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.
-*/
-/*
-TODOs until first commit:
- 1. Hide and/or show the mouse whether the mainwindow is focused or not.
- 2. Minimize when losing focus in fullscreen mode.
-d 3. GrabInput while mainwindow is active.
- 4
-
*/
#include <SDL.h>
#include <stdio.h>
// Tell startup code that we have a client
int cl_available = true;
-static int vid_usingmouse;
-static int vid_isfullscreen;
+static qboolean vid_usingmouse;
+static qboolean vid_isfullscreen;
static SDL_Surface *screen;
-static Uint8 in_mouse_buttons;
-
static void IN_Init( void );
static void IN_Shutdown( void );
#define tenoh 0,0,0,0,0, 0,0,0,0,0
#define fiftyoh tenoh, tenoh, tenoh, tenoh, tenoh
#define hundredoh fiftyoh, fiftyoh
-static unsigned int tbl_sdltoquake[] =
+static unsigned int tbl_sdltoquake[] =
{
0,0,0,0, //SDLK_UNKNOWN = 0,
0,0,0,0, //SDLK_FIRST = 0,
#undef fiftyoh
#undef hundredoh
-static int MapKey( int sdlkey )
+static int MapKey( unsigned int sdlkey )
{
if( sdlkey > sizeof(tbl_sdltoquake)/ sizeof(int) )
return 0;
return tbl_sdltoquake[ sdlkey ];
}
-static void IN_Activate( void )
-{
- SDL_WM_GrabInput( SDL_GRAB_ON );
- SDL_ShowCursor( SDL_DISABLE );
-}
-
-static void IN_Deactivate( void )
+static void IN_Activate( qboolean grab )
{
- SDL_WM_GrabInput( SDL_GRAB_OFF );
- SDL_ShowCursor( SDL_ENABLE );
-}
-
-void IN_Commands (void)
-{
-}
-
-static void IN_MouseMove (usercmd_t *cmd)
-{
- int x, y;
- Uint8 state;
- int i;
-
- if( !vid_usingmouse ) {
- IN_Mouse( cmd, 0, 0 );
- return;
+ if (grab)
+ {
+ if (!vid_usingmouse)
+ {
+ vid_usingmouse = true;
+ SDL_WM_GrabInput( SDL_GRAB_ON );
+ SDL_ShowCursor( SDL_DISABLE );
+ }
+ }
+ else
+ {
+ if (vid_usingmouse)
+ {
+ vid_usingmouse = false;
+ SDL_WM_GrabInput( SDL_GRAB_OFF );
+ SDL_ShowCursor( SDL_ENABLE );
+ }
}
-
- state = SDL_GetRelativeMouseState( &x, &y );
- for( i = 0; i < 8 ; i++ )
- if( state & ~in_mouse_buttons & 1 << i )
- Key_Event( K_MOUSE1 + i, 0, true );
- else if( ~state & in_mouse_buttons & 1 << i )
- Key_Event( K_MOUSE1 + i, 0, false );
-
- in_mouse_buttons = state;
-
- IN_Mouse( cmd, x, y );
}
-void IN_Move( usercmd_t *cmd )
+void IN_Move( void )
{
- IN_MouseMove( cmd );
+ if( vid_usingmouse )
+ {
+ int x, y;
+ SDL_GetRelativeMouseState( &x, &y );
+ in_mouse_x = x;
+ in_mouse_y = y;
+ }
}
static void IN_Init( void )
{
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
+ // enable key repeat since everyone expects it
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
// init mouse
- in_mouse_buttons = SDL_GetMouseState( NULL, NULL );
vid_usingmouse = false;
}
// Message Handling
////
-static int Sys_EventFilter( SDL_Event *event )
+static int Sys_EventFilter( SDL_Event *event )
{
//TODO: Add a quit query in linux, too - though linux user are more likely to know what they do
#ifdef WIN32
if( event->type == SDL_QUIT && MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO )
return 0;
- else
+ else
return 1;
#else
return 1;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
- Key_Event( MapKey( event.key.keysym.sym ), event.key.keysym.unicode, (event.key.state == SDL_PRESSED) );
+ Key_Event( MapKey( event.key.keysym.sym ), (char)event.key.keysym.unicode, (event.key.state == SDL_PRESSED) );
break;
case SDL_ACTIVEEVENT:
- if( event.active.state == SDL_APPACTIVE )
+ if( event.active.state == SDL_APPACTIVE )
+ {
if( event.active.gain )
vid_hidden = false;
else
vid_hidden = true;
+ }
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ if( event.button.button == SDL_BUTTON_MIDDLE )
+ event.button.button = SDL_BUTTON_RIGHT;
+ else if( event.button.button == SDL_BUTTON_RIGHT )
+ event.button.button = SDL_BUTTON_MIDDLE;
+ Key_Event( K_MOUSE1 + event.button.button - 1, 0, true );
+ break;
+ case SDL_MOUSEBUTTONUP:
+ if( event.button.button == SDL_BUTTON_MIDDLE )
+ event.button.button = SDL_BUTTON_RIGHT;
+ else if( event.button.button == SDL_BUTTON_RIGHT )
+ event.button.button = SDL_BUTTON_MIDDLE;
+ Key_Event( K_MOUSE1 + event.button.button - 1, 0, false );
break;
}
}
IN_Init();
}
+// set the icon (we dont use SDL here since it would be too much a PITA)
+#ifdef WIN32
+#include "resource.h"
+#include <SDL_syswm.h>
+static void VID_SetCaption()
+{
+ SDL_SysWMinfo info;
+ HICON icon;
+
+ // set the caption
+ SDL_WM_SetCaption( gamename, NULL );
+
+ // get the HWND handle
+ SDL_VERSION( &info.version );
+ if( !SDL_GetWMInfo( &info ) )
+ return;
+
+ icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
+ SetClassLong( info.window, GCL_HICON, (LONG) icon );
+}
+#else
+static void VID_SetCaption()
+{
+ SDL_WM_SetCaption( gamename, NULL );
+}
+#endif
+
+static void VID_OutputVersion()
+{
+ 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 );
+}
+
int VID_InitMode(int fullscreen, int width, int height, int bpp)
{
int i;
int flags = SDL_OPENGL;
const char *drivername;
- /*
- SDL Hack
+ VID_OutputVersion();
+
+ /*
+ SDL 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.
*/
+#ifndef MACOSX
SDL_SetVideoMode( 0, 0, 0, 0 );
-
-#ifdef WIN32
- drivername = "opengl32.dll";
-#elif defined(__APPLE__) && defined(__MACH__)
- drivername = "OpenGL.framework";
-#else
- drivername = "libGL.so.1";
#endif
+ // SDL usually knows best
+ drivername = NULL;
+
+// COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> 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))
- {
- Con_Printf("Unable to load GL driver \"%s\": ", drivername, SDL_GetError());
+ if (SDL_GL_LoadLibrary(drivername) < 0)
+ {
+ Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
return false;
}
qglGetString = GL_GetProcAddress("glGetString");
-
+
// Knghtbrd: should do platform-specific extension string function here
if (qglGetString == NULL)
vid_isfullscreen = true;
}
- SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 1);
- SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
- SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
- SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
+ if (bpp >= 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, 1);
+ SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 1);
+ SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 1);
+ SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
+ }
screen = SDL_SetVideoMode(width, height, bpp, flags);
if (screen == NULL)
VID_Shutdown();
return false;
}
-
+ VID_SetCaption();
+
gl_renderer = qglGetString(GL_RENDERER);
gl_vendor = qglGetString(GL_VENDOR);
gl_version = qglGetString(GL_VERSION);
//TODO: maybe ;)
gl_platformextensions = "";
gl_videosyncavailable = false;
-
+
GL_Init();
vid_hidden = false;
void VID_Finish (void)
{
Uint8 appstate;
- int vid_usemouse;
+ qboolean vid_usemouse;
- qglFinish();
+ if (r_speeds.integer || gl_finish.integer)
+ qglFinish();
SDL_GL_SwapBuffers();
//react on appstate changes
if( !( appstate & SDL_APPMOUSEFOCUS ) || !( appstate & SDL_APPINPUTFOCUS ) )
vid_activewindow = false;
- else
+ else
vid_activewindow = true;
vid_usemouse = false;
- if( vid_mouse.integer && !key_consoleactive )
+ if( vid_mouse.integer && !key_consoleactive && !cls.demoplayback )
vid_usemouse = true;
if( vid_isfullscreen )
vid_usemouse = true;
if( !vid_activewindow )
vid_usemouse = false;
- if( vid_usemouse && !vid_usingmouse ) {
- vid_usingmouse = true;
- IN_Activate();
- } else if( !vid_usemouse && vid_usingmouse ) {
- vid_usingmouse = false;
- IN_Deactivate();
- }
+ IN_Activate(vid_usemouse);
}