]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_sdl.c
Added r_shadow_bouncegrid_lightpathsize which is an alternative to blur
[xonotic/darkplaces.git] / vid_sdl.c
index 4637f47df58dfaacd65bb92231231fba81eed3b7..805a45b4a74fd41f3d7aa4c1ed8eabd9f4ea800e 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -87,7 +87,7 @@ static int video_bpp;
 static SDL_Surface *screen;
 static int video_flags;
 #else
-static SDL_GLContext *context;
+static SDL_GLContext context;
 static SDL_Window *window;
 static int window_flags;
 #endif
@@ -787,7 +787,6 @@ static void IN_Move_TouchScreen_SteelStorm(void)
        float move[3], aim[3];
        static qboolean oldbuttons[128];
        static qboolean buttons[128];
-       static keydest_t oldkeydest;
        keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
        memcpy(oldbuttons, buttons, sizeof(oldbuttons));
        memset(multitouchs, 0, sizeof(multitouchs));
@@ -810,17 +809,6 @@ static void IN_Move_TouchScreen_SteelStorm(void)
                multitouch[MAXFINGERS-1][0] = 0;
        }*/
 
-       if (oldkeydest != keydest)
-       {
-               switch(keydest)
-               {
-               case key_game: VID_ShowKeyboard(false);break;
-               case key_console: VID_ShowKeyboard(true);break;
-               case key_message: VID_ShowKeyboard(true);break;
-               default: break; /* qc extensions control the other cases */
-               }
-       }
-       oldkeydest = keydest;
        // TODO: make touchscreen areas controlled by a config file or the VMs. THIS IS A MESS!
        // TODO: can't just clear buttons[] when entering a new keydest, some keys would remain pressed
        // SS:BR menuqc has many peculiarities, including that it can't accept more than one command per frame and pressing and releasing on the same frame
@@ -979,11 +967,27 @@ void IN_Move( void )
 {
        static int old_x = 0, old_y = 0;
        static int stuck = 0;
+       static keydest_t oldkeydest;
+       static qboolean oldshowkeyboard;
        int x, y;
        vid_joystate_t joystate;
+       keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
 
        scr_numtouchscreenareas = 0;
 
+       // Only apply the new keyboard state if the input changes.
+       if (keydest != oldkeydest || !!vid_touchscreen_showkeyboard.integer != oldshowkeyboard)
+       {
+               switch(keydest)
+               {
+                       case key_console: VID_ShowKeyboard(true);break;
+                       case key_message: VID_ShowKeyboard(true);break;
+                       default: VID_ShowKeyboard(!!vid_touchscreen_showkeyboard.integer); break;
+               }
+       }
+       oldkeydest = keydest;
+       oldshowkeyboard = !!vid_touchscreen_showkeyboard.integer;
+
        if (vid_touchscreen.integer)
        {
                switch(gamemode)
@@ -1957,6 +1961,9 @@ void GLES_Init(void)
        vid.support.ext_texture_edge_clamp = true; // GLES2 core
        vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
        vid.support.ext_texture_srgb = false;
+       vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0;
+       vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0;
+       vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0;
 
        // NOTE: On some devices, a value of 512 gives better FPS than the maximum.
        qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
@@ -2414,6 +2421,50 @@ static void VID_OutputVersion(void)
                                        version.major, version.minor, version.patch );
 }
 
+#ifdef WIN32
+static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
+{
+       LONG width = mode->width; // vid_width
+       LONG height = mode->height; // vid_height
+
+       // adjust width and height for the space occupied by window decorators (title bar, borders)
+       rect->top = 0;
+       rect->left = 0;
+       rect->right = width;
+       rect->bottom = height;
+       AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0);
+
+       RECT workArea;
+       SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0);
+       int workWidth = workArea.right - workArea.left;
+       int workHeight = workArea.bottom - workArea.top;
+
+       // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar) 
+       // If the task bar is docked to the the left screen border and we move the window to negative y,
+       // there would be some part of the regular desktop visible on the bottom of the screen.
+       int titleBarPixels = 2;
+       int screenHeight = GetSystemMetrics(SM_CYSCREEN);
+       if (screenHeight == workHeight)
+               titleBarPixels = -rect->top;
+
+       //Con_Printf("window mode: %dx%d, workArea: %d/%d-%d/%d (%dx%d), title: %d\n", width, height, workArea.left, workArea.top, workArea.right, workArea.bottom, workArea.right - workArea.left, workArea.bottom - workArea.top, titleBarPixels);
+
+       // if height and width matches the physical or previously adjusted screen height and width, adjust it to available desktop area
+       if ((width == GetSystemMetrics(SM_CXSCREEN) || width == workWidth) && (height == screenHeight || height == workHeight - titleBarPixels))
+       {
+               rect->left = workArea.left;
+               mode->width = workWidth;
+               rect->top = workArea.top + titleBarPixels;
+               mode->height = workHeight - titleBarPixels;
+       }
+       else 
+       {
+               rect->left = workArea.left + max(0, (workWidth - width) / 2);
+               rect->top = workArea.top + max(0, (workHeight - height) / 2);
+       }
+}
+#endif
+
 static qboolean VID_InitModeGL(viddef_mode_t *mode)
 {
 #if SDL_MAJOR_VERSION == 1
@@ -2421,6 +2472,8 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        int flags = SDL_OPENGL;
 #else
        int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
+       int xPos = SDL_WINDOWPOS_UNDEFINED;
+       int yPos = SDL_WINDOWPOS_UNDEFINED;
 #endif
 #ifndef USE_GLES2
        int i;
@@ -2516,6 +2569,14 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
                                windowflags |= SDL_WINDOW_FULLSCREEN;
                        vid_isfullscreen = true;
                }
+               else {
+#ifdef WIN32
+                       RECT rect;
+                       AdjustWindowBounds(mode, &rect);
+                       xPos = rect.left;
+                       yPos = rect.top;
+#endif
+               }
        }
 #endif
        //flags |= SDL_HWSURFACE;
@@ -2572,7 +2633,7 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode)
        mode->height = screen->h;
 #else
        window_flags = windowflags;
-       window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags);
+       window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags);
        if (window == NULL)
        {
                Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
@@ -2847,6 +2908,7 @@ void VID_Finish (void)
        vid_usevsync = (vid_vsync.integer && !cls.timedemo);
        if (vid_usingvsync != vid_usevsync)
        {
+               vid_usingvsync = vid_usevsync;
                if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
                        Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
                else