#include "global.h" #include "LowLevelWindow_SDL.h" #include "SDL_utils.h" #include "RageLog.h" #include "RageDisplay.h" // for REFRESH_DEFAULT #include "SDL_utils.h" LowLevelWindow_SDL::LowLevelWindow_SDL() { /* By default, ignore all SDL events. We'll enable them as we need them. * We must not enable any events we don't actually want, since we won't * query for them and they'll fill up the event queue. * * This needs to be done after we initialize video, since it's really part * of the SDL video system--it'll be reinitialized on us if we do this first. */ SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE); SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE); SDL_EventState(SDL_ACTIVEEVENT, SDL_ENABLE); Windowed = false; } LowLevelWindow_SDL::~LowLevelWindow_SDL() { SDL_QuitSubSystem(SDL_INIT_VIDEO); mySDL_EventState(SDL_VIDEORESIZE, SDL_IGNORE); mySDL_EventState(SDL_ACTIVEEVENT, SDL_IGNORE); } void *LowLevelWindow_SDL::GetProcAddress(CString s) { return SDL_GL_GetProcAddress(s); } bool LowLevelWindow_SDL::SetVideoMode( bool windowed, int width, int height, int bpp, int rate, bool vsync, CString sWindowTitle, CString sIconFile ) { /* We need to preserve the event mask and all events, since they're lost by * SDL_QuitSubSystem(SDL_INIT_VIDEO). */ vector events; mySDL_GetAllEvents(events); Uint8 EventEnabled[SDL_NUMEVENTS]; /* Queue up key-up events for all keys that are currently down (eg. alt-enter). * This is normally done by SDL, but since we're shutting down the video system * we're also shutting down the event system. */ { const Uint8 *KeyState = SDL_GetKeyState(NULL); for ( SDLKey key=SDLK_FIRST; keyTrace("New OpenGL context"); // SDL_WM_SetCaption("StepMania", "StepMania"); // NewOpenGLContext = true; // } SDL_WM_SetCaption("StepMania", "StepMania"); // mySDL_EventState(SDL_OPENGLRESET, SDL_IGNORE); #endif { /* Find out what we really got. */ int r,g,b,a, colorbits, depth, stencil; SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b); SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a); SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &colorbits); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil); LOG->Info("Got %i bpp (%i%i%i%i), %i depth, %i stencil", colorbits, r, g, b, a, depth, stencil); } CurrentWidth = screen->w; CurrentHeight = screen->h; CurrentBPP = bpp; return NewOpenGLContext; } void LowLevelWindow_SDL::SwapBuffers() { SDL_GL_SwapBuffers(); } void LowLevelWindow_SDL::Update(float fDeltaTime) { SDL_Event event; while(SDL_GetEvent(event, SDL_VIDEORESIZEMASK|SDL_ACTIVEEVENTMASK)) { switch(event.type) { case SDL_VIDEORESIZE: CurrentWidth = event.resize.w; CurrentHeight = event.resize.h; /* Let DISPLAY know that our resolution has changed. */ DISPLAY->ResolutionChanged(); break; case SDL_ACTIVEEVENT: if( event.active.gain && // app regaining focus !DISPLAY->IsWindowed() ) // full screen { // need to reacquire an OGL context DISPLAY->SetVideoMode( DISPLAY->IsWindowed(), DISPLAY->GetWidth(), DISPLAY->GetHeight(), DISPLAY->GetBPP(), 0, 0, "", "" ); // FIXME: preserve prefs } break; } } }