diff --git a/src/game/g_window.pas b/src/game/g_window.pas
index ab8df098b0be9534e5cec7279e0aa9533c9d0539..47963bdfbd2b2864de7d14fd08040be1d3897e1a 100644 (file)
--- a/src/game/g_window.pas
+++ b/src/game/g_window.pas
-(* Copyright (C) Doom 2D: Forever Developers
+ (* Copyright (C) Doom 2D: Forever Developers
*
* 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
function GetDisplayModes (dbpp: LongWord; var selres: LongWord): SSArray;
function g_Window_SetDisplay (preserveGL: Boolean=false): Boolean;
function g_Window_SetSize (w, h: Word; fullscreen: Boolean): Boolean;
+procedure g_SetVSync (vsync: Boolean);
procedure ProcessLoading (forceUpdate: Boolean=false);
uses
{$IFDEF WINDOWS}Windows,{$ENDIF}
+{$IFDEF USE_NANOGL}
+ nanoGL,
+{$ELSE}
+ GL, GLExt,
+{$ENDIF}
SysUtils, Classes, MAPDEF,
- SDL2, GL, GLExt, e_graphics, e_log, e_texture, g_main,
+ SDL2, e_graphics, e_log, e_texture, g_main,
g_console, e_input, g_options, g_game,
g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net,
g_map, g_gfx, g_monsters, g_holmes, xprofiler,
flag: Boolean;
{$IF not DEFINED(HEADLESS)}
wTitle: PChar = nil;
+ wasFullscreen: Boolean = true; // so we need to recreate the window
{$ENDIF}
wNeedTimeReset: Boolean = false;
wMinimized: Boolean = false;
+ wMaximized: Boolean = false;
wLoadingProgress: Boolean = false;
wLoadingQuit: Boolean = false;
{$IFNDEF WINDOWS}
begin
if (h_GL <> nil) and (not preserveGL) then begin if (assigned(oglDeinitCB)) then oglDeinitCB(); end;
if (h_Wnd <> nil) then SDL_DestroyWindow(h_Wnd);
- if (h_GL <> nil) and (not preserveGL) then SDL_GL_DeleteContext(h_GL);
+ if (h_GL <> nil) and (not preserveGL) then
+ begin
+ {$IFDEF USE_NANOGL}
+ nanoGL_Destroy;
+ {$ENDIF USE_NANOGL}
+ SDL_GL_DeleteContext(h_GL);
+ end;
h_Wnd := nil;
if (not preserveGL) then h_GL := nil;
end;
e_WriteLog('Setting display mode...', TMsgType.Notify);
wFlags := SDL_WINDOW_OPENGL {or SDL_WINDOW_RESIZABLE};
- if gFullscreen then wFlags := wFlags or SDL_WINDOW_FULLSCREEN else wFlags := wFlags or SDL_WINDOW_RESIZABLE;
- if (not gFullscreen) and gWinMaximized then wFlags := wFlags or SDL_WINDOW_MAXIMIZED;
+ if gFullscreen then wFlags := wFlags {or SDL_WINDOW_FULLSCREEN} else wFlags := wFlags or SDL_WINDOW_RESIZABLE;
+ if (not gFullscreen) and (not preserveGL) and gWinMaximized then wFlags := wFlags or SDL_WINDOW_MAXIMIZED else gWinMaximized := false;
if gFullscreen then
begin
end;
end;
- (*if (preserveGL) and (h_Wnd <> nil) {and (gFullscreen)} then
+ if (preserveGL) and (h_Wnd <> nil) and (not gFullscreen) and (not wasFullscreen) then
begin
- e_WriteLog('SDL: going fullscreen...', TMsgType.Notify);
//SDL_SetWindowMaximumSize(h_Wnd, gScreenWidth, gScreenHeight);
- SDL_SetWindowDisplayMode(h_Wnd, @cmode);
+ //SDL_SetWindowDisplayMode(h_Wnd, @cmode);
+ if (wMaximized) then SDL_RestoreWindow(h_Wnd);
+ wMaximized := false;
+ gWinMaximized := false;
SDL_SetWindowSize(h_Wnd, gScreenWidth, gScreenHeight);
- if (gFullscreen) then
- begin
- SDL_SetWindowFullscreen(h_Wnd, SDL_WINDOW_FULLSCREEN);
- end
- else
- begin
- SDL_SetWindowFullscreen(h_Wnd, 0);
- end;
+ //SDL_SetWindowFullscreen(h_Wnd, SDL_WINDOW_FULLSCREEN);
+ //SDL_SetWindowFullscreen(h_Wnd, 0);
end
- else*)
+ else
begin
KillGLWindow(preserveGL);
h_Wnd := SDL_CreateWindow(PChar(wTitle), gWinRealPosX, gWinRealPosY, gScreenWidth, gScreenHeight, wFlags);
+ if gFullscreen then
+ SDL_SetWindowFullscreen(h_Wnd, SDL_WINDOW_FULLSCREEN);
if (h_Wnd = nil) then exit;
end;
+ wasFullscreen := gFullscreen;
SDL_GL_MakeCurrent(h_Wnd, h_GL);
SDL_ShowCursor(SDL_DISABLE);
+ if (h_GL <> nil) then g_SetVSync(gVSync);
if (gFullscreen) then
begin
nw := 0;
SDL_WINDOWEVENT_MAXIMIZED:
begin
+ wMaximized := true;
if wMinimized then
begin
e_ResizeWindow(gScreenWidth, gScreenHeight);
SDL_WINDOWEVENT_RESTORED:
begin
+ wMaximized := false;
if wMinimized then
begin
e_ResizeWindow(gScreenWidth, gScreenHeight);
if (h_GL = nil) then exit;
fuiScrWdt := gScreenWidth;
fuiScrHgt := gScreenHeight;
+ SDL_GL_MakeCurrent(h_Wnd, h_GL);
+{$IFDEF USE_NANOGL}
+ if nanoGL_Init() = 0 then
+ begin
+ KillGLWindow(false);
+ e_WriteLog('nanoGL initialization error', TMsgType.Fatal);
+ exit;
+ end;
+{$ENDIF USE_NANOGL}
if (assigned(oglInitCB)) then oglInitCB();
+ if (h_GL <> nil) then g_SetVSync(gVSync);
{$ENDIF}
e_ResizeWindow(gScreenWidth, gScreenHeight);
end;
-procedure InitOpenGL (vsync: Boolean);
+procedure g_SetVSync (vsync: Boolean);
{$IF not DEFINED(HEADLESS)}
var
v: Byte;
begin
{$IF not DEFINED(HEADLESS)}
if vsync then v := 1 else v := 0;
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
+ if (SDL_GL_SetSwapInterval(v) <> 0) then
+ begin
+ e_WriteLog('oops; can''t change vsync option, restart required', TMsgType.Warning);
+ end
+ else
+ begin
+ if vsync then e_WriteLog('VSync: ON', TMsgType.Notify) else e_WriteLog('VSync: OFF', TMsgType.Notify);
+ end;
+{$ENDIF}
+end;
+
+
+procedure InitOpenGL ();
+begin
+{$IF not DEFINED(HEADLESS)}
+ {$IFDEF USE_NANOGL}
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ {$ELSE}
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); // lights; it is enough to have 1-bit stencil buffer for lighting, but...
+ {$ENDIF}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); // lights; it is enough to have 1-bit stencil buffer for lighting, but...
- SDL_GL_SetSwapInterval(v);
{$ENDIF}
end;
end;
e_WriteLog('Initializing OpenGL', TMsgType.Notify);
- InitOpenGL(gVSync);
+ InitOpenGL();
e_WriteLog('Creating GL window', TMsgType.Notify);
if not CreateGLWindow(PChar(Format('Doom 2D: Forever %s', [GAME_VERSION]))) then
begin
result := 0;
+ e_WriteLog('Unable to create GL window: ' + SDL_GetError(), TMsgType.Fatal);
exit;
end;