annotate src/video/win32/SDL_win32video.c @ 1920:8a162bfdc838

Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations. OpenGL renderer in progress
author Sam Lantinga <slouken@libsdl.org>
date Sat, 22 Jul 2006 08:33:18 +0000
parents 83420da906a5
children 83946ee0ff1f
rev   line source
1895
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 #include "SDL_main.h"
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25 #include "SDL_video.h"
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26 #include "SDL_mouse.h"
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27 #include "../SDL_sysvideo.h"
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28 #include "../SDL_pixels_c.h"
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29
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30 #include "SDL_win32video.h"
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31 #include "SDL_d3drender.h"
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32 #include "SDL_gdirender.h"
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33
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34 /* Initialization/Query functions */
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35 static int WIN_VideoInit(_THIS);
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36 static void WIN_VideoQuit(_THIS);
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37
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38 /* WIN32 driver bootstrap functions */
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39
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40 static int
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41 WIN_Available(void)
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42 {
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43 return (1);
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44 }
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45
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46 static void
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47 WIN_DeleteDevice(SDL_VideoDevice * device)
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48 {
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49 SDL_VideoData *data = (SDL_VideoData *) device->driverdata;
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50
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51 SDL_UnregisterApp();
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52 #if SDL_VIDEO_RENDER_D3D
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53 if (data->d3d) {
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54 IDirect3D9_Release(data->d3d);
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55 FreeLibrary(data->d3dDLL);
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56 }
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57 #endif
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58 SDL_free(device->driverdata);
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59 SDL_free(device);
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60 }
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61
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62 static SDL_VideoDevice *
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63 WIN_CreateDevice(int devindex)
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64 {
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65 SDL_VideoDevice *device;
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66 SDL_VideoData *data;
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67
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68 SDL_RegisterApp(NULL, 0, NULL);
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69
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70 /* Initialize all variables that we clean on shutdown */
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71 device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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72 if (device) {
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73 data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
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74 }
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75 if (!device || !data) {
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76 SDL_OutOfMemory();
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77 if (device) {
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78 SDL_free(device);
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79 }
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80 return NULL;
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81 }
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82 device->driverdata = data;
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83
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84 #if SDL_VIDEO_RENDER_D3D
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85 data->d3dDLL = LoadLibrary(TEXT("D3D9.DLL"));
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86 if (data->d3dDLL) {
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87 IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
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88
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89 D3DCreate =
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90 (IDirect3D9 * (WINAPI *) (UINT)) GetProcAddress(data->d3dDLL,
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91 "Direct3DCreate9");
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92 if (D3DCreate) {
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93 data->d3d = D3DCreate(D3D_SDK_VERSION);
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94 }
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95 if (!data->d3d) {
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96 FreeLibrary(data->d3dDLL);
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97 data->d3dDLL = NULL;
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98 }
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99 }
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100 #endif /* SDL_VIDEO_RENDER_D3D */
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101
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102 /* Set the function pointers */
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103 device->VideoInit = WIN_VideoInit;
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104 device->VideoQuit = WIN_VideoQuit;
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105 device->GetDisplayModes = WIN_GetDisplayModes;
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106 device->SetDisplayMode = WIN_SetDisplayMode;
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107 device->SetDisplayGammaRamp = WIN_SetDisplayGammaRamp;
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108 device->GetDisplayGammaRamp = WIN_GetDisplayGammaRamp;
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109 device->PumpEvents = WIN_PumpEvents;
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110
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111 #undef CreateWindow
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112 device->CreateWindow = WIN_CreateWindow;
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113 device->CreateWindowFrom = WIN_CreateWindowFrom;
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114 device->SetWindowTitle = WIN_SetWindowTitle;
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115 device->SetWindowPosition = WIN_SetWindowPosition;
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116 device->SetWindowSize = WIN_SetWindowSize;
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117 device->ShowWindow = WIN_ShowWindow;
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118 device->HideWindow = WIN_HideWindow;
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119 device->RaiseWindow = WIN_RaiseWindow;
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120 device->MaximizeWindow = WIN_MaximizeWindow;
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121 device->MinimizeWindow = WIN_MinimizeWindow;
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122 device->RestoreWindow = WIN_RestoreWindow;
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123 device->SetWindowGrab = WIN_SetWindowGrab;
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124 device->DestroyWindow = WIN_DestroyWindow;
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125 device->GetWindowWMInfo = WIN_GetWindowWMInfo;
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126 #ifdef SDL_VIDEO_OPENGL
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127 device->GL_LoadLibrary = WIN_GL_LoadLibrary;
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128 device->GL_GetProcAddress = WIN_GL_GetProcAddress;
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129 device->GL_GetWindowAttribute = WIN_GL_GetWindowAttribute;
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130 device->GL_CreateContext = WIN_GL_CreateContext;
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131 device->GL_MakeCurrent = WIN_GL_MakeCurrent;
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132 device->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
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133 device->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
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134 device->GL_SwapWindow = WIN_GL_SwapWindow;
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135 device->GL_DeleteContext = WIN_GL_DeleteContext;
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136 #endif
1895
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137
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138 device->free = WIN_DeleteDevice;
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139
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140 return device;
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141 }
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142
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143 VideoBootStrap WIN32_bootstrap = {
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144 "win32", "SDL Win32/64 video driver",
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145 WIN_Available, WIN_CreateDevice
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146 };
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147
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148
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149 int
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150 WIN_VideoInit(_THIS)
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151 {
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152 WIN_InitModes(_this);
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153
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36d52b1f0504 Prefer the D3D renderer over GDI, at least for testing.
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154 #if SDL_VIDEO_RENDER_D3D
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155 D3D_AddRenderDriver(_this);
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156 #endif
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c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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157 #if SDL_VIDEO_RENDER_GDI
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158 GDI_AddRenderDriver(_this);
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159 #endif
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160
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161 WIN_InitKeyboard(_this);
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162 WIN_InitMouse(_this);
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163
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164 return 0;
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165 }
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166
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167 void
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168 WIN_VideoQuit(_THIS)
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169 {
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170 WIN_QuitModes(_this);
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171 WIN_QuitKeyboard(_this);
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172 WIN_QuitMouse(_this);
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173 }
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174
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175 /* vim: set ts=4 sw=4 expandtab: */