annotate src/video/windows/SDL_windowsvideo.c @ 5150:ad50b3db78bd

The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 01 Feb 2011 19:19:43 -0800
parents 57851a238c8f
children fb424691cfc7
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2010 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_windowsvideo.h"
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31 #include "SDL_windowsshape.h"
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32 #include "SDL_d3drender.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
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39 /* Windows driver bootstrap functions */
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40
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41 static int
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42 WIN_Available(void)
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43 {
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44 return (1);
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45 }
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46
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47 static void
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48 WIN_DeleteDevice(SDL_VideoDevice * device)
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49 {
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50 SDL_VideoData *data = (SDL_VideoData *) device->driverdata;
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51
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52 SDL_UnregisterApp();
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53 #if SDL_VIDEO_RENDER_D3D
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54 if (data->d3d) {
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55 IDirect3D9_Release(data->d3d);
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56 SDL_UnloadObject(data->d3dDLL);
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57 }
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58 #endif
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59 #ifdef _WIN32_WCE
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60 if(data->hAygShell) {
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61 SDL_UnloadObject(data->hAygShell);
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62 }
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63 #endif
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64 if (data->userDLL) {
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65 SDL_UnloadObject(data->userDLL);
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66 }
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67
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68 SDL_free(device->driverdata);
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69 SDL_free(device);
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70 }
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71
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72 static SDL_VideoDevice *
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73 WIN_CreateDevice(int devindex)
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74 {
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75 SDL_VideoDevice *device;
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76 SDL_VideoData *data;
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77
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78 SDL_RegisterApp(NULL, 0, NULL);
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79
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80 /* Initialize all variables that we clean on shutdown */
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81 device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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82 if (device) {
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83 data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
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84 } else {
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85 data = NULL;
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86 }
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87 if (!data) {
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88 SDL_OutOfMemory();
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89 if (device) {
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90 SDL_free(device);
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91 }
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92 return NULL;
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93 }
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94 device->driverdata = data;
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95
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96 #ifdef _WIN32_WCE
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97 data->hAygShell = SDL_LoadObject("\\windows\\aygshell.dll");
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98 if(0 == data->hAygShell)
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99 data->hAygShell = SDL_LoadObject("aygshell.dll");
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100 data->SHFullScreen = (0 != data->hAygShell ?
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101 (PFNSHFullScreen) SDL_LoadFunction(data->hAygShell, "SHFullScreen") : 0);
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102 data->CoordTransform = NULL;
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103 #endif
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104
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105 data->userDLL = SDL_LoadObject("USER32.DLL");
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106 if (data->userDLL) {
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107 data->CloseTouchInputHandle = (BOOL (WINAPI *)( HTOUCHINPUT )) SDL_LoadFunction(data->userDLL, "CloseTouchInputHandle");
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108 data->GetTouchInputInfo = (BOOL (WINAPI *)( HTOUCHINPUT, UINT, PTOUCHINPUT, int )) SDL_LoadFunction(data->userDLL, "GetTouchInputInfo");
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109 data->RegisterTouchWindow = (BOOL (WINAPI *)( HWND, ULONG )) SDL_LoadFunction(data->userDLL, "RegisterTouchWindow");
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110 }
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111
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112 /* Set the function pointers */
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113 device->VideoInit = WIN_VideoInit;
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114 device->VideoQuit = WIN_VideoQuit;
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115 device->GetDisplayBounds = WIN_GetDisplayBounds;
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116 device->GetDisplayModes = WIN_GetDisplayModes;
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117 device->SetDisplayMode = WIN_SetDisplayMode;
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118 device->SetDisplayGammaRamp = WIN_SetDisplayGammaRamp;
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119 device->GetDisplayGammaRamp = WIN_GetDisplayGammaRamp;
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120 device->PumpEvents = WIN_PumpEvents;
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121
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122 #undef CreateWindow
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123 device->CreateWindow = WIN_CreateWindow;
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124 device->CreateWindowFrom = WIN_CreateWindowFrom;
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125 device->SetWindowTitle = WIN_SetWindowTitle;
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126 device->SetWindowIcon = WIN_SetWindowIcon;
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127 device->SetWindowPosition = WIN_SetWindowPosition;
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128 device->SetWindowSize = WIN_SetWindowSize;
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129 device->ShowWindow = WIN_ShowWindow;
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130 device->HideWindow = WIN_HideWindow;
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131 device->RaiseWindow = WIN_RaiseWindow;
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132 device->MaximizeWindow = WIN_MaximizeWindow;
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133 device->MinimizeWindow = WIN_MinimizeWindow;
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134 device->RestoreWindow = WIN_RestoreWindow;
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135 device->SetWindowGrab = WIN_SetWindowGrab;
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136 device->DestroyWindow = WIN_DestroyWindow;
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137 device->GetWindowWMInfo = WIN_GetWindowWMInfo;
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138
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139 device->shape_driver.CreateShaper = Win32_CreateShaper;
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140 device->shape_driver.SetWindowShape = Win32_SetWindowShape;
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141 device->shape_driver.ResizeWindowShape = Win32_ResizeWindowShape;
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142
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455bc74f7034 Fixed bug #1100
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143 #if SDL_VIDEO_OPENGL_WGL
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144 device->GL_LoadLibrary = WIN_GL_LoadLibrary;
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145 device->GL_GetProcAddress = WIN_GL_GetProcAddress;
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089a77aebb7d Added test program for SDL_CreateWindowFrom()
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146 device->GL_UnloadLibrary = WIN_GL_UnloadLibrary;
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147 device->GL_CreateContext = WIN_GL_CreateContext;
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148 device->GL_MakeCurrent = WIN_GL_MakeCurrent;
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149 device->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
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150 device->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
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151 device->GL_SwapWindow = WIN_GL_SwapWindow;
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152 device->GL_DeleteContext = WIN_GL_DeleteContext;
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153 #endif
4761
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154 device->StartTextInput = WIN_StartTextInput;
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155 device->StopTextInput = WIN_StopTextInput;
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156 device->SetTextInputRect = WIN_SetTextInputRect;
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157
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158 device->SetClipboardText = WIN_SetClipboardText;
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159 device->GetClipboardText = WIN_GetClipboardText;
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160 device->HasClipboardText = WIN_HasClipboardText;
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161
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162 device->free = WIN_DeleteDevice;
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163
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164 return device;
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165 }
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166
5062
e8916fe9cfc8 Fixed bug #925
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167 VideoBootStrap WINDOWS_bootstrap = {
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c2539ff054c8 Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
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168 "windows", "SDL Windows video driver", WIN_Available, WIN_CreateDevice
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169 };
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170
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171 int
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172 WIN_VideoInit(_THIS)
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173 {
3521
76f9b76ddf0f Don't add any renderers if you can't add any displays
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174 if (WIN_InitModes(_this) < 0) {
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175 return -1;
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176 }
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177
1905
36d52b1f0504 Prefer the D3D renderer over GDI, at least for testing.
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178 #if SDL_VIDEO_RENDER_D3D
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179 D3D_AddRenderDriver(_this);
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180 #endif
1895
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181
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182 WIN_InitKeyboard(_this);
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183 WIN_InitMouse(_this);
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184
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185 return 0;
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186 }
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187
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188 void
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189 WIN_VideoQuit(_THIS)
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diff changeset
190 {
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191 WIN_QuitModes(_this);
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192 WIN_QuitKeyboard(_this);
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193 WIN_QuitMouse(_this);
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194 }
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195
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196 /* vim: set ts=4 sw=4 expandtab: */