X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=vid_sdl.c;h=a1bef3b39c1149f613fad8b8b77f372454cc38ec;hp=396c23f547d7674aebfe0965fc34a8607d0b892a;hb=641d75aeb3b3934d9bbe1e2603bdd05d14a15ff1;hpb=aae5719546ec6e20a213dc1c7b76766a30aeb80e diff --git a/vid_sdl.c b/vid_sdl.c index 396c23f5..a1bef3b3 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -18,12 +18,12 @@ 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" +#include "utf8lib.h" #ifndef __IPHONEOS__ #ifdef MACOSX @@ -66,87 +66,42 @@ 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_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode static qboolean vid_usinghidecursor = false; static qboolean vid_hasfocus = false; static qboolean vid_isfullscreen; -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else +#if SDL_MAJOR_VERSION != 1 static qboolean vid_usingvsync = false; #endif -static int vid_numjoysticks = 0; -#define MAX_JOYSTICKS 8 -static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS]; +static SDL_Joystick *vid_sdljoystick = NULL; +// GAME_STEELSTORM specific +static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar +static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar static int win_half_width = 50; static int win_half_height = 50; static int video_bpp; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 static SDL_Surface *screen; static int video_flags; #else -static SDL_GLContext *context; +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]; +static vid_mode_t desktop_mode; ///////////////////////// // Input handling //// -//TODO: Add joystick support //TODO: Add error checking #ifndef SDLK_PERCENT #define SDLK_PERCENT '%' +#if SDL_MAJOR_VERSION == 1 #define SDLK_PRINTSCREEN SDLK_PRINT #define SDLK_SCROLLLOCK SDLK_SCROLLOCK #define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK @@ -161,6 +116,7 @@ static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES]; #define SDLK_KP_9 SDLK_KP9 #define SDLK_KP_0 SDLK_KP0 #endif +#endif static int MapKey( unsigned int sdlkey ) { @@ -273,17 +229,17 @@ static int MapKey( unsigned int sdlkey ) 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_1: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_1 : K_END); + case SDLK_KP_2: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_2 : K_DOWNARROW); + case SDLK_KP_3: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_3 : K_PGDN); + case SDLK_KP_4: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_4 : K_LEFTARROW); case SDLK_KP_5: return K_KP_5; - case SDLK_KP_6: return 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_KP_6: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_6 : K_RIGHTARROW); + case SDLK_KP_7: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_7 : K_HOME); + case SDLK_KP_8: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_8 : K_UPARROW); + case SDLK_KP_9: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_9 : K_PGUP); + case SDLK_KP_0: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_0 : K_INS); + case SDLK_KP_PERIOD: return ((SDL_GetModState() & KMOD_NUM) ? K_KP_PERIOD : K_DEL); // case SDLK_APPLICATION: return K_APPLICATION; // case SDLK_POWER: return K_POWER; case SDLK_KP_EQUALS: return K_KP_EQUALS; @@ -382,6 +338,7 @@ static int MapKey( unsigned int sdlkey ) case SDLK_RALT: return K_ALT; // case SDLK_RGUI: return K_RGUI; // case SDLK_MODE: return K_MODE; +#if SDL_MAJOR_VERSION != 1 // case SDLK_AUDIONEXT: return K_AUDIONEXT; // case SDLK_AUDIOPREV: return K_AUDIOPREV; // case SDLK_AUDIOSTOP: return K_AUDIOSTOP; @@ -392,13 +349,13 @@ static int MapKey( unsigned int sdlkey ) // 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_AC_SEARCH: return K_AC_SEARCH; // Android button +// case SDLK_AC_HOME: return K_AC_HOME; // Android button + case SDLK_AC_BACK: return K_ESCAPE; // Android button +// case SDLK_AC_FORWARD: return K_AC_FORWARD; // Android button +// case SDLK_AC_STOP: return K_AC_STOP; // Android button +// case SDLK_AC_REFRESH: return K_AC_REFRESH; // Android button +// case SDLK_AC_BOOKMARKS: return K_AC_BOOKMARKS; // Android button // case SDLK_BRIGHTNESSDOWN: return K_BRIGHTNESSDOWN; // case SDLK_BRIGHTNESSUP: return K_BRIGHTNESSUP; // case SDLK_DISPLAYSWITCH: return K_DISPLAYSWITCH; @@ -407,42 +364,50 @@ static int MapKey( unsigned int sdlkey ) // case SDLK_KBDILLUMUP: return K_KBDILLUMUP; // case SDLK_EJECT: return K_EJECT; // case SDLK_SLEEP: return K_SLEEP; +#endif } } -#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. +qboolean VID_HasScreenKeyboardSupport(void) +{ +#if SDL_MAJOR_VERSION != 1 + return SDL_HasScreenKeyboardSupport() != SDL_FALSE; +#else + return false; #endif +} void VID_ShowKeyboard(qboolean show) { -#ifdef __IPHONEOS__ +#if SDL_MAJOR_VERSION != 1 + if (!SDL_HasScreenKeyboardSupport()) + return; + if (show) { - if (!SDL_iPhoneKeyboardIsShown(window)) - SDL_iPhoneKeyboardShow(window); + if (!SDL_IsTextInputActive()) + SDL_StartTextInput(); } else { - if (SDL_iPhoneKeyboardIsShown(window)) - SDL_iPhoneKeyboardHide(window); + if (SDL_IsTextInputActive()) + SDL_StopTextInput(); } #endif } -#ifdef __IPHONEOS__ qboolean VID_ShowingKeyboard(void) { - return SDL_iPhoneKeyboardIsShown(window); -} +#if SDL_MAJOR_VERSION != 1 + return SDL_IsTextInputActive() != 0; +#else + return false; #endif +} void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) { -#ifndef __IPHONEOS__ +#ifndef DP_MOBILETOUCH #ifdef MACOSX if(relative) if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer)) @@ -452,10 +417,11 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso { vid_usingmouse = relative; cl_ignoremousemoves = 2; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF ); #else - SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE); + vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0; +// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks); #endif #ifdef MACOSX if(relative) @@ -518,125 +484,97 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso #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 +// multitouch[][0]: finger active +// multitouch[][1]: Y +// multitouch[][2]: Y +// X and Y coordinates are 0-1. #define MAXFINGERS 11 -int multitouch[MAXFINGERS][3]; +float 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) +// this one stores how many areas this finger has touched +int multitouchs[MAXFINGERS]; + +// modified heavily by ELUAN +static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive) { int finger; float fx, fy, fwidth, fheight; + float overfx, overfy, overfwidth, overfheight; float rel[3]; + float sqsum; qboolean button = false; VectorClear(rel); if (pwidth > 0 && pheight > 0) -#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; + fx = px / vid_conwidth.value; + fy = py / vid_conheight.value; + fwidth = pwidth / vid_conwidth.value; + fheight = pheight / vid_conheight.value; + + // try to prevent oversizepixels_* from interfering with the iamexclusive cvar by not letting we start controlling from too far of the actual touch area (areas without resultbuttons should NEVER have the oversizepixels_* parameters set to anything other than 0) + if (resultbutton) + if (!(*resultbutton)) + { + oversizepixels_x *= 0.2; + oversizepixels_y *= 0.2; + } + + oversizepixels_x /= vid_conwidth.value; + oversizepixels_y /= vid_conheight.value; + + overfx = fx - oversizepixels_x; + overfy = fy - oversizepixels_y; + overfwidth = fwidth + 2*oversizepixels_x; + overfheight = fheight + 2*oversizepixels_y; + for (finger = 0;finger < MAXFINGERS;finger++) { - if (multitouch[finger][0] && multitouch[finger][1] >= fx && multitouch[finger][2] >= fy && multitouch[finger][1] < fx + fwidth && multitouch[finger][2] < fy + fheight) + if (multitouchs[finger] && iamexclusive) // for this to work correctly, you must call touch areas in order of highest to lowest priority + continue; + + if (multitouch[finger][0] && multitouch[finger][1] >= overfx && multitouch[finger][2] >= overfy && multitouch[finger][1] < overfx + overfwidth && multitouch[finger][2] < overfy + overfheight) { - rel[0] = (multitouch[finger][1] - (fx + 0.5f * fwidth)) * (2.0f / fwidth); - rel[1] = (multitouch[finger][2] - (fy + 0.5f * fheight)) * (2.0f / fheight); + multitouchs[finger]++; + + rel[0] = bound(-1, (multitouch[finger][1] - (fx + 0.5f * fwidth)) * (2.0f / fwidth), 1); + rel[1] = bound(-1, (multitouch[finger][2] - (fy + 0.5f * fheight)) * (2.0f / fheight), 1); rel[2] = 0; + + sqsum = rel[0]*rel[0] + rel[1]*rel[1]; + // 2d deadzone + if (sqsum < deadzone*deadzone) + { + rel[0] = 0; + rel[1] = 0; + } + else if (sqsum > 1) + { + // ignore the third component + Vector2Normalize2(rel, rel); + } button = true; break; } } - if (scr_numtouchscreenareas < 16) + if (scr_numtouchscreenareas < 128) { scr_touchscreenareas[scr_numtouchscreenareas].pic = icon; + scr_touchscreenareas[scr_numtouchscreenareas].text = text; + scr_touchscreenareas[scr_numtouchscreenareas].textheight = textheight; scr_touchscreenareas[scr_numtouchscreenareas].rect[0] = px; scr_touchscreenareas[scr_numtouchscreenareas].rect[1] = py; scr_touchscreenareas[scr_numtouchscreenareas].rect[2] = pwidth; scr_touchscreenareas[scr_numtouchscreenareas].rect[3] = pheight; scr_touchscreenareas[scr_numtouchscreenareas].active = button; + // the pics may have alpha too. + scr_touchscreenareas[scr_numtouchscreenareas].activealpha = 1.f; + scr_touchscreenareas[scr_numtouchscreenareas].inactivealpha = 0.95f; scr_numtouchscreenareas++; } } @@ -649,115 +587,420 @@ qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float } if (resultbutton) { - if (*resultbutton != button && (int)key > 0) - Key_Event(key, 0, button); + if (*resultbutton != button) + { + if ((int)key > 0) + Key_Event(key, 0, button); + if (typedtext && typedtext[0] && !*resultbutton) + { + // FIXME: implement UTF8 support - nothing actually specifies a UTF8 string here yet, but should support it... + int i; + for (i = 0;typedtext[i];i++) + { + Key_Event(K_TEXT, typedtext[i], true); + Key_Event(K_TEXT, typedtext[i], false); + } + } + } *resultbutton = button; } return button; } +// ELUAN: +// not reentrant, but we only need one mouse cursor anyway... +static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key) +{ + int finger; + float fx, fy, fwidth, fheight; + qboolean button = false; + static int cursorfinger = -1; + static int cursorfreemovement = false; + static int canclick = false; + static int clickxy[2]; + static int relclickxy[2]; + static double clickrealtime = 0; + + if (steelstorm_showing_mousecursor && steelstorm_showing_mousecursor->integer) + if (pwidth > 0 && pheight > 0) + { + fx = px / vid_conwidth.value; + fy = py / vid_conheight.value; + fwidth = pwidth / vid_conwidth.value; + fheight = pheight / vid_conheight.value; + for (finger = 0;finger < MAXFINGERS;finger++) + { + if (multitouch[finger][0] && multitouch[finger][1] >= fx && multitouch[finger][2] >= fy && multitouch[finger][1] < fx + fwidth && multitouch[finger][2] < fy + fheight) + { + if (cursorfinger == -1) + { + clickxy[0] = multitouch[finger][1] * vid_width.value - 0.5f * pwidth; + clickxy[1] = multitouch[finger][2] * vid_height.value - 0.5f * pheight; + relclickxy[0] = (multitouch[finger][1] - fx) * vid_width.value - 0.5f * pwidth; + relclickxy[1] = (multitouch[finger][2] - fy) * vid_height.value - 0.5f * pheight; + } + cursorfinger = finger; + button = true; + canclick = true; + cursorfreemovement = false; + break; + } + } + if (scr_numtouchscreenareas < 128) + { + if (clickrealtime + 1 > realtime) + { + scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga"; + } + else if (button) + { + scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga"; + } + else + { + switch ((int)realtime * 10 % 20) + { + case 0: + scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga"; + break; + default: + scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_idle.tga"; + } + } + scr_touchscreenareas[scr_numtouchscreenareas].text = ""; + scr_touchscreenareas[scr_numtouchscreenareas].textheight = 0; + scr_touchscreenareas[scr_numtouchscreenareas].rect[0] = px; + scr_touchscreenareas[scr_numtouchscreenareas].rect[1] = py; + scr_touchscreenareas[scr_numtouchscreenareas].rect[2] = pwidth; + scr_touchscreenareas[scr_numtouchscreenareas].rect[3] = pheight; + scr_touchscreenareas[scr_numtouchscreenareas].active = button; + scr_touchscreenareas[scr_numtouchscreenareas].activealpha = 1.0f; + scr_touchscreenareas[scr_numtouchscreenareas].inactivealpha = 1.0f; + scr_numtouchscreenareas++; + } + } + + if (cursorfinger != -1) + { + if (multitouch[cursorfinger][0]) + { + if (multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth < clickxy[0] - 1 || + multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth > clickxy[0] + 1 || + multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight< clickxy[1] - 1 || + multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight> clickxy[1] + 1) // finger drifted more than the allowed amount + { + cursorfreemovement = true; + } + if (cursorfreemovement) + { + // in_windowmouse_x* is in screen resolution coordinates, not console resolution + in_windowmouse_x = multitouch[cursorfinger][1] * vid_width.value - 0.5f * pwidth - relclickxy[0]; + in_windowmouse_y = multitouch[cursorfinger][2] * vid_height.value - 0.5f * pheight - relclickxy[1]; + } + } + else + { + cursorfinger = -1; + } + } + + if (resultbutton) + { + if (/**resultbutton != button && */(int)key > 0) + { + if (!button && !cursorfreemovement && canclick) + { + Key_Event(key, 0, true); + canclick = false; + clickrealtime = realtime; + } + + // SS:BR can't qc can't cope with presses and releases on the same frame + if (clickrealtime && clickrealtime + 0.1 < realtime) + { + Key_Event(key, 0, false); + clickrealtime = 0; + } + } + + *resultbutton = button; + } +} + +void VID_BuildJoyState(vid_joystate_t *joystate) +{ + VID_Shared_BuildJoyState_Begin(joystate); + + if (vid_sdljoystick) + { + SDL_Joystick *joy = vid_sdljoystick; + int j; + int numaxes; + int numbuttons; + numaxes = SDL_JoystickNumAxes(joy); + for (j = 0;j < numaxes;j++) + joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f); + numbuttons = SDL_JoystickNumButtons(joy); + for (j = 0;j < numbuttons;j++) + joystate->button[j] = SDL_JoystickGetButton(joy, j); + } + + VID_Shared_BuildJoyState_Finish(joystate); +} + +// clear every touch screen area, except the one with button[skip] +#define Vid_ClearAllTouchscreenAreas(skip) \ + if (skip != 0) \ + VID_TouchscreenCursor(0, 0, 0, 0, &buttons[0], K_MOUSE1); \ + if (skip != 1) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[1], K_MOUSE4, NULL, 0, 0, 0, false); \ + if (skip != 2) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[2], K_MOUSE5, NULL, 0, 0, 0, false); \ + if (skip != 3) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SHIFT, NULL, 0, 0, 0, false); \ + if (skip != 4) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, false); \ + if (skip != 9) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[9], K_MOUSE3, NULL, 0, 0, 0, false); \ + if (skip != 10) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, false); \ + if (skip != 11) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[11], (keynum_t)'b', NULL, 0, 0, 0, false); \ + if (skip != 12) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[12], (keynum_t)'q', NULL, 0, 0, 0, false); \ + if (skip != 13) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, false); \ + if (skip != 14) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false); \ + if (skip != 15) \ + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, false); \ + ///////////////////// // Movement handling //// +static void IN_Move_TouchScreen_SteelStorm(void) +{ + // ELUAN + int i, numfingers; + float xscale, yscale; + float move[3], aim[3]; + static qboolean oldbuttons[128]; + static qboolean buttons[128]; + static keydest_t oldkeydest; + keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; + memcpy(oldbuttons, buttons, sizeof(oldbuttons)); + memset(multitouchs, 0, sizeof(multitouchs)); + + for (i = 0, numfingers = 0; i < MAXFINGERS - 1; i++) + if (multitouch[i][0]) + numfingers++; + + /* + Enable this to use a mouse as a touch device (it may conflict with the iamexclusive parameter if a finger is also reported as a mouse at the same location + if (numfingers == 1) + { + multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y) ? 11 : 0; + multitouch[MAXFINGERS-1][1] = (float)x / vid.width; + multitouch[MAXFINGERS-1][2] = (float)y / vid.height; + } + else + { + // disable it so it doesn't get stuck, because SDL seems to stop updating it if there are more than 1 finger on screen + multitouch[MAXFINGERS-1][0] = 0; + }*/ + + 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; /* qc extensions control the other cases */ + } + } + oldkeydest = keydest; + // TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS! + // TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed + // SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame + + // Tuned for the SGS3, use it's value as a base. CLEAN THIS. + xscale = vid_touchscreen_density.value / 2.0f; + yscale = vid_touchscreen_density.value / 2.0f; + switch(keydest) + { + case key_console: + Vid_ClearAllTouchscreenAreas(14); + VID_TouchscreenArea( 0, 0, 160, 64, 64, "gfx/gui/touch_menu_button.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false); + break; + case key_game: + if (steelstorm_showing_map && steelstorm_showing_map->integer) // FIXME: another hack to be removed when touchscreen areas go to QC + { + VID_TouchscreenArea( 0, 0, 0, vid_conwidth.value, vid_conheight.value, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, false); + Vid_ClearAllTouchscreenAreas(10); + } + else if (steelstorm_showing_mousecursor && steelstorm_showing_mousecursor->integer) + { + // in_windowmouse_x* is in screen resolution coordinates, not console resolution + VID_TouchscreenCursor((float)in_windowmouse_x/vid_width.value*vid_conwidth.value, (float)in_windowmouse_y/vid_height.value*vid_conheight.value, 192*xscale, 192*yscale, &buttons[0], K_MOUSE1); + Vid_ClearAllTouchscreenAreas(0); + } + else + { + VID_TouchscreenCursor(0, 0, 0, 0, &buttons[0], K_MOUSE1); + + VID_TouchscreenArea( 2,16*xscale,-240*yscale, 224*xscale, 224*yscale, "gfx/gui/touch_l_thumb_dpad.tga", 0.0f, NULL, move, &buttons[1], (keynum_t)0, NULL, 0.15, 112*xscale, 112*yscale, false); + + VID_TouchscreenArea( 3,-240*xscale,-160*yscale, 224*xscale, 128*yscale, "gfx/gui/touch_r_thumb_turn_n_shoot.tga" , 0.0f, NULL, NULL, 0, (keynum_t)0, NULL, 0, 56*xscale, 0, false); + VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 224*yscale, NULL , 0.0f, NULL, aim, &buttons[2], (keynum_t)0, NULL, 0.2, 56*xscale, 0, false); + + VID_TouchscreenArea( 2, (vid_conwidth.value / 2) - 128,-80, 256, 80, NULL, 0.0f, NULL, NULL, &buttons[3], K_SHIFT, NULL, 0, 0, 0, true); + + VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_secondary_slide.tga", 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 56*xscale, 0, false); + VID_TouchscreenArea( 3,-240*xscale,-256*yscale, 224*xscale, 160*yscale, NULL , 0.0f, NULL, NULL, &buttons[9], K_MOUSE3, NULL, 0.2, 56*xscale, 0, false); + + VID_TouchscreenArea( 1,-100, 0, 100, 100, NULL , 0.0f, NULL, NULL, &buttons[10], (keynum_t)'m', NULL, 0, 0, 0, true); + VID_TouchscreenArea( 1,-100, 120, 100, 100, NULL , 0.0f, NULL, NULL, &buttons[11], (keynum_t)'b', NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[12], (keynum_t)'q', NULL, 0, 0, 0, true); + if (developer.integer) + VID_TouchscreenArea( 0, 0, 96, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true); + else + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, false); + VID_TouchscreenArea( 0, 0, 160, 64, 64, "gfx/gui/touch_menu_button.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true); + switch(cl.activeweapon) + { + case 14: + VID_TouchscreenArea( 2, 16*xscale,-320*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_booster.tga" , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, true); + break; + case 12: + VID_TouchscreenArea( 2, 16*xscale,-320*yscale, 224*xscale, 64*yscale, "gfx/gui/touch_shockwave.tga" , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, true); + break; + default: + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], K_SPACE, NULL, 0, 0, 0, false); + } + } + break; + default: + if (!steelstorm_showing_mousecursor || !steelstorm_showing_mousecursor->integer) + { + Vid_ClearAllTouchscreenAreas(14); + // this way we can skip cutscenes + VID_TouchscreenArea( 0, 0, 0, vid_conwidth.value, vid_conheight.value, NULL , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, false); + } + else + { + // in_windowmouse_x* is in screen resolution coordinates, not console resolution + VID_TouchscreenCursor((float)in_windowmouse_x/vid_width.value*vid_conwidth.value, (float)in_windowmouse_y/vid_height.value*vid_conheight.value, 192*xscale, 192*yscale, &buttons[0], K_MOUSE1); + Vid_ClearAllTouchscreenAreas(0); + } + break; + } + + if (VID_ShowingKeyboard() && (float)in_windowmouse_y > vid_height.value / 2 - 10) + in_windowmouse_y = 128; + + cl.cmd.forwardmove -= move[1] * cl_forwardspeed.value; + cl.cmd.sidemove += move[0] * cl_sidespeed.value; + cl.viewangles[0] += aim[1] * cl_pitchspeed.value * cl.realframetime; + cl.viewangles[1] -= aim[0] * cl_yawspeed.value * cl.realframetime; +} + +static void IN_Move_TouchScreen_Quake(void) +{ + int x, y; + float move[3], aim[3], click[3]; + static qboolean oldbuttons[128]; + static qboolean buttons[128]; + keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; + memcpy(oldbuttons, buttons, sizeof(oldbuttons)); + memset(multitouchs, 0, sizeof(multitouchs)); + + // simple quake controls + multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y); + multitouch[MAXFINGERS-1][1] = x * 32768 / vid.width; + multitouch[MAXFINGERS-1][2] = y * 32768 / vid.height; + + // top of screen is toggleconsole and K_ESCAPE + switch(keydest) + { + case key_console: + VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true); + if (!VID_ShowingKeyboard()) + { + // user entered a command, close the console now + Con_ToggleConsole_f(); + } + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, click,&buttons[2], K_MOUSE1, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true); + break; + case key_game: + VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 2, 0,-128, 128, 128, "gfx/touch_movebutton.tga" , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 3,-128,-128, 128, 128, "gfx/touch_aimbutton.tga" , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 2, 0,-160, 64, 32, "gfx/touch_jumpbutton.tga" , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 3,-128,-160, 64, 32, "gfx/touch_attackbutton.tga" , 0.0f, NULL, NULL, &buttons[2], K_MOUSE1, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 3, -64,-160, 64, 32, "gfx/touch_attack2button.tga", 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true); + buttons[15] = false; + break; + default: + VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , 0.0f, NULL, NULL, &buttons[13], (keynum_t)'`', NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , 0.0f, NULL, NULL, &buttons[14], K_ESCAPE, NULL, 0, 0, 0, true); + // in menus, an icon in the corner activates keyboard + VID_TouchscreenArea( 2, 0, -32, 32, 32, "gfx/touch_keyboard.tga" , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true); + if (buttons[15]) + VID_ShowKeyboard(true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, aim, &buttons[1], K_MOUSE5, NULL, 0, 0, 0, true); + VID_TouchscreenArea(16, -320,-480,640, 960, NULL , 0.0f, NULL, click,&buttons[2], K_MOUSE1, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[3], K_SPACE, NULL, 0, 0, 0, true); + VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[4], K_MOUSE2, NULL, 0, 0, 0, true); + if (buttons[2]) + { + in_windowmouse_x = x; + in_windowmouse_y = y; + } + break; + } + + cl.cmd.forwardmove -= move[1] * cl_forwardspeed.value; + cl.cmd.sidemove += move[0] * cl_sidespeed.value; + cl.viewangles[0] += aim[1] * cl_pitchspeed.value * cl.realframetime; + cl.viewangles[1] -= aim[0] * cl_yawspeed.value * cl.realframetime; +} + void IN_Move( void ) { - int j; static int old_x = 0, old_y = 0; static int stuck = 0; - int x, y, numaxes, numballs; + int x, y; + vid_joystate_t joystate; 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(gamemode) { - 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; + case GAME_STEELSTORM: + IN_Move_TouchScreen_SteelStorm(); 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 + IN_Move_TouchScreen_Quake(); 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) + if (vid_stick_mouse.integer || !vid_usingmouse_relativeworks) { // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using // window grabbing. --blub @@ -765,7 +1008,7 @@ void IN_Move( void ) // we need 2 frames to initialize the center position if(!stuck) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WarpMouse(win_half_width, win_half_height); #else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); @@ -780,7 +1023,7 @@ void IN_Move( void ) SDL_GetMouseState(&x, &y); old_x = x - win_half_width; old_y = y - win_half_height; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_WarpMouse(win_half_width, win_half_height); #else SDL_WarpMouseInWindow(window, win_half_width, win_half_height); @@ -798,42 +1041,8 @@ void IN_Move( void ) 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); - } - } + VID_BuildJoyState(&joystate); + VID_ApplyJoyState(&joystate); } ///////////////////// @@ -854,14 +1063,19 @@ static void sdl_newmap(void) } #endif -#ifndef __IPHONEOS__ -static keynum_t buttonremap[18] = +static keynum_t buttonremap[] = { K_MOUSE1, K_MOUSE3, K_MOUSE2, +#if SDL_MAJOR_VERSION == 1 + // TODO Find out how SDL maps these buttons. It looks like we should + // still include these for sdl2? At least the button indexes don't + // differ between SDL1 and SDL2 for me, thus this array should stay the + // same (in X11 button order). K_MWHEELUP, K_MWHEELDOWN, +#endif K_MOUSE4, K_MOUSE5, K_MOUSE6, @@ -876,16 +1090,17 @@ static keynum_t buttonremap[18] = K_MOUSE15, K_MOUSE16, }; -#endif -#if SETVIDEOMODE -// SDL 1.2 +#if SDL_MAJOR_VERSION == 1 +// SDL void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; int keycode; SDL_Event event; + VID_EnableJoystick(true); + while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: @@ -894,8 +1109,17 @@ void Sys_SendKeyEvents( void ) case SDL_KEYDOWN: case SDL_KEYUP: keycode = MapKey(event.key.keysym.sym); - if (!IN_JoystickBlockDoubledKeyEvents(keycode)) + if (!VID_JoyBlockEmulatedKeys(keycode)) + { + if(keycode == K_NUMLOCK || keycode == K_CAPSLOCK) + { + // simulate down followed by up + Key_Event(keycode, event.key.keysym.unicode, true); + Key_Event(keycode, event.key.keysym.unicode, false); + break; + } Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED)); + } break; case SDL_ACTIVEEVENT: if( event.active.state & SDL_APPACTIVE ) @@ -909,16 +1133,11 @@ void Sys_SendKeyEvents( void ) case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: if (!vid_touchscreen.integer) - if (event.button.button <= 18) + if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap)) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; case SDL_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: @@ -926,17 +1145,18 @@ void Sys_SendKeyEvents( void ) case SDL_VIDEOEXPOSE: break; case SDL_VIDEORESIZE: - if(vid_resizable.integer < 2) + if(vid_resizable.integer < 2 || vid_isfullscreen) { vid.width = event.resize.w; vid.height = event.resize.h; - screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags); + if (!vid_isfullscreen) + 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); + vid.softpixels = (unsigned int *)vid_softsurface->pixels; if (vid.softdepthpixels) free(vid.softdepthpixels); vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); @@ -952,13 +1172,10 @@ void Sys_SendKeyEvents( void ) #endif } break; -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else +#if SDL_MAJOR_VERSION != 1 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: @@ -989,57 +1206,78 @@ void Sys_SendKeyEvents( void ) #else -// SDL 1.3 +//#define DEBUGSDLEVENTS + +// SDL2 void Sys_SendKeyEvents( void ) { static qboolean sound_active = true; - static qboolean missingunicodehack = true; int keycode; int i; - int j; - int unicode; + Uchar unicode; SDL_Event event; + VID_EnableJoystick(true); + while( SDL_PollEvent( &event ) ) switch( event.type ) { case SDL_QUIT: +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_QUIT\n"); +#endif Sys_Quit(0); break; case SDL_KEYDOWN: case SDL_KEYUP: - 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)); - } +#ifdef DEBUGSDLEVENTS + if (event.type == SDL_KEYDOWN) + Con_DPrintf("SDL_Event: SDL_KEYDOWN %i\n", event.key.keysym.sym); else + Con_DPrintf("SDL_Event: SDL_KEYUP %i\n", event.key.keysym.sym); #endif + keycode = MapKey(event.key.keysym.sym); + if (!VID_JoyBlockEmulatedKeys(keycode)) Key_Event(keycode, 0, (event.key.state == SDL_PRESSED)); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: +#ifdef DEBUGSDLEVENTS + if (event.type == SDL_MOUSEBUTTONDOWN) + Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONDOWN\n"); + else + Con_DPrintf("SDL_Event: SDL_MOUSEBUTTONUP\n"); +#endif if (!vid_touchscreen.integer) - if (event.button.button <= 18) + if (event.button.button > 0 && event.button.button <= ARRAY_SIZE(buttonremap)) Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED ); break; + case SDL_MOUSEWHEEL: + // TODO support wheel x direction. + i = event.wheel.y; + while (i > 0) { + --i; + Key_Event( K_MWHEELUP, 0, true ); + Key_Event( K_MWHEELUP, 0, false ); + } + while (i < 0) { + ++i; + Key_Event( K_MWHEELDOWN, 0, true ); + Key_Event( K_MWHEELDOWN, 0, false ); + } + break; case SDL_JOYBUTTONDOWN: - 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: +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_JOY*\n"); +#endif break; case SDL_WINDOWEVENT: +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_WINDOWEVENT %i\n", (int)event.window.event); +#endif //if (event.window.windowID == window) // how to compare? { switch(event.window.event) @@ -1051,6 +1289,9 @@ void Sys_SendKeyEvents( void ) vid_hidden = true; break; case SDL_WINDOWEVENT_EXPOSED: +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_WINDOWEVENT_EXPOSED\n"); +#endif break; case SDL_WINDOWEVENT_MOVED: break; @@ -1063,8 +1304,8 @@ void Sys_SendKeyEvents( void ) { SDL_FreeSurface(vid_softsurface); vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); + SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE); 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); @@ -1103,43 +1344,32 @@ void Sys_SendKeyEvents( void ) } break; case SDL_TEXTEDITING: +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_TEXTEDITING - composition = %s, cursor = %d, selection lenght = %d\n", event.edit.text, event.edit.start, event.edit.length); +#endif // FIXME! this is where composition gets supported break; case SDL_TEXTINPUT: - // 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); - } - } +#ifdef DEBUGSDLEVENTS + Con_DPrintf("SDL_Event: SDL_TEXTINPUT - text: %s\n", event.text.text); +#endif + // convert utf8 string to char + // NOTE: this code is supposed to run even if utf8enable is 0 + unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL); + Key_Event(K_TEXT, unicode, true); + Key_Event(K_TEXT, unicode, false); break; case SDL_MOUSEMOTION: break; case SDL_FINGERDOWN: +#ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_FINGERDOWN for finger %i\n", (int)event.tfinger.fingerId); +#endif for (i = 0;i < MAXFINGERS-1;i++) { if (!multitouch[i][0]) { - multitouch[i][0] = event.tfinger.fingerId; + multitouch[i][0] = event.tfinger.fingerId + 1; multitouch[i][1] = event.tfinger.x; multitouch[i][2] = event.tfinger.y; // TODO: use event.tfinger.pressure? @@ -1150,10 +1380,12 @@ void Sys_SendKeyEvents( void ) Con_DPrintf("Too many fingers at once!\n"); break; case SDL_FINGERUP: +#ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_FINGERUP for finger %i\n", (int)event.tfinger.fingerId); +#endif for (i = 0;i < MAXFINGERS-1;i++) { - if (multitouch[i][0] == event.tfinger.fingerId) + if (multitouch[i][0] == event.tfinger.fingerId + 1) { multitouch[i][0] = 0; break; @@ -1163,10 +1395,12 @@ void Sys_SendKeyEvents( void ) Con_DPrintf("No SDL_FINGERDOWN event matches this SDL_FINGERMOTION event\n"); break; case SDL_FINGERMOTION: +#ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_FINGERMOTION for finger %i\n", (int)event.tfinger.fingerId); +#endif for (i = 0;i < MAXFINGERS-1;i++) { - if (multitouch[i][0] == event.tfinger.fingerId) + if (multitouch[i][0] == event.tfinger.fingerId + 1) { multitouch[i][1] = event.tfinger.x; multitouch[i][2] = event.tfinger.y; @@ -1176,23 +1410,10 @@ void Sys_SendKeyEvents( void ) 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: +#ifdef DEBUGSDLEVENTS Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type); +#endif break; } @@ -1221,241 +1442,252 @@ void Sys_SendKeyEvents( void ) //// #ifdef USE_GLES2 +#ifndef qglClear #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);} +//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__) +#define PRECALL +#define POSTCALL +GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;} +GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;} +GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;} +//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;} +GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;} +//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;} +GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;} +GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;} +GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;} +GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;} +//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;} +GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;} +GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;} +//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;} +const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;} +void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;} +void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;} +void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;} +void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} +void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;} +//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;} +//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;} +void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;} +//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;} +void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;} +void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;} +void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;} +void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;} +void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;} +void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;} +void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;} +void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;} +void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;} +void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;} +void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;} +void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;} +void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;} +void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;} +void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;} +void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;} +void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;} +void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;} +void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;} +void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;} +void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;} +void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;} +void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;} +void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;} +void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;} +void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;} +void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;} +void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;} +void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;} +void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;} +//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;} +void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;} +void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;} +void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;} +void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;} +//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;} +void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;} +void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;} +void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;} +void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;} +void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;} +void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;} +void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;} +void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;} +void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;} +//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} +//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} +void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} +void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;} +void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;} +//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;} +//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;} +void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;} +void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;} +void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;} +void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;} +void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;} +void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;} +void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;} +//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;} +void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;} +void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;} +void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;} +void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;} +void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;} +void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;} +void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;} +void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;} +void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;} +void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;} +void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;} +void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;} +void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;} +void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;} +void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;} +void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;} +//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;} +//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;} +//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;} +void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;} +void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;} +void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;} +void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;} +void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;} +void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;} +void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;} +void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;} +void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;} +void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;} +void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;} +void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;} +void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;} +void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;} +void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;} +void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;} +void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;} +void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;} +void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;} +void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;} +void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;} +void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;} +//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;} +void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;} +void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;} +void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;} +void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;} +void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;} +void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;} +void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;} +void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;} +void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;} +void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;} +void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;} +void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;} +void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;} +void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;} +void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;} +void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;} +void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;} +void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;} +void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;} +void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;} +void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;} +void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;} +void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;} +void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;} +void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;} +void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;} +void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;} +void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;} +void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;} +void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;} +void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;} +void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;} +void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;} +void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;} +void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;} +void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;} +void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;} +void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;} +void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;} +void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;} +void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;} +void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;} +void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;} +void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;} +void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;} +void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;} +void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;} +void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;} +void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;} +void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;} +void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;} +void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;} +void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;} +void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;} +void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;} +//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;} +//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;} +void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;} +//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;} +//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;} +void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;} +//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;} +//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;} +void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;} +//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;} +//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;} +//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;} +void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;} +//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;} +//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;} +void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;} +//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;} +//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;} +void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;} +//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;} +//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;} +void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;} +//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;} +//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;} +//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;} +//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;} +//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;} +//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;} +//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;} +//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;} +//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;} +//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;} +//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;} +//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;} +//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;} +//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;} +void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;} +void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;} +void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;} +#endif + +#if SDL_MAJOR_VERSION == 1 +#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x)) +#endif void GLES_Init(void) { +#ifndef qglClear qglIsBufferARB = wrapglIsBuffer; qglIsEnabled = wrapglIsEnabled; qglIsFramebufferEXT = wrapglIsFramebuffer; // qglIsQueryARB = wrapglIsQuery; qglIsRenderbufferEXT = wrapglIsRenderbuffer; // qglUnmapBufferARB = wrapglUnmapBuffer; - qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus; + qglCheckFramebufferStatus = wrapglCheckFramebufferStatus; qglGetError = wrapglGetError; qglCreateProgram = wrapglCreateProgram; qglCreateShader = wrapglCreateShader; @@ -1472,10 +1704,10 @@ void GLES_Init(void) // qglBegin = wrapglBegin; // qglBeginQueryARB = wrapglBeginQuery; qglBindAttribLocation = wrapglBindAttribLocation; - qglBindFragDataLocation = wrapglBindFragDataLocation; +// qglBindFragDataLocation = wrapglBindFragDataLocation; qglBindBufferARB = wrapglBindBuffer; - qglBindFramebufferEXT = wrapglBindFramebuffer; - qglBindRenderbufferEXT = wrapglBindRenderbuffer; + qglBindFramebuffer = wrapglBindFramebuffer; + qglBindRenderbuffer = wrapglBindRenderbuffer; qglBindTexture = wrapglBindTexture; qglBlendEquationEXT = wrapglBlendEquation; qglBlendFunc = wrapglBlendFunc; @@ -1500,15 +1732,15 @@ void GLES_Init(void) qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; qglCullFace = wrapglCullFace; qglDeleteBuffersARB = wrapglDeleteBuffers; - qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers; + qglDeleteFramebuffers = wrapglDeleteFramebuffers; qglDeleteProgram = wrapglDeleteProgram; qglDeleteShader = wrapglDeleteShader; // qglDeleteQueriesARB = wrapglDeleteQueries; - qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers; + qglDeleteRenderbuffers = wrapglDeleteRenderbuffers; qglDeleteTextures = wrapglDeleteTextures; qglDepthFunc = wrapglDepthFunc; qglDepthMask = wrapglDepthMask; - qglDepthRange = wrapglDepthRange; + qglDepthRangef = wrapglDepthRangef; qglDetachShader = wrapglDetachShader; qglDisable = wrapglDisable; qglDisableClientState = wrapglDisableClientState; @@ -1529,9 +1761,9 @@ void GLES_Init(void) qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; qglGenBuffersARB = wrapglGenBuffers; - qglGenFramebuffersEXT = wrapglGenFramebuffers; + qglGenFramebuffers = wrapglGenFramebuffers; // qglGenQueriesARB = wrapglGenQueries; - qglGenRenderbuffersEXT = wrapglGenRenderbuffers; + qglGenRenderbuffers = wrapglGenRenderbuffers; qglGenTextures = wrapglGenTextures; qglGenerateMipmapEXT = wrapglGenerateMipmap; qglGetActiveAttrib = wrapglGetActiveAttrib; @@ -1577,7 +1809,7 @@ void GLES_Init(void) // qglPolygonStipple = wrapglPolygonStipple; qglReadBuffer = wrapglReadBuffer; qglReadPixels = wrapglReadPixels; - qglRenderbufferStorageEXT = wrapglRenderbufferStorage; + qglRenderbufferStorage = wrapglRenderbufferStorage; qglScissor = wrapglScissor; qglShaderSource = wrapglShaderSource; qglStencilFunc = wrapglStencilFunc; @@ -1667,6 +1899,7 @@ void GLES_Init(void) qglGetVertexAttribfv = wrapglGetVertexAttribfv; qglGetVertexAttribiv = wrapglGetVertexAttribiv; qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; +#endif gl_renderer = (const char *)qglGetString(GL_RENDERER); gl_vendor = (const char *)qglGetString(GL_VENDOR); @@ -1692,38 +1925,70 @@ void GLES_Init(void) vid.support.gl20shaders = true; vid.support.amd_texture_texture4 = false; - vid.support.arb_depth_texture = false; + vid.support.arb_depth_texture = SDL_GL_ExtensionSupported("GL_OES_depth_texture") != 0; // renderbuffer used anyway on gles2? vid.support.arb_draw_buffers = false; vid.support.arb_multitexture = false; vid.support.arb_occlusion_query = false; + vid.support.arb_query_buffer_object = 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_cube_map = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0; 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.arb_vertex_buffer_object = true; // GLES2 core 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_blend_subtract = true; // GLES2 core + vid.support.ext_blend_func_separate = true; // GLES2 core + vid.support.ext_draw_range_elements = false; + + /* ELUAN: + Note: "In OS 2.1, the functions in GL_OES_framebuffer_object were not usable from the Java API. + Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...) + It's apparently been fixed in 2.2, though I haven't tested." + */ vid.support.ext_framebuffer_object = false;//true; + + vid.support.ext_packed_depth_stencil = false; 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_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0; + vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0; + vid.support.ext_texture_edge_clamp = true; // GLES2 core vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... vid.support.ext_texture_srgb = false; + // NOTE: On some devices, a value of 512 gives better FPS than the maximum. qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); + +#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT if (vid.support.ext_texture_filter_anisotropic) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); +#endif if (vid.support.arb_texture_cube_map) - qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap); + qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap); +#ifdef GL_MAX_3D_TEXTURE_SIZE if (vid.support.ext_texture_3d) qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); +#endif Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap); Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d); + { +#define GL_ALPHA_BITS 0x0D55 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 + int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1; + qglGetIntegerv(GL_RED_BITS , &fb_r); + qglGetIntegerv(GL_GREEN_BITS , &fb_g); + qglGetIntegerv(GL_BLUE_BITS , &fb_b); + qglGetIntegerv(GL_ALPHA_BITS , &fb_a); + qglGetIntegerv(GL_DEPTH_BITS , &fb_d); + qglGetIntegerv(GL_STENCIL_BITS, &fb_s); + Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s); + } // verify that cubemap textures are really supported if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256) @@ -1739,12 +2004,17 @@ void GLES_Init(void) vid.texunits = 4; vid.teximageunits = 8; vid.texarrayunits = 5; + //qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); + qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);CHECKGLERROR + //qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (GLint*)&vid.texarrayunits);CHECKGLERROR vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS); vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS); Con_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; @@ -1776,30 +2046,7 @@ void VID_Init (void) 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__ +#ifdef DP_MOBILETOUCH Cvar_SetValueQuick(&vid_touchscreen, 1); #endif @@ -1815,7 +2062,62 @@ void VID_Init (void) vid_isfullscreen = false; } -#if SETVIDEOMODE +static int vid_sdljoystickindex = -1; +void VID_EnableJoystick(qboolean enable) +{ + int index = joy_enable.integer > 0 ? joy_index.integer : -1; + int numsdljoysticks; + qboolean success = false; + int sharedcount = 0; + int sdlindex = -1; + sharedcount = VID_Shared_SetJoystick(index); + if (index >= 0 && index < sharedcount) + success = true; + sdlindex = index - sharedcount; + + numsdljoysticks = SDL_NumJoysticks(); + if (sdlindex < 0 || sdlindex >= numsdljoysticks) + sdlindex = -1; + + // update cvar containing count of XInput joysticks + SDL joysticks + if (joy_detected.integer != sharedcount + numsdljoysticks) + Cvar_SetValueQuick(&joy_detected, sharedcount + numsdljoysticks); + + if (vid_sdljoystickindex != sdlindex) + { + vid_sdljoystickindex = sdlindex; + // close SDL joystick if active + if (vid_sdljoystick) + SDL_JoystickClose(vid_sdljoystick); + vid_sdljoystick = NULL; + if (sdlindex >= 0) + { + vid_sdljoystick = SDL_JoystickOpen(sdlindex); + if (vid_sdljoystick) + { +#if SDL_MAJOR_VERSION == 1 + const char *joystickname = SDL_JoystickName(sdlindex); +#else + const char *joystickname = SDL_JoystickName(vid_sdljoystick); +#endif + Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick)); + } + else + { + Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError()); + sdlindex = -1; + } + } + } + + if (sdlindex >= 0) + success = true; + + if (joy_active.integer != (success ? 1 : 0)) + Cvar_SetValueQuick(&joy_active, success ? 1 : 0); +} + +#if SDL_MAJOR_VERSION == 1 // set the icon (we dont use SDL here since it would be too much a PITA) #ifdef WIN32 #include "resource.h" @@ -1850,10 +2152,24 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, } 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" +#if SDL_MAJOR_VERSION == 1 +#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ +#include +#endif +#endif static SDL_Surface *icon = NULL; static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags) { @@ -1892,7 +2208,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, // reallocate with malloc, as this is in tempmempool (do not want) xpm = data; - data = malloc(width * height * 4); + data = (char *) malloc(width * height * 4); memcpy(data, xpm, width * height * 4); Mem_Free(xpm); xpm = NULL; @@ -2024,7 +2340,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, SDL_WM_SetCaption( gamename, NULL ); screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags); -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 +#if SDL_MAJOR_VERSION == 1 // 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 @@ -2046,6 +2362,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, static long netwm_icon[MAX_NETWM_ICON]; int pos = 0; int i = 1; + char vabuf[1024]; while(data) { @@ -2063,7 +2380,7 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, } ++i; Mem_Free(data); - data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL); + data = (char *) loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL); } info.info.x11.lock_func(); @@ -2085,30 +2402,80 @@ static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, static void VID_OutputVersion(void) { - const SDL_version *version; - version = SDL_Linked_Version(); + SDL_version version; +#if SDL_MAJOR_VERSION == 1 + version = *SDL_Linked_Version(); +#else + SDL_GetVersion(&version); +#endif 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 ); + version.major, version.minor, version.patch ); } -qboolean VID_InitModeGL(viddef_mode_t *mode) +#ifdef WIN32 +static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) { - int i; -#if SETVIDEOMODE + LONG width = mode->width; // vid_width + LONG height = mode->height; // vid_height + + // adjust width and height for the space occupied by window decorators (title bar, borders) + rect->top = 0; + rect->left = 0; + rect->right = width; + rect->bottom = height; + AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0); + + RECT workArea; + SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0); + int workWidth = workArea.right - workArea.left; + int workHeight = workArea.bottom - workArea.top; + + // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar) + // If the task bar is docked to the the left screen border and we move the window to negative y, + // there would be some part of the regular desktop visible on the bottom of the screen. + int titleBarPixels = 2; + int screenHeight = GetSystemMetrics(SM_CYSCREEN); + if (screenHeight == workHeight) + titleBarPixels = -rect->top; + + //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels); + + // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area + if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels)) + { + rect->left = workArea.left; + mode->width = workWidth; + rect->top = workArea.top + titleBarPixels; + mode->height = workHeight - titleBarPixels; + } + else + { + rect->left = workArea.left + max(0, (workWidth - width) / 2); + rect->top = workArea.top + ((workHeight - height) / 2); + } +} +#endif + +static qboolean VID_InitModeGL(viddef_mode_t *mode) +{ +#if SDL_MAJOR_VERSION == 1 static int notfirstvideomode = false; int flags = SDL_OPENGL; #else int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL; #endif +#ifndef USE_GLES2 + int i; const char *drivername; +#endif win_half_width = mode->width>>1; win_half_height = mode->height>>1; if(vid_resizable.integer) -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_RESIZABLE; #else windowflags |= SDL_WINDOW_RESIZABLE; @@ -2116,7 +2483,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) VID_OutputVersion(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 /* SDL 1.2 Hack We cant switch from one OpenGL video mode to another. @@ -2127,6 +2494,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) notfirstvideomode = true; #endif +#ifndef USE_GLES2 // SDL usually knows best drivername = NULL; @@ -2139,8 +2507,9 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } +#endif -#ifdef __IPHONEOS__ +#ifdef DP_MOBILETOUCH // mobile platforms are always fullscreen, we'll get the resolution after opening the window mode->fullscreen = true; // hide the menu with SDL_WINDOW_BORDERLESS @@ -2158,14 +2527,51 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) // Knghtbrd: should do platform-specific extension string function here vid_isfullscreen = false; - if (mode->fullscreen) { -#if SETVIDEOMODE - flags |= SDL_FULLSCREEN; +#if SDL_MAJOR_VERSION == 1 + { + const SDL_VideoInfo *vi = SDL_GetVideoInfo(); + desktop_mode.width = vi->current_w; + desktop_mode.height = vi->current_h; + desktop_mode.bpp = vi->vfmt->BitsPerPixel; + desktop_mode.pixelheight_num = 1; + desktop_mode.pixelheight_denom = 1; // SDL does not provide this + if (mode->fullscreen) { + if (vid_desktopfullscreen.integer) + { + mode->width = vi->current_w; + mode->height = vi->current_h; + mode->bitsperpixel = vi->vfmt->BitsPerPixel; + } + flags |= SDL_FULLSCREEN; + vid_isfullscreen = true; + } + } #else - windowflags |= SDL_WINDOW_FULLSCREEN; + int xPos = SDL_WINDOWPOS_UNDEFINED; + int yPos = SDL_WINDOWPOS_UNDEFINED; + { + if (mode->fullscreen) { + if (vid_desktopfullscreen.integer) + { + vid_mode_t *m = VID_GetDesktopMode(); + mode->width = m->width; + mode->height = m->height; + windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + } + else + windowflags |= SDL_WINDOW_FULLSCREEN; + vid_isfullscreen = true; + } + else { +#ifdef WIN32 + RECT rect; + AdjustWindowBounds(mode, &rect); + xPos = rect.left; + yPos = rect.top; #endif - vid_isfullscreen = true; + } } +#endif //flags |= SDL_HWSURFACE; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); @@ -2192,7 +2598,8 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) 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 SDL_MAJOR_VERSION == 1 if (vid_vsync.integer) SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); else @@ -2206,7 +2613,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) #endif video_bpp = mode->bitsperpixel; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 video_flags = flags; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) @@ -2219,7 +2626,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) mode->height = screen->h; #else window_flags = windowflags; - window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); + window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags); if (window == NULL) { Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); @@ -2239,12 +2646,14 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) vid_softsurface = NULL; vid.softpixels = NULL; +#if SDL_MAJOR_VERSION == 1 // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); +#endif -#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2) +#if SDL_MAJOR_VERSION != 1 SDL_GL_SetSwapInterval(vid_vsync.integer != 0); vid_usingvsync = (vid_vsync.integer != 0); #endif @@ -2258,30 +2667,13 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) 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 + +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput(SDL_GRAB_OFF); #endif return true; @@ -2294,10 +2686,9 @@ 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) +static qboolean VID_InitModeSoft(viddef_mode_t *mode) { - int i; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 int flags = SDL_HWSURFACE; if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT; #else @@ -2308,7 +2699,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) win_half_height = mode->height>>1; if(vid_resizable.integer) -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 flags |= SDL_RESIZABLE; #else windowflags |= SDL_WINDOW_RESIZABLE; @@ -2318,16 +2709,23 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) vid_isfullscreen = false; if (mode->fullscreen) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 + const SDL_VideoInfo *vi = SDL_GetVideoInfo(); + mode->width = vi->current_w; + mode->height = vi->current_h; + mode->bitsperpixel = vi->vfmt->BitsPerPixel; flags |= SDL_FULLSCREEN; #else - windowflags |= SDL_WINDOW_FULLSCREEN; + if (vid_desktopfullscreen.integer) + windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + else + windowflags |= SDL_WINDOW_FULLSCREEN; #endif vid_isfullscreen = true; } video_bpp = mode->bitsperpixel; -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 video_flags = flags; screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); if (screen == NULL) @@ -2358,7 +2756,11 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) VID_Shutdown(); return false; } +#if SDL_MAJOR_VERSION == 1 SDL_SetAlpha(vid_softsurface, 0, 255); +#else + SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE); +#endif vid.softpixels = (unsigned int *)vid_softsurface->pixels; vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); @@ -2369,37 +2771,22 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) return false; } +#if SDL_MAJOR_VERSION == 1 // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); // enable key repeat since everyone expects it SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); +#endif 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 +#if SDL_MAJOR_VERSION == 1 SDL_WM_GrabInput(SDL_GRAB_OFF); #endif return true; @@ -2407,8 +2794,16 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) qboolean VID_InitMode(viddef_mode_t *mode) { + // GAME_STEELSTORM specific + steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map"); + steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor"); + if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); + +#if SDL_MAJOR_VERSION != 1 + Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0); +#endif #ifdef SSE_POSSIBLE if (vid_soft.integer) return VID_InitModeSoft(mode); @@ -2419,15 +2814,18 @@ qboolean VID_InitMode(viddef_mode_t *mode) void VID_Shutdown (void) { + VID_EnableJoystick(false); VID_SetMouse(false, false, false); VID_RestoreSystemGamma(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 #ifndef WIN32 +#ifndef MACOSX if (icon) SDL_FreeSurface(icon); icon = NULL; #endif +#endif #endif if (vid_softsurface) @@ -2438,8 +2836,7 @@ void VID_Shutdown (void) free(vid.softdepthpixels); vid.softdepthpixels = NULL; -#if SETVIDEOMODE -#else +#if SDL_MAJOR_VERSION != 1 SDL_DestroyWindow(window); window = NULL; #endif @@ -2454,24 +2851,32 @@ void VID_Shutdown (void) int VID_SetGamma (unsigned short *ramps, int rampsize) { +#if SDL_MAJOR_VERSION == 1 return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); +#else + return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); +#endif } int VID_GetGamma (unsigned short *ramps, int rampsize) { +#if SDL_MAJOR_VERSION == 1 return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2); +#else + return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2); +#endif } void VID_Finish (void) { -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 Uint8 appstate; //react on appstate changes 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; @@ -2489,13 +2894,14 @@ void VID_Finish (void) CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) GL_Finish(); -#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2 -#else + +#if SDL_MAJOR_VERSION != 1 { qboolean vid_usevsync; vid_usevsync = (vid_vsync.integer && !cls.timedemo); if (vid_usingvsync != vid_usevsync) { + vid_usingvsync = vid_usevsync; if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0) Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated"); else @@ -2503,7 +2909,7 @@ void VID_Finish (void) } } #endif -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 SDL_GL_SwapBuffers(); #else SDL_GL_SwapWindow(window); @@ -2511,7 +2917,7 @@ void VID_Finish (void) break; case RENDERPATH_SOFT: DPSOFTRAST_Finish(); -#if SETVIDEOMODE +#if SDL_MAJOR_VERSION == 1 // if (!r_test.integer) { SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); @@ -2535,14 +2941,40 @@ void VID_Finish (void) } } +vid_mode_t *VID_GetDesktopMode(void) +{ +#if SDL_MAJOR_VERSION != 1 + SDL_DisplayMode mode; + int bpp; + Uint32 rmask, gmask, bmask, amask; + SDL_GetDesktopDisplayMode(0, &mode); + SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask); + desktop_mode.width = mode.w; + desktop_mode.height = mode.h; + desktop_mode.bpp = bpp; + desktop_mode.refreshrate = mode.refresh_rate; + desktop_mode.pixelheight_num = 1; + desktop_mode.pixelheight_denom = 1; // SDL does not provide this + // TODO check whether this actually works, or whether we do still need + // a read-window-size-after-entering-desktop-fullscreen hack for + // multiscreen setups. +#endif + return &desktop_mode; +} + size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { - size_t k; + size_t k = 0; +#if SDL_MAJOR_VERSION == 1 SDL_Rect **vidmodes; int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel; +#ifdef WIN64 + SDL_Rect **ENDRECT = (SDL_Rect**)-1LL; +#else + SDL_Rect **ENDRECT = (SDL_Rect**)-1; +#endif - k = 0; - for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes) + for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != ENDRECT && *vidmodes; ++vidmodes) { if(k >= maxcount) break; @@ -2554,5 +2986,24 @@ size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) modes[k].pixelheight_denom = 1; // SDL does not provide this ++k; } +#else + int modenum; + int nummodes = SDL_GetNumDisplayModes(0); + SDL_DisplayMode mode; + for (modenum = 0;modenum < nummodes;modenum++) + { + if (k >= maxcount) + break; + if (SDL_GetDisplayMode(0, modenum, &mode)) + continue; + modes[k].width = mode.w; + modes[k].height = mode.h; + // FIXME bpp? + modes[k].refreshrate = mode.refresh_rate; + modes[k].pixelheight_num = 1; + modes[k].pixelheight_denom = 1; // SDL does not provide this + k++; + } +#endif return k; }