/* Copyright (C) 2003 T. Joseph Carter This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this #include #include #include "quakedef.h" #include "image.h" #include "utf8lib.h" #ifndef __IPHONEOS__ #ifdef MACOSX #include #include #include #include static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"}; static qboolean vid_usingnoaccel; static double originalMouseSpeed = -1.0; io_connect_t IN_GetIOHandle(void) { io_connect_t iohandle = MACH_PORT_NULL; kern_return_t status; io_service_t iohidsystem = MACH_PORT_NULL; mach_port_t masterport; status = IOMasterPort(MACH_PORT_NULL, &masterport); if(status != KERN_SUCCESS) return 0; iohidsystem = IORegistryEntryFromPath(masterport, kIOServicePlane ":/IOResources/IOHIDSystem"); if(!iohidsystem) return 0; status = IOServiceOpen(iohidsystem, mach_task_self(), kIOHIDParamConnectType, &iohandle); IOObjectRelease(iohidsystem); return iohandle; } #endif #endif #ifdef WIN32 #define SDL_R_RESTART #endif // Tell startup code that we have a client int cl_available = true; qboolean vid_supportrefreshrate = false; 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; static qboolean vid_usingvsync = false; 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; static SDL_GLContext context; static SDL_Window *window; static int window_flags; static vid_mode_t desktop_mode; // Input handling #ifndef SDLK_PERCENT #define SDLK_PERCENT '%' #endif static int MapKey( unsigned int sdlkey ) { 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; // 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; } } qboolean VID_HasScreenKeyboardSupport(void) { return SDL_HasScreenKeyboardSupport() != SDL_FALSE; } void VID_ShowKeyboard(qboolean show) { if (!SDL_HasScreenKeyboardSupport()) return; if (show) { if (!SDL_IsTextInputActive()) SDL_StartTextInput(); } else { if (SDL_IsTextInputActive()) SDL_StopTextInput(); } } qboolean VID_ShowingKeyboard(void) { return SDL_IsTextInputActive() != 0; } void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) { #ifndef DP_MOBILETOUCH #ifdef MACOSX if(relative) if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer)) VID_SetMouse(false, false, false); // ungrab first! #endif if (vid_usingmouse != relative) { vid_usingmouse = relative; cl_ignoremousemoves = 2; 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); #ifdef MACOSX if(relative) { // Save the status of mouse acceleration originalMouseSpeed = -1.0; // in case of error if(apple_mouse_noaccel.integer) { io_connect_t mouseDev = IN_GetIOHandle(); if(mouseDev != 0) { if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseSpeed) == kIOReturnSuccess) { Con_DPrintf("previous mouse acceleration: %f\n", originalMouseSpeed); if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) != kIOReturnSuccess) { Con_Print("Could not disable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } } else { Con_Print("Could not disable mouse acceleration (failed at IOHIDGetAccelerationWithKey).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } IOServiceClose(mouseDev); } else { Con_Print("Could not disable mouse acceleration (failed at IO_GetIOHandle).\n"); Cvar_SetValueQuick(&apple_mouse_noaccel, 0); } } vid_usingnoaccel = !!apple_mouse_noaccel.integer; } else { if(originalMouseSpeed != -1.0) { io_connect_t mouseDev = IN_GetIOHandle(); if(mouseDev != 0) { Con_DPrintf("restoring mouse acceleration to: %f\n", originalMouseSpeed); if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSpeed) != kIOReturnSuccess) Con_Print("Could not re-enable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n"); IOServiceClose(mouseDev); } else Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n"); } } #endif } if (vid_usinghidecursor != hidecursor) { vid_usinghidecursor = hidecursor; SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE); } #endif } // 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]; // this one stores how many areas this finger has touched int multitouchs[MAXFINGERS]; // 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) { 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; 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]++; 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 (button) VectorCopy(rel, resultmove); else VectorClear(resultmove); } if (resultbutton) { if (*resultbutton != button) { 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++; } } if (cursorfinger != -1) { 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; } } if (resultbutton) { 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; } } void VID_BuildJoyState(vid_joystate_t *joystate) { VID_Shared_BuildJoyState_Begin(joystate); if (vid_sdljoystick) { 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); } 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 //// static void IN_Move_TouchScreen_SteelStorm(void) { // ELUAN int i, numfingers; float xscale, yscale; float move[3], aim[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)); 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; }*/ // 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) { 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) { // 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); 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) { 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); } } 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; } if (VID_ShowingKeyboard() && (float)in_windowmouse_y > vid_height.value / 2 - 10) in_windowmouse_y = 128; 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; } 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()) { // user entered a command, close the console now Con_ToggleConsole_f(); } 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]) { 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; static keydest_t oldkeydest; static qboolean oldshowkeyboard; int x, y; vid_joystate_t joystate; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; scr_numtouchscreenareas = 0; // Only apply the new keyboard state if the input changes. if (keydest != oldkeydest || !!vid_touchscreen_showkeyboard.integer != oldshowkeyboard) { switch(keydest) { case key_console: VID_ShowKeyboard(true);break; case key_message: VID_ShowKeyboard(true);break; default: VID_ShowKeyboard(!!vid_touchscreen_showkeyboard.integer); break; } } oldkeydest = keydest; oldshowkeyboard = !!vid_touchscreen_showkeyboard.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) { 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) { SDL_WarpMouseInWindow(window, 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_WarpMouseInWindow(window, win_half_width, win_half_height); } } 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 //// #ifdef SDL_R_RESTART static qboolean sdl_needs_restart; static void sdl_start(void) { } static void sdl_shutdown(void) { sdl_needs_restart = false; } static void sdl_newmap(void) { } #endif static keynum_t buttonremap[] = { K_MOUSE1, K_MOUSE3, K_MOUSE2, K_MOUSE4, K_MOUSE5, K_MOUSE6, K_MOUSE7, K_MOUSE8, K_MOUSE9, K_MOUSE10, K_MOUSE11, K_MOUSE12, K_MOUSE13, K_MOUSE14, K_MOUSE15, K_MOUSE16, }; //#define DEBUGSDLEVENTS // SDL2 void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; int keycode; int i; qboolean isdown; Uchar unicode; SDL_Event event; VID_EnableJoystick(true); while( SDL_PollEvent( &event ) ) loop_start: 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); isdown = (event.key.state == SDL_PRESSED); unicode = 0; if(isdown) { if(SDL_PollEvent(&event)) { if(event.type == SDL_TEXTINPUT) { // combine key code from SDL_KEYDOWN event and character // from SDL_TEXTINPUT event in a single Key_Event call #ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text); #endif unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL); } else { if (!VID_JoyBlockEmulatedKeys(keycode)) Key_Event(keycode, 0, isdown); goto loop_start; } } } if (!VID_JoyBlockEmulatedKeys(keycode)) Key_Event(keycode, unicode, isdown); 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; #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; } } } ///////////////// // Video system //// #ifdef USE_GLES2 #ifndef qglClear #ifdef __IPHONEOS__ #include #else #include #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 wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);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 wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);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 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 wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);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 wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);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 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 void GLES_Init(void) { #ifndef qglClear qglIsBufferARB = wrapglIsBuffer; qglIsEnabled = wrapglIsEnabled; qglIsFramebufferEXT = wrapglIsFramebuffer; // qglIsQueryARB = wrapglIsQuery; qglIsRenderbufferEXT = wrapglIsRenderbuffer; // qglUnmapBufferARB = wrapglUnmapBuffer; qglCheckFramebufferStatus = wrapglCheckFramebufferStatus; qglGetError = wrapglGetError; qglCreateProgram = wrapglCreateProgram; qglCreateShader = wrapglCreateShader; // qglGetHandleARB = wrapglGetHandle; qglGetAttribLocation = wrapglGetAttribLocation; qglGetUniformLocation = wrapglGetUniformLocation; // qglMapBuffer = wrapglMapBuffer; qglGetString = wrapglGetString; // qglActiveStencilFaceEXT = wrapglActiveStencilFace; qglActiveTexture = wrapglActiveTexture; qglArrayElement = wrapglArrayElement; qglAttachShader = wrapglAttachShader; // qglBeginQueryARB = wrapglBeginQuery; qglBindAttribLocation = wrapglBindAttribLocation; // qglBindFragDataLocation = wrapglBindFragDataLocation; qglBindBuffer = wrapglBindBuffer; qglBindFramebuffer = wrapglBindFramebuffer; qglBindRenderbuffer = wrapglBindRenderbuffer; qglBindTexture = wrapglBindTexture; qglBlendEquationEXT = wrapglBlendEquation; qglBlendFunc = wrapglBlendFunc; qglBufferDataARB = wrapglBufferData; qglBufferSubDataARB = wrapglBufferSubData; qglClear = wrapglClear; qglClearColor = wrapglClearColor; qglClearDepth = wrapglClearDepth; qglClearStencil = wrapglClearStencil; qglColorMask = wrapglColorMask; qglCompileShader = wrapglCompileShader; qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D; qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D; qglCopyTexImage2D = wrapglCopyTexImage2D; qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; qglCullFace = wrapglCullFace; qglDeleteBuffers = wrapglDeleteBuffers; qglDeleteFramebuffers = wrapglDeleteFramebuffers; qglDeleteProgram = wrapglDeleteProgram; qglDeleteShader = wrapglDeleteShader; // qglDeleteQueriesARB = wrapglDeleteQueries; qglDeleteRenderbuffers = wrapglDeleteRenderbuffers; qglDeleteTextures = wrapglDeleteTextures; qglDepthFunc = wrapglDepthFunc; qglDepthMask = wrapglDepthMask; qglDepthRangef = wrapglDepthRangef; qglDetachShader = wrapglDetachShader; qglDisable = wrapglDisable; qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; qglDrawArrays = wrapglDrawArrays; // qglDrawBuffer = wrapglDrawBuffer; // qglDrawBuffersARB = wrapglDrawBuffers; qglDrawElements = wrapglDrawElements; qglEnable = wrapglEnable; qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; // qglEndQueryARB = wrapglEndQuery; qglFinish = wrapglFinish; qglFlush = wrapglFlush; qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer; qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; qglGenBuffers = wrapglGenBuffers; qglGenFramebuffers = wrapglGenFramebuffers; // qglGenQueriesARB = wrapglGenQueries; qglGenRenderbuffers = 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; qglLinkProgram = wrapglLinkProgram; qglPixelStorei = wrapglPixelStorei; qglPointSize = wrapglPointSize; // qglPolygonMode = wrapglPolygonMode; qglPolygonOffset = wrapglPolygonOffset; qglReadBuffer = wrapglReadBuffer; qglReadPixels = wrapglReadPixels; qglRenderbufferStorage = wrapglRenderbufferStorage; qglScissor = wrapglScissor; qglShaderSource = wrapglShaderSource; qglStencilFunc = wrapglStencilFunc; qglStencilFuncSeparate = wrapglStencilFuncSeparate; qglStencilMask = wrapglStencilMask; qglStencilOp = wrapglStencilOp; qglStencilOpSeparate = wrapglStencilOpSeparate; 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; #endif 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.amd_texture_texture4 = false; vid.support.arb_draw_buffers = false; vid.support.arb_occlusion_query = false; vid.support.arb_query_buffer_object = false; vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... vid.support.arb_texture_gather = false; vid.support.ext_blend_minmax = false; vid.support.ext_blend_subtract = true; // GLES2 core vid.support.ext_blend_func_separate = true; // GLES2 core vid.support.ext_packed_depth_stencil = false; vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0; vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... vid.support.ext_texture_srgb = false; vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0; vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0; vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0; // 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, (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.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; qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);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_DPrint("Using GLES2 rendering path\n"); vid.renderpath = RENDERPATH_GLES2; vid.sRGBcapable2D = false; vid.sRGBcapable3D = 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; p = SDL_GL_GetProcAddress(name); return p; } static qboolean vid_sdl_initjoysticksystem = false; void VID_Init (void) { #ifndef __IPHONEOS__ #ifdef MACOSX Cvar_RegisterVariable(&apple_mouse_noaccel); #endif #endif #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 if (SDL_Init(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0; if (vid_sdl_initjoysticksystem) Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError()); 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) { const char *joystickname = SDL_JoystickName(vid_sdljoystick); 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); } static void VID_OutputVersion(void) { SDL_version version; SDL_GetVersion(&version); 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 ); } #ifdef WIN32 static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) { LONG width = mode->width; // vid_width LONG height = mode->height; // vid_height // adjust width and height for the space occupied by window decorators (title bar, borders) rect->top = 0; rect->left = 0; rect->right = width; rect->bottom = height; AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0); RECT workArea; SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0); int workWidth = workArea.right - workArea.left; int workHeight = workArea.bottom - workArea.top; // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar) // If the task bar is docked to the the left screen border and we move the window to negative y, // there would be some part of the regular desktop visible on the bottom of the screen. int titleBarPixels = 2; int screenHeight = GetSystemMetrics(SM_CYSCREEN); if (screenHeight == workHeight) titleBarPixels = -rect->top; //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels); // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels)) { rect->left = workArea.left; mode->width = workWidth; rect->top = workArea.top + titleBarPixels; mode->height = workHeight - titleBarPixels; } else { rect->left = workArea.left + max(0, (workWidth - width) / 2); rect->top = workArea.top + max(0, (workHeight - height) / 2); } } #endif static qboolean VID_InitModeGL(viddef_mode_t *mode) { int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL; int xPos = SDL_WINDOWPOS_UNDEFINED; int yPos = SDL_WINDOWPOS_UNDEFINED; #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) windowflags |= SDL_WINDOW_RESIZABLE; VID_OutputVersion(); #ifndef USE_GLES2 // SDL usually knows best drivername = NULL; // COMMANDLINEOPTION: SDL GL: -gl_driver selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it i = COM_CheckParm("-gl_driver"); if (i && i < com_argc - 1) drivername = com_argv[i + 1]; if (SDL_GL_LoadLibrary(drivername) < 0) { Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } #endif #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(); 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 (vid_desktopfullscreen.integer) { vid_mode_t *m = VID_GetDesktopMode(); mode->width = m->width; mode->height = m->height; windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } else windowflags |= SDL_WINDOW_FULLSCREEN; vid_isfullscreen = true; } else { #ifdef WIN32 RECT rect; AdjustWindowBounds(mode, &rect); xPos = rect.left; yPos = rect.top; #endif } } //flags |= SDL_HWSURFACE; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8); if (mode->stereobuffer) SDL_GL_SetAttribute (SDL_GL_STEREO, 1); if (mode->samples > 1) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples); } #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 video_bpp = mode->bitsperpixel; window_flags = windowflags; window = SDL_CreateWindow(gamename, xPos, yPos, 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; } SDL_GL_SetSwapInterval(bound(-1, vid_vsync.integer, 1)); vid_usingvsync = (vid_vsync.integer != 0); gl_platform = "SDL"; gl_platformextensions = ""; #ifdef USE_GLES2 GLES_Init(); #else GL_Init(); #endif vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; return true; } extern cvar_t gl_info_extensions; 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; 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()); Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0); return VID_InitModeGL(mode); } void VID_Shutdown (void) { VID_EnableJoystick(false); VID_SetMouse(false, false, false); SDL_DestroyWindow(window); window = NULL; SDL_QuitSubSystem(SDL_INIT_VIDEO); gl_driver[0] = 0; gl_extensions = ""; gl_platform = ""; gl_platformextensions = ""; } void VID_Finish (void) { qboolean vid_usevsync; vid_activewindow = !vid_hidden && vid_hasfocus; VID_UpdateGamma(); if (!vid_hidden) { switch(vid.renderpath) { case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) GL_Finish(); vid_usevsync = (vid_vsync.integer && !cls.timedemo); if (vid_usingvsync != vid_usevsync) { 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"); } SDL_GL_SwapWindow(window); break; } } } vid_mode_t *VID_GetDesktopMode(void) { 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. return &desktop_mode; } size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { size_t k = 0; 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++; } return k; }