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2078 lines
54 KiB
2078 lines
54 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An application framework
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//
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//=============================================================================//
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#include "SDL.h"
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#include "SDL_opengl.h"
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#include "appframework/ilaunchermgr.h"
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#include "inputsystem/ButtonCode.h"
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#include "togl/rendermechanism.h"
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#include "tier0/vprof_telemetry.h"
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#include "tier0/icommandline.h"
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#include "tier1/utllinkedlist.h"
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#include "tier1/convar.h"
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// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
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#include "tier0/memdbgon.h"
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#ifdef GLMPRINTF
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#undef GLMPRINTF
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#endif
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#if GLMDEBUG
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#define GLMPRINTF(args) printf args
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#else
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#define GLMPRINTF(args)
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#endif
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#ifdef OSX
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ConVar osx_rawinput_set_one_time( "osx_rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
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#endif
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ConVar gl_blit_halfx( "gl_blit_halfx", "0" );
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ConVar gl_blit_halfy( "gl_blit_halfy", "0" );
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ConVar gl_swapdebug( "gl_swapdebug", "0");
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ConVar gl_swaplimit( "gl_swaplimit", "0");
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ConVar gl_swapinterval( "gl_swapinterval", "0");
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ConVar gl_swaplimit_mt( "gl_swaplimit_mt", "3");
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ConVar gl_disable_forced_vsync( "gl_disable_forced_vsync", "0" );
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ConVar gl_swaptear( "gl_swaptear", "1" );
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ConVar gl_finish( "gl_finish", "0" );
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ConVar sdl_double_click_size( "sdl_double_click_size", "2" );
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ConVar sdl_double_click_time( "sdl_double_click_time", "400" );
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#if defined( DX_TO_GL_ABSTRACTION )
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COpenGLEntryPoints *gGL = NULL;
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#endif
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const int kBogusSwapInterval = INT_MAX;
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/*
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From Ryan Gordon:
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SDL's FULLSCREEN_DESKTOP mode on the mac now
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puts the game in its own fullscreen Space on OS X 10.7 and later, as of
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SDL 2.0.3, I think.
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There were several benefits to this, but it's possible (likely even)
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that Apple unhelpfully clamps you to vsync in this scenario, which would
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explain the 60fps max.
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There are a few options:
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- SDL_WINDOW_FULLSCREEN mode will not use this new magic (only
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SDL_WINDOW_FULLSCREEN_DESKTOP), but that brings other problems and I
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wouldn't recommend a drastic change like that.
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- You can force the old behavior with this hint:
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SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, "1");
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...which must be called before SDL_Init(SDL_INIT_VIDEO) at the moment
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(that can be changed if you'd like to add a menu option that wants to
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toggle this setting at runtime, though). One can also force this with an
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environment variable, for what that's worth to most Mac users:
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export SDL_VIDEO_MAC_FULLSCREEN_SPACES=0
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- I haven't tried it, but maybe one can force vsync off with
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SDL_GL_SetSwapInterval(), and it's just that the default is different
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for Fullscreen Spaces? Simplest solution if it works, but I don't know.
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You can certainly just force it off to put the game back to the way it
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worked before, but the user experience is much nicer when you can just
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slide between the game and your desktop, etc. Discounting the clamp to
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Vsync, we found that a Fullscreen Space got a slightly faster framerate,
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too (plus it's how Apple "wants" you to do fullscreen at this point, etc).
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And of course, this is Mac-specific: this is in the Cocoa backend, and
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thus doesn't affect Windows or Linux, etc.
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*/
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static void DebugPrintf( const char *pMsg, ... )
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{
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va_list args;
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va_start( args, pMsg );
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char buf[2048];
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V_vsnprintf( buf, sizeof( buf ), pMsg, args );
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va_end( args );
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Plat_DebugString( buf );
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}
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// #define SDLAPP_DEBUG
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#ifdef SDLAPP_DEBUG
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class LinuxAppFuncLogger
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{
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public:
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LinuxAppFuncLogger( const char *funcName ) : m_funcName( funcName )
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{
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printf( ">%s\n", m_funcName );
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};
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LinuxAppFuncLogger( const char *funcName, char *fmt, ... )
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{
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m_funcName = funcName;
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va_list vargs;
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va_start(vargs, fmt);
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vprintf( fmt, vargs );
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va_end( vargs );
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}
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~LinuxAppFuncLogger( )
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{
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printf( "<%s\n", m_funcName );
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};
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const char *m_funcName;
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};
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#define SDLAPP_FUNC LinuxAppFuncLogger _logger_( __FUNCTION__ )
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#else
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#define SDLAPP_FUNC
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#endif
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#if defined( DX_TO_GL_ABSTRACTION )
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void CheckGLError( int line )
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{
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SDLAPP_FUNC;
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// Don't check this in enabled! glGetError() is extremely slow with threaded drivers.
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return;
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//char errbuf[1024];
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//borrowed from GLMCheckError.. slightly different
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GLenum errorcode = (GLenum)gGL->glGetError();
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//GLenum errorcode2 = 0;
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if ( errorcode != GL_NO_ERROR )
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{
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const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
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printf( "\n(%d) GL Error %08x = '%s'", line, errorcode, decodedStr );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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#if !defined( DEDICATED )
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void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, void *fallback)
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{
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void *retval = NULL;
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if ((!okay) && (!bRequired)) // always look up if required (so we get a complete list of crucial missing symbols).
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return NULL;
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// The SDL path would work on all these platforms, if we were using SDL there, too...
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#if defined( USE_SDL )
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// SDL does the right thing, so we never need to use tier0 in this case.
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retval = SDL_GL_GetProcAddress(fn);
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//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
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if ((retval == NULL) && (fallback != NULL))
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{
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//printf("CDynamicFunctionOpenGL: Using fallback %p for \"%s\"\n", fallback, fn);
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retval = fallback;
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}
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#else
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#error Unimplemented
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#endif
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// Note that a non-NULL response doesn't mean it's safe to call the function!
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// You always have to check that the extension is supported;
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// an implementation MAY return NULL in this case, but it doesn't have to (and doesn't, with the DRI drivers).
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okay = (okay && (retval != NULL));
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if (bRequired && !okay)
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{
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// We can't continue execution, because one or more GL function pointers will be NULL.
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Error( "Could not find required OpenGL entry point '%s'! Either your video card is unsupported, or your OpenGL driver needs to be updated.\n", fn);
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}
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return retval;
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}
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class CSDLMgr : public ILauncherMgr
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{
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public:
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CSDLMgr();
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// ILauncherMgr impls.
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public:
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual void *QueryInterface( const char *pInterfaceName );
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// Init, shutdown
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virtual InitReturnVal_t Init();
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virtual void Shutdown();
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virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height );
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virtual void IncWindowRefCount();
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virtual void DecWindowRefCount();
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// Get the next N events. The function returns the number of events that were filled into your array.
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virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false );
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#ifdef LINUX
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virtual int PeekAndRemoveKeyboardEvents( bool *pbEsc, bool *pbReturn, bool *pbSpace, bool debugEvent = false );
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#endif
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// Set the mouse cursor position.
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virtual void SetCursorPosition( int x, int y );
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virtual void *GetWindowRef() { return (void *)m_Window; }
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virtual void SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight );
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virtual bool IsWindowFullScreen() { return m_bFullScreen; }
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virtual void MoveWindow( int x, int y );
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virtual void SizeWindow( int width, int tall );
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virtual void PumpWindowsMessageLoop();
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virtual void DestroyGameWindow();
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virtual void SetApplicationIcon( const char *pchAppIconFile );
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virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta = false );
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virtual void GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz ); // Retrieve the size of the monitor (desktop)
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virtual void RenderedSize( uint &width, uint &height, bool set ); // either set or retrieve rendered size value (from dxabstract)
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virtual void DisplayedSize( uint &width, uint &height ); // query backbuffer size (window size whether FS or windowed)
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#if defined( DX_TO_GL_ABSTRACTION )
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virtual void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut );
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virtual PseudoGLContextPtr GetMainContext();
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// Get the NSGLContext for a window's main view - note this is the carbon windowref as an argument
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virtual PseudoGLContextPtr GetGLContextForWindow( void* windowref ) { return (PseudoGLContextPtr)m_GLContext; }
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virtual PseudoGLContextPtr CreateExtraContext();
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virtual void DeleteContext( PseudoGLContextPtr hContext );
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virtual bool MakeContextCurrent( PseudoGLContextPtr hContext );
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virtual GLMDisplayDB *GetDisplayDB( void );
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virtual void ShowPixels( CShowPixelsParams *params );
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#endif
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virtual void GetStackCrawl( CStackCrawlParams *params );
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virtual void WaitUntilUserInput( int msSleepTime );
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// Post an event to the input event queue.
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// if debugEvent is true, post it to the debug event queue.
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void PostEvent( const CCocoaEvent &theEvent, bool debugEvent=false );
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// ask if an event is debug flavor or not.
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bool IsDebugEvent( CCocoaEvent& event );
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virtual void SetMouseVisible( bool bState );
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virtual void SetMouseCursor( SDL_Cursor *hCursor );
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virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) { m_bForbidMouseGrab = bForbidMouseGrab; }
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virtual void OnFrameRendered();
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virtual void SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue );
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virtual double GetPrevGLSwapWindowTime() { return m_flPrevGLSwapWindowTime; }
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// Called to create a game window that will be hidden, designed for
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// getting an OpenGL context going so we can begin initializing things.
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bool CreateHiddenGameWindow( const char *pTitle, int width, int height );
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private:
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void handleKeyInput( const SDL_Event &event );
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#if defined( DX_TO_GL_ABSTRACTION )
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SDL_GLContext m_GLContext;
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GLuint m_readFBO;
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GLMDisplayDB *m_displayDB;
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#endif
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#if defined( OSX )
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// bool m_leopard; // true if <10.6.3 and we have to do extra work for fullscreen handling
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bool m_force_vsync; // true if 10.6.4 + bad NV driver
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#endif
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uint m_nWindowRefCount;
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SDL_Window *m_Window;
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bool m_bCursorVisible;
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bool m_bSetMouseVisibleCalled;
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SDL_Cursor *m_hCursor;
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bool m_bSetMouseCursorCalled;
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bool m_bHasFocus;
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bool m_bFullScreen;
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bool m_SizeWindowFullScreenState; // fullscreen state when SizeWindow() was called.
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bool m_bForbidMouseGrab;
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bool m_WindowShownAndRaised;
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int m_nMouseXDelta;
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int m_nMouseYDelta;
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int m_ScreenWidth;
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int m_ScreenHeight;
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int m_renderedWidth;
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int m_rendererHeight;
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int m_WindowWidth;
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int m_WindowHeight;
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bool m_bExpectSyntheticMouseMotion;
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int m_nMouseTargetX;
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int m_nMouseTargetY;
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int m_nWarpDelta;
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bool m_bRawInput;
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int m_lastKnownSwapInterval; // -1 if unknown, 0/1 otherwise
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int m_lastKnownSwapLimit; // -1 if unknown, 0/1 otherwise
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int m_pixelFormatAttribs[32];
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int m_pixelFormatAttribCount;
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float m_flMouseXScale;
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float m_flMouseYScale;
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// !!! FIXME: can we rename these from "Cocoa"?
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CThreadMutex m_CocoaEventsMutex; // use for either queue below
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CUtlLinkedList<CCocoaEvent,int> m_CocoaEvents;
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CUtlLinkedList<CCocoaEvent,int> m_DebugEvents; // intercepted keys which wil be passed over to GLM
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uint m_keyModifierMask;
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uint32_t m_keyModifiers;
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uint32_t m_mouseButtons;
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bool m_bGotMouseButtonDown;
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Uint32 m_MouseButtonDownTimeStamp;
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int m_MouseButtonDownX;
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int m_MouseButtonDownY;
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double m_flPrevGLSwapWindowTime;
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};
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ILauncherMgr *g_pLauncherMgr = NULL;
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void* CreateSDLMgr()
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{
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if ( g_pLauncherMgr == NULL )
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{
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g_pLauncherMgr = new CSDLMgr();
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}
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return (void *)g_pLauncherMgr;
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}
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// Display index where we are currently fullscreen on (or -1).
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ConVar sdl_displayindex_fullscreen( "sdl_displayindex_fullscreen", "-1", FCVAR_HIDDEN );
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// Display index to show window on.
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static bool g_bSDLDisplayindexSet = false;
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static void sdl_displayindex_changed( IConVar *pConVar, const char *pOldString, float flOldValue );
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ConVar sdl_displayindex( "sdl_displayindex", "0", FCVAR_HIDDEN, "SDL fullscreen display index.", sdl_displayindex_changed );
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static void sdl_displayindex_changed( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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int NumVideoDisplays = SDL_GetNumVideoDisplays();
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if ( ( sdl_displayindex.GetInt() < 0 ) || ( sdl_displayindex.GetInt() >= NumVideoDisplays ) )
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{
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sdl_displayindex.SetValue( 0 );
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}
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g_bSDLDisplayindexSet = true;
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}
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// Return display index of largest SDL display ( plus width & height ).
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static int GetLargestDisplaySize( int& Width, int& Height )
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{
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int nDisplay = 0;
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Width = 640;
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Height = 480;
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for ( int i = 0; i < SDL_GetNumVideoDisplays(); i++ )
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{
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SDL_Rect rect = { 0, 0, 0, 0 };
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SDL_GetDisplayBounds( i, &rect );
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if ( ( rect.w > Width ) || ( ( rect.w == Width ) && ( rect.h > Height ) ) )
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{
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Width = rect.w;
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Height = rect.h;
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nDisplay = i;
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}
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}
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return nDisplay;
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}
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CON_COMMAND( grab_window, "grab/ungrab window." )
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{
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if ( g_pLauncherMgr && g_pLauncherMgr->GetWindowRef() )
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{
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SDL_bool bGrab;
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SDL_Window *pWindow = ( SDL_Window * )g_pLauncherMgr->GetWindowRef();
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if ( args.ArgC() >= 2 )
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{
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bGrab = ( args[ 1 ][ 0 ] == '1' ) ? SDL_TRUE : SDL_FALSE;
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}
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else
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{
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bGrab = SDL_GetWindowGrab( pWindow ) ? SDL_FALSE : SDL_TRUE;
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}
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g_pLauncherMgr->SetForbidMouseGrab( !bGrab );
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if ( bGrab != SDL_GetWindowGrab( pWindow ) )
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{
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Msg( "SetWindowGrab( %s )\n", bGrab ? "true" : "false" );
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SDL_SetWindowGrab( pWindow, bGrab );
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// force non-fullscreen windows to the foreground if grabbed, so you can't
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// get your mouse locked to something in the background.
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if ( bGrab && !g_pLauncherMgr->IsWindowFullScreen() )
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{
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SDL_RaiseWindow( pWindow );
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}
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}
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}
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}
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CSDLMgr::CSDLMgr()
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{
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m_Window = NULL;
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Init();
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}
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InitReturnVal_t CSDLMgr::Init()
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{
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SDLAPP_FUNC;
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if (m_Window != NULL)
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return INIT_OK; // already initialized.
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if (!SDL_WasInit(SDL_INIT_VIDEO))
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{
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if (SDL_Init(SDL_INIT_VIDEO) == -1)
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Error( "SDL_Init(SDL_INIT_VIDEO) failed: %s", SDL_GetError() );
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#if defined( DX_TO_GL_ABSTRACTION )
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if ( CommandLine()->FindParm( "-gl_debug" ) )
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{
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
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}
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if (SDL_GL_LoadLibrary(NULL) == -1)
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Error( "SDL_GL_LoadLibrary(NULL) failed: %s", SDL_GetError() );
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#endif
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}
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fprintf(stderr, "SDL video target is '%s'\n", SDL_GetCurrentVideoDriver());
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Msg("SDL video target is '%s'\n", SDL_GetCurrentVideoDriver());
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m_bForbidMouseGrab = true;
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if ( !CommandLine()->FindParm("-nomousegrab") && CommandLine()->FindParm("-mousegrab") )
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{
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m_bForbidMouseGrab = false;
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}
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m_WindowShownAndRaised = false;
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m_bCursorVisible = true;
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m_bSetMouseVisibleCalled = false;
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m_hCursor = NULL;
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m_bSetMouseCursorCalled = false;
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m_bHasFocus = true;
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m_keyModifiers = 0;
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m_keyModifierMask = 0;
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m_mouseButtons = 0;
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#if defined( DX_TO_GL_ABSTRACTION )
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m_GLContext = NULL;
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m_readFBO = 0;
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m_displayDB = NULL;
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#endif
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m_nWindowRefCount = 0;
|
|
m_Window = NULL;
|
|
m_bFullScreen = false;
|
|
m_SizeWindowFullScreenState = false;
|
|
m_nMouseXDelta = 0;
|
|
m_nMouseYDelta = 0;
|
|
m_ScreenWidth = 0;
|
|
m_ScreenHeight = 0;
|
|
m_renderedWidth = 0;
|
|
m_rendererHeight = 0;
|
|
m_WindowWidth = 0;
|
|
m_WindowHeight = 0;
|
|
m_pixelFormatAttribCount = 0;
|
|
m_lastKnownSwapInterval = kBogusSwapInterval;
|
|
m_lastKnownSwapLimit = -1;
|
|
m_flMouseXScale = 1.0f;
|
|
m_flMouseYScale = 1.0f;
|
|
|
|
m_bGotMouseButtonDown = false;
|
|
m_MouseButtonDownTimeStamp = 0;
|
|
m_MouseButtonDownX = 0;
|
|
m_MouseButtonDownY = 0;
|
|
|
|
m_bExpectSyntheticMouseMotion = false;
|
|
m_nMouseTargetX = 0;
|
|
m_nMouseTargetY = 0;
|
|
m_nWarpDelta = 0;
|
|
m_bRawInput = false;
|
|
|
|
m_flPrevGLSwapWindowTime = 0.0f;
|
|
|
|
memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
|
|
|
|
int *attCursor = m_pixelFormatAttribs;
|
|
|
|
#define SET_GL_ATTR(key,value) \
|
|
*(attCursor++) = (int) (key); \
|
|
*(attCursor++) = (int) (value);
|
|
|
|
SET_GL_ATTR(SDL_GL_RED_SIZE, 8);
|
|
SET_GL_ATTR(SDL_GL_GREEN_SIZE, 8);
|
|
SET_GL_ATTR(SDL_GL_BLUE_SIZE, 8);
|
|
SET_GL_ATTR(SDL_GL_ALPHA_SIZE, 8);
|
|
SET_GL_ATTR(SDL_GL_DOUBLEBUFFER, 1);
|
|
|
|
#ifdef OSX
|
|
SET_GL_ATTR(SDL_GL_DEPTH_SIZE, 0);
|
|
#else
|
|
SET_GL_ATTR(SDL_GL_DEPTH_SIZE, 24);
|
|
SET_GL_ATTR(SDL_GL_STENCIL_SIZE, 8);
|
|
#endif
|
|
|
|
SET_GL_ATTR(SDL_GL_ACCELERATED_VISUAL, 1);
|
|
|
|
#undef SET_GL_ATTR
|
|
|
|
m_pixelFormatAttribCount = (attCursor - &m_pixelFormatAttribs[0]) / 2;
|
|
|
|
// we need a GL context before we dig down further, since we're calling
|
|
// GL entry points, but the game hasn't made a window yet. So it's time
|
|
// to make a window! We make a 640x480 one here, and later, when asked
|
|
// to really actually make a window, we just resize the one we built here.
|
|
if ( !CreateHiddenGameWindow( "", 640, 480 ) )
|
|
Error( "CreateGameWindow failed" );
|
|
|
|
SDL_HideWindow( m_Window );
|
|
|
|
return INIT_OK;
|
|
}
|
|
|
|
bool CSDLMgr::Connect( CreateInterfaceFn factory )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CSDLMgr::Disconnect()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
}
|
|
|
|
void *CSDLMgr::QueryInterface( const char *pInterfaceName )
|
|
{
|
|
SDLAPP_FUNC;
|
|
if ( !Q_stricmp( pInterfaceName, SDLMGR_INTERFACE_VERSION ) )
|
|
return this;
|
|
return NULL;
|
|
}
|
|
|
|
void CSDLMgr::Shutdown()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if (gGL && m_readFBO)
|
|
gGL->glDeleteFramebuffersEXT(1, &m_readFBO);
|
|
m_readFBO = 0;
|
|
|
|
if ( m_Window )
|
|
{
|
|
// Slam down the window refcount to 1 to guarantee the main GL context and window are killed.
|
|
m_nWindowRefCount = 1;
|
|
DestroyGameWindow();
|
|
}
|
|
|
|
SDL_GL_UnloadLibrary();
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
|
|
bool CSDLMgr::CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
// CreateGameWindow is being called. The the game initially calls this with width and height == 0.
|
|
// But we don't want to show the window until it gets resized to what it should be, so we keep track as to whether
|
|
// ShowWindow / RaiseWindow has been called yet in here, and if not we do the SDL_ShowWindow in
|
|
// the MoveWindow() function down below.
|
|
bool bShowWindow = true;
|
|
m_WindowShownAndRaised = false;
|
|
|
|
if ( ( width <= 0 ) || ( height <= 0 ) )
|
|
{
|
|
bShowWindow = false;
|
|
|
|
// Don't mess with current width, height - use current (or sane defaults).
|
|
uint defaultWidth = 0;
|
|
uint defaultHeight = 0;
|
|
uint defaultRefreshHz = 0; // Not used
|
|
|
|
this->GetNativeDisplayInfo( -1, defaultWidth, defaultHeight, defaultRefreshHz );
|
|
|
|
if ( 0 == defaultWidth ) defaultWidth = 1024;
|
|
if ( 0 == defaultHeight ) defaultHeight = 768;
|
|
|
|
width = m_WindowWidth ? m_WindowWidth : defaultWidth;
|
|
height = m_WindowHeight ? m_WindowHeight : defaultHeight;
|
|
}
|
|
|
|
if ( m_Window )
|
|
{
|
|
if ( pTitle )
|
|
{
|
|
SDL_SetWindowTitle( m_Window, pTitle );
|
|
}
|
|
|
|
if ( ( m_bFullScreen != !bWindowed ) ||
|
|
( !bWindowed && ( sdl_displayindex.GetInt() != sdl_displayindex_fullscreen.GetInt() ) ) )
|
|
{
|
|
SetWindowFullScreen( !bWindowed, width, height );
|
|
}
|
|
else if ( bShowWindow )
|
|
{
|
|
SizeWindow( width, height );
|
|
}
|
|
|
|
if ( bShowWindow )
|
|
{
|
|
SDL_ShowWindow( m_Window );
|
|
SDL_RaiseWindow( m_Window );
|
|
|
|
m_WindowShownAndRaised = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
if ( CreateHiddenGameWindow( pTitle, width, height ) )
|
|
{
|
|
SDL_ShowWindow( m_Window );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height )
|
|
{
|
|
Assert( !m_Window );
|
|
Assert( !m_bFullScreen );
|
|
|
|
m_bFullScreen = false;
|
|
sdl_displayindex_fullscreen.SetValue( -1 );
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
// Set up GL context...
|
|
const int *attrib = m_pixelFormatAttribs;
|
|
for (int i = 0; i < m_pixelFormatAttribCount; i++, attrib += 2)
|
|
SDL_GL_SetAttribute((SDL_GLattr) attrib[0], attrib[1]);
|
|
#endif
|
|
|
|
// no window yet? Create one now!
|
|
m_nWindowRefCount = 1;
|
|
|
|
int x = SDL_WINDOWPOS_CENTERED;
|
|
int y = SDL_WINDOWPOS_CENTERED;
|
|
int flags = SDL_WINDOW_HIDDEN;
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
flags |= SDL_WINDOW_OPENGL;
|
|
#endif
|
|
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
|
|
|
|
if (m_Window == NULL)
|
|
Error( "Failed to create SDL window: %s", SDL_GetError() );
|
|
SetAssertDialogParent( m_Window );
|
|
|
|
#ifdef OSX
|
|
|
|
GLMRendererInfoFields rendererInfo;
|
|
GetDisplayDB()->GetRendererInfo( 0, &rendererInfo );
|
|
//-----------------------------------------------------------------------------------------
|
|
//- enforce minimum system requirements for multiplayer branch (CSS / DOD / TF2) : no GMA950, X3100, or NV G7x.
|
|
if (!CommandLine()->FindParm("-glmnosystemcheck")) // escape hatch
|
|
{
|
|
if ( rendererInfo.m_osComboVersion < 0x0A0607 )
|
|
{
|
|
Error( "This game requires OS X version 10.6.7 or higher" );
|
|
exit(1);
|
|
}
|
|
// forbidden chipsets
|
|
if ( rendererInfo.m_atiR5xx || rendererInfo.m_intel95x || rendererInfo.m_intel3100 || rendererInfo.m_nvG7x )
|
|
{
|
|
Error( "This game does not support this type of graphics processor" );
|
|
exit(1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
m_GLContext = SDL_GL_CreateContext(m_Window);
|
|
if (m_GLContext == NULL)
|
|
Error( "Failed to create GL context: %s", SDL_GetError() );
|
|
|
|
SDL_GL_MakeCurrent(m_Window, m_GLContext);
|
|
|
|
// !!! FIXME: note for later...we never delete this context anywhere, I think.
|
|
// !!! FIXME: when we do get around to that, don't forget to delete/NULL gGL!
|
|
|
|
static CDynamicFunctionOpenGL< true, const GLubyte *( APIENTRY *)(GLenum name), const GLubyte * > glGetString("glGetString");
|
|
static CDynamicFunctionOpenGL< true, GLvoid ( APIENTRY *)(GLenum pname, GLint *params), GLvoid > glGetIntegerv("glGetIntegerv");
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
const char *pszString = ( const char * )glGetString(GL_VENDOR);
|
|
pszString = ( const char * )glGetString(GL_RENDERER);
|
|
pszString = ( const char * )glGetString(GL_VERSION);
|
|
pszString = ( const char * )glGetString(GL_EXTENSIONS);
|
|
|
|
// If we specified -gl_debug, make sure the extension string is present now.
|
|
if ( CommandLine()->FindParm( "-gl_debug" ) )
|
|
{
|
|
Assert( V_strstr(pszString, "GL_ARB_debug_output") );
|
|
}
|
|
#endif // DBGFLAG_ASSERT
|
|
|
|
gGL = GetOpenGLEntryPoints(VoidFnPtrLookup_GlMgr);
|
|
|
|
// It is now safe to call any base GL entry point that's supplied by gGL.
|
|
// You still need to explicitly test for extension entry points, though!
|
|
|
|
if ( CommandLine()->FindParm( "-gl_dump_strings" ) )
|
|
{
|
|
DebugPrintf("GL_RENDERER: %s\n", (const char *) gGL->glGetString(GL_RENDERER));
|
|
DebugPrintf("GL_VENDOR: %s\n", (const char *) gGL->glGetString(GL_VENDOR));
|
|
DebugPrintf("GL_VERSION: %s\n", (const char *) gGL->glGetString(GL_VERSION));
|
|
const char *exts = (const char *) gGL->glGetString(GL_EXTENSIONS);
|
|
DebugPrintf("GL_EXTENSIONS:%s\n", exts ? "" : NULL);
|
|
if (exts)
|
|
{
|
|
for (const char *ptr = exts; *ptr; ptr++)
|
|
DebugPrintf("%c", *ptr == ' ' ? '\n' : *ptr);
|
|
DebugPrintf("\n");
|
|
}
|
|
DebugPrintf("\n");
|
|
}
|
|
|
|
gGL->glGenFramebuffersEXT(1, &m_readFBO);
|
|
|
|
gGL->glViewport(0, 0, width, height); /* Reset The Current Viewport And Perspective Transformation */
|
|
gGL->glScissor(0, 0, width, height); /* Reset The Current Viewport And Perspective Transformation */
|
|
|
|
// Blank out the initial window, so we're not looking at uninitialized
|
|
// video RAM trash until we start proper drawing.
|
|
gGL->glClearColor(0,0,0,0);
|
|
gGL->glClear(GL_COLOR_BUFFER_BIT);
|
|
SDL_GL_SwapWindow(m_Window);
|
|
gGL->glClear(GL_COLOR_BUFFER_BIT);
|
|
SDL_GL_SwapWindow(m_Window);
|
|
gGL->glClear(GL_COLOR_BUFFER_BIT);
|
|
SDL_GL_SwapWindow(m_Window);
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
m_WindowWidth = width;
|
|
m_WindowHeight = height;
|
|
|
|
// Update mouse warp targets (dependent on window size).
|
|
m_nMouseTargetX = m_WindowWidth / 2;
|
|
m_nMouseTargetY = m_WindowHeight / 2;
|
|
m_nWarpDelta = Max( m_WindowHeight / 3, 200 );
|
|
|
|
return true;
|
|
}
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
|
|
PseudoGLContextPtr CSDLMgr::GetMainContext()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
return (PseudoGLContextPtr)m_GLContext;
|
|
}
|
|
|
|
PseudoGLContextPtr CSDLMgr::CreateExtraContext()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
const int *attrib = m_pixelFormatAttribs;
|
|
for (int i = 0; i < m_pixelFormatAttribCount; i++, attrib += 2)
|
|
SDL_GL_SetAttribute((SDL_GLattr) attrib[0], attrib[1]);
|
|
|
|
return (PseudoGLContextPtr) SDL_GL_CreateContext(m_Window);
|
|
}
|
|
|
|
void CSDLMgr::DeleteContext( PseudoGLContextPtr hContext )
|
|
{
|
|
SDLAPP_FUNC;
|
|
Assert( (SDL_GLContext)hContext != m_GLContext );
|
|
|
|
// Don't delete the main one.
|
|
if ( (SDL_GLContext)hContext != m_GLContext )
|
|
{
|
|
if ( m_Window )
|
|
{
|
|
SDL_GL_MakeCurrent(m_Window, hContext);
|
|
}
|
|
SDL_GL_DeleteContext((SDL_GLContext) hContext);
|
|
}
|
|
}
|
|
|
|
bool CSDLMgr::MakeContextCurrent( PseudoGLContextPtr hContext )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
// We only ever have one GL context on Linux at the moment, so don't spam these calls.
|
|
return SDL_GL_MakeCurrent(m_Window, (SDL_GLContext)hContext ) == 0;
|
|
}
|
|
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
|
|
int CSDLMgr::GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvent )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
m_CocoaEventsMutex.Lock();
|
|
|
|
CUtlLinkedList<CCocoaEvent,int> &queue = debugEvent ? m_CocoaEvents : m_DebugEvents;
|
|
|
|
int nAvailable = queue.Count();
|
|
int nToWrite = MIN( nAvailable, nMaxEventsToReturn );
|
|
|
|
CCocoaEvent *pCurEvent = pEvents;
|
|
for ( int i=0; i < nToWrite; i++ )
|
|
{
|
|
int iHead = queue.Head();
|
|
memcpy( pCurEvent, &queue[iHead], sizeof( CCocoaEvent ) );
|
|
queue.Remove( iHead );
|
|
++pCurEvent;
|
|
}
|
|
|
|
m_CocoaEventsMutex.Unlock();
|
|
|
|
return nToWrite;
|
|
}
|
|
|
|
#ifdef LINUX
|
|
|
|
int CSDLMgr::PeekAndRemoveKeyboardEvents( bool *pbEsc, bool *pbReturn, bool *pbSpace, bool debugEvent )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
m_CocoaEventsMutex.Lock();
|
|
|
|
int nRead = 0;
|
|
CUtlLinkedList<CCocoaEvent,int> &queue = debugEvent ? m_CocoaEvents : m_DebugEvents;
|
|
int nEvents = queue.Count();
|
|
|
|
for ( int iEvent=0; iEvent < nEvents; iEvent++ )
|
|
{
|
|
CCocoaEvent *pEvent = &queue[ iEvent ];
|
|
|
|
switch( pEvent->m_EventType )
|
|
{
|
|
case CocoaEvent_KeyDown:
|
|
{
|
|
switch ( pEvent->m_VirtualKeyCode )
|
|
{
|
|
case SDL_SCANCODE_ESCAPE:
|
|
nRead++;
|
|
*pbEsc = true;
|
|
pEvent->m_EventType = CocoaEvent_Deleted;
|
|
break;
|
|
case SDL_SCANCODE_RETURN:
|
|
case SDL_SCANCODE_KP_ENTER:
|
|
nRead++;
|
|
*pbReturn = true;
|
|
pEvent->m_EventType = CocoaEvent_Deleted;
|
|
break;
|
|
case SDL_SCANCODE_SPACE:
|
|
nRead++;
|
|
*pbSpace = true;
|
|
pEvent->m_EventType = CocoaEvent_Deleted;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_CocoaEventsMutex.Unlock();
|
|
return nRead;
|
|
}
|
|
|
|
#endif // LINUX
|
|
|
|
bool CSDLMgr::IsDebugEvent( CCocoaEvent& event )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
bool result = false;
|
|
|
|
#if GLMDEBUG == 2
|
|
// simple rule for now, if the option key is involved, it's a debug key
|
|
// but only if GLM debugging is level 2 (specifically enabled) so we're
|
|
// not stealing control for normal debug builds
|
|
result |= ( (event.m_EventType == CocoaEvent_KeyDown) && ((event.m_ModifierKeyMask & (1<<eControlKey))!=0) );
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Set the mouse cursor position.
|
|
void CSDLMgr::SetCursorPosition( int x, int y )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_WarpMouseInWindow(m_Window, x, y);
|
|
}
|
|
|
|
void CSDLMgr::PostEvent( const CCocoaEvent &theEvent, bool debugEvent )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
m_CocoaEventsMutex.Lock();
|
|
|
|
CUtlLinkedList<CCocoaEvent,int> &queue = debugEvent ? m_CocoaEvents : m_DebugEvents;
|
|
queue.AddToTail( theEvent );
|
|
|
|
m_CocoaEventsMutex.Unlock();
|
|
}
|
|
|
|
void CSDLMgr::SetMouseVisible( bool bState )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
// If this is the first time we've been called in this frame or we're setting it to visible, then store it.
|
|
// This is to handle the case where the game toggles the mouse state between visible and !visible 1 billion times
|
|
// in a frame.
|
|
if ( !m_bSetMouseVisibleCalled || bState )
|
|
{
|
|
m_bCursorVisible = bState;
|
|
m_bSetMouseVisibleCalled = true;
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::SetMouseCursor( SDL_Cursor *hCursor )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if ( m_hCursor != hCursor )
|
|
{
|
|
if ( !hCursor )
|
|
{
|
|
// SDL_SetCursor( NULL ) just forces a cursor redraw, so don't ever bother doing that.
|
|
SetMouseVisible( false );
|
|
}
|
|
else
|
|
{
|
|
m_hCursor = hCursor;
|
|
}
|
|
m_bSetMouseCursorCalled = true;
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::OnFrameRendered()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if ( m_bCursorVisible && m_bSetMouseCursorCalled )
|
|
{
|
|
SDL_SetCursor( m_hCursor );
|
|
|
|
m_bSetMouseCursorCalled = false;
|
|
}
|
|
|
|
if ( m_bSetMouseVisibleCalled )
|
|
{
|
|
|
|
|
|
ConVarRef rawinput( "m_rawinput" );
|
|
|
|
|
|
#ifdef OSX
|
|
// We default raw input to on on Mac and set it one time for all users since
|
|
// it didn't used to be the default.
|
|
if ( !osx_rawinput_set_one_time.GetBool() )
|
|
{
|
|
osx_rawinput_set_one_time.SetValue( 1 );
|
|
rawinput.SetValue( 1 );
|
|
}
|
|
#endif
|
|
|
|
m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool();
|
|
|
|
SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE;
|
|
SDL_bool bRelativeMouseMode = bWindowGrab;
|
|
|
|
if ( !m_bRawInput )
|
|
{
|
|
if ( m_bForbidMouseGrab )
|
|
bWindowGrab = SDL_FALSE;
|
|
|
|
bRelativeMouseMode = SDL_FALSE;
|
|
}
|
|
|
|
SDL_SetWindowGrab( m_Window, bWindowGrab );
|
|
SDL_SetRelativeMouseMode( bRelativeMouseMode );
|
|
|
|
SDL_ShowCursor( m_bCursorVisible ? 1 : 0 );
|
|
|
|
// force non-fullscreen windows to the foreground if grabbed, so you can't get your mouse locked to something in the background.
|
|
if ( bWindowGrab && !m_bFullScreen )
|
|
{
|
|
SDL_RaiseWindow( m_Window );
|
|
}
|
|
|
|
m_bSetMouseVisibleCalled = false;
|
|
}
|
|
}
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
void CSDLMgr::ShowPixels( CShowPixelsParams *params )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, __FUNCTION__ );
|
|
|
|
if (params->m_onlySyncView)
|
|
return;
|
|
|
|
int swapInterval = 0;
|
|
int swapLimit = 0;
|
|
|
|
if (gl_swapdebug.GetInt())
|
|
{
|
|
// just jam through these debug convars every frame
|
|
// but they will be shock absorbed below
|
|
|
|
swapInterval = gl_swapinterval.GetInt();
|
|
swapLimit = gl_swaplimit.GetInt();
|
|
}
|
|
else
|
|
{
|
|
// jam through (sync&limit) = 1 or 0..
|
|
swapInterval = params->m_vsyncEnable ? 1 : 0;
|
|
swapLimit = 1; // params->m_vsyncEnable ? 1 : 0; // no good reason to turn off swap limit in normal user mode
|
|
|
|
#ifdef OSX
|
|
// only do the funky forced vsync for NV on 10.6.4 and only if the bypass is not turned on
|
|
if (m_force_vsync && (gl_disable_forced_vsync.GetInt()==0))
|
|
{
|
|
swapInterval = 1;
|
|
swapLimit = 1;
|
|
}
|
|
#else
|
|
if (gl_swaptear.GetInt() && gGL->HasSwapTearExtension())
|
|
{
|
|
// For 0, do nothing. For 1, make it -1.
|
|
swapInterval = -swapInterval;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// only touch them on changes, or right after a change in windowed/FS state
|
|
if ( (swapInterval!=m_lastKnownSwapInterval) || (swapLimit!=m_lastKnownSwapLimit) )
|
|
{
|
|
|
|
if (swapInterval!=m_lastKnownSwapInterval)
|
|
{
|
|
// This code hits when we turn on vsync, if we're going to swap tear.
|
|
// We want to do one frame of real vsync to get the engine to sync at the top
|
|
// of the frame refresh.
|
|
if (swapInterval < 0 && (m_lastKnownSwapInterval == 0 || m_lastKnownSwapInterval == kBogusSwapInterval)) {
|
|
swapInterval = -swapInterval;
|
|
}
|
|
SDL_GL_SetSwapInterval(swapInterval);
|
|
}
|
|
|
|
m_lastKnownSwapInterval = swapInterval;
|
|
m_lastKnownSwapLimit = swapLimit;
|
|
|
|
printf("\n ##### swap interval = %d swap limit = %d #####\n", m_lastKnownSwapInterval, m_lastKnownSwapLimit );
|
|
fflush(stdout);
|
|
|
|
}
|
|
|
|
#ifdef OSX
|
|
if (!params->m_noBlit)
|
|
{
|
|
if ( params->m_useBlit ) // FBO blit path - which is what we *should* be using. But if the params say no, then don't do it because the ext is not there.
|
|
{
|
|
// bind a quickie FBO to enclose the source texture
|
|
GLint myreadfb = 1000;
|
|
|
|
glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, myreadfb);
|
|
CheckGLError( __LINE__ );
|
|
|
|
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0); // to the default FB/backbuffer
|
|
CheckGLError( __LINE__ );
|
|
|
|
// attach source tex to source FB
|
|
glFramebufferTexture2DEXT( GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, params->m_srcTexName, 0);
|
|
CheckGLError( __LINE__ );
|
|
|
|
// blit
|
|
|
|
int srcxmin = 0;
|
|
int srcymin = 0;
|
|
int srcxmax = params->m_width;
|
|
int srcymax = params->m_height;
|
|
|
|
// normal blit
|
|
int dstxmin = 0;
|
|
int dstymin = 0;
|
|
int dstxmax = 0;
|
|
int dstymax = 0;
|
|
|
|
SDL_GetWindowSize(m_Window, &dstxmax, &dstymax);
|
|
|
|
if (gl_blit_halfx.GetInt())
|
|
{
|
|
// blit right half
|
|
srcxmin += srcxmax/2;
|
|
dstxmin += dstxmax/2;
|
|
}
|
|
|
|
if (gl_blit_halfy.GetInt())
|
|
{
|
|
// blit top half
|
|
// er, but top on screen is bottom of GL y coord range
|
|
srcymax /= 2;
|
|
dstymin += dstymax/2;
|
|
}
|
|
|
|
// go NEAREST if sizes match
|
|
GLenum filter = ( ((srcxmax-srcxmin)==(dstxmax-dstxmin)) && ((srcymax-srcymin)==(dstymax-dstymin)) ) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
glBlitFramebufferEXT(
|
|
/* src min and maxes xy xy */ srcxmin, srcymin, srcxmax,srcymax,
|
|
/* dst min and maxes xy xy */ dstxmin, dstymax, dstxmax,dstymin, // note yflip here
|
|
GL_COLOR_BUFFER_BIT, filter );
|
|
CheckGLError( __LINE__ );
|
|
|
|
// detach source tex
|
|
glFramebufferTexture2DEXT( GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
|
|
CheckGLError( __LINE__ );
|
|
|
|
glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, 0);
|
|
CheckGLError( __LINE__ );
|
|
|
|
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0); // to the default FB/backbuffer
|
|
CheckGLError( __LINE__ );
|
|
|
|
}
|
|
else
|
|
{
|
|
// old blit - gets very dark output with sRGB sources... not good
|
|
bool texing = true;
|
|
|
|
glUseProgram(NULL);
|
|
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDepthMask( GL_FALSE );
|
|
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
|
|
if (texing)
|
|
{
|
|
Assert( glIsTexture (params->m_srcTexName) );
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture( GL_TEXTURE_2D, params->m_srcTexName );
|
|
CheckGLError( __LINE__ );
|
|
|
|
GLint width;
|
|
glGetTexLevelParameteriv( GL_TEXTURE_2D, //target
|
|
0, //level,
|
|
GL_TEXTURE_WIDTH, //pname
|
|
&width
|
|
);
|
|
CheckGLError( __LINE__ );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
CheckGLError( __LINE__ );
|
|
|
|
glDisable( GL_TEXTURE_2D );
|
|
glColor4f( 1.0, 0.0, 0.0, 1.0 );
|
|
}
|
|
|
|
|
|
// immediate mode is fine for a simple textured quad
|
|
// later if we switch the Valve side to render into an RBO, then this would turn into an FBO blit
|
|
// note, do not check glGetError in between glBegin/glEnd, lol
|
|
|
|
// flipped
|
|
float topv = 0.0;
|
|
float botv = 1.0;
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
if (texing)
|
|
glTexCoord2f( 0.0, botv );
|
|
glVertex3f ( -1.0, -1.0, 0.0 );
|
|
|
|
if (texing)
|
|
glTexCoord2f( 1.0, botv );
|
|
glVertex3f ( 1.0, -1.0, 0.0 );
|
|
|
|
if (texing)
|
|
glTexCoord2f( 1.0, topv );
|
|
glVertex3f ( 1.0, 1.0, 0.0 );
|
|
|
|
if (texing)
|
|
glTexCoord2f( 0.0, topv );
|
|
glVertex3f ( -1.0, 1.0, 0.0 );
|
|
glEnd();
|
|
CheckGLError( __LINE__ );
|
|
|
|
if (texing)
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
CheckGLError( __LINE__ );
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( gl_finish.GetInt() )
|
|
{
|
|
gGL->glFinish();
|
|
}
|
|
CheckGLError( __LINE__ );
|
|
|
|
CFastTimer tm;
|
|
tm.Start();
|
|
|
|
SDL_GL_SwapWindow( m_Window );
|
|
|
|
m_flPrevGLSwapWindowTime = tm.GetDurationInProgress().GetMillisecondsF();
|
|
|
|
CheckGLError( __LINE__ );
|
|
}
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
|
|
void CSDLMgr::SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_DisplayMode mode;
|
|
int displayIndex = sdl_displayindex.GetInt();
|
|
|
|
if ( bFullScreen )
|
|
{
|
|
if ( SDL_GetDesktopDisplayMode( displayIndex, &mode ) != 0 )
|
|
{
|
|
Assert( 0 );
|
|
SDL_GetDesktopDisplayMode( 0, &mode );
|
|
}
|
|
|
|
mode.format = (Uint32)SDL_PIXELFORMAT_RGBX8888;
|
|
|
|
m_flMouseXScale = ( float )nWidth / ( float )mode.w;
|
|
m_flMouseYScale = ( float )nHeight / ( float )mode.h;
|
|
}
|
|
else
|
|
{
|
|
mode.format = ( Uint32 )SDL_PIXELFORMAT_RGBX8888;
|
|
mode.refresh_rate = 0;
|
|
mode.w = nWidth;
|
|
mode.h = nHeight;
|
|
mode.driverdata = 0;
|
|
m_flMouseXScale = 1.0f;
|
|
m_flMouseYScale = 1.0f;
|
|
}
|
|
|
|
SDL_SetWindowDisplayMode( m_Window, &mode );
|
|
|
|
if ( ( m_bFullScreen != bFullScreen ) ||
|
|
( bFullScreen && ( sdl_displayindex_fullscreen.GetInt() != displayIndex ) ) )
|
|
{
|
|
if ( bFullScreen )
|
|
{
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
// If we have more than one display, center the window in the one we've been assigned to.
|
|
if ( SDL_GetNumVideoDisplays() > 1 )
|
|
{
|
|
SDL_Rect rect = { 0, 0, 0, 0 };
|
|
|
|
SDL_GetDisplayBounds( displayIndex, &rect );
|
|
|
|
x = rect.x;
|
|
y = rect.y;
|
|
}
|
|
|
|
if ( m_bFullScreen == bFullScreen )
|
|
{
|
|
// TODO: Temporary workaround. SDL doesn't support going fullscreen on one monitor to fullscreen
|
|
// on another. So we switch to windowed here, move our window, then go back fullscreen.
|
|
SDL_SetWindowFullscreen( m_Window, SDL_FALSE );
|
|
ThreadSleep( 15 );
|
|
}
|
|
|
|
// Move the window to the upper left of whatever display we're on, then size to fullscreen.
|
|
SDL_SetWindowPosition( m_Window, x, y );
|
|
SizeWindow( nWidth, nHeight );
|
|
|
|
sdl_displayindex_fullscreen.SetValue( displayIndex );
|
|
}
|
|
else
|
|
{
|
|
sdl_displayindex_fullscreen.SetValue( -1 );
|
|
}
|
|
|
|
SDL_SetWindowFullscreen( m_Window, bFullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0 );
|
|
|
|
m_bFullScreen = bFullScreen;
|
|
}
|
|
}
|
|
|
|
|
|
void CSDLMgr::MoveWindow( int x, int y )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_SetWindowPosition(m_Window, x, y);
|
|
}
|
|
|
|
void CSDLMgr::SizeWindow( int width, int tall )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if ( ( m_WindowWidth == width ) &&
|
|
( m_WindowHeight == tall ) &&
|
|
( m_SizeWindowFullScreenState == m_bFullScreen ) &&
|
|
m_WindowShownAndRaised )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure we don't skip doing a SizeWindow when fullscreen state changes.
|
|
m_SizeWindowFullScreenState = m_bFullScreen;
|
|
|
|
m_WindowWidth = width;
|
|
m_WindowHeight = tall;
|
|
|
|
// Update mouse warp targets (dependent on window size).
|
|
m_nMouseTargetX = m_WindowWidth / 2;
|
|
m_nMouseTargetY = m_WindowHeight / 2;
|
|
m_nWarpDelta = Max( m_WindowHeight / 3, 200 );
|
|
|
|
SDL_SetWindowSize( m_Window, width, tall );
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
gGL->glViewport(0, 0, (GLsizei) width, (GLsizei) tall);
|
|
gGL->glScissor( 0,0, (GLsizei) width, (GLsizei) tall );
|
|
#endif
|
|
|
|
// If the Window hasn't been shown yet, show it now.
|
|
if ( !m_WindowShownAndRaised )
|
|
{
|
|
SDL_ShowWindow( m_Window );
|
|
SDL_RaiseWindow( m_Window );
|
|
|
|
m_WindowShownAndRaised = true;
|
|
}
|
|
else
|
|
{
|
|
SDL_RaiseWindow( m_Window );
|
|
}
|
|
}
|
|
|
|
|
|
// key input handler
|
|
void CSDLMgr::handleKeyInput( const SDL_Event &event )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
Assert( ( event.type == SDL_KEYDOWN ) || ( event.type == SDL_KEYUP ) );
|
|
|
|
#ifdef OSX
|
|
if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB &&
|
|
SDL_GetModState()&KMOD_GUI && CommandLine()->FindParm( "-exclusivefs" ) )
|
|
{
|
|
// If we're in exclusive fullscreen mode, and they command-tab, handle
|
|
// that by forcing minimization of the window.
|
|
SDL_MinimizeWindow( m_Window );
|
|
}
|
|
#endif
|
|
|
|
const bool bPressed = ( event.type == SDL_KEYDOWN );
|
|
|
|
// !!! FIXME: we should be getting text input from a different event...
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = ( bPressed ) ? CocoaEvent_KeyDown : CocoaEvent_KeyUp;
|
|
theEvent.m_VirtualKeyCode = event.key.keysym.scancode;
|
|
theEvent.m_UnicodeKey = 0;
|
|
theEvent.m_UnicodeKeyUnmodified = 0;
|
|
|
|
// Testing for non-qwerty keyboards: work out the key name and use this to
|
|
// calculate the scancode.
|
|
if ( CommandLine()->FindParm( "-nonqwerty" ) )
|
|
{
|
|
const char* keyname = SDL_GetKeyName( event.key.keysym.sym );
|
|
if ( keyname != NULL && strlen( keyname ) == 1) {
|
|
const char c = *keyname;
|
|
if ( c >= 'A' && c <= 'Z' )
|
|
{
|
|
theEvent.m_VirtualKeyCode = SDL_SCANCODE_A + ( c - 'A' );
|
|
}
|
|
else
|
|
{
|
|
switch( c )
|
|
{
|
|
case '=': theEvent.m_VirtualKeyCode = SDL_SCANCODE_EQUALS; break;
|
|
case '-': theEvent.m_VirtualKeyCode = SDL_SCANCODE_MINUS; break;
|
|
case '[': theEvent.m_VirtualKeyCode = SDL_SCANCODE_LEFTBRACKET; break;
|
|
case ']': theEvent.m_VirtualKeyCode = SDL_SCANCODE_RIGHTBRACKET; break;
|
|
case ';': theEvent.m_VirtualKeyCode = SDL_SCANCODE_SEMICOLON; break;
|
|
case '\'': theEvent.m_VirtualKeyCode = SDL_SCANCODE_APOSTROPHE; break;
|
|
case ',': theEvent.m_VirtualKeyCode = SDL_SCANCODE_COMMA; break;
|
|
case '.': theEvent.m_VirtualKeyCode = SDL_SCANCODE_PERIOD; break;
|
|
case '/': theEvent.m_VirtualKeyCode = SDL_SCANCODE_SLASH; break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// key modifiers aren't necessarily reliable in all the cases we'd want, so track it ourselves.
|
|
const uint32_t ModCAPSLOCK = (1 << 0);
|
|
const uint32_t ModSHIFTR = (1 << 1);
|
|
const uint32_t ModSHIFTL = (1 << 2);
|
|
const uint32_t ModCTRLR = (1 << 3);
|
|
const uint32_t ModCTRLL = (1 << 4);
|
|
const uint32_t ModALTR = (1 << 5);
|
|
const uint32_t ModALTL = (1 << 6);
|
|
const uint32_t ModGUIR = (1 << 7);
|
|
const uint32_t ModGUIL = (1 << 8);
|
|
|
|
#define KEYSYMCASE(mod,side,op,key) \
|
|
case SDLK_##side##mod: \
|
|
m_keyModifiers op Mod##mod##side; \
|
|
theEvent.m_VirtualKeyCode = -key; \
|
|
break
|
|
|
|
//bool bDropKey = false;
|
|
if (bPressed)
|
|
{
|
|
switch (event.key.keysym.sym)
|
|
{
|
|
KEYSYMCASE(CAPSLOCK,,|=,KEY_CAPSLOCK);
|
|
KEYSYMCASE(SHIFT,R,|=,KEY_RSHIFT);
|
|
KEYSYMCASE(SHIFT,L,|=,KEY_LSHIFT);
|
|
KEYSYMCASE(CTRL,R,|=,KEY_RCONTROL);
|
|
KEYSYMCASE(CTRL,L,|=,KEY_LCONTROL);
|
|
KEYSYMCASE(GUI,R,|=,KEY_RWIN);
|
|
KEYSYMCASE(GUI,L,|=,KEY_LWIN);
|
|
KEYSYMCASE(ALT,R,|=,KEY_RALT);
|
|
KEYSYMCASE(ALT,L,|=,KEY_LALT);
|
|
default: break; // don't care.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (event.key.keysym.sym)
|
|
{
|
|
KEYSYMCASE(CAPSLOCK,,&= ~,KEY_CAPSLOCK);
|
|
KEYSYMCASE(SHIFT,R,&= ~,KEY_RSHIFT);
|
|
KEYSYMCASE(SHIFT,L,&= ~,KEY_LSHIFT);
|
|
KEYSYMCASE(CTRL,R,&= ~,KEY_RCONTROL);
|
|
KEYSYMCASE(CTRL,L,&= ~,KEY_LCONTROL);
|
|
KEYSYMCASE(GUI,R,&= ~,KEY_RWIN);
|
|
KEYSYMCASE(GUI,L,&= ~,KEY_LWIN);
|
|
KEYSYMCASE(ALT,R,&= ~,KEY_RALT);
|
|
KEYSYMCASE(ALT,L,&= ~,KEY_LALT);
|
|
default: break; // don't care.
|
|
}
|
|
}
|
|
|
|
#undef KEYSYMCASE
|
|
|
|
m_keyModifierMask = 0;
|
|
if (m_keyModifiers & ModCAPSLOCK)
|
|
m_keyModifierMask |= (1<<eCapsLockKey);
|
|
if (m_keyModifiers & (ModSHIFTR | ModSHIFTL))
|
|
m_keyModifierMask |= (1<<eShiftKey);
|
|
if (m_keyModifiers & (ModCTRLR | ModCTRLL))
|
|
m_keyModifierMask |= (1<<eControlKey);
|
|
if (m_keyModifiers & (ModALTR | ModALTL))
|
|
m_keyModifierMask |= (1<<eAltKey);
|
|
if (m_keyModifiers & (ModGUIR | ModGUIL))
|
|
m_keyModifierMask |= (1<<eCommandKey);
|
|
|
|
theEvent.m_ModifierKeyMask = m_keyModifierMask;
|
|
|
|
// make a decision about this event - does it go in the normal evt queue or into the debug queue.
|
|
bool debug = IsDebugEvent( theEvent );
|
|
|
|
#if GLMDEBUG
|
|
bool bIsShifted = ( ((theEvent.m_ModifierKeyMask & (1<<eCapsLockKey))!=0) || ((theEvent.m_ModifierKeyMask & (1<<eShiftKey))!=0) );
|
|
theEvent.m_UnicodeKeyUnmodified = event.key.keysym.sym;
|
|
if ( bIsShifted )
|
|
{
|
|
switch ( event.key.keysym.sym )
|
|
{
|
|
case '[':
|
|
theEvent.m_UnicodeKeyUnmodified = '{';
|
|
break;
|
|
case ']':
|
|
theEvent.m_UnicodeKeyUnmodified = '}';
|
|
break;
|
|
case 'h':
|
|
theEvent.m_UnicodeKeyUnmodified = 'H';
|
|
break;
|
|
case ',':
|
|
theEvent.m_UnicodeKeyUnmodified = '<';
|
|
break;
|
|
case '.':
|
|
theEvent.m_UnicodeKeyUnmodified = '>';
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
PostEvent( theEvent, debug );
|
|
}
|
|
|
|
void CSDLMgr::PumpWindowsMessageLoop()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_Event event;
|
|
int nEventsProcessed = 0;
|
|
while ( SDL_PollEvent(&event) && nEventsProcessed < 100 )
|
|
{
|
|
nEventsProcessed++;
|
|
|
|
switch ( event.type )
|
|
{
|
|
case SDL_MOUSEMOTION:
|
|
{
|
|
if ( !m_bHasFocus )
|
|
break;
|
|
|
|
// We still handle WM_MOUSEMOVE in CInputSystem for regular mouse events, only raw goes through SDL.
|
|
// This is done in order to maintain legacy mouse behaviour for Windows users.
|
|
if ( IsWindows() && !m_bRawInput )
|
|
break;
|
|
|
|
// When SDL_WarpMouseInWindow is called, an SDL_MOUSEMOTION
|
|
// event is sent. We want to ignore such 'synthetic'
|
|
// mouse motion events.
|
|
if ( m_bExpectSyntheticMouseMotion &&
|
|
event.motion.x == m_nMouseTargetX &&
|
|
event.motion.y == m_nMouseTargetY )
|
|
{
|
|
m_bExpectSyntheticMouseMotion = false;
|
|
break;
|
|
}
|
|
|
|
m_nMouseXDelta += event.motion.xrel;
|
|
m_nMouseYDelta += event.motion.yrel;
|
|
|
|
if ( !m_bRawInput && !m_bCursorVisible &&
|
|
(event.motion.x < m_nMouseTargetX - m_nWarpDelta ||
|
|
event.motion.x > m_nMouseTargetX + m_nWarpDelta ||
|
|
event.motion.y < m_nMouseTargetY - m_nWarpDelta ||
|
|
event.motion.y > m_nMouseTargetY + m_nWarpDelta) )
|
|
{
|
|
// We have strayed outside of our desired area, so
|
|
// warp the cursor back to the middle of the window.
|
|
SDL_WarpMouseInWindow( m_Window, m_nMouseTargetX, m_nMouseTargetY );
|
|
m_bExpectSyntheticMouseMotion = true;
|
|
}
|
|
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_MouseMove;
|
|
theEvent.m_MousePos[0] = event.motion.x * m_flMouseXScale;
|
|
theEvent.m_MousePos[1] = event.motion.y * m_flMouseYScale;
|
|
theEvent.m_MouseButtonFlags = m_mouseButtons;
|
|
PostEvent( theEvent );
|
|
break;
|
|
}
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
{
|
|
// SDL buttons:
|
|
// 1 = Left button
|
|
// 2 = Middle button
|
|
// 3 = Right button
|
|
// 4 = Wheel Forward ; These events are handled by SDL_MOUSEWHEEL and don't come through here.
|
|
// 5 = Wheel Back ;
|
|
// 6 = Wheel Tilt Left ;
|
|
// 7 = Wheel Tilt Right ;
|
|
// 8 = Browser Back
|
|
// 9 = Browser Forward
|
|
// 10 = Task button (probably similar to Alt-Tab)
|
|
|
|
// every other platform does left(1), right(2), middle(3)...
|
|
int button;
|
|
|
|
switch( event.button.button )
|
|
{
|
|
case 1: button = 1; break;
|
|
case 2: button = 3; break;
|
|
case 3: button = 2; break;
|
|
default:
|
|
// For all buttons above 4, map them to 4 & 5 forever. This is because different mice
|
|
// will use different mappings. Ie, mousewheel mice can do this:
|
|
// 4 = Wheel Forward ; These events are handled by SDL_MOUSEWHEEL and don't come through here.
|
|
// 5 = Wheel Back ;
|
|
// 6 = Wheel Tilt Left ;
|
|
// 7 = Wheel Tilt Right ;
|
|
// 8 = Browser Back
|
|
// 9 = Browser Forward
|
|
// 10 = Task button (probably similar to Alt-Tab)
|
|
// Mice without wheels can do 4/5 as regular 4/5, etc.
|
|
button = 4 + ( event.button.button & 0x1 );
|
|
break;
|
|
}
|
|
|
|
const bool bPressed = (event.type == SDL_MOUSEBUTTONDOWN);
|
|
const CocoaMouseButton_t cocoaButton = ( CocoaMouseButton_t )( 1 << (button - 1 ) );
|
|
|
|
if (bPressed)
|
|
m_mouseButtons |= cocoaButton;
|
|
else
|
|
m_mouseButtons &= ~cocoaButton;
|
|
|
|
bool bDoublePress = false;
|
|
|
|
if ( bPressed )
|
|
{
|
|
if ( m_bGotMouseButtonDown &&
|
|
( (int)( event.button.timestamp - m_MouseButtonDownTimeStamp ) <= sdl_double_click_time.GetInt() ) &&
|
|
( abs( event.button.x - m_MouseButtonDownX ) <= sdl_double_click_size.GetInt() ) &&
|
|
( abs( event.button.y - m_MouseButtonDownY ) <= sdl_double_click_size.GetInt() ) )
|
|
{
|
|
bDoublePress = true;
|
|
m_bGotMouseButtonDown = false;
|
|
}
|
|
else
|
|
{
|
|
m_MouseButtonDownTimeStamp = event.button.timestamp;
|
|
m_MouseButtonDownX = event.button.x;
|
|
m_MouseButtonDownY = event.button.y;
|
|
m_bGotMouseButtonDown = true;
|
|
}
|
|
}
|
|
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = (bPressed) ? CocoaEvent_MouseButtonDown : CocoaEvent_MouseButtonUp;
|
|
theEvent.m_MousePos[0] = event.button.x * m_flMouseXScale;
|
|
theEvent.m_MousePos[1] = event.button.y * m_flMouseYScale;
|
|
theEvent.m_MouseButtonFlags = m_mouseButtons;
|
|
theEvent.m_nMouseClickCount = bDoublePress ? 2 : 1;
|
|
theEvent.m_MouseButton = cocoaButton;
|
|
PostEvent( theEvent );
|
|
|
|
break;
|
|
}
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
{
|
|
if ( event.wheel.y )
|
|
{
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_MouseScroll;
|
|
const int scroll = event.wheel.y;
|
|
theEvent.m_MousePos[0] = scroll;
|
|
theEvent.m_MousePos[1] = scroll;
|
|
PostEvent( theEvent );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_WINDOWEVENT:
|
|
switch (event.window.event)
|
|
{
|
|
case SDL_WINDOWEVENT_EXPOSED:
|
|
{
|
|
/*if ( ev.xexpose.count > 0 )
|
|
break; // multiple expose events queued
|
|
EVENT_LOG( "Got event Expose\n" );
|
|
int iPanel = m_mapWindowToVPanel.Find( ev.xexpose.window );
|
|
if ( iPanel != m_mapWindowToVPanel.InvalidIndex() )
|
|
drawVGUI( m_pXDisplay, ev.xexpose.window, m_mapWindowToVPanel[ iPanel ], m_GLContext );
|
|
m_mapSentInvalidate.RemoveAll();*/
|
|
break;
|
|
}
|
|
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
|
{
|
|
m_bHasFocus = true;
|
|
SDL_ShowCursor( m_bCursorVisible ? 1 : 0 );
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_AppActivate;
|
|
theEvent.m_ModifierKeyMask = 1;
|
|
PostEvent( theEvent );
|
|
break;
|
|
}
|
|
case SDL_WINDOWEVENT_FOCUS_LOST:
|
|
{
|
|
m_bHasFocus = false;
|
|
SDL_ShowCursor(1);
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_AppActivate;
|
|
theEvent.m_ModifierKeyMask = 0;
|
|
PostEvent( theEvent );
|
|
break;
|
|
}
|
|
case SDL_WINDOWEVENT_LEAVE:
|
|
{
|
|
if ( !IsWindows() && !m_bRawInput && !m_bCursorVisible && m_bHasFocus )
|
|
{
|
|
// If the cursor is not visible and the mouse
|
|
// cursor somehow manages to escape the window
|
|
// warp it back to the middle of the window.
|
|
SDL_WarpMouseInWindow( m_Window, m_nMouseTargetX, m_nMouseTargetY );
|
|
m_bExpectSyntheticMouseMotion = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
case SDL_KEYDOWN:
|
|
handleKeyInput(event);
|
|
break;
|
|
|
|
case SDL_TEXTINPUT:
|
|
{
|
|
char *text = event.text.text;
|
|
|
|
if ( text && text[ 0 ] )
|
|
{
|
|
wchar_t WBuf[ SDL_TEXTINPUTEVENT_TEXT_SIZE + 1 ];
|
|
WBuf[ 0 ] = 0;
|
|
V_UTF8ToUnicode( text, WBuf, sizeof( WBuf ) );
|
|
|
|
for ( int i = 0; i < SDL_TEXTINPUTEVENT_TEXT_SIZE; i++ )
|
|
{
|
|
wchar_t ch = WBuf[ i ];
|
|
if ( ch == '\0' )
|
|
break;
|
|
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_KeyDown;
|
|
theEvent.m_VirtualKeyCode = 0;
|
|
theEvent.m_UnicodeKey = ch;
|
|
theEvent.m_UnicodeKeyUnmodified = ch;
|
|
theEvent.m_ModifierKeyMask = m_keyModifierMask;
|
|
PostEvent( theEvent, false );
|
|
|
|
theEvent.m_EventType = CocoaEvent_KeyUp;
|
|
theEvent.m_VirtualKeyCode = 0;
|
|
theEvent.m_UnicodeKey = 0;
|
|
theEvent.m_UnicodeKeyUnmodified = 0;
|
|
theEvent.m_ModifierKeyMask = m_keyModifierMask;
|
|
PostEvent( theEvent, false );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_QUIT:
|
|
{
|
|
CCocoaEvent theEvent;
|
|
theEvent.m_EventType = CocoaEvent_AppQuit;
|
|
PostEvent( theEvent );
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::IncWindowRefCount()
|
|
{
|
|
if ( !m_Window )
|
|
return;
|
|
|
|
m_nWindowRefCount++;
|
|
}
|
|
|
|
void CSDLMgr::DecWindowRefCount()
|
|
{
|
|
if ( !m_Window )
|
|
return;
|
|
|
|
Assert( m_nWindowRefCount >= 1 );
|
|
if ( !m_nWindowRefCount )
|
|
return;
|
|
|
|
m_nWindowRefCount--;
|
|
|
|
if ( !m_nWindowRefCount )
|
|
{
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
if ( m_Window )
|
|
{
|
|
SDL_GL_MakeCurrent( m_Window, m_GLContext );
|
|
}
|
|
|
|
if ( gGL && m_readFBO )
|
|
{
|
|
gGL->glDeleteFramebuffersEXT( 1, &m_readFBO );
|
|
}
|
|
m_readFBO = 0;
|
|
|
|
SDL_GL_DeleteContext( m_GLContext );
|
|
#if !defined( OSX ) && defined( DBGFLAG_ASSERT )
|
|
// Clear the GL entrypoint pointers, ensuring we crash if someone tries to call GL after we delete the context.
|
|
Msg( "%s: Calling ClearOpenGLEntryPoints. Should crash if someone calls GL after this.\n", __FUNCTION__ );
|
|
ClearOpenGLEntryPoints();
|
|
#endif
|
|
|
|
m_GLContext = NULL;
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
SDL_SetWindowFullscreen(m_Window, SDL_FALSE); // just in case.
|
|
SDL_SetWindowGrab(m_Window, SDL_FALSE); // just in case.
|
|
SDL_DestroyWindow(m_Window);
|
|
m_Window = NULL;
|
|
SetAssertDialogParent( NULL );
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::DestroyGameWindow()
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if ( m_Window )
|
|
{
|
|
DecWindowRefCount();
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::SetApplicationIcon( const char *pchAppIconFile )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_Surface *icon = SDL_LoadBMP(pchAppIconFile);
|
|
if (icon)
|
|
{
|
|
SDL_SetWindowIcon(m_Window, icon);
|
|
SDL_FreeSurface(icon);
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
x = m_nMouseXDelta;
|
|
y = m_nMouseYDelta;
|
|
|
|
m_nMouseXDelta = m_nMouseYDelta = 0;
|
|
}
|
|
|
|
// Returns the resolution of the nth display. 0 is the default display.
|
|
//
|
|
void CSDLMgr::GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz )
|
|
{
|
|
SDL_DisplayMode mode;
|
|
|
|
if ( nDisplay == -1 )
|
|
{
|
|
if ( g_bSDLDisplayindexSet )
|
|
{
|
|
nDisplay = sdl_displayindex.GetInt();
|
|
}
|
|
else
|
|
{
|
|
// sdl_displayindex hasn't been parsed yet. This can happen in CMaterialSystem::ModInit()
|
|
// before the config files have been read, etc. So in this case, just grab the largest
|
|
// display we can find and return with that.
|
|
int Width, Height;
|
|
nDisplay = GetLargestDisplaySize( Width, Height );
|
|
}
|
|
}
|
|
|
|
if ( SDL_GetDesktopDisplayMode( nDisplay, &mode ) != 0 )
|
|
{
|
|
Assert( 0 );
|
|
SDL_GetDesktopDisplayMode( 0, &mode );
|
|
}
|
|
|
|
nRefreshHz = mode.refresh_rate;
|
|
nWidth = mode.w;
|
|
nHeight = mode.h;
|
|
}
|
|
|
|
|
|
void CSDLMgr::RenderedSize( uint &width, uint &height, bool set )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if (set)
|
|
{
|
|
m_renderedWidth = width;
|
|
m_rendererHeight = height; // latched from NotifyRenderedSize
|
|
}
|
|
else
|
|
{
|
|
width = m_renderedWidth;
|
|
height = m_rendererHeight;
|
|
}
|
|
}
|
|
|
|
void CSDLMgr::DisplayedSize( uint &width, uint &height )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
int w, h;
|
|
SDL_GetWindowSize(m_Window, &w, &h);
|
|
width = (uint) w;
|
|
height = (uint) h;
|
|
}
|
|
|
|
void CSDLMgr::GetStackCrawl( CStackCrawlParams *params )
|
|
{
|
|
SDLAPP_FUNC;
|
|
}
|
|
|
|
void CSDLMgr::WaitUntilUserInput( int msSleepTime )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
SDL_WaitEventTimeout(NULL, msSleepTime);
|
|
}
|
|
|
|
//===============================================================================
|
|
|
|
void CSDLMgr::SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue )
|
|
{
|
|
if ( m_Window )
|
|
{
|
|
int nResult = SDL_SetWindowGammaRamp( m_Window, pRed, pGreen, pBlue );
|
|
|
|
if ( nResult != 0 )
|
|
{
|
|
ConMsg( "SDL_SetWindowGammaRamp failed: %d\n", nResult );
|
|
}
|
|
}
|
|
}
|
|
|
|
//===============================================================================
|
|
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
void CSDLMgr::GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
Assert( m_pixelFormatAttribCount > 0 );
|
|
|
|
if (ptrOut) *ptrOut = (uint *) m_pixelFormatAttribs;
|
|
if (countOut) *countOut = m_pixelFormatAttribCount;
|
|
if (rendInfoOut)
|
|
{
|
|
GLMDisplayDB *db = GetDisplayDB();
|
|
#ifdef OSX
|
|
*rendInfoOut = db->m_renderers->Head()->m_info;
|
|
#else
|
|
*rendInfoOut = db->m_renderer.m_info;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
|
|
GLMDisplayMode::GLMDisplayMode( uint width, uint height, uint refreshHz )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
Init( width, height, refreshHz );
|
|
}
|
|
|
|
GLMDisplayMode::~GLMDisplayMode()
|
|
{
|
|
SDLAPP_FUNC;
|
|
// empty
|
|
}
|
|
|
|
void GLMDisplayMode::Init( uint width, uint height, uint refreshHz )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
m_info.m_modePixelWidth = width;
|
|
m_info.m_modePixelHeight = height;
|
|
m_info.m_modeRefreshHz = refreshHz;
|
|
}
|
|
|
|
void GLMDisplayMode::Dump( int which )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
GLMPRINTF(("\n # %-2d width=%-4d height=%-4d refreshHz=%-2d",
|
|
which, m_info.m_modePixelWidth, m_info.m_modePixelHeight, m_info.m_modeRefreshHz ));
|
|
}
|
|
|
|
GLMDisplayDB *CSDLMgr::GetDisplayDB( void )
|
|
{
|
|
SDLAPP_FUNC;
|
|
|
|
if ( !m_displayDB )
|
|
{
|
|
m_displayDB = new GLMDisplayDB; // creating the DB object does not do much other than init it to a good state.
|
|
m_displayDB->Populate(); // populate the tree
|
|
#if defined( OSX )
|
|
// side effect: we fill in m_force_vsync..
|
|
{
|
|
GLMRendererInfoFields info;
|
|
m_displayDB->GetRendererInfo( 0, &info );
|
|
|
|
// m_leopard = (info.m_osComboVersion < 0x000A0600);
|
|
|
|
m_force_vsync = info.m_badDriver1064NV; // just force it if it's the bum NV driver
|
|
}
|
|
#endif
|
|
}
|
|
return m_displayDB;
|
|
}
|
|
|
|
#ifndef OSX
|
|
# include "glmdisplaydb_linuxwin.inl"
|
|
#endif
|
|
|
|
|
|
#endif // DX_TO_GL_ABSTRACTION
|
|
|
|
#endif // !DEDICATED
|
|
|