Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway)

This commit is contained in:
Monster Iestyn 2016-11-23 16:51:37 +00:00
parent 153ba39f19
commit 5cf4767aed
1 changed files with 2 additions and 279 deletions

View File

@ -424,10 +424,10 @@ static void VID_Command_NumModes_f (void)
CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes());
}
// SDL2 doesn't have SDL_GetVideoSurface or a lot of the SDL_Surface flags that SDL 1.2 had
static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
{
INT32 vfBPP;
//const SDL_Surface *VidSur = SDL_GetVideoSurface(); // SDL2 doesn't have this
if (!infoSurface)
return;
@ -440,52 +440,12 @@ static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
CONS_Printf("\x82" "%s\n", SurfaceText);
CONS_Printf(M_GetText(" %ix%i at %i bit color\n"), infoSurface->w, infoSurface->h, vfBPP);
/*
if (infoSurface->flags&SDL_HWSURFACE)
CONS_Printf("%s", M_GetText(" Stored in video memory\n"));
else if (infoSurface->flags&SDL_OPENGL)
CONS_Printf("%s", M_GetText(" Stored in an OpenGL context\n"));
else */if (infoSurface->flags&SDL_PREALLOC)
if (infoSurface->flags&SDL_PREALLOC)
CONS_Printf("%s", M_GetText(" Uses preallocated memory\n"));
else
CONS_Printf("%s", M_GetText(" Stored in system memory\n"));
/*
if (infoSurface->flags&SDL_ASYNCBLIT)
CONS_Printf("%s", M_GetText(" Uses asynchronous blits if possible\n"));
else
CONS_Printf("%s", M_GetText(" Uses synchronous blits if possible\n"));
if (infoSurface->flags&SDL_ANYFORMAT)
CONS_Printf("%s", M_GetText(" Allows any pixel-format\n"));
if (infoSurface->flags&SDL_HWPALETTE)
CONS_Printf("%s", M_GetText(" Has exclusive palette access\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Has nonexclusive palette access\n"));
if (infoSurface->flags&SDL_DOUBLEBUF)
CONS_Printf("%s", M_GetText(" Double buffered\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" No hardware flipping\n"));
if (infoSurface->flags&SDL_FULLSCREEN)
CONS_Printf("%s", M_GetText(" Full screen\n"));
else if (infoSurface->flags&SDL_RESIZABLE)
CONS_Printf("%s", M_GetText(" Resizable window\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Nonresizable window\n"));
if (infoSurface->flags&SDL_HWACCEL)
CONS_Printf("%s", M_GetText(" Uses hardware acceleration blit\n"));
if (infoSurface->flags&SDL_SRCCOLORKEY)
CONS_Printf("%s", M_GetText(" Use colorkey blitting\n"));
*/
if (infoSurface->flags&SDL_RLEACCEL)
CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n"));
/*
if (infoSurface->flags&SDL_SRCALPHA)
CONS_Printf("%s", M_GetText(" Use alpha blending acceleration blit\n"));
*/
}
static void VID_Command_Info_f (void)
@ -569,23 +529,6 @@ static void VID_Command_Mode_f (void)
setmodeneeded = modenum+1; // request vid mode change
}
#if 0
#if defined(RPC_NO_WINDOWS_H)
static VOID MainWndproc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(hWnd);
UNREFERENCED_PARAMETER(message);
UNREFERENCED_PARAMETER(wParam);
switch (message)
{
case WM_SETTEXT:
COM_BufAddText((LPCSTR)lParam);
break;
}
}
#endif
#endif
static inline void SDLJoyRemap(event_t *event)
{
(void)event;
@ -944,218 +887,6 @@ void I_GetEvent(void)
// In order to make wheels act like buttons, we have to set their state to Up.
// This is because wheel messages don't have an up/down state.
gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
#if 0
SDL_Event inputEvent;
static SDL_bool sdlquit = SDL_FALSE; //Alam: once, just once
event_t event;
if (!graphics_started)
return;
memset(&inputEvent, 0x00, sizeof(inputEvent));
while (SDL_PollEvent(&inputEvent))
{
memset(&event,0x00,sizeof (event_t));
switch (inputEvent.type)
{
case SDL_ACTIVEEVENT:
if (inputEvent.active.state & (SDL_APPACTIVE|SDL_APPINPUTFOCUS))
{
// pause music when alt-tab
if (inputEvent.active.gain /*&& !paused */)
{
static SDL_bool firsttimeonmouse = SDL_TRUE;
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
else firsttimeonmouse = SDL_FALSE;
//if (!netgame && !con_destlines) paused = false;
if (gamestate == GS_LEVEL)
if (!paused) I_ResumeSong(0); //resume it
}
else /*if (!paused)*/
{
if (!disable_mouse)
SDLforceUngrabMouse();
if (!netgame && gamestate == GS_LEVEL) paused = true;
memset(gamekeydown, 0, NUMKEYS);
//S_PauseSound();
if (gamestate == GS_LEVEL)
I_PauseSong(0); //pause it
}
}
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
if ((SDL_APPMOUSEFOCUS&inputEvent.active.state) && USE_MOUSEINPUT && inputEvent.active.gain)
HalfWarpMouse(realwidth, realheight);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
/// \todo inputEvent.key.which?
if (inputEvent.type == SDL_KEYUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_KEYDOWN)
event.type = ev_keydown;
else break;
event.data1 = SDLatekey(inputEvent.key.keysym.sym);
if (event.data1) D_PostEvent(&event);
break;
case SDL_MOUSEMOTION:
/// \todo inputEvent.motion.which
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
//if (USE_MOUSEINPUT) TODO SDL2 stub
{
// If the event is from warping the pointer back to middle
// of the screen then ignore it.
if ((inputEvent.motion.x == realwidth/2) &&
(inputEvent.motion.y == realheight/2))
{
break;
}
else
{
event.data2 = +inputEvent.motion.xrel;
event.data3 = -inputEvent.motion.yrel;
}
event.type = ev_mouse;
D_PostEvent(&event);
// Warp the pointer back to the middle of the window
// or we cannot move any further if it's at a border.
if ((inputEvent.motion.x < (realwidth/2 )-(realwidth/4 )) ||
(inputEvent.motion.y < (realheight/2)-(realheight/4)) ||
(inputEvent.motion.x > (realwidth/2 )+(realwidth/4 )) ||
(inputEvent.motion.y > (realheight/2)+(realheight/4) ) )
{
//if (SDL_GRAB_ON == SDL_WM_GrabInput(SDL_GRAB_QUERY) || !mousegrabok)
HalfWarpMouse(realwidth, realheight);
}
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
/// \todo inputEvent.button.which
if (USE_MOUSEINPUT)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_MOUSEBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.button.button==SDL_BUTTON_WHEELUP || inputEvent.button.button==SDL_BUTTON_WHEELDOWN)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.data1 = 0; //Alam: dumb! this could be a real button with some mice
else
event.data1 = KEY_MOUSEWHEELUP + inputEvent.button.button - SDL_BUTTON_WHEELUP;
}
else if (inputEvent.button.button == SDL_BUTTON_MIDDLE)
event.data1 = KEY_MOUSE1+2;
else if (inputEvent.button.button == SDL_BUTTON_RIGHT)
event.data1 = KEY_MOUSE1+1;
else if (inputEvent.button.button <= MOUSEBUTTONS)
event.data1 = KEY_MOUSE1 + inputEvent.button.button - SDL_BUTTON_LEFT;
if (event.data1) D_PostEvent(&event);
}
break;
case SDL_JOYAXISMOTION:
inputEvent.jaxis.which++;
inputEvent.jaxis.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick;
}
else if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick2;
}
else break;
//axis
if (inputEvent.jaxis.axis > JOYAXISSET*2)
break;
//vaule
if (inputEvent.jaxis.axis%2)
{
event.data1 = inputEvent.jaxis.axis / 2;
event.data2 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
else
{
inputEvent.jaxis.axis--;
event.data1 = inputEvent.jaxis.axis / 2;
event.data3 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
D_PostEvent(&event);
break;
case SDL_JOYBALLMOTION:
case SDL_JOYHATMOTION:
break; //NONE
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
inputEvent.jbutton.which++;
if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_JOY1;
else if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_2JOY1;
else break;
if (inputEvent.type == SDL_JOYBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_JOYBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.jbutton.button < JOYBUTTONS)
event.data1 += inputEvent.jbutton.button;
else
break;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
break;
case SDL_QUIT:
if (!sdlquit)
{
sdlquit = SDL_TRUE;
M_QuitResponse('y');
}
break;
#if defined(RPC_NO_WINDOWS_H)
case SDL_SYSWMEVENT:
MainWndproc(inputEvent.syswm.msg->hwnd,
inputEvent.syswm.msg->msg,
inputEvent.syswm.msg->wParam,
inputEvent.syswm.msg->lParam);
break;
#endif
case SDL_VIDEORESIZE:
if (gamestate == GS_LEVEL || gamestate == GS_TITLESCREEN || gamestate == GS_EVALUATION)
setmodeneeded = VID_GetModeForSize(inputEvent.resize.w,inputEvent.resize.h)+1;
if (render_soft == rendermode)
{
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (vidSurface) SDL_SetColors(vidSurface, localPalette, 0, 256);
}
else
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (!vidSurface)
I_Error("Could not reset vidmode: %s\n",SDL_GetError());
break;
case SDL_VIDEOEXPOSE:
exposevideo = SDL_TRUE;
break;
default:
break;
}
}
//reset wheel like in win32, I don't understand it but works
#endif
}
void I_StartupMouse(void)
@ -1484,13 +1215,6 @@ void VID_PrepareModeList(void)
#endif
}
#if 0
static inline void SDLESSet(void)
{
SDL2STUB();
}
#endif
INT32 VID_SetMode(INT32 modeNum)
{
SDLdoUngrabMouse();
@ -1721,7 +1445,6 @@ void I_StartupGraphics(void)
borderlesswindow = M_CheckParm("-borderless");
//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2);
//SDLESSet(); // unused
VID_Command_ModeList_f();
#ifdef HWRENDER
if (M_CheckParm("-opengl") || rendermode == render_opengl)