cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
-#ifdef __IPHONEOS__
+#ifdef USE_GLES2
# define SETVIDEOMODE 0
#else
# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
-#ifndef __IPHONEOS__
if (!vid_touchscreen.integer)
if (event.button.button <= 18)
Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
-#endif
break;
case SDL_JOYBUTTONDOWN:
if (!joy_enable.integer)
// Video system
////
+#ifdef USE_GLES2
#ifdef __IPHONEOS__
-//#include <SDL_opengles.h>
#include <OpenGLES/ES2/gl.h>
+#else
+#include <SDL_opengles.h>
+#endif
GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
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 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 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 wrapglEnd(void) {Con_Printf("glEnd()\n");}
//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
void wrapglFinish(void) {glFinish();}
void wrapglFlush(void) {glFlush();}
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 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");}
qglAlphaFunc = wrapglAlphaFunc;
qglArrayElement = wrapglArrayElement;
qglAttachShader = wrapglAttachShader;
- qglBegin = wrapglBegin;
+// qglBegin = wrapglBegin;
// qglBeginQueryARB = wrapglBeginQuery;
qglBindAttribLocation = wrapglBindAttribLocation;
qglBindFragDataLocation = wrapglBindFragDataLocation;
qglEnable = wrapglEnable;
qglEnableClientState = wrapglEnableClientState;
qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
- qglEnd = wrapglEnd;
+// qglEnd = wrapglEnd;
// qglEndQueryARB = wrapglEndQuery;
qglFinish = wrapglFinish;
qglFlush = wrapglFlush;
qglNormalPointer = wrapglNormalPointer;
qglPixelStorei = wrapglPixelStorei;
qglPointSize = wrapglPointSize;
- qglPolygonMode = wrapglPolygonMode;
+// qglPolygonMode = wrapglPolygonMode;
qglPolygonOffset = wrapglPolygonOffset;
// qglPolygonStipple = wrapglPolygonStipple;
qglReadBuffer = wrapglReadBuffer;
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;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
// VorteX: set other info (maybe place them in VID_InitMode?)
extern cvar_t gl_info_vendor;
#ifdef WIN32
#include "resource.h"
#include <SDL_syswm.h>
-static void VID_SetCaption(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
- SDL_SysWMinfo info;
- HICON icon;
-
- // set the caption
+ SDL_Surface *screen = NULL;
+ SDL_SysWMinfo info;
+ HICON icon;
SDL_WM_SetCaption( gamename, NULL );
-
- // get the HWND handle
- SDL_VERSION( &info.version );
- if( !SDL_GetWMInfo( &info ) )
- return;
-
- icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ if (screen)
+ {
+ // get the HWND handle
+ SDL_VERSION( &info.version );
+ if (SDL_GetWMInfo(&info))
+ {
+ icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
#ifndef _W64 //If Windows 64bit data types don't exist
#ifndef SetClassLongPtr
#define SetClassLongPtr SetClassLong
#define LONG_PTR LONG
#endif
#endif
- SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
-}
-static void VID_SetIcon_Pre(void)
-{
+ SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
+ }
+ }
+ return screen;
}
-static void VID_SetIcon_Post(void)
+#elif defined(MACOSX)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
+ SDL_Surface *screen = NULL;
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
+ return screen;
}
#else
// Adding the OS independent XPM version --blub
#include "darkplaces.xpm"
#include "nexuiz.xpm"
static SDL_Surface *icon = NULL;
-static void VID_SetIcon_Pre(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
{
/*
* Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
char *xpm;
char **idata, *data;
const SDL_version *version;
+ SDL_Surface *screen = NULL;
+ if (icon)
+ SDL_FreeSurface(icon);
+ icon = NULL;
version = SDL_Linked_Version();
// only use non-XPM icon support in SDL v1.3 and higher
// SDL v1.2 does not support "smooth" transparency, and thus is better
icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
- if(icon == NULL) {
+ if (icon)
+ icon->pixels = data;
+ else
+ {
Con_Printf( "Failed to create surface for the window Icon!\n"
"%s\n", SDL_GetError());
free(data);
- return;
}
-
- icon->pixels = data;
}
}
data = idata[0];
- if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
- {
- // NOTE: Only 1-char colornames are supported
- Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
- return;
- }
-
- if(isize != 1)
+ if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4)
{
- // NOTE: Only 1-char colornames are supported
- Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
- return;
- }
+ if(isize == 1)
+ {
+ for(i = 0; i < colors; ++i)
+ {
+ unsigned int r, g, b;
+ char idx;
- for(i = 0; i < colors; ++i)
- {
- unsigned int r, g, b;
- char idx;
+ if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+ {
+ char foo[2];
+ if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+ break;
+ else
+ {
+ palette[i].r = 255; // color key
+ palette[i].g = 0;
+ palette[i].b = 255;
+ thenone = i; // weeeee
+ palenc[(unsigned char) idx] = i;
+ }
+ }
+ else
+ {
+ palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+ palette[i].g = g;
+ palette[i].b = b;
+ palenc[(unsigned char) idx] = i;
+ }
+ }
- if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
- {
- char foo[2];
- if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+ if (i == colors)
{
- Con_Printf("This XPM's palette looks odd. Can't continue.\n");
- return;
+ // allocate the image data
+ data = (char*) malloc(width*height);
+
+ for(j = 0; j < height; ++j)
+ {
+ for(i = 0; i < width; ++i)
+ {
+ // casting to the safest possible datatypes ^^
+ data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+ }
+ }
+
+ if(icon != NULL)
+ {
+ // SDL_FreeSurface should free the data too
+ // but for completeness' sake...
+ if(icon->flags & SDL_PREALLOC)
+ {
+ free(icon->pixels);
+ icon->pixels = NULL; // safety
+ }
+ SDL_FreeSurface(icon);
+ }
+
+ icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+ // 8 bit surfaces get an empty palette allocated according to the docs
+ // so it's a palette image for sure :) no endian check necessary for the mask
+
+ if(icon)
+ {
+ icon->pixels = data;
+ SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
+ }
+ else
+ {
+ Con_Printf( "Failed to create surface for the window Icon!\n"
+ "%s\n", SDL_GetError());
+ free(data);
+ }
}
else
{
- palette[i].r = 255; // color key
- palette[i].g = 0;
- palette[i].b = 255;
- thenone = i; // weeeee
+ Con_Printf("This XPM's palette looks odd. Can't continue.\n");
}
}
else
{
- palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
- palette[i].g = g;
- palette[i].b = b;
- }
-
- palenc[(unsigned char) idx] = i;
- }
-
- // allocate the image data
- data = (char*) malloc(width*height);
-
- for(j = 0; j < height; ++j)
- {
- for(i = 0; i < width; ++i)
- {
- // casting to the safest possible datatypes ^^
- data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
}
}
-
- if(icon != NULL)
+ else
{
- // SDL_FreeSurface should free the data too
- // but for completeness' sake...
- if(icon->flags & SDL_PREALLOC)
- {
- free(icon->pixels);
- icon->pixels = NULL; // safety
- }
- SDL_FreeSurface(icon);
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
}
+ }
- icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
- // 8 bit surfaces get an empty palette allocated according to the docs
- // so it's a palette image for sure :) no endian check necessary for the mask
-
- if(icon == NULL) {
- Con_Printf( "Failed to create surface for the window Icon!\n"
- "%s\n", SDL_GetError());
- free(data);
- return;
- }
+ if (icon)
+ SDL_WM_SetIcon(icon, NULL);
- icon->pixels = data;
- SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
- SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
- }
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
- SDL_WM_SetIcon(icon, NULL);
-}
-static void VID_SetIcon_Post(void)
-{
#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
- int j;
- char *data;
- const SDL_version *version;
version = SDL_Linked_Version();
// only use non-XPM icon support in SDL v1.3 and higher
// SDL v1.2 does not support "smooth" transparency, and thus is better
// off the xpm way
- if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))
+ if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3))))
{
// in this case, we did not set the good icon yet
SDL_SysWMinfo info;
}
#endif
#endif
+ return screen;
}
-
-static void VID_SetCaption(void)
-{
- SDL_WM_SetCaption( gamename, NULL );
-}
#endif
#endif
mode->fullscreen = true;
// hide the menu with SDL_WINDOW_BORDERLESS
windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
-#else
+#endif
+#ifndef USE_GLES2
if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
{
VID_Shutdown();
else
SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
#else
-#ifdef __IPHONEOS__
+#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);
- // FIXME: get proper resolution from OS somehow (iPad for instance...)
- mode->width = 320;
- mode->height = 480;
#endif
#endif
video_bpp = mode->bitsperpixel;
#if SETVIDEOMODE
video_flags = flags;
- VID_SetIcon_Pre();
- screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- VID_SetIcon_Post();
+ 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_softsurface = NULL;
vid.softpixels = NULL;
-#if SETVIDEOMODE
- // set window title
- VID_SetCaption();
-#endif
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
gl_platform = "SDL";
gl_platformextensions = "";
-#ifdef __IPHONEOS__
+#ifdef USE_GLES2
GLES_Init();
#else
GL_Init();
video_bpp = mode->bitsperpixel;
#if SETVIDEOMODE
video_flags = flags;
- VID_SetIcon_Pre();
- screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
- VID_SetIcon_Post();
+ 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());
return false;
}
-#if SETVIDEOMODE
- // set window title
- VID_SetCaption();
-#endif
// init keyboard
SDL_EnableUNICODE( SDL_ENABLE );
// enable key repeat since everyone expects it
#if SETVIDEOMODE
#ifndef WIN32
+#ifndef MACOSX
if (icon)
SDL_FreeSurface(icon);
icon = NULL;
#endif
+#endif
#endif
if (vid_softsurface)
appstate = SDL_GetAppState();
vid_hidden = !(appstate & SDL_APPACTIVE);
- vid_hasfocus = (appstate & SDL_APPMOUSEFOCUS) && (appstate & SDL_APPINPUTFOCUS);
+ vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
#endif
vid_activewindow = !vid_hidden && vid_hasfocus;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
if (r_speeds.integer == 2 || gl_finish.integer)