Support SDL video on any platform. It is only enabled by default on Mac OS X though. So in practice nothing changes, but we have more flexibility in debugging.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@317 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -23,7 +23,10 @@
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#endif
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#include "GLInit.h"
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#if defined(__APPLE__)
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#ifndef USE_SDL
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#define USE_SDL 0
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#endif
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#if USE_SDL
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#include "SDL.h"
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#endif
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@ -46,33 +49,35 @@ extern HINSTANCE g_hInstance;
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void OpenGL_SwapBuffers()
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{
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#if defined(_WIN32)
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SwapBuffers(hDC);
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#elif defined(__linux__)
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glXSwapBuffers(GLWin.dpy, GLWin.win);
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#else //others
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#if USE_SDL
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SDL_GL_SwapBuffers();
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#elif defined(_WIN32)
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SwapBuffers(hDC);
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#else // GLX
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glXSwapBuffers(GLWin.dpy, GLWin.win);
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#endif
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}
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void OpenGL_SetWindowText(const char *text)
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{
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#if defined(_WIN32)
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#if USE_SDL
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SDL_WM_SetCaption(text, NULL);
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#elif defined(_WIN32)
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SetWindowText(EmuWindow::GetWnd(), text);
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#elif defined(__linux__)
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#else // GLX
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/**
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* Tell X to ask the window manager to set the window title. (X
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* itself doesn't provide window title functionality.)
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*/
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XStoreName(GLWin.dpy, GLWin.win, text);
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#else
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SDL_WM_SetCaption(text, NULL);
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#endif
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}
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BOOL Callback_PeekMessages()
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{
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#if defined(_WIN32)
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#if USE_SDL
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//TODO
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#elif defined(_WIN32)
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//TODO: peekmessage
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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@ -83,14 +88,12 @@ BOOL Callback_PeekMessages()
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DispatchMessage(&msg);
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}
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return TRUE;
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#elif defined(__linux__)
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#else // GLX
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XEvent event;
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while (XPending(GLWin.dpy) > 0) {
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XNextEvent(GLWin.dpy, &event);
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}
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return TRUE;
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#else
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//TODO
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#endif
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}
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@ -124,7 +127,6 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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_twidth = _iwidth;
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_theight = _iheight;
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}
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}
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else // Going Windowed
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{
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@ -166,7 +168,18 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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#if defined(_WIN32)
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#if USE_SDL
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//init sdl video
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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//TODO : Display an error message
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SDL_Quit();
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return false;
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}
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//setup ogl to use double buffering
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#elif defined(_WIN32)
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// create the window
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if (!g_Config.renderToMainframe || g_VideoInitialize.pWindowHandle == NULL)
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{
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@ -279,7 +292,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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return false;
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}
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#elif defined(__linux__)
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#else // GLX
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XVisualInfo *vi;
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Colormap cmap;
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int dpyWidth, dpyHeight;
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@ -405,32 +418,49 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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XSetStandardProperties(GLWin.dpy, GLWin.win, "GPU",
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"GPU", None, NULL, 0, NULL);
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XMapRaised(GLWin.dpy, GLWin.win);
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}
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#else
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//SDL for other OS (osx, bsd, ...)
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}
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#endif
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return true;
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}
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//init sdl video
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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bool OpenGL_MakeCurrent()
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{
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#if USE_SDL
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// Note: The reason for having the call to SDL_SetVideoMode in here instead
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// of in OpenGL_Create() is that "make current" is part of the video
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// mode setting and is not available as a separate call in SDL. We
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// have to do "make current" here because this method runs in the CPU
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// thread while OpenGL_Create() runs in a diferent thread and "make
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// current" has to be done in the same thread that will be making
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// calls to OpenGL.
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// Fetch video info.
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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if (!videoInfo) {
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// TODO: Display an error message.
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SDL_Quit();
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return false;
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}
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// Compute video mode flags.
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const int videoFlags = SDL_OPENGL
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| ( videoInfo->hw_available ? SDL_HWSURFACE : SDL_SWSURFACE )
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| ( g_Config.bFullscreen ? SDL_FULLSCREEN : 0);
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// Set vide mode.
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// TODO: Can we use this field or is a separate field needed?
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int _twidth = nBackbufferWidth;
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int _theight = nBackbufferHeight;
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SDL_Surface *screen = SDL_SetVideoMode(_twidth, _theight, 0, videoFlags);
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if (!screen) {
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//TODO : Display an error message
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SDL_Quit();
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return false;
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}
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//setup ogl to use double buffering
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#endif
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return true;
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}
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bool OpenGL_MakeCurrent()
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{
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#if defined(_WIN32)
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#elif defined(_WIN32)
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if (!wglMakeCurrent(hDC,hRC)) {
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MessageBox(NULL,"(5) Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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#elif defined(__linux__)
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#else // GLX
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Window winDummy;
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unsigned int borderDummy;
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// connect the glx-context to the window
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@ -447,44 +477,16 @@ bool OpenGL_MakeCurrent()
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XSelectInput(GLWin.dpy, GLWin.win, ExposureMask | KeyPressMask | KeyReleaseMask |
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ButtonPressMask | StructureNotifyMask | EnterWindowMask | LeaveWindowMask |
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FocusChangeMask );
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#else
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// Note: The reason for having the call to SDL_SetVideoMode in here instead
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// of in OpenGL_Create() is that "make current" is part of the video
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// mode setting and is not available as a separate call in SDL. We
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// have to do "make current" here because this method runs in the CPU
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// thread while OpenGL_Create() runs in a diferent thread and "make
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// current" has to be done in the same thread that will be making
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// calls to OpenGL.
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// Fetch video info.
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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if (!videoInfo) {
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// TODO: Display an error message.
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SDL_Quit();
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return false;
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}
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// Compute video mode flags.
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const int videoFlags = SDL_OPENGL
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| ( videoInfo->hw_available ? SDL_HWSURFACE : SDL_SWSURFACE )
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| ( g_Config.bFullscreen ? SDL_FULLSCREEN : 0);
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// Set vide mode.
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// TODO: Can we use this field or is a separate field needed?
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int _twidth = nBackbufferWidth;
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int _theight = nBackbufferHeight;
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SDL_Surface *screen = SDL_SetVideoMode(_twidth, _theight, 0, videoFlags);
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if (!screen) {
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//TODO : Display an error message
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SDL_Quit();
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return false;
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}
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#endif
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return true;
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}
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void OpenGL_Update()
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{
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#if defined(_WIN32)
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#if USE_SDL
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//TODO
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#elif defined(_WIN32)
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if (EmuWindow::GetParentWnd())
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{
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RECT rcWindow;
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@ -517,7 +519,7 @@ void OpenGL_Update()
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}
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}
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#elif defined(__linux__)
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#else // GLX
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Window winDummy;
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unsigned int borderDummy;
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XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
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nXoff = (nBackbufferWidth - (640 * MValueX)) / 2;
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nYoff = (nBackbufferHeight - (480 * MValueY)) / 2;
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}
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#else
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//SDL stuff
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#endif
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}
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void OpenGL_Shutdown()
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{
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#if defined(_WIN32)
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#if USE_SDL
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SDL_Quit();
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#elif defined(_WIN32)
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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MessageBox(NULL,"Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
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hDC = NULL; // Set DC To NULL
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}
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#elif defined(__linux__)
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#else // GLX
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if (GLWin.ctx)
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{
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if (!glXMakeCurrent(GLWin.dpy, None, NULL))
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XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
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}
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}
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#else
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SDL_Quit();
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#endif
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}
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@ -33,12 +33,11 @@ libs = [
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]
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if sys.platform == 'darwin':
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platform = 'mac'
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# SDL is currently the only way to get video on Mac OS X.
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useSDL = True
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# Use libraries from MacPorts.
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compileFlags.append('-I/opt/local/include')
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linkFlags.append('-L/opt/local/lib')
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# Use SDL.
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compileFlags.append('`sdl-config --cflags`')
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linkFlags.append('`sdl-config --libs`')
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# Use frameworks instead of plain libs, when possible.
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linkFlags += [
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'-framework %s' % framework
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]
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else:
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platform = 'linux'
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# By default, GLX is used on Linux to setup OpenGL, but you can select SDL
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# instead if you like, by changing the line below.
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useSDL = False
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# Libraries with pkg-config support.
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compileFlags.append('`pkg-config --cflags xxf86vm`')
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linkFlags.append('`pkg-config --libs xxf86vm`')
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# Libraries without pkg-config support.
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libs += [ 'GL', 'Cg', 'CgGL', 'X11' ]
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if useSDL:
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compileFlags += [ '`sdl-config --cflags`', '-DUSE_SDL=1' ]
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linkFlags += [ '`sdl-config --libs`' ]
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gfxenv = env.Copy(
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CXXFLAGS = ' '.join(compileFlags),
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LINKFLAGS = ' '.join(linkFlags),
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