/* 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 #include "quakedef.h" #include "image.h" #include "dpsoftrast.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; cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"}; cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"}; cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple"}; cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"}; cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"}; cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"}; cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"}; cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"}; cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"}; cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"}; cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"}; cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"}; cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"}; cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"}; cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"}; cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"}; cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"}; #ifdef USE_GLES2 # 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; #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 #define MAX_JOYSTICK_AXES 16 typedef struct { float oldmove; float move; double keytime; }joy_axiscache_t; static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES]; ///////////////////////// // Input handling //// //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 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 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; } } #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) { #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_SetMouse(false, false, false); // ungrab first! #endif if (vid_usingmouse != relative) { 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) { // 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 } static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone) { double value; if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) return 0; // no such axis on this joystick value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0); value = bound(-1, value, 1); if (fabs(value) < deadzone) return 0; // within deadzone around center return value * sensitivity; } ///////////////////// // Joystick axis keyevents // a sort of hack emulating Arrow keys for joystick axises // as some drives dont send such keyevents for them // additionally we should block drivers that do send arrow keyevents to prevent double events //// static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg) { double joytime; if (axis < 0 || axis >= SDL_JoystickNumAxes(joy)) return; // no such axis on this joystick joytime = Sys_DoubleTime(); // no key event, continuous keydown event if (joy_axescache[axis].move == joy_axescache[axis].oldmove) { if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); joy_axescache[axis].keytime = joytime + 0.5 / 20; } return; } // generate key up event if (joy_axescache[axis].oldmove) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0); } // generate key down event if (joy_axescache[axis].move) { //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time); Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1); joy_axescache[axis].keytime = joytime + 0.5; } } static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode) { if (!joy_axiskeyevents.integer) return false; // block keyevent if it's going to be provided by joystick keyevent system if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) { SDL_Joystick *joy = vid_joysticks[joy_index.integer]; if (keycode == K_UPARROW || keycode == K_DOWNARROW) 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, 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 //// void IN_Move( void ) { int j; static int old_x = 0, old_y = 0; static int stuck = 0; int x, y, numaxes, numballs; scr_numtouchscreenareas = 0; if (vid_touchscreen.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) { switch(keydest) { case key_game: VID_ShowKeyboard(false);break; case key_console: VID_ShowKeyboard(true);break; case key_message: VID_ShowKeyboard(true);break; default: break; } } 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 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; } if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks) { SDL_Joystick *joy = vid_joysticks[joy_index.integer]; // balls convert to mousemove numballs = SDL_JoystickNumBalls(joy); for (j = 0;j < numballs;j++) { SDL_JoystickGetBall(joy, j, &x, &y); in_mouse_x += x; in_mouse_y += y; } // axes cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value; cl.cmd.sidemove += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value; cl.cmd.upmove += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value; cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value; cl.viewangles[1] += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value; //cl.viewangles[2] += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value; // cache state of axes to emulate button events for them numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy)); for (j = 0; j < numaxes; j++) { joy_axescache[j].oldmove = joy_axescache[j].move; joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, joy_axiskeyevents_deadzone.value); } // run keyevents if (joy_axiskeyevents.integer) { IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW); IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW); } } } ///////////////////// // 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 #ifndef __IPHONEOS__ static keynum_t buttonremap[18] = { K_MOUSE1, K_MOUSE3, K_MOUSE2, K_MWHEELUP, K_MWHEELDOWN, 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, }; #endif #if SETVIDEOMODE // SDL 1.2 void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; int keycode; 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)) Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED)); break; case SDL_ACTIVEEVENT: if( event.active.state & SDL_APPACTIVE ) { if( event.active.gain ) vid_hidden = false; else vid_hidden = 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; 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_VIDEORESIZE: if(vid_resizable.integer < 2) { vid.width = event.resize.w; vid.height = event.resize.h; screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags); if (vid_softsurface) { SDL_FreeSurface(vid_softsurface); vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); vid.softpixels = (unsigned int *)vid_softsurface->pixels; SDL_SetAlpha(vid_softsurface, 0, 255); 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; #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 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; } } } #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: if (!vid_touchscreen.integer) if (event.button.button <= 18) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; case SDL_JOYBUTTONDOWN: if (!joy_enable.integer) break; // ignore down events if joystick has been disabled case SDL_JOYBUTTONUP: if (event.jbutton.button < 48) Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) ); 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 USE_GLES2 #ifdef __IPHONEOS__ #include #else #include #endif GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);} GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);} GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);} //GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);} GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);} //GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);} GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);} GLenum wrapglGetError(void) {return glGetError();} GLuint wrapglCreateProgram(void) {return glCreateProgram();} GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);} //GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);} GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);} GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);} //GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);} const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);} void wrapglActiveStencilFace(GLenum e) {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; 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 Cvar_RegisterVariable(&joy_detected); Cvar_RegisterVariable(&joy_enable); Cvar_RegisterVariable(&joy_index); Cvar_RegisterVariable(&joy_axisforward); Cvar_RegisterVariable(&joy_axisside); Cvar_RegisterVariable(&joy_axisup); Cvar_RegisterVariable(&joy_axispitch); Cvar_RegisterVariable(&joy_axisyaw); //Cvar_RegisterVariable(&joy_axisroll); Cvar_RegisterVariable(&joy_deadzoneforward); Cvar_RegisterVariable(&joy_deadzoneside); Cvar_RegisterVariable(&joy_deadzoneup); Cvar_RegisterVariable(&joy_deadzonepitch); Cvar_RegisterVariable(&joy_deadzoneyaw); //Cvar_RegisterVariable(&joy_deadzoneroll); Cvar_RegisterVariable(&joy_sensitivityforward); Cvar_RegisterVariable(&joy_sensitivityside); Cvar_RegisterVariable(&joy_sensitivityup); Cvar_RegisterVariable(&joy_sensitivitypitch); Cvar_RegisterVariable(&joy_sensitivityyaw); //Cvar_RegisterVariable(&joy_sensitivityroll); Cvar_RegisterVariable(&joy_axiskeyevents); 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 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; } #if SETVIDEOMODE // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" #include static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { SDL_Surface *screen = NULL; SDL_SysWMinfo info; HICON icon; SDL_WM_SetCaption( gamename, NULL ); screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); if (screen) { // get the HWND handle SDL_VERSION( &info.version ); if (SDL_GetWMInfo(&info)) { icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) ); #ifndef _W64 //If Windows 64bit data types don't exist #ifndef SetClassLongPtr #define SetClassLongPtr SetClassLong #endif #ifndef GCLP_HICON #define GCLP_HICON GCL_HICON #endif #ifndef LONG_PTR #define LONG_PTR LONG #endif #endif SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon ); } } return screen; } #elif defined(MACOSX) static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { SDL_Surface *screen = NULL; SDL_WM_SetCaption( gamename, NULL ); screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); // we don't use SDL_WM_SetIcon here because the icon in the .app should be used return screen; } #else // Adding the OS independent XPM version --blub #include "darkplaces.xpm" #include "nexuiz.xpm" static SDL_Surface *icon = NULL; static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { /* * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at * default settings with less than 91 colors and transparency. */ int width, height, colors, isize, i, j; int thenone = -1; static SDL_Color palette[256]; unsigned short palenc[256]; // store color id by char char *xpm; char **idata, *data; const SDL_version *version; SDL_Surface *screen = NULL; if (icon) SDL_FreeSurface(icon); icon = NULL; version = SDL_Linked_Version(); // only use non-XPM icon support in SDL v1.3 and higher // SDL v1.2 does not support "smooth" transparency, and thus is better // off the xpm way if(version->major >= 2 || (version->major == 1 && version->minor >= 3)) { data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); if(data) { unsigned int red = 0x00FF0000; unsigned int green = 0x0000FF00; unsigned int blue = 0x000000FF; unsigned int alpha = 0xFF000000; width = image_width; height = image_height; // reallocate with malloc, as this is in tempmempool (do not want) xpm = data; data = malloc(width * height * 4); memcpy(data, xpm, width * height * 4); Mem_Free(xpm); xpm = NULL; icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha)); if (icon) icon->pixels = data; else { Con_Printf( "Failed to create surface for the window Icon!\n" "%s\n", SDL_GetError()); free(data); } } } // we only get here if non-XPM icon was missing, or SDL version is not // sufficient for transparent non-XPM icons if(!icon) { xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL); idata = NULL; if(xpm) idata = XPM_DecodeString(xpm); if(!idata) idata = ENGINE_ICON; if(xpm) Mem_Free(xpm); data = idata[0]; if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4) { if(isize == 1) { for(i = 0; i < colors; ++i) { unsigned int r, g, b; char idx; if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4) { char foo[2]; if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0 break; else { palette[i].r = 255; // color key palette[i].g = 0; palette[i].b = 255; thenone = i; // weeeee palenc[(unsigned char) idx] = i; } } else { palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key palette[i].g = g; palette[i].b = b; palenc[(unsigned char) idx] = i; } } if (i == colors) { // allocate the image data data = (char*) malloc(width*height); for(j = 0; j < height; ++j) { for(i = 0; i < width; ++i) { // casting to the safest possible datatypes ^^ data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]]; } } if(icon != NULL) { // SDL_FreeSurface should free the data too // but for completeness' sake... if(icon->flags & SDL_PREALLOC) { free(icon->pixels); icon->pixels = NULL; // safety } SDL_FreeSurface(icon); } icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed // 8 bit surfaces get an empty palette allocated according to the docs // so it's a palette image for sure :) no endian check necessary for the mask if(icon) { icon->pixels = data; SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors); SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone); } else { Con_Printf( "Failed to create surface for the window Icon!\n" "%s\n", SDL_GetError()); free(data); } } else { Con_Printf("This XPM's palette looks odd. Can't continue.\n"); } } else { // NOTE: Only 1-char colornames are supported Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize); } } else { // NOTE: Only 1-char colornames are supported Con_Printf("Sorry, but this does not even look similar to an XPM.\n"); } } if (icon) SDL_WM_SetIcon(icon, NULL); SDL_WM_SetCaption( gamename, NULL ); screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); #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 version = SDL_Linked_Version(); // only use non-XPM icon support in SDL v1.3 and higher // SDL v1.2 does not support "smooth" transparency, and thus is better // off the xpm way if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))) { // in this case, we did not set the good icon yet SDL_SysWMinfo info; SDL_VERSION(&info.version); if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11) { data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL); if(data) { // use _NET_WM_ICON too static long netwm_icon[MAX_NETWM_ICON]; int pos = 0; int i = 1; while(data) { if(pos + 2 * image_width * image_height < MAX_NETWM_ICON) { netwm_icon[pos++] = image_width; netwm_icon[pos++] = image_height; for(i = 0; i < image_height; ++i) for(j = 0; j < image_width; ++j) netwm_icon[pos++] = BuffLittleLong((unsigned char *) &data[(i*image_width+j)*4]); } else { Con_Printf("Skipping NETWM icon #%d because there is no space left\n", i); } ++i; Mem_Free(data); data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL); } info.info.x11.lock_func(); { Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false); XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos); } info.info.x11.unlock_func(); } } } #endif #endif return screen; } #endif #endif static void VID_OutputVersion(void) { const SDL_version *version; version = SDL_Linked_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 ); } 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 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; // 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; } #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; #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 SETVIDEOMODE flags |= SDL_FULLSCREEN; #else windowflags |= SDL_WINDOW_FULLSCREEN; #endif vid_isfullscreen = true; } //flags |= SDL_HWSURFACE; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (mode->bitsperpixel >= 32) { 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); } else { SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 5); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); } 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); } #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 USE_GLES2 SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1); #endif #endif video_bpp = mode->bitsperpixel; #if SETVIDEOMODE video_flags = flags; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } mode->width = screen->w; mode->height = screen->h; #else window_flags = windowflags; window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); if (window == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } SDL_GetWindowSize(window, &mode->width, &mode->height); context = SDL_GL_CreateContext(window); if (context == NULL) { Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError()); VID_Shutdown(); return false; } #endif vid_softsurface = NULL; vid.softpixels = NULL; // 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 USE_GLES2 GLES_Init(); #else GL_Init(); #endif vid_numjoysticks = SDL_NumJoysticks(); vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); memset(vid_joysticks, 0, sizeof(vid_joysticks)); for (i = 0;i < vid_numjoysticks;i++) { SDL_Joystick *joy; joy = vid_joysticks[i] = SDL_JoystickOpen(i); if (!joy) { Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); continue; } Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); } vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; #if SETVIDEOMODE SDL_WM_GrabInput(SDL_GRAB_OFF); #endif 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_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; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } mode->width = screen->w; mode->height = screen->h; #else window_flags = windowflags; window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); if (window == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } SDL_GetWindowSize(window, &mode->width, &mode->height); #endif // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000); if (vid_softsurface == NULL) { Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } SDL_SetAlpha(vid_softsurface, 0, 255); vid.softpixels = (unsigned int *)vid_softsurface->pixels; vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); 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; } // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); VID_Soft_SharedSetup(); vid_numjoysticks = SDL_NumJoysticks(); vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); Cvar_SetValueQuick(&joy_detected, vid_numjoysticks); Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks); memset(vid_joysticks, 0, sizeof(vid_joysticks)); for (i = 0;i < vid_numjoysticks;i++) { SDL_Joystick *joy; joy = vid_joysticks[i] = SDL_JoystickOpen(i); if (!joy) { Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError()); continue; } Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy)); } vid_hidden = false; vid_activewindow = false; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; #if SETVIDEOMODE SDL_WM_GrabInput(SDL_GRAB_OFF); #endif return true; } qboolean VID_InitMode(viddef_mode_t *mode) { if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); #ifdef SSE_POSSIBLE if (vid_soft.integer) return VID_InitModeSoft(mode); else #endif return VID_InitModeGL(mode); } void VID_Shutdown (void) { VID_SetMouse(false, false, false); VID_RestoreSystemGamma(); #if SETVIDEOMODE #ifndef WIN32 #ifndef MACOSX if (icon) SDL_FreeSurface(icon); icon = NULL; #endif #endif #endif if (vid_softsurface) SDL_FreeSurface(vid_softsurface); vid_softsurface = NULL; vid.softpixels = NULL; if (vid.softdepthpixels) free(vid.softdepthpixels); vid.softdepthpixels = NULL; #if SETVIDEOMODE #else SDL_DestroyWindow(window); window = NULL; #endif SDL_QuitSubSystem(SDL_INIT_VIDEO); gl_driver[0] = 0; gl_extensions = ""; gl_platform = ""; gl_platformextensions = ""; } int VID_SetGamma (unsigned short *ramps, int rampsize) { return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } int VID_GetGamma (unsigned short *ramps, int rampsize) { return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); } void VID_Finish (void) { #if SETVIDEOMODE Uint8 appstate; //react on appstate changes appstate = SDL_GetAppState(); vid_hidden = !(appstate & SDL_APPACTIVE); vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0; #endif vid_activewindow = !vid_hidden && vid_hasfocus; VID_UpdateGamma(false, 256); if (!vid_hidden) { switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) 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; } } } size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { size_t k; SDL_Rect **vidmodes; int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel; k = 0; for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes) { if(k >= maxcount) break; modes[k].width = (*vidmodes)->w; modes[k].height = (*vidmodes)->h; modes[k].bpp = bpp; modes[k].refreshrate = 60; // no support for refresh rate in SDL modes[k].pixelheight_num = 1; modes[k].pixelheight_denom = 1; // SDL does not provide this ++k; } return k; }