Drop dead code entirely.
All this code protected by `#if 0` is implemented already one way or another. Hence the decision to remove it, instead of commenting. This also removes the need of the branch `arthur/sdl2`.
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151
src/sdl/SDL.cpp
151
src/sdl/SDL.cpp
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@ -494,28 +494,10 @@ void sdlOpenGLInit(int w, int h)
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{
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(void)w; // unused params
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(void)h; // unused params
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#if 0
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float screenAspect = (float) sizeX / sizeY,
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windowAspect = (float) w / h;
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if(glIsTexture(screenTexture))
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glDeleteTextures(1, &screenTexture);
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#endif
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glDisable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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#if 0
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if(windowAspect == screenAspect)
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glViewport(0, 0, w, h);
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else if (windowAspect < screenAspect) {
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int height = (int)(w / screenAspect);
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glViewport(0, (h - height) / 2, w, height);
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} else {
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int width = (int)(h * screenAspect);
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glViewport((w - width) / 2, 0, width, h);
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}
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#endif
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -524,30 +506,6 @@ void sdlOpenGLInit(int w, int h)
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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#if 0
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glGenTextures(1, &screenTexture);
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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openGL == 2 ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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openGL == 2 ? GL_LINEAR : GL_NEAREST);
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// Calculate texture size as a the smallest working power of two
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float n1 = log10((float)destWidth ) / log10( 2.0f);
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float n2 = log10((float)destHeight ) / log10( 2.0f);
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float n = (n1 > n2)? n1 : n2;
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// round up
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if (((float)((int)n)) != n)
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n = ((float)((int)n)) + 1.0f;
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textureSize = (int)pow(2.0f, n);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize, textureSize, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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#endif
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glClearColor(0.0, 0.0, 0.0, 1.0);
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sdlOpenGLVideoResize();
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@ -883,24 +841,6 @@ void sdlInitVideo()
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uint32_t rmask, gmask, bmask;
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#if 0
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if(openGL) {
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
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rmask = 0x000000FF;
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gmask = 0x0000FF00;
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bmask = 0x00FF0000;
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#else
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rmask = 0xFF000000;
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gmask = 0x00FF0000;
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bmask = 0x0000FF00;
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#endif
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} else {
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rmask = surface->format->Rmask;
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gmask = surface->format->Gmask;
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bmask = surface->format->Bmask;
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}
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#endif
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if (openGL) {
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rmask = 0xFF000000;
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gmask = 0x00FF0000;
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@ -926,36 +866,6 @@ void sdlInitVideo()
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systemBlueShift += 8;
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}
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#if 0
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if (openGL) {
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systemColorDepth = 0;
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int i;
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glcontext = SDL_GL_CreateContext(window);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &i);
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systemColorDepth += i;
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &i);
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systemColorDepth += i;
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &i);
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systemColorDepth += i;
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printf("color depth (without alpha) is %d\n", systemColorDepth);
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SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &i);
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systemColorDepth += i;
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printf("color depth is %d\n", systemColorDepth);
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}
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else
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systemColorDepth = 32;
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if(systemColorDepth == 16) {
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srcPitch = sizeX*2 + 4;
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} else {
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if(systemColorDepth == 32)
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srcPitch = sizeX*4 + 4;
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else
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srcPitch = sizeX*3;
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}
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#endif
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systemColorDepth = 32;
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srcPitch = sizeX * 4 + 4;
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@ -965,32 +875,6 @@ void sdlInitVideo()
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}
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sdlResizeVideo();
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#if 0
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if(openGL) {
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int scaledWidth = screenWidth * sdlOpenglScale;
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int scaledHeight = screenHeight * sdlOpenglScale;
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free(filterPix);
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filterPix = (uint8_t *)calloc(1, (systemColorDepth >> 3) * destWidth * destHeight);
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sdlOpenGLInit(screenWidth, screenHeight);
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if ( (!fullScreen)
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&& sdlOpenglScale > 1
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&& scaledWidth < desktopWidth
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&& scaledHeight < desktopHeight
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) {
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SDL_SetVideoMode(scaledWidth, scaledHeight, 0,
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SDL_OPENGL | SDL_RESIZABLE |
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(fullScreen ? SDL_FULLSCREEN : 0));
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sdlOpenGLInit(scaledWidth, scaledHeight);
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/* xKiv: it would seem that SDL_RESIZABLE causes the *previous* dimensions to be immediately
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* reported back via the SDL_VIDEORESIZE event
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*/
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ignore_first_resize_event = 1;
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}
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}
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#endif
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}
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#if defined(KMOD_GUI)
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#define KMOD_META KMOD_GUI
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@ -1124,41 +1008,6 @@ void sdlPollEvents()
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case SDL_QUIT:
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emulating = 0;
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break;
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#if 0
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case SDL_VIDEORESIZE:
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if (ignore_first_resize_event)
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{
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ignore_first_resize_event = 0;
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break;
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}
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if (openGL)
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{
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SDL_SetVideoMode(event.resize.w, event.resize.h, 0,
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SDL_OPENGL | SDL_RESIZABLE |
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(fullScreen ? SDL_FULLSCREEN : 0));
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sdlOpenGLInit(event.resize.w, event.resize.h);
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}
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break;
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case SDL_ACTIVEEVENT:
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if(pauseWhenInactive && (event.active.state & SDL_APPINPUTFOCUS)) {
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active = event.active.gain;
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if(active) {
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if(!paused) {
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if(emulating)
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soundResume();
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}
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} else {
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wasPaused = true;
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if(pauseWhenInactive) {
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if(emulating)
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soundPause();
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}
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memset(delta,255,delta_size);
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}
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}
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break;
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#endif
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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