dolphin/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp

774 lines
27 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include "Config.h"
#include "IniFile.h"
#include "svnrev.h"
#include "Render.h"
#if defined(_WIN32)
#include "OS/Win32.h"
#else
struct RECT
{
int left, top;
int right, bottom;
};
#endif
#include "GLUtil.h"
// Handles OpenGL and the window
// externals
int gleft, gright, gtop, gbottom;
int nBackbufferWidth, nBackbufferHeight; // screen width
int nXoff, nYoff; // screen offset
float AR; // aspect ratio
#ifndef _WIN32
GLWindow GLWin;
#endif
#if defined(_WIN32)
static HDC hDC = NULL; // Private GDI Device Context
static HGLRC hRC = NULL; // Permanent Rendering Context
extern HINSTANCE g_hInstance;
#endif
void OpenGL_SwapBuffers()
{
#if USE_SDL
SDL_GL_SwapBuffers();
#elif defined(HAVE_COCOA) && HAVE_COCOA
cocoaGLSwap(GLWin.cocoaCtx,GLWin.cocoaWin);
#elif defined(_WIN32)
SwapBuffers(hDC);
#elif defined(USE_WX) && USE_WX
GLWin.glCanvas->SwapBuffers();
#elif defined(HAVE_X11) && HAVE_X11
glXSwapBuffers(GLWin.dpy, GLWin.win);
#endif
}
int OpenGL_GetXoff() {
return nXoff;
}
int OpenGL_GetYoff() {
return nYoff;
}
u32 OpenGL_GetWidth() {
return nBackbufferWidth;
}
u32 OpenGL_GetHeight() {
return nBackbufferHeight;
}
void OpenGL_SetSize(u32 width, u32 height) {
nBackbufferWidth = width;
nBackbufferHeight = height;
}
void OpenGL_SetWindowText(const char *text)
{
#if USE_SDL
SDL_WM_SetCaption(text, NULL);
#elif defined(HAVE_COCOA) && HAVE_COCOA
cocoaGLSetTitle(GLWin.cocoaWin, text);
#elif defined(_WIN32)
SetWindowText(EmuWindow::GetWnd(), text);
#elif defined(USE_WX) && USE_WX
GLWin.frame->SetTitle(wxString::FromAscii(text));
#elif defined(HAVE_X11) && HAVE_X11 // GLX
/**
* Tell X to ask the window manager to set the window title. (X
* itself doesn't provide window title functionality.)
*/
XStoreName(GLWin.dpy, GLWin.win, text);
#endif
}
unsigned int Callback_PeekMessages()
{
#ifdef _WIN32
//TODO: peekmessage
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
#else
return FALSE;
#endif
}
void UpdateFPSDisplay(const char *text)
{
char temp[512];
sprintf(temp, "SVN R%s: GL: %s", SVN_REV_STR, text);
OpenGL_SetWindowText(temp);
}
// =======================================================================================
// Create window. Called from main.cpp
bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight)
{
int _twidth, _theight;
if(g_Config.bFullscreen)
{
if(strlen(g_Config.iFSResolution) > 1)
{
sscanf(g_Config.iFSResolution, "%dx%d", &_twidth, &_theight);
}
else // No full screen reso set, fall back to default reso
{
_twidth = _iwidth;
_theight = _iheight;
}
}
else // Going Windowed
{
if(strlen(g_Config.iWindowedRes) > 1)
{
sscanf(g_Config.iWindowedRes, "%dx%d", &_twidth, &_theight);
}
else // No Window reso set, fall back to default
{
_twidth = _iwidth;
_theight = _iheight;
}
}
#if defined(_WIN32)
EmuWindow::SetSize(_twidth, _theight);
#endif
// ---------------------------------------------------------------------------------------
// Control window size and picture scaling
// ------------------
// nBackbufferWidth and nBackbufferHeight = Screen resolution from ini, or 640x480
// See OpenGL_Update() for documentation of the other variables
// ------------------
nBackbufferWidth = _twidth;
nBackbufferHeight = _theight;
float FactorW = 640.0f / (float)nBackbufferWidth;
float FactorH = 480.0f / (float)nBackbufferHeight;
float Max = (FactorW < FactorH) ? FactorH : FactorW;
if(g_Config.bStretchToFit)
{
MValueX = 1.0f / FactorW;
MValueY = 1.0f / FactorH;
nXoff = 0;
nYoff = 0;
}
else
{
MValueX = 1.0f / Max;
MValueY = 1.0f / Max;
nXoff = (int)((nBackbufferWidth - (640 * MValueX)) / 2);
nYoff = (int)((nBackbufferHeight - (480 * MValueY)) / 2);
}
g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
//char buff[100];
//sprintf(buff, "%i %i %d %d %d", nBackbufferWidth, nBackbufferHeight, Max, MValueX, MValueY);
//MessageBox(0, buff, "", 0);
#if USE_SDL
//init sdl video
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
//TODO : Display an error message
SDL_Quit();
return false;
}
//setup ogl to use double buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#elif defined(HAVE_COCOA) && HAVE_COCOA
cocoaGLCreateApp();
GLWin.width = nBackbufferWidth;
GLWin.height = nBackbufferHeight;
GLWin.cocoaWin = cocoaGLCreateWindow(GLWin.width, GLWin.height);
GLWin.cocoaCtx = cocoaGLInit(g_Config.iMultisampleMode);
#elif defined(USE_WX) && USE_WX
int args[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0};
wxSize size(_iwidth, _iheight);
if (!g_Config.renderToMainframe ||
g_VideoInitialize.pWindowHandle == NULL) {
GLWin.frame = new wxFrame((wxWindow *)g_VideoInitialize.pWindowHandle,
-1, _("Dolphin"), wxPoint(0,0), size);
} else {
GLWin.frame = new wxFrame((wxWindow *)NULL,
-1, _("Dolphin"), wxPoint(0,0), size);
}
GLWin.glCanvas = new wxGLCanvas(GLWin.frame, wxID_ANY, args,
wxPoint(0,0), size, wxSUNKEN_BORDER);
GLWin.glCtxt = new wxGLContext(GLWin.glCanvas);
GLWin.frame->Show(TRUE);
GLWin.glCanvas->Show(TRUE);
GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
// GLWin.glCtxt->SetCurrent(*GLWin.glCanvas);
#elif defined(_WIN32)
// create the window
if (!g_Config.renderToMainframe || g_VideoInitialize.pWindowHandle == NULL)
{
g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create(NULL, g_hInstance, "Please wait...");
}
else
{
g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, "Please wait...");
}
EmuWindow::Show();
if (g_VideoInitialize.pWindowHandle == NULL)
{
g_VideoInitialize.pSysMessage("failed to create window");
return false;
}
GLuint PixelFormat; // Holds The Results After Searching For A Match
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
if (g_Config.bFullscreen) {
//nBackbufferWidth = rcdesktop.right - rcdesktop.left;
//nBackbufferHeight = rcdesktop.bottom - rcdesktop.top;
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = nBackbufferWidth;
dmScreenSettings.dmPelsHeight = nBackbufferHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
g_Config.bFullscreen = false;
else
return false;
}
}
else
{
// change to default resolution
ChangeDisplaySettings(NULL, 0);
}
if (g_Config.bFullscreen && !g_Config.renderToMainframe)
{
ShowCursor(FALSE);
}
else
{
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle = WS_OVERLAPPEDWINDOW;
}
RECT rc;
rc.left = 0; rc.top = 0;
rc.right = nBackbufferWidth; rc.bottom = nBackbufferHeight;
AdjustWindowRectEx(&rc, dwStyle, FALSE, dwExStyle);
int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
SetWindowPos(EmuWindow::GetWnd(), NULL, X, Y, rc.right-rc.left, rc.bottom-rc.top, SWP_NOREPOSITION|SWP_NOZORDER);
PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // 8bit Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(EmuWindow::GetWnd()))) {
MessageBox(NULL,"(1) Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) {
MessageBox(NULL,"(2) Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (!SetPixelFormat(hDC,PixelFormat,&pfd)) {
MessageBox(NULL,"(3) Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (!(hRC=wglCreateContext(hDC))) {
MessageBox(NULL,"(4) Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
#elif defined(HAVE_X11) && HAVE_X11
XVisualInfo *vi;
Colormap cmap;
int dpyWidth, dpyHeight;
int glxMajorVersion, glxMinorVersion;
int vidModeMajorVersion, vidModeMinorVersion;
Atom wmDelete;
// attributes for a single buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None};
// attributes for a double buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
GLX_SAMPLE_BUFFERS_ARB, g_Config.iMultisampleMode, GLX_SAMPLES_ARB, 1, None };
GLWin.dpy = XOpenDisplay(0);
g_VideoInitialize.pWindowHandle = (HWND)GLWin.dpy;
GLWin.screen = DefaultScreen(GLWin.dpy);
GLWin.fs = g_Config.bFullscreen; //Set to setting in Options
/* get an appropriate visual */
vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDbl);
if (vi == NULL) {
vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListSgl);
GLWin.doubleBuffered = False;
ERROR_LOG("Only Singlebuffered Visual!\n");
}
else {
GLWin.doubleBuffered = True;
ERROR_LOG("Got Doublebuffered Visual!\n");
}
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
ERROR_LOG("glX-Version %d.%d\n", glxMajorVersion, glxMinorVersion);
/* create a GLX context */
GLWin.ctx = glXCreateContext(GLWin.dpy, vi, 0, GL_TRUE);
if(!GLWin.ctx)
{
ERROR_LOG("Couldn't Create GLX context.Quit");
exit(0); // TODO: Don't bring down entire Emu
}
/* create a color map */
cmap = XCreateColormap(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
vi->visual, AllocNone);
GLWin.attr.colormap = cmap;
GLWin.attr.border_pixel = 0;
#if defined(HAVE_XXF86VM) && HAVE_XXF86VM
// get a connection
XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion);
if (GLWin.fs) {
XF86VidModeModeInfo **modes = NULL;
int modeNum = 0;
int bestMode = 0;
// set best mode to current
bestMode = 0;
ERROR_LOG("XF86VidModeExtension-Version %d.%d\n", vidModeMajorVersion, vidModeMinorVersion);
XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
if (modeNum > 0 && modes != NULL) {
/* save desktop-resolution before switching modes */
GLWin.deskMode = *modes[0];
/* look for mode with requested resolution */
for (int i = 0; i < modeNum; i++) {
if ((modes[i]->hdisplay == _twidth) && (modes[i]->vdisplay == _theight)) {
bestMode = i;
}
}
XF86VidModeSwitchToMode(GLWin.dpy, GLWin.screen, modes[bestMode]);
XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
dpyWidth = modes[bestMode]->hdisplay;
dpyHeight = modes[bestMode]->vdisplay;
ERROR_LOG("Resolution %dx%d\n", dpyWidth, dpyHeight);
XFree(modes);
/* create a fullscreen window */
GLWin.attr.override_redirect = True;
GLWin.attr.event_mask = ExposureMask | KeyPressMask | ButtonPressMask | KeyReleaseMask | ButtonReleaseMask | StructureNotifyMask;
GLWin.win = XCreateWindow(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
0, 0, dpyWidth, dpyHeight, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect,
&GLWin.attr);
XWarpPointer(GLWin.dpy, None, GLWin.win, 0, 0, 0, 0, 0, 0);
XMapRaised(GLWin.dpy, GLWin.win);
XGrabKeyboard(GLWin.dpy, GLWin.win, True, GrabModeAsync, GrabModeAsync, CurrentTime);
XGrabPointer(GLWin.dpy, GLWin.win, True, ButtonPressMask,
GrabModeAsync, GrabModeAsync, GLWin.win, None, CurrentTime);
}
else {
ERROR_LOG("Failed to start fullscreen. If you received the \n"
"\"XFree86-VidModeExtension\" extension is missing, add\n"
"Load \"extmod\"\n"
"to your X configuration file (under the Module Section)\n");
GLWin.fs = 0;
}
}
#endif
if (!GLWin.fs) {
//XRootWindow(dpy,screen)
//int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
//int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
// create a window in window mode
GLWin.attr.event_mask = ExposureMask | KeyPressMask | ButtonPressMask | KeyReleaseMask | ButtonReleaseMask |
StructureNotifyMask | ResizeRedirectMask;
GLWin.win = XCreateWindow(GLWin.dpy, RootWindow(GLWin.dpy, vi->screen),
0, 0, _twidth, _theight, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &GLWin.attr);
// only set window title and handle wm_delete_events if in windowed mode
wmDelete = XInternAtom(GLWin.dpy, "WM_DELETE_WINDOW", True);
XSetWMProtocols(GLWin.dpy, GLWin.win, &wmDelete, 1);
XSetStandardProperties(GLWin.dpy, GLWin.win, "GPU",
"GPU", None, NULL, 0, NULL);
XMapRaised(GLWin.dpy, GLWin.win);
}
#endif
return true;
}
bool OpenGL_MakeCurrent()
{
#if USE_SDL
// Note: The reason for having the call to SDL_SetVideoMode in here instead
// of in OpenGL_Create() is that "make current" is part of the video
// mode setting and is not available as a separate call in SDL. We
// have to do "make current" here because this method runs in the CPU
// thread while OpenGL_Create() runs in a diferent thread and "make
// current" has to be done in the same thread that will be making
// calls to OpenGL.
// Fetch video info.
const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
if (!videoInfo) {
// TODO: Display an error message.
SDL_Quit();
return false;
}
// Compute video mode flags.
const int videoFlags = SDL_OPENGL
| ( videoInfo->hw_available ? SDL_HWSURFACE : SDL_SWSURFACE )
| ( g_Config.bFullscreen ? SDL_FULLSCREEN : 0);
// Set vide mode.
// TODO: Can we use this field or is a separate field needed?
int _twidth = nBackbufferWidth;
int _theight = nBackbufferHeight;
SDL_Surface *screen = SDL_SetVideoMode(_twidth, _theight, 0, videoFlags);
if (!screen) {
//TODO : Display an error message
SDL_Quit();
return false;
}
#elif defined(HAVE_COCOA) && HAVE_COCOA
cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
#elif defined(_WIN32)
if (!wglMakeCurrent(hDC,hRC)) {
MessageBox(NULL,"(5) Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
#elif defined(USE_WX) && USE_WX
GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
return true;
#elif defined(HAVE_X11) && HAVE_X11
Window winDummy;
unsigned int borderDummy;
// connect the glx-context to the window
glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
&GLWin.width, &GLWin.height, &borderDummy, &GLWin.depth);
ERROR_LOG("GLWin Depth %d", GLWin.depth);
if (glXIsDirect(GLWin.dpy, GLWin.ctx))
ERROR_LOG("you have Direct Rendering!");
else
ERROR_LOG("no Direct Rendering possible!");
// better for pad plugin key input (thc)
XSelectInput(GLWin.dpy, GLWin.win, ExposureMask | KeyPressMask | ButtonPressMask | KeyReleaseMask | ButtonReleaseMask | StructureNotifyMask | EnterWindowMask | LeaveWindowMask |
FocusChangeMask );
#endif
return true;
}
// =======================================================================================
// Update window width, size and etc. Called from Render.cpp
// ----------------
void OpenGL_Update()
{
#if USE_SDL
SDL_Surface *surface = SDL_GetVideoSurface();
RECT rcWindow;
if (!surface) return;
nBackbufferWidth = surface->w;
nBackbufferHeight = surface->h;
rcWindow.right = surface->w;
rcWindow.bottom = surface->h;
#elif defined(HAVE_COCOA) && HAVE_COCOA
RECT rcWindow;
rcWindow.right = GLWin.width;
rcWindow.bottom = GLWin.height;
#elif defined(USE_WX) && USE_WX
RECT rcWindow;
rcWindow.right = GLWin.width;
rcWindow.bottom = GLWin.height;
// TODO fill in
#elif defined(_WIN32)
RECT rcWindow;
if (!EmuWindow::GetParentWnd()) {
if (!g_Config.bStretchToFit)
return;
GetWindowRect(EmuWindow::GetWnd(), &rcWindow);
rcWindow.top += 25;
}
else
{
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
}
// ---------------------------------------------------------------------------------------
// Get the new window width and height
// ------------------
// See below for documentation
// ------------------
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
if (EmuWindow::GetParentWnd() != 0)
::MoveWindow(EmuWindow::GetWnd(), 0,0,width,height, FALSE);
nBackbufferWidth = width;
nBackbufferHeight = height;
#elif defined(HAVE_X11) && HAVE_X11
// We just check all of our events here
XEvent event;
KeySym key;
static RECT rcWindow;
static bool ShiftPressed = false;
static bool ControlPressed = false;
static int FKeyPressed = -1;
int num_events;
for (num_events = XPending(GLWin.dpy);num_events > 0;num_events--) {
XNextEvent(GLWin.dpy, &event);
switch(event.type) {
case KeyRelease:
key = XLookupKeysym((XKeyEvent*)&event, 0);
if(key >= XK_F1 && key <= XK_F9) {
g_VideoInitialize.pKeyPress(FKeyPressed, ShiftPressed, ControlPressed);
FKeyPressed = -1;
} else {
if(key == XK_Shift_L || key == XK_Shift_R)
ShiftPressed = false;
else if(key == XK_Control_L || key == XK_Control_R)
ControlPressed = false;
else
XPutBackEvent(GLWin.dpy, &event);
}
break;
case KeyPress:
key = XLookupKeysym((XKeyEvent*)&event, 0);
if(key >= XK_F1 && key <= XK_F9)
FKeyPressed = key - 0xff4e;
else {
if(key == XK_Shift_L || key == XK_Shift_R)
ShiftPressed = true;
else if(key == XK_Control_L || key == XK_Control_R)
ControlPressed = true;
else
XPutBackEvent(GLWin.dpy, &event);
}
break;
case ButtonPress:
case ButtonRelease:
XPutBackEvent(GLWin.dpy, &event);
break;
case ConfigureNotify:
Window winDummy;
unsigned int borderDummy;
XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
&GLWin.width, &GLWin.height, &borderDummy, &GLWin.depth);
nBackbufferWidth = GLWin.width;
nBackbufferHeight = GLWin.height;
rcWindow.left = 0;
rcWindow.top = 0;
rcWindow.right = GLWin.width;
rcWindow.bottom = GLWin.height;
break;
case ClientMessage: //TODO: We aren't reading this correctly, It could be anything, highest chance is that it's a close event though
Video_Shutdown(); // Calling from here since returning false does nothing
return;
break;
default:
//TODO: Should we put the event back if we don't handle it?
// I think we handle all the needed ones, the rest shouldn't matter
// But to be safe, let's but them back anyway
//XPutBackEvent(GLWin.dpy, &event);
break;
}
}
return;
#endif
// ---------------------------------------------------------------------------------------
// Get the new window width and height
// ------------------
// nBackbufferWidth and nBackbufferHeight = now the actual screen size
// Max = the highest of w and h
// MValueX and MValueY = used for the picture resolution-change rescaling
// nXoff and nYoff = controls the picture's position inside the Dolphin window
// ------------------
/* MValueX and MValueY will be used in
TextureMngr and VertexShaderManager: Rescale textures on resolution changes
BPStructs.cpp: Control glScissor()
*/
// ------------------
float FactorW = 640.0f / (float)nBackbufferWidth;
float FactorH = 480.0f / (float)nBackbufferHeight;
float Max = (FactorW < FactorH) ? FactorH : FactorW;
AR = (float)nBackbufferWidth / (float)nBackbufferHeight;
if (g_Config.bStretchToFit)
{
MValueX = 1;
MValueY = 1;
nXoff = 0;
nYoff = 0;
}
else
{
MValueX = 1.0f / Max;
MValueY = 1.0f / Max;
nXoff = (int)((nBackbufferWidth - (640 * MValueX)) / 2);
nYoff = (int)((nBackbufferHeight - (480 * MValueY)) / 2);
}
// tell the debugger
gleft = rcWindow.left; gright = rcWindow.right;
gtop = rcWindow.top; gbottom = rcWindow.bottom;
}
// =======================================================================================
// Close plugin
// ----------------
void OpenGL_Shutdown()
{
#if USE_SDL
SDL_Quit();
#elif defined(HAVE_COCOA) && HAVE_COCOA
cocoaGLDelete(GLWin.cocoaCtx);
#elif defined(USE_WX) && USE_WX
delete GLWin.glCanvas;
delete GLWin.frame;
#elif defined(_WIN32)
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
// [F|RES]: if this fails i dont see the message box and
// cant get out of the modal state so i disable it.
// This function fails only if i render to main window
// MessageBox(NULL,"Release Of DC And RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
}
hRC = NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(EmuWindow::GetWnd(),hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hDC = NULL; // Set DC To NULL
}
#elif defined(HAVE_X11) && HAVE_X11
if (GLWin.ctx)
{
if (!glXMakeCurrent(GLWin.dpy, None, NULL))
{
ERROR_LOG("Could not release drawing context.\n");
}
XUnmapWindow(GLWin.dpy, GLWin.win);
glXDestroyContext(GLWin.dpy, GLWin.ctx);
XCloseDisplay(GLWin.dpy);
GLWin.ctx = NULL;
}
#if defined(HAVE_XXF86VM) && HAVE_XXF86VM
/* switch back to original desktop resolution if we were in fs */
if (GLWin.dpy != NULL) {
if (GLWin.fs) {
XF86VidModeSwitchToMode(GLWin.dpy, GLWin.screen, &GLWin.deskMode);
XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
}
}
#endif
#endif
}