#include "image.h"
#include "dpsoftrast.h"
+#ifndef __IPHONEOS__
#ifdef MACOSX
#include <Carbon/Carbon.h>
#include <IOKit/hidsystem/IOHIDLib.h>
return iohandle;
}
#endif
+#endif
#ifdef WIN32
#define SDL_R_RESTART
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 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_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"};
+cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
+
+#ifdef __IPHONEOS__
+# define SETVIDEOMODE 0
+#else
+# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+# define SETVIDEOMODE 1
+# else
+// LordHavoc: SDL 1.3's SDL_CreateWindow API is not finished enough to use yet, but you can set this to 0 if you want to try it...
+# ifndef SETVIDEOMODE
+# define SETVIDEOMODE 1
+# endif
+# endif
+#endif
static qboolean vid_usingmouse = false;
static qboolean vid_usinghidecursor = false;
+static qboolean vid_hasfocus = false;
static qboolean vid_isfullscreen;
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+static qboolean vid_usingvsync = false;
+#endif
static int vid_numjoysticks = 0;
#define MAX_JOYSTICKS 8
static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS];
static int win_half_width = 50;
static int win_half_height = 50;
-static int video_bpp, video_flags;
+static int video_bpp;
+#if SETVIDEOMODE
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
//TODO: Add joystick support
//TODO: Add error checking
+#ifndef SDLK_PERCENT
+#define SDLK_PERCENT '%'
+#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
-//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 K_KP_1;
+ case SDLK_KP_2: return K_KP_2;
+ case SDLK_KP_3: return K_KP_3;
+ case SDLK_KP_4: return K_KP_4;
+ case SDLK_KP_5: return K_KP_5;
+ case SDLK_KP_6: return K_KP_6;
+ case SDLK_KP_7: return K_KP_7;
+ case SDLK_KP_8: return K_KP_8;
+ case SDLK_KP_9: return K_KP_9;
+ case SDLK_KP_0: return K_KP_0;
+ case SDLK_KP_PERIOD: return K_KP_PERIOD;
+// 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;
+// 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;
+// case SDLK_AC_HOME: return K_AC_HOME;
+// case SDLK_AC_BACK: return K_AC_BACK;
+// case SDLK_AC_FORWARD: return K_AC_FORWARD;
+// case SDLK_AC_STOP: return K_AC_STOP;
+// case SDLK_AC_REFRESH: return K_AC_REFRESH;
+// case SDLK_AC_BOOKMARKS: return K_AC_BOOKMARKS;
+// 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;
+ }
+}
-static int MapKey( unsigned int sdlkey )
+#ifdef __IPHONEOS__
+int SDL_iPhoneKeyboardShow(SDL_Window * window); // reveals the onscreen keyboard. Returns 0 on success and -1 on error.
+int SDL_iPhoneKeyboardHide(SDL_Window * window); // hides the onscreen keyboard. Returns 0 on success and -1 on error.
+SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window); // returns whether or not the onscreen keyboard is currently visible.
+int SDL_iPhoneKeyboardToggle(SDL_Window * window); // toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error.
+#endif
+
+void VID_ShowKeyboard(qboolean show)
{
- if( sdlkey > sizeof(tbl_sdltoquake)/ sizeof(int) )
- return 0;
- return tbl_sdltoquake[ sdlkey ];
+#ifdef __IPHONEOS__
+ if (show)
+ {
+ if (!SDL_iPhoneKeyboardIsShown(window))
+ SDL_iPhoneKeyboardShow(window);
+ }
+ else
+ {
+ if (SDL_iPhoneKeyboardIsShown(window))
+ SDL_iPhoneKeyboardHide(window);
+ }
+#endif
}
+#ifdef __IPHONEOS__
+qboolean VID_ShowingKeyboard(void)
+{
+ return SDL_iPhoneKeyboardIsShown(window);
+}
+#endif
+
void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
{
+#ifndef __IPHONEOS__
#ifdef MACOSX
if(relative)
if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
{
vid_usingmouse = relative;
cl_ignoremousemoves = 2;
+#if SETVIDEOMODE
SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
+#else
+ SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE);
+#endif
#ifdef MACOSX
if(relative)
{
vid_usinghidecursor = hidecursor;
SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE);
}
+#endif
}
static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone)
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)
+ if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) || 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)
+ if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, joy_axiskeyevents_deadzone.value) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove)
return true;
}
return false;
}
+// multitouch[10][] represents the mouse pointer
+// X and Y coordinates are 0-32767 as per SDL spec
+#define MAXFINGERS 11
+int multitouch[MAXFINGERS][3];
+
+qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key)
+{
+ int finger;
+ float fx, fy, fwidth, fheight;
+ float rel[3];
+ qboolean button = false;
+ VectorClear(rel);
+ if (pwidth > 0 && pheight > 0)
+#ifdef __IPHONEOS__
+ if (!VID_ShowingKeyboard())
+#endif
+ {
+ 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 * 32768.0f / vid_conwidth.value;
+ fy = py * 32768.0f / vid_conheight.value;
+ fwidth = pwidth * 32768.0f / vid_conwidth.value;
+ fheight = pheight * 32768.0f / 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)
+ {
+ rel[0] = (multitouch[finger][1] - (fx + 0.5f * fwidth)) * (2.0f / fwidth);
+ rel[1] = (multitouch[finger][2] - (fy + 0.5f * fheight)) * (2.0f / fheight);
+ rel[2] = 0;
+ button = true;
+ break;
+ }
+ }
+ if (scr_numtouchscreenareas < 16)
+ {
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = icon;
+ 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_numtouchscreenareas++;
+ }
+ }
+ if (resultmove)
+ {
+ if (button)
+ VectorCopy(rel, resultmove);
+ else
+ VectorClear(resultmove);
+ }
+ if (resultbutton)
+ {
+ if (*resultbutton != button && (int)key > 0)
+ Key_Event(key, 0, button);
+ *resultbutton = button;
+ }
+ return button;
+}
+
/////////////////////
// Movement handling
////
static int stuck = 0;
int x, y, numaxes, numballs;
- if (vid_usingmouse)
+ scr_numtouchscreenareas = 0;
+ if (vid_touchscreen.integer)
{
- if(vid_stick_mouse.integer)
+ vec3_t move, aim, click;
+ static qboolean buttons[16];
+ static keydest_t oldkeydest;
+ keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
+ multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y);
+ multitouch[MAXFINGERS-1][1] = x * 32768 / vid.width;
+ multitouch[MAXFINGERS-1][2] = y * 32768 / vid.height;
+ if (oldkeydest != keydest)
{
- // 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)
+ switch(keydest)
{
- 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 key_game: VID_ShowKeyboard(false);break;
+ case key_console: VID_ShowKeyboard(true);break;
+ case key_message: VID_ShowKeyboard(true);break;
+ default: break;
+ }
+ }
+ oldkeydest = keydest;
+ // top of screen is toggleconsole and K_ESCAPE
+ switch(keydest)
+ {
+ case key_console:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+ if (!VID_ShowingKeyboard())
+ {
+ // user entered a command, close the console now
+ Con_ToggleConsole_f();
+ }
+#endif
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[15], (keynum_t)0);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+ break;
+ case key_game:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+#endif
+ VID_TouchscreenArea( 2, 0,-128, 128, 128, "gfx/touch_movebutton.tga" , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 3,-128,-128, 128, 128, "gfx/touch_aimbutton.tga" , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 2, 0,-160, 64, 32, "gfx/touch_jumpbutton.tga" , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 3,-128,-160, 64, 32, "gfx/touch_attackbutton.tga" , NULL, &buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 3, -64,-160, 64, 32, "gfx/touch_attack2button.tga", NULL, &buttons[4], K_MOUSE2);
+ buttons[15] = false;
+ break;
+ default:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+ // in menus, an icon in the corner activates keyboard
+ VID_TouchscreenArea( 2, 0, -32, 32, 32, "gfx/touch_keyboard.tga" , NULL, &buttons[15], (keynum_t)0);
+ if (buttons[15])
+ VID_ShowKeyboard(true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea(16, -320,-480,640, 960, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+ if (buttons[2])
+ {
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
}
- } else {
- SDL_GetRelativeMouseState( &x, &y );
- in_mouse_x = x;
- in_mouse_y = y;
+#else
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[15], (keynum_t)0);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+#endif
+ 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;
}
+ else
+ {
+ if (vid_usingmouse)
+ {
+ if (vid_stick_mouse.integer)
+ {
+ // 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 SETVIDEOMODE
+ 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 SETVIDEOMODE
+ 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;
+ SDL_GetMouseState(&x, &y);
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
+ }
if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
{
for (j = 0; j < numaxes; j++)
{
joy_axescache[j].oldmove = joy_axescache[j].move;
- joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, 0.01);
+ joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, joy_axiskeyevents_deadzone.value);
}
// run keyevents
// Message Handling
////
-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;
-}
-
#ifdef SDL_R_RESTART
static qboolean sdl_needs_restart;
static void sdl_start(void)
}
#endif
+#ifndef __IPHONEOS__
static keynum_t buttonremap[18] =
{
K_MOUSE1,
K_MOUSE15,
K_MOUSE16,
};
+#endif
+#if SETVIDEOMODE
+// SDL 1.2
void Sys_SendKeyEvents( void )
{
static qboolean sound_active = true;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
+ if (!vid_touchscreen.integer)
if (event.button.button <= 18)
Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
break;
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) );
break;
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+ break;
+ case SDL_VIDEOEXPOSE:
+ break;
case SDL_VIDEORESIZE:
if(vid_resizable.integer < 2)
{
vid.width = event.resize.w;
vid.height = event.resize.h;
- SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+ screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
if (vid_softsurface)
{
SDL_FreeSurface(vid_softsurface);
#endif
}
break;
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+ case SDL_TEXTEDITING:
+ // unused when SETVIDEOMODE API is used
+ break;
+ case SDL_TEXTINPUT:
+ // this occurs with SETVIDEOMODE but we are not using it
+ 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
+
+// SDL 1.3
+void Sys_SendKeyEvents( void )
+{
+ static qboolean sound_active = true;
+ static qboolean missingunicodehack = true;
+ int keycode;
+ int i;
+ int j;
+ int unicode;
+ SDL_Event event;
+
+ while( SDL_PollEvent( &event ) )
+ switch( event.type ) {
+ case SDL_QUIT:
+ Sys_Quit(0);
+ break;
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ keycode = MapKey(event.key.keysym.sym);
+ if (!IN_JoystickBlockDoubledKeyEvents(keycode))
+#ifdef __IPHONEOS__
+ // the virtual keyboard seems to produce no unicode values...
+ if (missingunicodehack && keycode >= ' ' && keycode < 0x7F && event.key.keysym.unicode == 0)
+ {
+ Con_DPrintf("SDL hack: no unicode value reported, substituting ascii value %i\n", keycode);
+ Key_Event(keycode, keycode, (event.key.state == SDL_PRESSED));
+ }
+ else
+#endif
+ Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+#ifndef __IPHONEOS__
+ if (!vid_touchscreen.integer)
+ if (event.button.button <= 18)
+ Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
+#endif
+ 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) );
+ break;
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+ break;
+ case SDL_VIDEOEXPOSE:
+ break;
+ case SDL_WINDOWEVENT:
+ //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:
+ 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);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+ SDL_SetAlpha(vid_softsurface, 0, 255);
+ 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:
+ // FIXME! this is where composition gets supported
+ break;
+ case SDL_TEXTINPUT:
+ // we have some characters to parse
+ missingunicodehack = false;
+ {
+ unicode = 0;
+ for (i = 0;event.text.text[i];)
+ {
+ unicode = event.text.text[i++];
+ if (unicode & 0x80)
+ {
+ // UTF-8 character
+ // strip high bits (we could count these to validate character length but we don't)
+ for (j = 0x80;unicode & j;j >>= 1)
+ unicode ^= j;
+ for (;(event.text.text[i] & 0xC0) == 0x80;i++)
+ unicode = (unicode << 6) | (event.text.text[i] & 0x3F);
+ // low characters are invalid and could be bad, so replace them
+ if (unicode < 0x80)
+ unicode = '?'; // we could use 0xFFFD instead, the unicode substitute character
+ }
+ //Con_DPrintf("SDL_TEXTINPUT: K_TEXT %i \n", unicode);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
+ }
+ }
+ break;
+ case SDL_MOUSEMOTION:
+ break;
+ case SDL_FINGERDOWN:
+ Con_DPrintf("SDL_FINGERDOWN for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (!multitouch[i][0])
+ {
+ multitouch[i][0] = event.tfinger.fingerId;
+ 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:
+ Con_DPrintf("SDL_FINGERUP for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId)
+ {
+ 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:
+ Con_DPrintf("SDL_FINGERMOTION for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId)
+ {
+ 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;
+ case SDL_TOUCHBUTTONDOWN:
+ // not sure what to do with this...
+ break;
+ case SDL_TOUCHBUTTONUP:
+ // not sure what to do with this...
+ break;
+ case SDL_JOYAXISMOTION:
+ // we poll the joystick instead
+ break;
+ case SDL_JOYBALLMOTION:
+ // we poll the joystick instead
+ break;
+ case SDL_JOYHATMOTION:
+ // we poll the joystick instead
+ break;
+ default:
+ Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
+ 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 __IPHONEOS__
+//#include <SDL_opengles.h>
+#include <OpenGLES/ES2/gl.h>
+
+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) {Con_Printf("glActiveStencilFace(e)\n");}
+void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");}
+void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
+void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
+void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(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) {glColorMask(red, green, blue, alpha);}
+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) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");}
+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) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");}
+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) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");}
+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) {Con_Printf("glDrawBuffer(mode)\n");}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");}
+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) {Con_Printf("glEnd()\n");}
+//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) {Con_Printf("glFramebufferTexture3D()\n");}
+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) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");}
+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) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");}
+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) {glPolygonOffset(factor, units);}
+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) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");}
+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) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");}
+void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");}
+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) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");}
+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) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");}
+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) {Con_Printf("glVertex2f(x, y)\n");}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");}
+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);}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);}
+
+void GLES_Init(void)
+{
+ qglIsBufferARB = wrapglIsBuffer;
+ qglIsEnabled = wrapglIsEnabled;
+ qglIsFramebufferEXT = wrapglIsFramebuffer;
+// qglIsQueryARB = wrapglIsQuery;
+ qglIsRenderbufferEXT = wrapglIsRenderbuffer;
+// qglUnmapBufferARB = wrapglUnmapBuffer;
+ qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus;
+ qglGetError = wrapglGetError;
+ qglCreateProgram = wrapglCreateProgram;
+ qglCreateShader = wrapglCreateShader;
+// qglGetHandleARB = wrapglGetHandle;
+ qglGetAttribLocation = wrapglGetAttribLocation;
+ qglGetUniformLocation = wrapglGetUniformLocation;
+// qglMapBufferARB = wrapglMapBuffer;
+ qglGetString = wrapglGetString;
+// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
+ qglActiveTexture = wrapglActiveTexture;
+ qglAlphaFunc = wrapglAlphaFunc;
+ qglArrayElement = wrapglArrayElement;
+ qglAttachShader = wrapglAttachShader;
+ qglBegin = wrapglBegin;
+// qglBeginQueryARB = wrapglBeginQuery;
+ qglBindAttribLocation = wrapglBindAttribLocation;
+ qglBindFragDataLocation = wrapglBindFragDataLocation;
+ qglBindBufferARB = wrapglBindBuffer;
+ qglBindFramebufferEXT = wrapglBindFramebuffer;
+ qglBindRenderbufferEXT = wrapglBindRenderbuffer;
+ qglBindTexture = wrapglBindTexture;
+ qglBlendEquationEXT = wrapglBlendEquation;
+ qglBlendFunc = wrapglBlendFunc;
+ qglBufferDataARB = wrapglBufferData;
+ qglBufferSubDataARB = wrapglBufferSubData;
+ qglClear = wrapglClear;
+ qglClearColor = wrapglClearColor;
+ qglClearDepth = wrapglClearDepth;
+ qglClearStencil = wrapglClearStencil;
+ qglClientActiveTexture = wrapglClientActiveTexture;
+ qglColor4f = wrapglColor4f;
+ qglColor4ub = wrapglColor4ub;
+ qglColorMask = wrapglColorMask;
+ qglColorPointer = wrapglColorPointer;
+ qglCompileShader = wrapglCompileShader;
+ qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
+ qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
+ qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
+ qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
+ qglCopyTexImage2D = wrapglCopyTexImage2D;
+ qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
+ qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
+ qglCullFace = wrapglCullFace;
+ qglDeleteBuffersARB = wrapglDeleteBuffers;
+ qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers;
+ qglDeleteProgram = wrapglDeleteProgram;
+ qglDeleteShader = wrapglDeleteShader;
+// qglDeleteQueriesARB = wrapglDeleteQueries;
+ qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers;
+ qglDeleteTextures = wrapglDeleteTextures;
+ qglDepthFunc = wrapglDepthFunc;
+ qglDepthMask = wrapglDepthMask;
+ qglDepthRange = wrapglDepthRange;
+ qglDetachShader = wrapglDetachShader;
+ qglDisable = wrapglDisable;
+ qglDisableClientState = wrapglDisableClientState;
+ qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
+ qglDrawArrays = wrapglDrawArrays;
+// qglDrawBuffer = wrapglDrawBuffer;
+// qglDrawBuffersARB = wrapglDrawBuffers;
+ qglDrawElements = wrapglDrawElements;
+// qglDrawRangeElements = wrapglDrawRangeElements;
+ qglEnable = wrapglEnable;
+ qglEnableClientState = wrapglEnableClientState;
+ qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
+ qglEnd = wrapglEnd;
+// qglEndQueryARB = wrapglEndQuery;
+ qglFinish = wrapglFinish;
+ qglFlush = wrapglFlush;
+ qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
+ qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
+ qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
+ qglGenBuffersARB = wrapglGenBuffers;
+ qglGenFramebuffersEXT = wrapglGenFramebuffers;
+// qglGenQueriesARB = wrapglGenQueries;
+ qglGenRenderbuffersEXT = wrapglGenRenderbuffers;
+ qglGenTextures = wrapglGenTextures;
+ qglGenerateMipmapEXT = wrapglGenerateMipmap;
+ qglGetActiveAttrib = wrapglGetActiveAttrib;
+ qglGetActiveUniform = wrapglGetActiveUniform;
+ qglGetAttachedShaders = wrapglGetAttachedShaders;
+ qglGetBooleanv = wrapglGetBooleanv;
+// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+ qglGetDoublev = wrapglGetDoublev;
+ qglGetFloatv = wrapglGetFloatv;
+ qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
+ qglGetProgramInfoLog = wrapglGetProgramInfoLog;
+ qglGetShaderInfoLog = wrapglGetShaderInfoLog;
+ qglGetIntegerv = wrapglGetIntegerv;
+ qglGetShaderiv = wrapglGetShaderiv;
+ qglGetProgramiv = wrapglGetProgramiv;
+// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
+// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
+// qglGetQueryivARB = wrapglGetQueryiv;
+ qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
+ qglGetShaderSource = wrapglGetShaderSource;
+ qglGetTexImage = wrapglGetTexImage;
+ qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
+ qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
+ qglGetTexParameterfv = wrapglGetTexParameterfv;
+ qglGetTexParameteriv = wrapglGetTexParameteriv;
+ qglGetUniformfv = wrapglGetUniformfv;
+ qglGetUniformiv = wrapglGetUniformiv;
+ qglHint = wrapglHint;
+ qglLineWidth = wrapglLineWidth;
+ qglLinkProgram = wrapglLinkProgram;
+ qglLoadIdentity = wrapglLoadIdentity;
+ qglLoadMatrixf = wrapglLoadMatrixf;
+ qglMatrixMode = wrapglMatrixMode;
+ qglMultiTexCoord1f = wrapglMultiTexCoord1f;
+ qglMultiTexCoord2f = wrapglMultiTexCoord2f;
+ qglMultiTexCoord3f = wrapglMultiTexCoord3f;
+ qglMultiTexCoord4f = wrapglMultiTexCoord4f;
+ qglNormalPointer = wrapglNormalPointer;
+ qglPixelStorei = wrapglPixelStorei;
+ qglPointSize = wrapglPointSize;
+ qglPolygonMode = wrapglPolygonMode;
+ qglPolygonOffset = wrapglPolygonOffset;
+// qglPolygonStipple = wrapglPolygonStipple;
+ qglReadBuffer = wrapglReadBuffer;
+ qglReadPixels = wrapglReadPixels;
+ qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
+ qglScissor = wrapglScissor;
+ qglShaderSource = wrapglShaderSource;
+ qglStencilFunc = wrapglStencilFunc;
+ qglStencilFuncSeparate = wrapglStencilFuncSeparate;
+ qglStencilMask = wrapglStencilMask;
+ qglStencilOp = wrapglStencilOp;
+ qglStencilOpSeparate = wrapglStencilOpSeparate;
+ qglTexCoord1f = wrapglTexCoord1f;
+ qglTexCoord2f = wrapglTexCoord2f;
+ qglTexCoord3f = wrapglTexCoord3f;
+ qglTexCoord4f = wrapglTexCoord4f;
+ qglTexCoordPointer = wrapglTexCoordPointer;
+ qglTexEnvf = wrapglTexEnvf;
+ qglTexEnvfv = wrapglTexEnvfv;
+ qglTexEnvi = wrapglTexEnvi;
+ qglTexImage2D = wrapglTexImage2D;
+ qglTexImage3D = wrapglTexImage3D;
+ qglTexParameterf = wrapglTexParameterf;
+ qglTexParameterfv = wrapglTexParameterfv;
+ qglTexParameteri = wrapglTexParameteri;
+ qglTexSubImage2D = wrapglTexSubImage2D;
+ qglTexSubImage3D = wrapglTexSubImage3D;
+ qglUniform1f = wrapglUniform1f;
+ qglUniform1fv = wrapglUniform1fv;
+ qglUniform1i = wrapglUniform1i;
+ qglUniform1iv = wrapglUniform1iv;
+ qglUniform2f = wrapglUniform2f;
+ qglUniform2fv = wrapglUniform2fv;
+ qglUniform2i = wrapglUniform2i;
+ qglUniform2iv = wrapglUniform2iv;
+ qglUniform3f = wrapglUniform3f;
+ qglUniform3fv = wrapglUniform3fv;
+ qglUniform3i = wrapglUniform3i;
+ qglUniform3iv = wrapglUniform3iv;
+ qglUniform4f = wrapglUniform4f;
+ qglUniform4fv = wrapglUniform4fv;
+ qglUniform4i = wrapglUniform4i;
+ qglUniform4iv = wrapglUniform4iv;
+ qglUniformMatrix2fv = wrapglUniformMatrix2fv;
+ qglUniformMatrix3fv = wrapglUniformMatrix3fv;
+ qglUniformMatrix4fv = wrapglUniformMatrix4fv;
+ qglUseProgram = wrapglUseProgram;
+ qglValidateProgram = wrapglValidateProgram;
+ qglVertex2f = wrapglVertex2f;
+ qglVertex3f = wrapglVertex3f;
+ qglVertex4f = wrapglVertex4f;
+ 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;
+
+ gl_renderer = (const char *)qglGetString(GL_RENDERER);
+ gl_vendor = (const char *)qglGetString(GL_VENDOR);
+ gl_version = (const char *)qglGetString(GL_VERSION);
+ gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
+
+ if (!gl_extensions)
+ gl_extensions = "";
+ if (!gl_platformextensions)
+ gl_platformextensions = "";
+
+ Con_Printf("GL_VENDOR: %s\n", gl_vendor);
+ Con_Printf("GL_RENDERER: %s\n", gl_renderer);
+ Con_Printf("GL_VERSION: %s\n", gl_version);
+ Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+ Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+
+ // 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_draw_buffers = false;
+ vid.support.arb_multitexture = false;
+ vid.support.arb_occlusion_query = 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_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.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 = false;//true;
+ 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_filter_anisotropic = false; // probably don't want to use it...
+ vid.support.ext_texture_srgb = false;
+
+ qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+ if (vid.support.ext_texture_filter_anisotropic)
+ qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+ if (vid.support.arb_texture_cube_map)
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ if (vid.support.ext_texture_3d)
+ qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+ 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);
+
+ // 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.support.ext_texture_3d = false;
+ Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+ }
+
+ vid.texunits = 4;
+ vid.teximageunits = 8;
+ vid.texarrayunits = 5;
+ 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_GLES2;
+ vid.useinterleavedarrays = false;
+
+ // VorteX: set other info (maybe place them in VID_InitMode?)
+ extern cvar_t gl_info_vendor;
+ extern cvar_t gl_info_renderer;
+ extern cvar_t gl_info_version;
+ extern cvar_t gl_info_platform;
+ extern cvar_t gl_info_driver;
+ 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);
+}
+#endif
+
void *GL_GetProcAddress(const char *name)
{
void *p = NULL;
return p;
}
-static int Sys_EventFilter( SDL_Event *event );
static qboolean vid_sdl_initjoysticksystem = false;
void VID_Init (void)
{
+#ifndef __IPHONEOS__
#ifdef MACOSX
Cvar_RegisterVariable(&apple_mouse_noaccel);
#endif
- Cvar_RegisterVariable(&vid_soft);
+#endif
Cvar_RegisterVariable(&joy_detected);
Cvar_RegisterVariable(&joy_enable);
Cvar_RegisterVariable(&joy_index);
Cvar_RegisterVariable(&joy_sensitivityyaw);
//Cvar_RegisterVariable(&joy_sensitivityroll);
Cvar_RegisterVariable(&joy_axiskeyevents);
-
+ Cvar_RegisterVariable(&joy_axiskeyevents_deadzone);
+#ifdef __IPHONEOS__
+ 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;
}
+#if SETVIDEOMODE
// set the icon (we dont use SDL here since it would be too much a PITA)
#ifdef WIN32
#include "resource.h"
}
static void VID_SetIcon_Post(void)
{
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+// 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;
}
}
#endif
+#endif
}
SDL_WM_SetCaption( gamename, NULL );
}
#endif
+#endif
static void VID_OutputVersion(void)
{
qboolean VID_InitModeGL(viddef_mode_t *mode)
{
int i;
+#if SETVIDEOMODE
static int notfirstvideomode = false;
int flags = SDL_OPENGL;
+#else
+ int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+#endif
const char *drivername;
win_half_width = mode->width>>1;
win_half_height = mode->height>>1;
if(vid_resizable.integer)
+#if SETVIDEOMODE
flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
VID_OutputVersion();
+#if SETVIDEOMODE
/*
- 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
// SDL usually knows best
drivername = NULL;
return false;
}
+#ifdef __IPHONEOS__
+ // 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;
+#else
if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
{
VID_Shutdown();
Con_Print("Required OpenGL function glGetString not found\n");
return false;
}
+#endif
// Knghtbrd: should do platform-specific extension string function here
vid_isfullscreen = false;
if (mode->fullscreen) {
+#if SETVIDEOMODE
flags |= SDL_FULLSCREEN;
+#else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+#endif
vid_isfullscreen = true;
}
//flags |= SDL_HWSURFACE;
}
if (mode->stereobuffer)
SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
- if (vid_vsync.integer)
- SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
- else
- SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
if (mode->samples > 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 (vid_vsync.integer)
+ SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
+ else
+ SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
+#else
+#ifdef __IPHONEOS__
+ 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);
+ // FIXME: get proper resolution from OS somehow (iPad for instance...)
+ mode->width = 320;
+ mode->height = 480;
+#endif
+#endif
video_bpp = mode->bitsperpixel;
+#if SETVIDEOMODE
video_flags = flags;
VID_SetIcon_Pre();
screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
VID_SetIcon_Post();
-
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;
+#if SETVIDEOMODE
// set window title
VID_SetCaption();
- // set up an event filter to ask confirmation on close button in WIN32
- SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+ SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
+ vid_usingvsync = (vid_vsync.integer != 0);
+#endif
+
gl_platform = "SDL";
gl_platformextensions = "";
+#ifdef __IPHONEOS__
+ GLES_Init();
+#else
GL_Init();
+#endif
vid_numjoysticks = SDL_NumJoysticks();
vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
vid_hidden = false;
vid_activewindow = false;
+ vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
+#if SETVIDEOMODE
SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
return true;
}
qboolean VID_InitModeSoft(viddef_mode_t *mode)
{
int i;
+#if SETVIDEOMODE
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 SETVIDEOMODE
flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
VID_OutputVersion();
vid_isfullscreen = false;
if (mode->fullscreen) {
+#if SETVIDEOMODE
flags |= SDL_FULLSCREEN;
+#else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+#endif
vid_isfullscreen = true;
}
video_bpp = mode->bitsperpixel;
+#if SETVIDEOMODE
video_flags = flags;
VID_SetIcon_Pre();
screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
VID_SetIcon_Post();
-
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.softpixels = (unsigned int *)vid_softsurface->pixels;
vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
- DPSOFTRAST_Init(mode->width, mode->height, (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;
+ }
+#if SETVIDEOMODE
// set window title
VID_SetCaption();
- // set up an event filter to ask confirmation on close button in WIN32
- SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
- 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_Soft_SharedSetup();
vid_numjoysticks = SDL_NumJoysticks();
vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
vid_hidden = false;
vid_activewindow = false;
+ vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
+#if SETVIDEOMODE
SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
return true;
}
{
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
+#ifdef SSE_POSSIBLE
if (vid_soft.integer)
return VID_InitModeSoft(mode);
else
VID_SetMouse(false, false, false);
VID_RestoreSystemGamma();
+#if SETVIDEOMODE
#ifndef WIN32
if (icon)
SDL_FreeSurface(icon);
icon = NULL;
+#endif
#endif
if (vid_softsurface)
free(vid.softdepthpixels);
vid.softdepthpixels = NULL;
+#if SETVIDEOMODE
+#else
+ SDL_DestroyWindow(window);
+ window = NULL;
+#endif
+
SDL_QuitSubSystem(SDL_INIT_VIDEO);
gl_driver[0] = 0;
void VID_Finish (void)
{
+#if SETVIDEOMODE
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_APPMOUSEFOCUS) && (appstate & SDL_APPINPUTFOCUS);
+#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_GLES2:
CHECKGLERROR
if (r_speeds.integer == 2 || gl_finish.integer)
- {
- qglFinish();CHECKGLERROR
- }
+ GL_Finish();
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+{
+ qboolean vid_usevsync;
+ vid_usevsync = (vid_vsync.integer && !cls.timedemo);
+ if (vid_usingvsync != vid_usevsync)
+ {
+ if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
+ Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
+ else
+ Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
+ }
+}
+#endif
+#if SETVIDEOMODE
SDL_GL_SwapBuffers();
+#else
+ SDL_GL_SwapWindow(window);
+#endif
break;
case RENDERPATH_SOFT:
+ DPSOFTRAST_Finish();
+#if SETVIDEOMODE
+// 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;
}
}
int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
k = 0;
- for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); *vidmodes; ++vidmodes)
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes)
{
if(k >= maxcount)
break;