--- /dev/null
+/*
+Copyright (C) 2003 T. Joseph Carter
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+#undef WIN32_LEAN_AND_MEAN //hush a warning, SDL.h redefines this
+#include <SDL.h>
+#include <SDL_syswm.h>
+#include <stdio.h>
+
+#include "quakedef.h"
+#include "image.h"
+#include "dpsoftrast.h"
+
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+#include <Carbon/Carbon.h>
+#include <IOKit/hidsystem/IOHIDLib.h>
+#include <IOKit/hidsystem/IOHIDParameter.h>
+#include <IOKit/hidsystem/event_status_driver.h>
+static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static qboolean vid_usingnoaccel;
+static double originalMouseSpeed = -1.0;
+io_connect_t IN_GetIOHandle(void)
+{
+ io_connect_t iohandle = MACH_PORT_NULL;
+ kern_return_t status;
+ io_service_t iohidsystem = MACH_PORT_NULL;
+ mach_port_t masterport;
+
+ status = IOMasterPort(MACH_PORT_NULL, &masterport);
+ if(status != KERN_SUCCESS)
+ return 0;
+
+ iohidsystem = IORegistryEntryFromPath(masterport, kIOServicePlane ":/IOResources/IOHIDSystem");
+ if(!iohidsystem)
+ return 0;
+
+ status = IOServiceOpen(iohidsystem, mach_task_self(), kIOHIDParamConnectType, &iohandle);
+ IOObjectRelease(iohidsystem);
+
+ return iohandle;
+}
+#endif
+#endif
+
+#ifdef WIN32
+#define SDL_R_RESTART
+#endif
+
+// Tell startup code that we have a client
+int cl_available = true;
+
+qboolean vid_supportrefreshrate = false;
+
+#ifdef USE_GLES2
+# define SETVIDEOMODE 0
+#else
+# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+# define SETVIDEOMODE 1
+# else
+// LordHavoc: SDL 1.3's SDL_CreateWindow API is not finished enough to use yet, but you can set this to 0 if you want to try it...
+# ifndef SETVIDEOMODE
+# define SETVIDEOMODE 1
+# endif
+# endif
+#endif
+
+static qboolean vid_usingmouse = false;
+static qboolean vid_usinghidecursor = false;
+static qboolean vid_hasfocus = false;
+static qboolean vid_isfullscreen;
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+static qboolean vid_usingvsync = false;
+#endif
+static SDL_Joystick *vid_sdljoystick = NULL;
+
+static int win_half_width = 50;
+static int win_half_height = 50;
+static int video_bpp;
+
+#if SETVIDEOMODE
+static SDL_Surface *screen;
+static int video_flags;
+#else
+static SDL_GLContext *context;
+static SDL_Window *window;
+static int window_flags;
+#endif
+static SDL_Surface *vid_softsurface;
+
+/////////////////////////
+// Input handling
+////
+//TODO: Add error checking
+
+#ifndef SDLK_PERCENT
+#define SDLK_PERCENT '%'
+#define SDLK_PRINTSCREEN SDLK_PRINT
+#define SDLK_SCROLLLOCK SDLK_SCROLLOCK
+#define SDLK_NUMLOCKCLEAR SDLK_NUMLOCK
+#define SDLK_KP_1 SDLK_KP1
+#define SDLK_KP_2 SDLK_KP2
+#define SDLK_KP_3 SDLK_KP3
+#define SDLK_KP_4 SDLK_KP4
+#define SDLK_KP_5 SDLK_KP5
+#define SDLK_KP_6 SDLK_KP6
+#define SDLK_KP_7 SDLK_KP7
+#define SDLK_KP_8 SDLK_KP8
+#define SDLK_KP_9 SDLK_KP9
+#define SDLK_KP_0 SDLK_KP0
+#endif
+
+static int MapKey( unsigned int sdlkey )
+{
+ switch(sdlkey)
+ {
+ default: return 0;
+// case SDLK_UNKNOWN: return K_UNKNOWN;
+ case SDLK_RETURN: return K_ENTER;
+ case SDLK_ESCAPE: return K_ESCAPE;
+ case SDLK_BACKSPACE: return K_BACKSPACE;
+ case SDLK_TAB: return K_TAB;
+ case SDLK_SPACE: return K_SPACE;
+ case SDLK_EXCLAIM: return '!';
+ case SDLK_QUOTEDBL: return '"';
+ case SDLK_HASH: return '#';
+ case SDLK_PERCENT: return '%';
+ case SDLK_DOLLAR: return '$';
+ case SDLK_AMPERSAND: return '&';
+ case SDLK_QUOTE: return '\'';
+ case SDLK_LEFTPAREN: return '(';
+ case SDLK_RIGHTPAREN: return ')';
+ case SDLK_ASTERISK: return '*';
+ case SDLK_PLUS: return '+';
+ case SDLK_COMMA: return ',';
+ case SDLK_MINUS: return '-';
+ case SDLK_PERIOD: return '.';
+ case SDLK_SLASH: return '/';
+ case SDLK_0: return '0';
+ case SDLK_1: return '1';
+ case SDLK_2: return '2';
+ case SDLK_3: return '3';
+ case SDLK_4: return '4';
+ case SDLK_5: return '5';
+ case SDLK_6: return '6';
+ case SDLK_7: return '7';
+ case SDLK_8: return '8';
+ case SDLK_9: return '9';
+ case SDLK_COLON: return ':';
+ case SDLK_SEMICOLON: return ';';
+ case SDLK_LESS: return '<';
+ case SDLK_EQUALS: return '=';
+ case SDLK_GREATER: return '>';
+ case SDLK_QUESTION: return '?';
+ case SDLK_AT: return '@';
+ case SDLK_LEFTBRACKET: return '[';
+ case SDLK_BACKSLASH: return '\\';
+ case SDLK_RIGHTBRACKET: return ']';
+ case SDLK_CARET: return '^';
+ case SDLK_UNDERSCORE: return '_';
+ case SDLK_BACKQUOTE: return '`';
+ case SDLK_a: return 'a';
+ case SDLK_b: return 'b';
+ case SDLK_c: return 'c';
+ case SDLK_d: return 'd';
+ case SDLK_e: return 'e';
+ case SDLK_f: return 'f';
+ case SDLK_g: return 'g';
+ case SDLK_h: return 'h';
+ case SDLK_i: return 'i';
+ case SDLK_j: return 'j';
+ case SDLK_k: return 'k';
+ case SDLK_l: return 'l';
+ case SDLK_m: return 'm';
+ case SDLK_n: return 'n';
+ case SDLK_o: return 'o';
+ case SDLK_p: return 'p';
+ case SDLK_q: return 'q';
+ case SDLK_r: return 'r';
+ case SDLK_s: return 's';
+ case SDLK_t: return 't';
+ case SDLK_u: return 'u';
+ case SDLK_v: return 'v';
+ case SDLK_w: return 'w';
+ case SDLK_x: return 'x';
+ case SDLK_y: return 'y';
+ case SDLK_z: return 'z';
+ case SDLK_CAPSLOCK: return K_CAPSLOCK;
+ case SDLK_F1: return K_F1;
+ case SDLK_F2: return K_F2;
+ case SDLK_F3: return K_F3;
+ case SDLK_F4: return K_F4;
+ case SDLK_F5: return K_F5;
+ case SDLK_F6: return K_F6;
+ case SDLK_F7: return K_F7;
+ case SDLK_F8: return K_F8;
+ case SDLK_F9: return K_F9;
+ case SDLK_F10: return K_F10;
+ case SDLK_F11: return K_F11;
+ case SDLK_F12: return K_F12;
+ case SDLK_PRINTSCREEN: return K_PRINTSCREEN;
+ case SDLK_SCROLLLOCK: return K_SCROLLOCK;
+ case SDLK_PAUSE: return K_PAUSE;
+ case SDLK_INSERT: return K_INS;
+ case SDLK_HOME: return K_HOME;
+ case SDLK_PAGEUP: return K_PGUP;
+#ifdef __IPHONEOS__
+ case SDLK_DELETE: return K_BACKSPACE;
+#else
+ case SDLK_DELETE: return K_DEL;
+#endif
+ case SDLK_END: return K_END;
+ case SDLK_PAGEDOWN: return K_PGDN;
+ case SDLK_RIGHT: return K_RIGHTARROW;
+ case SDLK_LEFT: return K_LEFTARROW;
+ case SDLK_DOWN: return K_DOWNARROW;
+ case SDLK_UP: return K_UPARROW;
+ case SDLK_NUMLOCKCLEAR: return K_NUMLOCK;
+ case SDLK_KP_DIVIDE: return K_KP_DIVIDE;
+ case SDLK_KP_MULTIPLY: return K_KP_MULTIPLY;
+ case SDLK_KP_MINUS: return K_KP_MINUS;
+ case SDLK_KP_PLUS: return K_KP_PLUS;
+ case SDLK_KP_ENTER: return K_KP_ENTER;
+ case SDLK_KP_1: return K_KP_1;
+ case SDLK_KP_2: return K_KP_2;
+ case SDLK_KP_3: return K_KP_3;
+ case SDLK_KP_4: return K_KP_4;
+ case SDLK_KP_5: return K_KP_5;
+ case SDLK_KP_6: return K_KP_6;
+ case SDLK_KP_7: return K_KP_7;
+ case SDLK_KP_8: return K_KP_8;
+ case SDLK_KP_9: return K_KP_9;
+ case SDLK_KP_0: return K_KP_0;
+ case SDLK_KP_PERIOD: return K_KP_PERIOD;
+// case SDLK_APPLICATION: return K_APPLICATION;
+// case SDLK_POWER: return K_POWER;
+ case SDLK_KP_EQUALS: return K_KP_EQUALS;
+// case SDLK_F13: return K_F13;
+// case SDLK_F14: return K_F14;
+// case SDLK_F15: return K_F15;
+// case SDLK_F16: return K_F16;
+// case SDLK_F17: return K_F17;
+// case SDLK_F18: return K_F18;
+// case SDLK_F19: return K_F19;
+// case SDLK_F20: return K_F20;
+// case SDLK_F21: return K_F21;
+// case SDLK_F22: return K_F22;
+// case SDLK_F23: return K_F23;
+// case SDLK_F24: return K_F24;
+// case SDLK_EXECUTE: return K_EXECUTE;
+// case SDLK_HELP: return K_HELP;
+// case SDLK_MENU: return K_MENU;
+// case SDLK_SELECT: return K_SELECT;
+// case SDLK_STOP: return K_STOP;
+// case SDLK_AGAIN: return K_AGAIN;
+// case SDLK_UNDO: return K_UNDO;
+// case SDLK_CUT: return K_CUT;
+// case SDLK_COPY: return K_COPY;
+// case SDLK_PASTE: return K_PASTE;
+// case SDLK_FIND: return K_FIND;
+// case SDLK_MUTE: return K_MUTE;
+// case SDLK_VOLUMEUP: return K_VOLUMEUP;
+// case SDLK_VOLUMEDOWN: return K_VOLUMEDOWN;
+// case SDLK_KP_COMMA: return K_KP_COMMA;
+// case SDLK_KP_EQUALSAS400: return K_KP_EQUALSAS400;
+// case SDLK_ALTERASE: return K_ALTERASE;
+// case SDLK_SYSREQ: return K_SYSREQ;
+// case SDLK_CANCEL: return K_CANCEL;
+// case SDLK_CLEAR: return K_CLEAR;
+// case SDLK_PRIOR: return K_PRIOR;
+// case SDLK_RETURN2: return K_RETURN2;
+// case SDLK_SEPARATOR: return K_SEPARATOR;
+// case SDLK_OUT: return K_OUT;
+// case SDLK_OPER: return K_OPER;
+// case SDLK_CLEARAGAIN: return K_CLEARAGAIN;
+// case SDLK_CRSEL: return K_CRSEL;
+// case SDLK_EXSEL: return K_EXSEL;
+// case SDLK_KP_00: return K_KP_00;
+// case SDLK_KP_000: return K_KP_000;
+// case SDLK_THOUSANDSSEPARATOR: return K_THOUSANDSSEPARATOR;
+// case SDLK_DECIMALSEPARATOR: return K_DECIMALSEPARATOR;
+// case SDLK_CURRENCYUNIT: return K_CURRENCYUNIT;
+// case SDLK_CURRENCYSUBUNIT: return K_CURRENCYSUBUNIT;
+// case SDLK_KP_LEFTPAREN: return K_KP_LEFTPAREN;
+// case SDLK_KP_RIGHTPAREN: return K_KP_RIGHTPAREN;
+// case SDLK_KP_LEFTBRACE: return K_KP_LEFTBRACE;
+// case SDLK_KP_RIGHTBRACE: return K_KP_RIGHTBRACE;
+// case SDLK_KP_TAB: return K_KP_TAB;
+// case SDLK_KP_BACKSPACE: return K_KP_BACKSPACE;
+// case SDLK_KP_A: return K_KP_A;
+// case SDLK_KP_B: return K_KP_B;
+// case SDLK_KP_C: return K_KP_C;
+// case SDLK_KP_D: return K_KP_D;
+// case SDLK_KP_E: return K_KP_E;
+// case SDLK_KP_F: return K_KP_F;
+// case SDLK_KP_XOR: return K_KP_XOR;
+// case SDLK_KP_POWER: return K_KP_POWER;
+// case SDLK_KP_PERCENT: return K_KP_PERCENT;
+// case SDLK_KP_LESS: return K_KP_LESS;
+// case SDLK_KP_GREATER: return K_KP_GREATER;
+// case SDLK_KP_AMPERSAND: return K_KP_AMPERSAND;
+// case SDLK_KP_DBLAMPERSAND: return K_KP_DBLAMPERSAND;
+// case SDLK_KP_VERTICALBAR: return K_KP_VERTICALBAR;
+// case SDLK_KP_DBLVERTICALBAR: return K_KP_DBLVERTICALBAR;
+// case SDLK_KP_COLON: return K_KP_COLON;
+// case SDLK_KP_HASH: return K_KP_HASH;
+// case SDLK_KP_SPACE: return K_KP_SPACE;
+// case SDLK_KP_AT: return K_KP_AT;
+// case SDLK_KP_EXCLAM: return K_KP_EXCLAM;
+// case SDLK_KP_MEMSTORE: return K_KP_MEMSTORE;
+// case SDLK_KP_MEMRECALL: return K_KP_MEMRECALL;
+// case SDLK_KP_MEMCLEAR: return K_KP_MEMCLEAR;
+// case SDLK_KP_MEMADD: return K_KP_MEMADD;
+// case SDLK_KP_MEMSUBTRACT: return K_KP_MEMSUBTRACT;
+// case SDLK_KP_MEMMULTIPLY: return K_KP_MEMMULTIPLY;
+// case SDLK_KP_MEMDIVIDE: return K_KP_MEMDIVIDE;
+// case SDLK_KP_PLUSMINUS: return K_KP_PLUSMINUS;
+// case SDLK_KP_CLEAR: return K_KP_CLEAR;
+// case SDLK_KP_CLEARENTRY: return K_KP_CLEARENTRY;
+// case SDLK_KP_BINARY: return K_KP_BINARY;
+// case SDLK_KP_OCTAL: return K_KP_OCTAL;
+// case SDLK_KP_DECIMAL: return K_KP_DECIMAL;
+// case SDLK_KP_HEXADECIMAL: return K_KP_HEXADECIMAL;
+ case SDLK_LCTRL: return K_CTRL;
+ case SDLK_LSHIFT: return K_SHIFT;
+ case SDLK_LALT: return K_ALT;
+// case SDLK_LGUI: return K_LGUI;
+ case SDLK_RCTRL: return K_CTRL;
+ case SDLK_RSHIFT: return K_SHIFT;
+ case SDLK_RALT: return K_ALT;
+// case SDLK_RGUI: return K_RGUI;
+// case SDLK_MODE: return K_MODE;
+// case SDLK_AUDIONEXT: return K_AUDIONEXT;
+// case SDLK_AUDIOPREV: return K_AUDIOPREV;
+// case SDLK_AUDIOSTOP: return K_AUDIOSTOP;
+// case SDLK_AUDIOPLAY: return K_AUDIOPLAY;
+// case SDLK_AUDIOMUTE: return K_AUDIOMUTE;
+// case SDLK_MEDIASELECT: return K_MEDIASELECT;
+// case SDLK_WWW: return K_WWW;
+// case SDLK_MAIL: return K_MAIL;
+// case SDLK_CALCULATOR: return K_CALCULATOR;
+// case SDLK_COMPUTER: return K_COMPUTER;
+// case SDLK_AC_SEARCH: return K_AC_SEARCH;
+// case SDLK_AC_HOME: return K_AC_HOME;
+// case SDLK_AC_BACK: return K_AC_BACK;
+// case SDLK_AC_FORWARD: return K_AC_FORWARD;
+// case SDLK_AC_STOP: return K_AC_STOP;
+// case SDLK_AC_REFRESH: return K_AC_REFRESH;
+// case SDLK_AC_BOOKMARKS: return K_AC_BOOKMARKS;
+// case SDLK_BRIGHTNESSDOWN: return K_BRIGHTNESSDOWN;
+// case SDLK_BRIGHTNESSUP: return K_BRIGHTNESSUP;
+// case SDLK_DISPLAYSWITCH: return K_DISPLAYSWITCH;
+// case SDLK_KBDILLUMTOGGLE: return K_KBDILLUMTOGGLE;
+// case SDLK_KBDILLUMDOWN: return K_KBDILLUMDOWN;
+// case SDLK_KBDILLUMUP: return K_KBDILLUMUP;
+// case SDLK_EJECT: return K_EJECT;
+// case SDLK_SLEEP: return K_SLEEP;
+ }
+}
+
+#ifdef __IPHONEOS__
+int SDL_iPhoneKeyboardShow(SDL_Window * window); // reveals the onscreen keyboard. Returns 0 on success and -1 on error.
+int SDL_iPhoneKeyboardHide(SDL_Window * window); // hides the onscreen keyboard. Returns 0 on success and -1 on error.
+SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window); // returns whether or not the onscreen keyboard is currently visible.
+int SDL_iPhoneKeyboardToggle(SDL_Window * window); // toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error.
+#endif
+
+void VID_ShowKeyboard(qboolean show)
+{
+#ifdef __IPHONEOS__
+ if (show)
+ {
+ if (!SDL_iPhoneKeyboardIsShown(window))
+ SDL_iPhoneKeyboardShow(window);
+ }
+ else
+ {
+ if (SDL_iPhoneKeyboardIsShown(window))
+ SDL_iPhoneKeyboardHide(window);
+ }
+#endif
+}
+
+#ifdef __IPHONEOS__
+qboolean VID_ShowingKeyboard(void)
+{
+ return SDL_iPhoneKeyboardIsShown(window);
+}
+#endif
+
+void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
+{
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+ if(relative)
+ if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
+ VID_SetMouse(false, false, false); // ungrab first!
+#endif
+ if (vid_usingmouse != relative)
+ {
+ vid_usingmouse = relative;
+ cl_ignoremousemoves = 2;
+#if SETVIDEOMODE
+ SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
+#else
+ SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE);
+#endif
+#ifdef MACOSX
+ if(relative)
+ {
+ // Save the status of mouse acceleration
+ originalMouseSpeed = -1.0; // in case of error
+ if(apple_mouse_noaccel.integer)
+ {
+ io_connect_t mouseDev = IN_GetIOHandle();
+ if(mouseDev != 0)
+ {
+ if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseSpeed) == kIOReturnSuccess)
+ {
+ Con_DPrintf("previous mouse acceleration: %f\n", originalMouseSpeed);
+ if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) != kIOReturnSuccess)
+ {
+ Con_Print("Could not disable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n");
+ Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+ }
+ }
+ else
+ {
+ Con_Print("Could not disable mouse acceleration (failed at IOHIDGetAccelerationWithKey).\n");
+ Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+ }
+ IOServiceClose(mouseDev);
+ }
+ else
+ {
+ Con_Print("Could not disable mouse acceleration (failed at IO_GetIOHandle).\n");
+ Cvar_SetValueQuick(&apple_mouse_noaccel, 0);
+ }
+ }
+
+ vid_usingnoaccel = !!apple_mouse_noaccel.integer;
+ }
+ else
+ {
+ if(originalMouseSpeed != -1.0)
+ {
+ io_connect_t mouseDev = IN_GetIOHandle();
+ if(mouseDev != 0)
+ {
+ Con_DPrintf("restoring mouse acceleration to: %f\n", originalMouseSpeed);
+ if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSpeed) != kIOReturnSuccess)
+ Con_Print("Could not re-enable mouse acceleration (failed at IOHIDSetAccelerationWithKey).\n");
+ IOServiceClose(mouseDev);
+ }
+ else
+ Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n");
+ }
+ }
+#endif
+ }
+ if (vid_usinghidecursor != hidecursor)
+ {
+ vid_usinghidecursor = hidecursor;
+ SDL_ShowCursor( hidecursor ? SDL_DISABLE : SDL_ENABLE);
+ }
+#endif
+}
+
+// multitouch[10][] represents the mouse pointer
+// X and Y coordinates are 0-32767 as per SDL spec
+#define MAXFINGERS 11
+int multitouch[MAXFINGERS][3];
+
+qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key)
+{
+ int finger;
+ float fx, fy, fwidth, fheight;
+ float rel[3];
+ qboolean button = false;
+ VectorClear(rel);
+ if (pwidth > 0 && pheight > 0)
+#ifdef __IPHONEOS__
+ if (!VID_ShowingKeyboard())
+#endif
+ {
+ if (corner & 1) px += vid_conwidth.value;
+ if (corner & 2) py += vid_conheight.value;
+ if (corner & 4) px += vid_conwidth.value * 0.5f;
+ if (corner & 8) py += vid_conheight.value * 0.5f;
+ if (corner & 16) {px *= vid_conwidth.value * (1.0f / 640.0f);py *= vid_conheight.value * (1.0f / 480.0f);pwidth *= vid_conwidth.value * (1.0f / 640.0f);pheight *= vid_conheight.value * (1.0f / 480.0f);}
+ fx = px * 32768.0f / vid_conwidth.value;
+ fy = py * 32768.0f / vid_conheight.value;
+ fwidth = pwidth * 32768.0f / vid_conwidth.value;
+ fheight = pheight * 32768.0f / vid_conheight.value;
+ for (finger = 0;finger < MAXFINGERS;finger++)
+ {
+ if (multitouch[finger][0] && multitouch[finger][1] >= fx && multitouch[finger][2] >= fy && multitouch[finger][1] < fx + fwidth && multitouch[finger][2] < fy + fheight)
+ {
+ rel[0] = (multitouch[finger][1] - (fx + 0.5f * fwidth)) * (2.0f / fwidth);
+ rel[1] = (multitouch[finger][2] - (fy + 0.5f * fheight)) * (2.0f / fheight);
+ rel[2] = 0;
+ button = true;
+ break;
+ }
+ }
+ if (scr_numtouchscreenareas < 16)
+ {
+ scr_touchscreenareas[scr_numtouchscreenareas].pic = icon;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[0] = px;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[1] = py;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[2] = pwidth;
+ scr_touchscreenareas[scr_numtouchscreenareas].rect[3] = pheight;
+ scr_touchscreenareas[scr_numtouchscreenareas].active = button;
+ scr_numtouchscreenareas++;
+ }
+ }
+ if (resultmove)
+ {
+ if (button)
+ VectorCopy(rel, resultmove);
+ else
+ VectorClear(resultmove);
+ }
+ if (resultbutton)
+ {
+ if (*resultbutton != button && (int)key > 0)
+ Key_Event(key, 0, button);
+ *resultbutton = button;
+ }
+ return button;
+}
+
+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);
+}
+
+/////////////////////
+// Movement handling
+////
+
+void IN_Move( void )
+{
+ static int old_x = 0, old_y = 0;
+ static int stuck = 0;
+ 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(keydest)
+ {
+ case key_game: VID_ShowKeyboard(false);break;
+ case key_console: VID_ShowKeyboard(true);break;
+ case key_message: VID_ShowKeyboard(true);break;
+ default: break;
+ }
+ }
+ oldkeydest = keydest;
+ // top of screen is toggleconsole and K_ESCAPE
+ switch(keydest)
+ {
+ case key_console:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+ if (!VID_ShowingKeyboard())
+ {
+ // user entered a command, close the console now
+ Con_ToggleConsole_f();
+ }
+#endif
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[15], (keynum_t)0);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+ break;
+ case key_game:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+#endif
+ VID_TouchscreenArea( 2, 0,-128, 128, 128, "gfx/touch_movebutton.tga" , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 3,-128,-128, 128, 128, "gfx/touch_aimbutton.tga" , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 2, 0,-160, 64, 32, "gfx/touch_jumpbutton.tga" , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 3,-128,-160, 64, 32, "gfx/touch_attackbutton.tga" , NULL, &buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 3, -64,-160, 64, 32, "gfx/touch_attack2button.tga", NULL, &buttons[4], K_MOUSE2);
+ buttons[15] = false;
+ break;
+ default:
+#ifdef __IPHONEOS__
+ VID_TouchscreenArea( 0, 0, 0, 64, 64, NULL , NULL, &buttons[13], (keynum_t)'`');
+ VID_TouchscreenArea( 0, 64, 0, 64, 64, "gfx/touch_menu.tga" , NULL, &buttons[14], K_ESCAPE);
+ // in menus, an icon in the corner activates keyboard
+ VID_TouchscreenArea( 2, 0, -32, 32, 32, "gfx/touch_keyboard.tga" , NULL, &buttons[15], (keynum_t)0);
+ if (buttons[15])
+ VID_ShowKeyboard(true);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea(16, -320,-480,640, 960, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+ if (buttons[2])
+ {
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
+ }
+#else
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[15], (keynum_t)0);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , move, &buttons[0], K_MOUSE4);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , aim, &buttons[1], K_MOUSE5);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , click,&buttons[2], K_MOUSE1);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[3], K_SPACE);
+ VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , NULL, &buttons[4], K_MOUSE2);
+#endif
+ break;
+ }
+ cl.cmd.forwardmove -= move[1] * cl_forwardspeed.value;
+ cl.cmd.sidemove += move[0] * cl_sidespeed.value;
+ cl.viewangles[0] += aim[1] * cl_pitchspeed.value * cl.realframetime;
+ cl.viewangles[1] -= aim[0] * cl_yawspeed.value * cl.realframetime;
+ }
+ else
+ {
+ if (vid_usingmouse)
+ {
+ if (vid_stick_mouse.integer)
+ {
+ // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using
+ // window grabbing. --blub
+
+ // we need 2 frames to initialize the center position
+ if(!stuck)
+ {
+#if SETVIDEOMODE
+ SDL_WarpMouse(win_half_width, win_half_height);
+#else
+ SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
+#endif
+ SDL_GetMouseState(&x, &y);
+ SDL_GetRelativeMouseState(&x, &y);
+ ++stuck;
+ } else {
+ SDL_GetRelativeMouseState(&x, &y);
+ in_mouse_x = x + old_x;
+ in_mouse_y = y + old_y;
+ SDL_GetMouseState(&x, &y);
+ old_x = x - win_half_width;
+ old_y = y - win_half_height;
+#if SETVIDEOMODE
+ SDL_WarpMouse(win_half_width, win_half_height);
+#else
+ SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
+#endif
+ }
+ } else {
+ SDL_GetRelativeMouseState( &x, &y );
+ in_mouse_x = x;
+ in_mouse_y = y;
+ }
+ }
+
+ SDL_GetMouseState(&x, &y);
+ in_windowmouse_x = x;
+ in_windowmouse_y = y;
+ }
+
+ VID_BuildJoyState(&joystate);
+ VID_ApplyJoyState(&joystate);
+}
+
+/////////////////////
+// Message Handling
+////
+
+#ifdef SDL_R_RESTART
+static qboolean sdl_needs_restart;
+static void sdl_start(void)
+{
+}
+static void sdl_shutdown(void)
+{
+ sdl_needs_restart = false;
+}
+static void sdl_newmap(void)
+{
+}
+#endif
+
+#ifndef __IPHONEOS__
+static keynum_t buttonremap[18] =
+{
+ K_MOUSE1,
+ K_MOUSE3,
+ K_MOUSE2,
+ K_MWHEELUP,
+ K_MWHEELDOWN,
+ K_MOUSE4,
+ K_MOUSE5,
+ K_MOUSE6,
+ K_MOUSE7,
+ K_MOUSE8,
+ K_MOUSE9,
+ K_MOUSE10,
+ K_MOUSE11,
+ K_MOUSE12,
+ K_MOUSE13,
+ K_MOUSE14,
+ K_MOUSE15,
+ K_MOUSE16,
+};
+#endif
+
+#if SETVIDEOMODE
+// SDL 1.2
+void Sys_SendKeyEvents( void )
+{
+ static qboolean sound_active = true;
+ int keycode;
+ SDL_Event event;
+
+ VID_EnableJoystick(true);
+
+ while( SDL_PollEvent( &event ) )
+ switch( event.type ) {
+ case SDL_QUIT:
+ Sys_Quit(0);
+ break;
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ keycode = MapKey(event.key.keysym.sym);
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
+ break;
+ case SDL_ACTIVEEVENT:
+ if( event.active.state & SDL_APPACTIVE )
+ {
+ if( event.active.gain )
+ vid_hidden = false;
+ else
+ vid_hidden = true;
+ }
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ if (!vid_touchscreen.integer)
+ if (event.button.button <= 18)
+ Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
+ break;
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+ break;
+ case SDL_VIDEOEXPOSE:
+ break;
+ case SDL_VIDEORESIZE:
+ if(vid_resizable.integer < 2)
+ {
+ vid.width = event.resize.w;
+ vid.height = event.resize.h;
+ screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags);
+ if (vid_softsurface)
+ {
+ SDL_FreeSurface(vid_softsurface);
+ vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+ SDL_SetAlpha(vid_softsurface, 0, 255);
+ if (vid.softdepthpixels)
+ free(vid.softdepthpixels);
+ vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
+ }
+#ifdef SDL_R_RESTART
+ // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // so, let's better queue it for next frame
+ if(!sdl_needs_restart)
+ {
+ Cbuf_AddText("\nr_restart\n");
+ sdl_needs_restart = true;
+ }
+#endif
+ }
+ break;
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+ case SDL_TEXTEDITING:
+ // unused when SETVIDEOMODE API is used
+ break;
+ case SDL_TEXTINPUT:
+ // this occurs with SETVIDEOMODE but we are not using it
+ break;
+#endif
+ case SDL_MOUSEMOTION:
+ break;
+ default:
+ Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
+ break;
+ }
+
+ // enable/disable sound on focus gain/loss
+ if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
+ {
+ if (!sound_active)
+ {
+ S_UnblockSound ();
+ sound_active = true;
+ }
+ }
+ else
+ {
+ if (sound_active)
+ {
+ S_BlockSound ();
+ sound_active = false;
+ }
+ }
+}
+
+#else
+
+// SDL 1.3
+void Sys_SendKeyEvents( void )
+{
+ static qboolean sound_active = true;
+ static qboolean missingunicodehack = true;
+ int keycode;
+ int i;
+ int j;
+ int unicode;
+ SDL_Event event;
+
+ VID_EnableJoystick(true);
+
+ while( SDL_PollEvent( &event ) )
+ switch( event.type ) {
+ case SDL_QUIT:
+ Sys_Quit(0);
+ break;
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ keycode = MapKey(event.key.keysym.sym);
+ if (!VID_JoyBlockEmulatedKeys(keycode))
+ Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ if (!vid_touchscreen.integer)
+ if (event.button.button <= 18)
+ Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
+ break;
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBALLMOTION:
+ case SDL_JOYHATMOTION:
+ break;
+ case SDL_VIDEOEXPOSE:
+ break;
+ case SDL_WINDOWEVENT:
+ //if (event.window.windowID == window) // how to compare?
+ {
+ switch(event.window.event)
+ {
+ case SDL_WINDOWEVENT_SHOWN:
+ vid_hidden = false;
+ break;
+ case SDL_WINDOWEVENT_HIDDEN:
+ vid_hidden = true;
+ break;
+ case SDL_WINDOWEVENT_EXPOSED:
+ break;
+ case SDL_WINDOWEVENT_MOVED:
+ break;
+ case SDL_WINDOWEVENT_RESIZED:
+ if(vid_resizable.integer < 2)
+ {
+ vid.width = event.window.data1;
+ vid.height = event.window.data2;
+ if (vid_softsurface)
+ {
+ SDL_FreeSurface(vid_softsurface);
+ vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+ SDL_SetAlpha(vid_softsurface, 0, 255);
+ if (vid.softdepthpixels)
+ free(vid.softdepthpixels);
+ vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
+ }
+#ifdef SDL_R_RESTART
+ // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // so, let's better queue it for next frame
+ if(!sdl_needs_restart)
+ {
+ Cbuf_AddText("\nr_restart\n");
+ sdl_needs_restart = true;
+ }
+#endif
+ }
+ break;
+ case SDL_WINDOWEVENT_MINIMIZED:
+ break;
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ break;
+ case SDL_WINDOWEVENT_RESTORED:
+ break;
+ case SDL_WINDOWEVENT_ENTER:
+ break;
+ case SDL_WINDOWEVENT_LEAVE:
+ break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ vid_hasfocus = true;
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ vid_hasfocus = false;
+ break;
+ case SDL_WINDOWEVENT_CLOSE:
+ Sys_Quit(0);
+ break;
+ }
+ }
+ break;
+ case SDL_TEXTEDITING:
+ // FIXME! this is where composition gets supported
+ break;
+ case SDL_TEXTINPUT:
+ // we have some characters to parse
+ missingunicodehack = false;
+ {
+ unicode = 0;
+ for (i = 0;event.text.text[i];)
+ {
+ unicode = event.text.text[i++];
+ if (unicode & 0x80)
+ {
+ // UTF-8 character
+ // strip high bits (we could count these to validate character length but we don't)
+ for (j = 0x80;unicode & j;j >>= 1)
+ unicode ^= j;
+ for (;(event.text.text[i] & 0xC0) == 0x80;i++)
+ unicode = (unicode << 6) | (event.text.text[i] & 0x3F);
+ // low characters are invalid and could be bad, so replace them
+ if (unicode < 0x80)
+ unicode = '?'; // we could use 0xFFFD instead, the unicode substitute character
+ }
+ //Con_DPrintf("SDL_TEXTINPUT: K_TEXT %i \n", unicode);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
+ }
+ }
+ break;
+ case SDL_MOUSEMOTION:
+ break;
+ case SDL_FINGERDOWN:
+ Con_DPrintf("SDL_FINGERDOWN for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (!multitouch[i][0])
+ {
+ multitouch[i][0] = event.tfinger.fingerId;
+ multitouch[i][1] = event.tfinger.x;
+ multitouch[i][2] = event.tfinger.y;
+ // TODO: use event.tfinger.pressure?
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("Too many fingers at once!\n");
+ break;
+ case SDL_FINGERUP:
+ Con_DPrintf("SDL_FINGERUP for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId)
+ {
+ multitouch[i][0] = 0;
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("No SDL_FINGERDOWN event matches this SDL_FINGERMOTION event\n");
+ break;
+ case SDL_FINGERMOTION:
+ Con_DPrintf("SDL_FINGERMOTION for finger %i\n", (int)event.tfinger.fingerId);
+ for (i = 0;i < MAXFINGERS-1;i++)
+ {
+ if (multitouch[i][0] == event.tfinger.fingerId)
+ {
+ multitouch[i][1] = event.tfinger.x;
+ multitouch[i][2] = event.tfinger.y;
+ break;
+ }
+ }
+ if (i == MAXFINGERS-1)
+ Con_DPrintf("No SDL_FINGERDOWN event matches this SDL_FINGERMOTION event\n");
+ break;
+ case SDL_TOUCHBUTTONDOWN:
+ // not sure what to do with this...
+ break;
+ case SDL_TOUCHBUTTONUP:
+ // not sure what to do with this...
+ break;
+ default:
+ Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
+ break;
+ }
+
+ // enable/disable sound on focus gain/loss
+ if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
+ {
+ if (!sound_active)
+ {
+ S_UnblockSound ();
+ sound_active = true;
+ }
+ }
+ else
+ {
+ if (sound_active)
+ {
+ S_BlockSound ();
+ sound_active = false;
+ }
+ }
+}
+#endif
+
+/////////////////
+// Video system
+////
+
+#ifdef USE_GLES2
+#ifdef __IPHONEOS__
+#include <OpenGLES/ES2/gl.h>
+#else
+#include <SDL_opengles.h>
+#endif
+
+GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);}
+GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);}
+//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);}
+//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);}
+GLenum wrapglGetError(void) {return glGetError();}
+GLuint wrapglCreateProgram(void) {return glCreateProgram();}
+GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);}
+//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);}
+const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);}
+void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");}
+void wrapglActiveTexture(GLenum e) {glActiveTexture(e);}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");}
+void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);}
+//void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);}
+void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(programObj, index, name);}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);}
+void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);}
+void wrapglBlendEquation(GLenum e) {glBlendEquation(e);}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);}
+void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);}
+void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);}
+void wrapglClear(GLbitfield mask) {glClear(mask);}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);}
+void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);}
+void wrapglClearStencil(GLint s) {glClearStencil(s);}
+void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {glColorMask(red, green, blue, alpha);}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");}
+void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);}
+void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
+void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);}
+void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");}
+void wrapglCullFace(GLenum mode) {glCullFace(mode);}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);}
+void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);}
+void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);}
+void wrapglDepthFunc(GLenum func) {glDepthFunc(func);}
+void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);}
+void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);}
+void wrapglDisable(GLenum cap) {glDisable(cap);}
+void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");}
+void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);}
+void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);}
+void wrapglEnable(GLenum cap) {glEnable(cap);}
+void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");}
+void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);}
+//void wrapglEnd(void) {Con_Printf("glEnd()\n");}
+//void wrapglEndQuery(GLenum target) {glEndQuery(target);}
+void wrapglFinish(void) {glFinish();}
+void wrapglFlush(void) {glFlush();}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);}
+void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);}
+void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);}
+void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);}
+void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);}
+void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);}
+void wrapglLineWidth(GLfloat width) {glLineWidth(width);}
+void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);}
+void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");}
+void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");}
+void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");}
+void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);}
+void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");}
+//void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {glPolygonOffset(factor, units);}
+void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");}
+void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");}
+void wrapglStencilMask(GLuint mask) {glStencilMask(mask);}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");}
+void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);}
+void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);}
+void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");}
+void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);}
+void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);}
+void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);}
+void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);}
+void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);}
+
+void GLES_Init(void)
+{
+ qglIsBufferARB = wrapglIsBuffer;
+ qglIsEnabled = wrapglIsEnabled;
+ qglIsFramebufferEXT = wrapglIsFramebuffer;
+// qglIsQueryARB = wrapglIsQuery;
+ qglIsRenderbufferEXT = wrapglIsRenderbuffer;
+// qglUnmapBufferARB = wrapglUnmapBuffer;
+ qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus;
+ qglGetError = wrapglGetError;
+ qglCreateProgram = wrapglCreateProgram;
+ qglCreateShader = wrapglCreateShader;
+// qglGetHandleARB = wrapglGetHandle;
+ qglGetAttribLocation = wrapglGetAttribLocation;
+ qglGetUniformLocation = wrapglGetUniformLocation;
+// qglMapBufferARB = wrapglMapBuffer;
+ qglGetString = wrapglGetString;
+// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
+ qglActiveTexture = wrapglActiveTexture;
+ qglAlphaFunc = wrapglAlphaFunc;
+ qglArrayElement = wrapglArrayElement;
+ qglAttachShader = wrapglAttachShader;
+// qglBegin = wrapglBegin;
+// qglBeginQueryARB = wrapglBeginQuery;
+ qglBindAttribLocation = wrapglBindAttribLocation;
+ qglBindFragDataLocation = wrapglBindFragDataLocation;
+ qglBindBufferARB = wrapglBindBuffer;
+ qglBindFramebufferEXT = wrapglBindFramebuffer;
+ qglBindRenderbufferEXT = wrapglBindRenderbuffer;
+ qglBindTexture = wrapglBindTexture;
+ qglBlendEquationEXT = wrapglBlendEquation;
+ qglBlendFunc = wrapglBlendFunc;
+ qglBufferDataARB = wrapglBufferData;
+ qglBufferSubDataARB = wrapglBufferSubData;
+ qglClear = wrapglClear;
+ qglClearColor = wrapglClearColor;
+ qglClearDepth = wrapglClearDepth;
+ qglClearStencil = wrapglClearStencil;
+ qglClientActiveTexture = wrapglClientActiveTexture;
+ qglColor4f = wrapglColor4f;
+ qglColor4ub = wrapglColor4ub;
+ qglColorMask = wrapglColorMask;
+ qglColorPointer = wrapglColorPointer;
+ qglCompileShader = wrapglCompileShader;
+ qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
+ qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
+ qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
+ qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
+ qglCopyTexImage2D = wrapglCopyTexImage2D;
+ qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
+ qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
+ qglCullFace = wrapglCullFace;
+ qglDeleteBuffersARB = wrapglDeleteBuffers;
+ qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers;
+ qglDeleteProgram = wrapglDeleteProgram;
+ qglDeleteShader = wrapglDeleteShader;
+// qglDeleteQueriesARB = wrapglDeleteQueries;
+ qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers;
+ qglDeleteTextures = wrapglDeleteTextures;
+ qglDepthFunc = wrapglDepthFunc;
+ qglDepthMask = wrapglDepthMask;
+ qglDepthRange = wrapglDepthRange;
+ qglDetachShader = wrapglDetachShader;
+ qglDisable = wrapglDisable;
+ qglDisableClientState = wrapglDisableClientState;
+ qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
+ qglDrawArrays = wrapglDrawArrays;
+// qglDrawBuffer = wrapglDrawBuffer;
+// qglDrawBuffersARB = wrapglDrawBuffers;
+ qglDrawElements = wrapglDrawElements;
+// qglDrawRangeElements = wrapglDrawRangeElements;
+ qglEnable = wrapglEnable;
+ qglEnableClientState = wrapglEnableClientState;
+ qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
+// qglEnd = wrapglEnd;
+// qglEndQueryARB = wrapglEndQuery;
+ qglFinish = wrapglFinish;
+ qglFlush = wrapglFlush;
+ qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
+ qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
+ qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
+ qglGenBuffersARB = wrapglGenBuffers;
+ qglGenFramebuffersEXT = wrapglGenFramebuffers;
+// qglGenQueriesARB = wrapglGenQueries;
+ qglGenRenderbuffersEXT = wrapglGenRenderbuffers;
+ qglGenTextures = wrapglGenTextures;
+ qglGenerateMipmapEXT = wrapglGenerateMipmap;
+ qglGetActiveAttrib = wrapglGetActiveAttrib;
+ qglGetActiveUniform = wrapglGetActiveUniform;
+ qglGetAttachedShaders = wrapglGetAttachedShaders;
+ qglGetBooleanv = wrapglGetBooleanv;
+// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+ qglGetDoublev = wrapglGetDoublev;
+ qglGetFloatv = wrapglGetFloatv;
+ qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
+ qglGetProgramInfoLog = wrapglGetProgramInfoLog;
+ qglGetShaderInfoLog = wrapglGetShaderInfoLog;
+ qglGetIntegerv = wrapglGetIntegerv;
+ qglGetShaderiv = wrapglGetShaderiv;
+ qglGetProgramiv = wrapglGetProgramiv;
+// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
+// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
+// qglGetQueryivARB = wrapglGetQueryiv;
+ qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
+ qglGetShaderSource = wrapglGetShaderSource;
+ qglGetTexImage = wrapglGetTexImage;
+ qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
+ qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
+ qglGetTexParameterfv = wrapglGetTexParameterfv;
+ qglGetTexParameteriv = wrapglGetTexParameteriv;
+ qglGetUniformfv = wrapglGetUniformfv;
+ qglGetUniformiv = wrapglGetUniformiv;
+ qglHint = wrapglHint;
+ qglLineWidth = wrapglLineWidth;
+ qglLinkProgram = wrapglLinkProgram;
+ qglLoadIdentity = wrapglLoadIdentity;
+ qglLoadMatrixf = wrapglLoadMatrixf;
+ qglMatrixMode = wrapglMatrixMode;
+ qglMultiTexCoord1f = wrapglMultiTexCoord1f;
+ qglMultiTexCoord2f = wrapglMultiTexCoord2f;
+ qglMultiTexCoord3f = wrapglMultiTexCoord3f;
+ qglMultiTexCoord4f = wrapglMultiTexCoord4f;
+ qglNormalPointer = wrapglNormalPointer;
+ qglPixelStorei = wrapglPixelStorei;
+ qglPointSize = wrapglPointSize;
+// qglPolygonMode = wrapglPolygonMode;
+ qglPolygonOffset = wrapglPolygonOffset;
+// qglPolygonStipple = wrapglPolygonStipple;
+ qglReadBuffer = wrapglReadBuffer;
+ qglReadPixels = wrapglReadPixels;
+ qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
+ qglScissor = wrapglScissor;
+ qglShaderSource = wrapglShaderSource;
+ qglStencilFunc = wrapglStencilFunc;
+ qglStencilFuncSeparate = wrapglStencilFuncSeparate;
+ qglStencilMask = wrapglStencilMask;
+ qglStencilOp = wrapglStencilOp;
+ qglStencilOpSeparate = wrapglStencilOpSeparate;
+ qglTexCoord1f = wrapglTexCoord1f;
+ qglTexCoord2f = wrapglTexCoord2f;
+ qglTexCoord3f = wrapglTexCoord3f;
+ qglTexCoord4f = wrapglTexCoord4f;
+ qglTexCoordPointer = wrapglTexCoordPointer;
+ qglTexEnvf = wrapglTexEnvf;
+ qglTexEnvfv = wrapglTexEnvfv;
+ qglTexEnvi = wrapglTexEnvi;
+ qglTexImage2D = wrapglTexImage2D;
+ qglTexImage3D = wrapglTexImage3D;
+ qglTexParameterf = wrapglTexParameterf;
+ qglTexParameterfv = wrapglTexParameterfv;
+ qglTexParameteri = wrapglTexParameteri;
+ qglTexSubImage2D = wrapglTexSubImage2D;
+ qglTexSubImage3D = wrapglTexSubImage3D;
+ qglUniform1f = wrapglUniform1f;
+ qglUniform1fv = wrapglUniform1fv;
+ qglUniform1i = wrapglUniform1i;
+ qglUniform1iv = wrapglUniform1iv;
+ qglUniform2f = wrapglUniform2f;
+ qglUniform2fv = wrapglUniform2fv;
+ qglUniform2i = wrapglUniform2i;
+ qglUniform2iv = wrapglUniform2iv;
+ qglUniform3f = wrapglUniform3f;
+ qglUniform3fv = wrapglUniform3fv;
+ qglUniform3i = wrapglUniform3i;
+ qglUniform3iv = wrapglUniform3iv;
+ qglUniform4f = wrapglUniform4f;
+ qglUniform4fv = wrapglUniform4fv;
+ qglUniform4i = wrapglUniform4i;
+ qglUniform4iv = wrapglUniform4iv;
+ qglUniformMatrix2fv = wrapglUniformMatrix2fv;
+ qglUniformMatrix3fv = wrapglUniformMatrix3fv;
+ qglUniformMatrix4fv = wrapglUniformMatrix4fv;
+ qglUseProgram = wrapglUseProgram;
+ qglValidateProgram = wrapglValidateProgram;
+ qglVertex2f = wrapglVertex2f;
+ qglVertex3f = wrapglVertex3f;
+ qglVertex4f = wrapglVertex4f;
+ qglVertexAttribPointer = wrapglVertexAttribPointer;
+ qglVertexPointer = wrapglVertexPointer;
+ qglViewport = wrapglViewport;
+ qglVertexAttrib1f = wrapglVertexAttrib1f;
+// qglVertexAttrib1s = wrapglVertexAttrib1s;
+// qglVertexAttrib1d = wrapglVertexAttrib1d;
+ qglVertexAttrib2f = wrapglVertexAttrib2f;
+// qglVertexAttrib2s = wrapglVertexAttrib2s;
+// qglVertexAttrib2d = wrapglVertexAttrib2d;
+ qglVertexAttrib3f = wrapglVertexAttrib3f;
+// qglVertexAttrib3s = wrapglVertexAttrib3s;
+// qglVertexAttrib3d = wrapglVertexAttrib3d;
+ qglVertexAttrib4f = wrapglVertexAttrib4f;
+// qglVertexAttrib4s = wrapglVertexAttrib4s;
+// qglVertexAttrib4d = wrapglVertexAttrib4d;
+// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub;
+ qglVertexAttrib1fv = wrapglVertexAttrib1fv;
+// qglVertexAttrib1sv = wrapglVertexAttrib1sv;
+// qglVertexAttrib1dv = wrapglVertexAttrib1dv;
+ qglVertexAttrib2fv = wrapglVertexAttrib2fv;
+// qglVertexAttrib2sv = wrapglVertexAttrib2sv;
+// qglVertexAttrib2dv = wrapglVertexAttrib2dv;
+ qglVertexAttrib3fv = wrapglVertexAttrib3fv;
+// qglVertexAttrib3sv = wrapglVertexAttrib3sv;
+// qglVertexAttrib3dv = wrapglVertexAttrib3dv;
+ qglVertexAttrib4fv = wrapglVertexAttrib4fv;
+// qglVertexAttrib4sv = wrapglVertexAttrib4sv;
+// qglVertexAttrib4dv = wrapglVertexAttrib4dv;
+// qglVertexAttrib4iv = wrapglVertexAttrib4iv;
+// qglVertexAttrib4bv = wrapglVertexAttrib4bv;
+// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv;
+// qglVertexAttrib4usv = wrapglVertexAttrib4usv;
+// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv;
+// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv;
+// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv;
+// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv;
+// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv;
+// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv;
+// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv;
+// qglGetVertexAttribdv = wrapglGetVertexAttribdv;
+ qglGetVertexAttribfv = wrapglGetVertexAttribfv;
+ qglGetVertexAttribiv = wrapglGetVertexAttribiv;
+ qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
+
+ gl_renderer = (const char *)qglGetString(GL_RENDERER);
+ gl_vendor = (const char *)qglGetString(GL_VENDOR);
+ gl_version = (const char *)qglGetString(GL_VERSION);
+ gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
+
+ if (!gl_extensions)
+ gl_extensions = "";
+ if (!gl_platformextensions)
+ gl_platformextensions = "";
+
+ Con_Printf("GL_VENDOR: %s\n", gl_vendor);
+ Con_Printf("GL_RENDERER: %s\n", gl_renderer);
+ Con_Printf("GL_VERSION: %s\n", gl_version);
+ Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+ Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+
+ // GLES devices in general do not like GL_BGRA, so use GL_RGBA
+ vid.forcetextype = TEXTYPE_RGBA;
+
+ vid.support.gl20shaders = true;
+ vid.support.amd_texture_texture4 = false;
+ vid.support.arb_depth_texture = false;
+ vid.support.arb_draw_buffers = false;
+ vid.support.arb_multitexture = false;
+ vid.support.arb_occlusion_query = false;
+ vid.support.arb_shadow = false;
+ vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
+ vid.support.arb_texture_cube_map = true;
+ vid.support.arb_texture_env_combine = false;
+ vid.support.arb_texture_gather = false;
+ vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL;
+ vid.support.arb_vertex_buffer_object = true;
+ vid.support.ati_separate_stencil = false;
+ vid.support.ext_blend_minmax = false;
+ vid.support.ext_blend_subtract = true;
+ vid.support.ext_draw_range_elements = true;
+ vid.support.ext_framebuffer_object = false;//true;
+ vid.support.ext_stencil_two_side = false;
+ vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
+ vid.support.ext_texture_compression_s3tc = false;
+ vid.support.ext_texture_edge_clamp = true;
+ vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
+ vid.support.ext_texture_srgb = false;
+
+ qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+ if (vid.support.ext_texture_filter_anisotropic)
+ qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+ if (vid.support.arb_texture_cube_map)
+ qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+ if (vid.support.ext_texture_3d)
+ qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+ Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
+ Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
+
+ // verify that cubemap textures are really supported
+ if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
+ vid.support.arb_texture_cube_map = false;
+
+ // verify that 3d textures are really supported
+ if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
+ {
+ vid.support.ext_texture_3d = false;
+ Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+ }
+
+ vid.texunits = 4;
+ vid.teximageunits = 8;
+ vid.texarrayunits = 5;
+ vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+ vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS);
+ vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
+ Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
+ vid.renderpath = RENDERPATH_GLES2;
+ vid.useinterleavedarrays = false;
+ vid.sRGBcapable2D = false;
+ vid.sRGBcapable3D = false;
+
+ // VorteX: set other info (maybe place them in VID_InitMode?)
+ extern cvar_t gl_info_vendor;
+ extern cvar_t gl_info_renderer;
+ extern cvar_t gl_info_version;
+ extern cvar_t gl_info_platform;
+ extern cvar_t gl_info_driver;
+ Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+ Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+ Cvar_SetQuick(&gl_info_version, gl_version);
+ Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
+ Cvar_SetQuick(&gl_info_driver, gl_driver);
+}
+#endif
+
+void *GL_GetProcAddress(const char *name)
+{
+ void *p = NULL;
+ p = SDL_GL_GetProcAddress(name);
+ return p;
+}
+
+static qboolean vid_sdl_initjoysticksystem = false;
+
+void VID_Init (void)
+{
+#ifndef __IPHONEOS__
+#ifdef MACOSX
+ Cvar_RegisterVariable(&apple_mouse_noaccel);
+#endif
+#endif
+#ifdef __IPHONEOS__
+ Cvar_SetValueQuick(&vid_touchscreen, 1);
+#endif
+
+#ifdef SDL_R_RESTART
+ R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
+#endif
+
+ if (SDL_Init(SDL_INIT_VIDEO) < 0)
+ Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
+ vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
+ if (vid_sdl_initjoysticksystem)
+ Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
+ vid_isfullscreen = false;
+}
+
+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)
+ Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, SDL_JoystickName(sdlindex), (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 SETVIDEOMODE
+// set the icon (we dont use SDL here since it would be too much a PITA)
+#ifdef WIN32
+#include "resource.h"
+#include <SDL_syswm.h>
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+{
+ SDL_Surface *screen = NULL;
+ SDL_SysWMinfo info;
+ HICON icon;
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ if (screen)
+ {
+ // get the HWND handle
+ SDL_VERSION( &info.version );
+ if (SDL_GetWMInfo(&info))
+ {
+ icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
+#ifndef _W64 //If Windows 64bit data types don't exist
+#ifndef SetClassLongPtr
+#define SetClassLongPtr SetClassLong
+#endif
+#ifndef GCLP_HICON
+#define GCLP_HICON GCL_HICON
+#endif
+#ifndef LONG_PTR
+#define LONG_PTR LONG
+#endif
+#endif
+ SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
+ }
+ }
+ return screen;
+}
+#elif defined(MACOSX)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+{
+ SDL_Surface *screen = NULL;
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+ // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
+ return screen;
+}
+#else
+// Adding the OS independent XPM version --blub
+#include "darkplaces.xpm"
+#include "nexuiz.xpm"
+static SDL_Surface *icon = NULL;
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
+{
+ /*
+ * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
+ * default settings with less than 91 colors and transparency.
+ */
+
+ int width, height, colors, isize, i, j;
+ int thenone = -1;
+ static SDL_Color palette[256];
+ unsigned short palenc[256]; // store color id by char
+ char *xpm;
+ char **idata, *data;
+ const SDL_version *version;
+ SDL_Surface *screen = NULL;
+
+ if (icon)
+ SDL_FreeSurface(icon);
+ icon = NULL;
+ version = SDL_Linked_Version();
+ // only use non-XPM icon support in SDL v1.3 and higher
+ // SDL v1.2 does not support "smooth" transparency, and thus is better
+ // off the xpm way
+ if(version->major >= 2 || (version->major == 1 && version->minor >= 3))
+ {
+ data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
+ if(data)
+ {
+ unsigned int red = 0x00FF0000;
+ unsigned int green = 0x0000FF00;
+ unsigned int blue = 0x000000FF;
+ unsigned int alpha = 0xFF000000;
+ width = image_width;
+ height = image_height;
+
+ // reallocate with malloc, as this is in tempmempool (do not want)
+ xpm = data;
+ data = malloc(width * height * 4);
+ memcpy(data, xpm, width * height * 4);
+ Mem_Free(xpm);
+ xpm = NULL;
+
+ icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
+
+ if (icon)
+ icon->pixels = data;
+ else
+ {
+ Con_Printf( "Failed to create surface for the window Icon!\n"
+ "%s\n", SDL_GetError());
+ free(data);
+ }
+ }
+ }
+
+ // we only get here if non-XPM icon was missing, or SDL version is not
+ // sufficient for transparent non-XPM icons
+ if(!icon)
+ {
+ xpm = (char *) FS_LoadFile("darkplaces-icon.xpm", tempmempool, false, NULL);
+ idata = NULL;
+ if(xpm)
+ idata = XPM_DecodeString(xpm);
+ if(!idata)
+ idata = ENGINE_ICON;
+ if(xpm)
+ Mem_Free(xpm);
+
+ data = idata[0];
+
+ if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4)
+ {
+ if(isize == 1)
+ {
+ for(i = 0; i < colors; ++i)
+ {
+ unsigned int r, g, b;
+ char idx;
+
+ if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+ {
+ char foo[2];
+ if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+ break;
+ else
+ {
+ palette[i].r = 255; // color key
+ palette[i].g = 0;
+ palette[i].b = 255;
+ thenone = i; // weeeee
+ palenc[(unsigned char) idx] = i;
+ }
+ }
+ else
+ {
+ palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+ palette[i].g = g;
+ palette[i].b = b;
+ palenc[(unsigned char) idx] = i;
+ }
+ }
+
+ if (i == colors)
+ {
+ // allocate the image data
+ data = (char*) malloc(width*height);
+
+ for(j = 0; j < height; ++j)
+ {
+ for(i = 0; i < width; ++i)
+ {
+ // casting to the safest possible datatypes ^^
+ data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+ }
+ }
+
+ if(icon != NULL)
+ {
+ // SDL_FreeSurface should free the data too
+ // but for completeness' sake...
+ if(icon->flags & SDL_PREALLOC)
+ {
+ free(icon->pixels);
+ icon->pixels = NULL; // safety
+ }
+ SDL_FreeSurface(icon);
+ }
+
+ icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+ // 8 bit surfaces get an empty palette allocated according to the docs
+ // so it's a palette image for sure :) no endian check necessary for the mask
+
+ if(icon)
+ {
+ icon->pixels = data;
+ SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
+ }
+ else
+ {
+ Con_Printf( "Failed to create surface for the window Icon!\n"
+ "%s\n", SDL_GetError());
+ free(data);
+ }
+ }
+ else
+ {
+ Con_Printf("This XPM's palette looks odd. Can't continue.\n");
+ }
+ }
+ else
+ {
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
+ }
+ }
+ else
+ {
+ // NOTE: Only 1-char colornames are supported
+ Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
+ }
+ }
+
+ if (icon)
+ SDL_WM_SetIcon(icon, NULL);
+
+ SDL_WM_SetCaption( gamename, NULL );
+ screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
+#if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
+
+ version = SDL_Linked_Version();
+ // only use non-XPM icon support in SDL v1.3 and higher
+ // SDL v1.2 does not support "smooth" transparency, and thus is better
+ // off the xpm way
+ if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3))))
+ {
+ // in this case, we did not set the good icon yet
+ SDL_SysWMinfo info;
+ SDL_VERSION(&info.version);
+ if(SDL_GetWMInfo(&info) == 1 && info.subsystem == SDL_SYSWM_X11)
+ {
+ data = (char *) loadimagepixelsbgra("darkplaces-icon", false, false, false, NULL);
+ if(data)
+ {
+ // use _NET_WM_ICON too
+ static long netwm_icon[MAX_NETWM_ICON];
+ int pos = 0;
+ int i = 1;
+
+ while(data)
+ {
+ if(pos + 2 * image_width * image_height < MAX_NETWM_ICON)
+ {
+ netwm_icon[pos++] = image_width;
+ netwm_icon[pos++] = image_height;
+ for(i = 0; i < image_height; ++i)
+ for(j = 0; j < image_width; ++j)
+ netwm_icon[pos++] = BuffLittleLong((unsigned char *) &data[(i*image_width+j)*4]);
+ }
+ else
+ {
+ Con_Printf("Skipping NETWM icon #%d because there is no space left\n", i);
+ }
+ ++i;
+ Mem_Free(data);
+ data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL);
+ }
+
+ info.info.x11.lock_func();
+ {
+ Atom net_wm_icon = XInternAtom(info.info.x11.display, "_NET_WM_ICON", false);
+ XChangeProperty(info.info.x11.display, info.info.x11.wmwindow, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (const unsigned char *) netwm_icon, pos);
+ }
+ info.info.x11.unlock_func();
+ }
+ }
+ }
+#endif
+#endif
+ return screen;
+}
+
+#endif
+#endif
+
+static void VID_OutputVersion(void)
+{
+ const SDL_version *version;
+ version = SDL_Linked_Version();
+ Con_Printf( "Linked against SDL version %d.%d.%d\n"
+ "Using SDL library version %d.%d.%d\n",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
+ version->major, version->minor, version->patch );
+}
+
+qboolean VID_InitModeGL(viddef_mode_t *mode)
+{
+ int i;
+#if SETVIDEOMODE
+ static int notfirstvideomode = false;
+ int flags = SDL_OPENGL;
+#else
+ int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+#endif
+ const char *drivername;
+
+ win_half_width = mode->width>>1;
+ win_half_height = mode->height>>1;
+
+ if(vid_resizable.integer)
+#if SETVIDEOMODE
+ flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
+
+ VID_OutputVersion();
+
+#if SETVIDEOMODE
+ /*
+ SDL 1.2 Hack
+ We cant switch from one OpenGL video mode to another.
+ Thus we first switch to some stupid 2D mode and then back to OpenGL.
+ */
+ if (notfirstvideomode)
+ SDL_SetVideoMode( 0, 0, 0, 0 );
+ notfirstvideomode = true;
+#endif
+
+ // SDL usually knows best
+ drivername = NULL;
+
+// COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
+ i = COM_CheckParm("-gl_driver");
+ if (i && i < com_argc - 1)
+ drivername = com_argv[i + 1];
+ if (SDL_GL_LoadLibrary(drivername) < 0)
+ {
+ Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
+ return false;
+ }
+
+#ifdef __IPHONEOS__
+ // mobile platforms are always fullscreen, we'll get the resolution after opening the window
+ mode->fullscreen = true;
+ // hide the menu with SDL_WINDOW_BORDERLESS
+ windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
+#endif
+#ifndef USE_GLES2
+ if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
+ {
+ VID_Shutdown();
+ Con_Print("Required OpenGL function glGetString not found\n");
+ return false;
+ }
+#endif
+
+ // Knghtbrd: should do platform-specific extension string function here
+
+ vid_isfullscreen = false;
+ if (mode->fullscreen) {
+#if SETVIDEOMODE
+ flags |= SDL_FULLSCREEN;
+#else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+#endif
+ vid_isfullscreen = true;
+ }
+ //flags |= SDL_HWSURFACE;
+
+ SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
+ if (mode->bitsperpixel >= 32)
+ {
+ SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_ALPHA_SIZE, 8);
+ SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8);
+ }
+ else
+ {
+ SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 5);
+ SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, 5);
+ SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, 5);
+ SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
+ }
+ if (mode->stereobuffer)
+ SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
+ if (mode->samples > 1)
+ {
+ SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples);
+ }
+
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+ if (vid_vsync.integer)
+ SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
+ else
+ SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
+#else
+#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
+#endif
+#endif
+
+ video_bpp = mode->bitsperpixel;
+#if SETVIDEOMODE
+ video_flags = flags;
+ screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+ if (screen == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ mode->width = screen->w;
+ mode->height = screen->h;
+#else
+ window_flags = windowflags;
+ window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+ if (window == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ SDL_GetWindowSize(window, &mode->width, &mode->height);
+ context = SDL_GL_CreateContext(window);
+ if (context == NULL)
+ {
+ Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+#endif
+
+ vid_softsurface = NULL;
+ vid.softpixels = NULL;
+
+ // init keyboard
+ SDL_EnableUNICODE( SDL_ENABLE );
+ // enable key repeat since everyone expects it
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+ SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
+ vid_usingvsync = (vid_vsync.integer != 0);
+#endif
+
+ gl_platform = "SDL";
+ gl_platformextensions = "";
+
+#ifdef USE_GLES2
+ GLES_Init();
+#else
+ GL_Init();
+#endif
+
+ vid_hidden = false;
+ vid_activewindow = false;
+ vid_hasfocus = true;
+ vid_usingmouse = false;
+ vid_usinghidecursor = false;
+
+#if SETVIDEOMODE
+ SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
+ return true;
+}
+
+extern cvar_t gl_info_extensions;
+extern cvar_t gl_info_vendor;
+extern cvar_t gl_info_renderer;
+extern cvar_t gl_info_version;
+extern cvar_t gl_info_platform;
+extern cvar_t gl_info_driver;
+
+qboolean VID_InitModeSoft(viddef_mode_t *mode)
+{
+#if SETVIDEOMODE
+ int flags = SDL_HWSURFACE;
+ if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT;
+#else
+ int windowflags = SDL_WINDOW_SHOWN;
+#endif
+
+ win_half_width = mode->width>>1;
+ win_half_height = mode->height>>1;
+
+ if(vid_resizable.integer)
+#if SETVIDEOMODE
+ flags |= SDL_RESIZABLE;
+#else
+ windowflags |= SDL_WINDOW_RESIZABLE;
+#endif
+
+ VID_OutputVersion();
+
+ vid_isfullscreen = false;
+ if (mode->fullscreen) {
+#if SETVIDEOMODE
+ flags |= SDL_FULLSCREEN;
+#else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+#endif
+ vid_isfullscreen = true;
+ }
+
+ video_bpp = mode->bitsperpixel;
+#if SETVIDEOMODE
+ video_flags = flags;
+ screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
+ if (screen == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ mode->width = screen->w;
+ mode->height = screen->h;
+#else
+ window_flags = windowflags;
+ window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+ if (window == NULL)
+ {
+ Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ SDL_GetWindowSize(window, &mode->width, &mode->height);
+#endif
+
+ // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish
+ vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000);
+ if (vid_softsurface == NULL)
+ {
+ Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError());
+ VID_Shutdown();
+ return false;
+ }
+ SDL_SetAlpha(vid_softsurface, 0, 255);
+
+ vid.softpixels = (unsigned int *)vid_softsurface->pixels;
+ vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
+ if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels) < 0)
+ {
+ Con_Printf("Failed to initialize software rasterizer\n");
+ VID_Shutdown();
+ return false;
+ }
+
+ // init keyboard
+ SDL_EnableUNICODE( SDL_ENABLE );
+ // enable key repeat since everyone expects it
+ SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+
+ VID_Soft_SharedSetup();
+
+ vid_hidden = false;
+ vid_activewindow = false;
+ vid_hasfocus = true;
+ vid_usingmouse = false;
+ vid_usinghidecursor = false;
+
+#if SETVIDEOMODE
+ SDL_WM_GrabInput(SDL_GRAB_OFF);
+#endif
+ return true;
+}
+
+qboolean VID_InitMode(viddef_mode_t *mode)
+{
+ if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
+ Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
+#ifdef SSE_POSSIBLE
+ if (vid_soft.integer)
+ return VID_InitModeSoft(mode);
+ else
+#endif
+ return VID_InitModeGL(mode);
+}
+
+void VID_Shutdown (void)
+{
+ VID_EnableJoystick(false);
+ VID_SetMouse(false, false, false);
+ VID_RestoreSystemGamma();
+
+#if SETVIDEOMODE
+#ifndef WIN32
+#ifndef MACOSX
+ if (icon)
+ SDL_FreeSurface(icon);
+ icon = NULL;
+#endif
+#endif
+#endif
+
+ if (vid_softsurface)
+ SDL_FreeSurface(vid_softsurface);
+ vid_softsurface = NULL;
+ vid.softpixels = NULL;
+ if (vid.softdepthpixels)
+ free(vid.softdepthpixels);
+ vid.softdepthpixels = NULL;
+
+#if SETVIDEOMODE
+#else
+ SDL_DestroyWindow(window);
+ window = NULL;
+#endif
+
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+
+ gl_driver[0] = 0;
+ gl_extensions = "";
+ gl_platform = "";
+ gl_platformextensions = "";
+}
+
+int VID_SetGamma (unsigned short *ramps, int rampsize)
+{
+ return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+}
+
+int VID_GetGamma (unsigned short *ramps, int rampsize)
+{
+ return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+}
+
+void VID_Finish (void)
+{
+#if SETVIDEOMODE
+ Uint8 appstate;
+
+ //react on appstate changes
+ appstate = SDL_GetAppState();
+
+ vid_hidden = !(appstate & SDL_APPACTIVE);
+ vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
+#endif
+ vid_activewindow = !vid_hidden && vid_hasfocus;
+
+ VID_UpdateGamma(false, 256);
+
+ if (!vid_hidden)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (r_speeds.integer == 2 || gl_finish.integer)
+ GL_Finish();
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#else
+{
+ qboolean vid_usevsync;
+ vid_usevsync = (vid_vsync.integer && !cls.timedemo);
+ if (vid_usingvsync != vid_usevsync)
+ {
+ if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
+ Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
+ else
+ Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
+ }
+}
+#endif
+#if SETVIDEOMODE
+ SDL_GL_SwapBuffers();
+#else
+ SDL_GL_SwapWindow(window);
+#endif
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Finish();
+#if SETVIDEOMODE
+// if (!r_test.integer)
+ {
+ SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
+ SDL_Flip(screen);
+ }
+#else
+ {
+ SDL_Surface *screen = SDL_GetWindowSurface(window);
+ SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
+ SDL_UpdateWindowSurface(window);
+ }
+#endif
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ if (r_speeds.integer == 2 || gl_finish.integer)
+ GL_Finish();
+ break;
+ }
+ }
+}
+
+size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
+{
+ size_t k;
+ SDL_Rect **vidmodes;
+ int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
+
+ k = 0;
+ for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes)
+ {
+ if(k >= maxcount)
+ break;
+ modes[k].width = (*vidmodes)->w;
+ modes[k].height = (*vidmodes)->h;
+ modes[k].bpp = bpp;
+ modes[k].refreshrate = 60; // no support for refresh rate in SDL
+ modes[k].pixelheight_num = 1;
+ modes[k].pixelheight_denom = 1; // SDL does not provide this
+ ++k;
+ }
+ return k;
+}