";
gl_platformextensions = "";
-#ifdef __IPHONEOS__
+#ifdef USE_GLES2
GLES_Init();
#else
GL_Init();
#endif
- vid_numjoysticks = SDL_NumJoysticks();
- vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
- Cvar_SetValueQuick(&joy_detected, vid_numjoysticks);
- Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks);
- memset(vid_joysticks, 0, sizeof(vid_joysticks));
- for (i = 0;i < vid_numjoysticks;i++)
- {
- SDL_Joystick *joy;
- joy = vid_joysticks[i] = SDL_JoystickOpen(i);
- if (!joy)
- {
- Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError());
- continue;
- }
- Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy));
- }
-
vid_hidden = false;
vid_activewindow = false;
+ vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
-
+
+#if SDL_MAJOR_VERSION == 1
SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
return true;
}
extern cvar_t gl_info_platform;
extern cvar_t gl_info_driver;
-qboolean VID_InitModeSoft(viddef_mode_t *mode)
+static qboolean VID_InitModeSoft(viddef_mode_t *mode)
{
-// FIXME SDL_SetVideoMode
- int i;
+#if SDL_MAJOR_VERSION == 1
int flags = SDL_HWSURFACE;
+ if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT;
+#else
+ int windowflags = SDL_WINDOW_SHOWN;
+#endif
win_half_width = mode->width>>1;
win_half_height = mode->height>>1;
if(vid_resizable.integer)
+#if SDL_MAJOR_VERSION == 1
flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
VID_OutputVersion();
vid_isfullscreen = false;
if (mode->fullscreen) {
+#if SDL_MAJOR_VERSION == 1
+ const SDL_VideoInfo *vi = SDL_GetVideoInfo();
+ mode->width = vi->current_w;
+ mode->height = vi->current_h;
+ mode->bitsperpixel = vi->vfmt->BitsPerPixel;
flags |= SDL_FULLSCREEN;
+#else
+ if (vid_desktopfullscreen.integer)
+ windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+#endif
vid_isfullscreen = true;
}
video_bpp = mode->bitsperpixel;
+#if SDL_MAJOR_VERSION == 1
video_flags = flags;
- VID_SetIcon_Pre();
- screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- VID_SetIcon_Post();
-
+ screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
if (screen == NULL)
{
Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
+ mode->width = screen->w;
+ mode->height = screen->h;
+#else
+ window_flags = windowflags;
+ window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+ if (window == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ SDL_GetWindowSize(window, &mode->width, &mode->height);
+#endif
// create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish
vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000);
VID_Shutdown();
return false;
}
+#if SDL_MAJOR_VERSION == 1
SDL_SetAlpha(vid_softsurface, 0, 255);
+#else
+ SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE);
+#endif
vid.softpixels = (unsigned int *)vid_softsurface->pixels;
vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
- DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels);
+ if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels) < 0)
+ {
+ Con_Printf("Failed to initialize software rasterizer\n");
+ VID_Shutdown();
+ return false;
+ }
- // set window title
- VID_SetCaption();
- // set up an event filter to ask confirmation on close button in WIN32
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
- SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
-#endif
+#if SDL_MAJOR_VERSION == 1
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+#endif
- gl_platform = "SDLSoft";
- gl_platformextensions = "";
-
- gl_renderer = "DarkPlaces-Soft";
- gl_vendor = "Forest Hale";
- gl_version = "0.0";
- gl_extensions = "";
-
- // clear the extension flags
- memset(&vid.support, 0, sizeof(vid.support));
- Cvar_SetQuick(&gl_info_extensions, "");
-
- vid.forcevbo = false;
- vid.support.arb_depth_texture = true;
- vid.support.arb_draw_buffers = true;
- vid.support.arb_occlusion_query = true;
- vid.support.arb_shadow = true;
- //vid.support.arb_texture_compression = true;
- vid.support.arb_texture_cube_map = true;
- vid.support.arb_texture_non_power_of_two = false;
- vid.support.arb_vertex_buffer_object = true;
- vid.support.ext_blend_subtract = true;
- vid.support.ext_draw_range_elements = true;
- vid.support.ext_framebuffer_object = true;
- vid.support.ext_texture_3d = true;
- //vid.support.ext_texture_compression_s3tc = true;
- vid.support.ext_texture_filter_anisotropic = true;
- vid.support.ati_separate_stencil = true;
-
- vid.maxtexturesize_2d = 16384;
- vid.maxtexturesize_3d = 512;
- vid.maxtexturesize_cubemap = 16384;
- vid.texunits = 4;
- vid.teximageunits = 32;
- vid.texarrayunits = 8;
- vid.max_anisotropy = 1;
- vid.maxdrawbuffers = 4;
-
- vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
- vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
- vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
- Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n");
- vid.renderpath = RENDERPATH_SOFT;
- vid.useinterleavedarrays = false;
-
- Cvar_SetQuick(&gl_info_vendor, gl_vendor);
- Cvar_SetQuick(&gl_info_renderer, gl_renderer);
- Cvar_SetQuick(&gl_info_version, gl_version);
- Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
- Cvar_SetQuick(&gl_info_driver, gl_driver);
-
- // LordHavoc: report supported extensions
- Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
-
- // clear to black (loading plaque will be seen over this)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
-
- vid_numjoysticks = SDL_NumJoysticks();
- vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
- Cvar_SetValueQuick(&joy_detected, vid_numjoysticks);
- Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks);
- memset(vid_joysticks, 0, sizeof(vid_joysticks));
- for (i = 0;i < vid_numjoysticks;i++)
- {
- SDL_Joystick *joy;
- joy = vid_joysticks[i] = SDL_JoystickOpen(i);
- if (!joy)
- {
- Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError());
- continue;
- }
- Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy));
- }
+ VID_Soft_SharedSetup();
vid_hidden = false;
vid_activewindow = false;
+ vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
+#if SDL_MAJOR_VERSION == 1
SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
return true;
}
qboolean VID_InitMode(viddef_mode_t *mode)
{
+ // GAME_STEELSTORM specific
+ steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map");
+ steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor");
+
if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
-#ifdef SSE2_PRESENT
+
+#if SDL_MAJOR_VERSION != 1
+ Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0);
+#endif
+#ifdef SSE_POSSIBLE
if (vid_soft.integer)
return VID_InitModeSoft(mode);
else
void VID_Shutdown (void)
{
+ VID_EnableJoystick(false);
VID_SetMouse(false, false, false);
VID_RestoreSystemGamma();
+#if SDL_MAJOR_VERSION == 1
#ifndef WIN32
+#ifndef MACOSX
if (icon)
SDL_FreeSurface(icon);
icon = NULL;
+#endif
+#endif
#endif
if (vid_softsurface)
free(vid.softdepthpixels);
vid.softdepthpixels = NULL;
+#if SDL_MAJOR_VERSION != 1
+ SDL_DestroyWindow(window);
+ window = NULL;
+#endif
+
SDL_QuitSubSystem(SDL_INIT_VIDEO);
gl_driver[0] = 0;
int VID_SetGamma (unsigned short *ramps, int rampsize)
{
+#if SDL_MAJOR_VERSION == 1
return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+#else
+ return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
+#endif
}
int VID_GetGamma (unsigned short *ramps, int rampsize)
{
+#if SDL_MAJOR_VERSION == 1
return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+#else
+ return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
+#endif
}
void VID_Finish (void)
{
+#if SDL_MAJOR_VERSION == 1
Uint8 appstate;
//react on appstate changes
appstate = SDL_GetAppState();
vid_hidden = !(appstate & SDL_APPACTIVE);
-
- if( vid_hidden || !( appstate & SDL_APPMOUSEFOCUS ) || !( appstate & SDL_APPINPUTFOCUS ) )
- vid_activewindow = false;
- else
- vid_activewindow = true;
+ vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
+#endif
+ vid_activewindow = !vid_hidden && vid_hasfocus;
VID_UpdateGamma(false, 256);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (r_speeds.integer == 2 || gl_finish.integer)
- {
- qglFinish();CHECKGLERROR
- }
-#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+ GL_Finish();
+
+#if SDL_MAJOR_VERSION != 1
{
qboolean vid_usevsync;
vid_usevsync = (vid_vsync.integer && !cls.timedemo);
}
}
#endif
+#if SDL_MAJOR_VERSION == 1
SDL_GL_SwapBuffers();
+#else
+ SDL_GL_SwapWindow(window);
+#endif
break;
case RENDERPATH_SOFT:
DPSOFTRAST_Finish();
+#if SDL_MAJOR_VERSION == 1
+// if (!r_test.integer)
+ {
SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
SDL_Flip(screen);
+ }
+#else
+ {
+ SDL_Surface *screen = SDL_GetWindowSurface(window);
+ SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
+ SDL_UpdateWindowSurface(window);
+ }
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ if (r_speeds.integer == 2 || gl_finish.integer)
+ GL_Finish();
break;
}
}
}
+vid_mode_t *VID_GetDesktopMode(void)
+{
+#if SDL_MAJOR_VERSION != 1
+ SDL_DisplayMode mode;
+ int bpp;
+ Uint32 rmask, gmask, bmask, amask;
+ SDL_GetDesktopDisplayMode(0, &mode);
+ SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask);
+ desktop_mode.width = mode.w;
+ desktop_mode.height = mode.h;
+ desktop_mode.bpp = bpp;
+ desktop_mode.refreshrate = mode.refresh_rate;
+ desktop_mode.pixelheight_num = 1;
+ desktop_mode.pixelheight_denom = 1; // SDL does not provide this
+ // TODO check whether this actually works, or whether we do still need
+ // a read-window-size-after-entering-desktop-fullscreen hack for
+ // multiscreen setups.
+#endif
+ return &desktop_mode;
+}
+
size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
{
- size_t k;
+ size_t k = 0;
+#if SDL_MAJOR_VERSION == 1
SDL_Rect **vidmodes;
int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+#ifdef WIN64
+ SDL_Rect **ENDRECT = (SDL_Rect**)-1LL;
+#else
+ SDL_Rect **ENDRECT = (SDL_Rect**)-1;
+#endif
- k = 0;
- for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); *vidmodes; ++vidmodes)
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != ENDRECT && *vidmodes; ++vidmodes)
{
if(k >= maxcount)
break;
modes[k].pixelheight_denom = 1; // SDL does not provide this
++k;
}
+#else
+ int modenum;
+ int nummodes = SDL_GetNumDisplayModes(0);
+ SDL_DisplayMode mode;
+ for (modenum = 0;modenum < nummodes;modenum++)
+ {
+ if (k >= maxcount)
+ break;
+ if (SDL_GetDisplayMode(0, modenum, &mode))
+ continue;
+ modes[k].width = mode.w;
+ modes[k].height = mode.h;
+ // FIXME bpp?
+ modes[k].refreshrate = mode.refresh_rate;
+ modes[k].pixelheight_num = 1;
+ modes[k].pixelheight_denom = 1; // SDL does not provide this
+ k++;
+ }
+#endif
return k;
}