Mercurial > sdl-ios-xcode
view src/video/win32/SDL_win32video.c @ 2185:2032348afed1
This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is
available and to keep people form having to install yet another library I have added the essential parts of Xmu in
src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to
create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it
possible for gamma support to be implemented based on a single color map per application.
Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.
author | Bob Pendleton <bob@pendleton.com> |
---|---|
date | Thu, 12 Jul 2007 20:00:50 +0000 |
parents | 420716272158 |
children | 44e49d3fa6cf abc8acb8e3d7 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_main.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "SDL_win32video.h" #include "SDL_d3drender.h" #include "SDL_gdirender.h" /* Initialization/Query functions */ static int WIN_VideoInit(_THIS); static void WIN_VideoQuit(_THIS); /* WIN32 driver bootstrap functions */ static int WIN_Available(void) { return (1); } static void WIN_DeleteDevice(SDL_VideoDevice * device) { SDL_VideoData *data = (SDL_VideoData *) device->driverdata; SDL_UnregisterApp(); #if SDL_VIDEO_RENDER_D3D if (data->d3d) { IDirect3D9_Release(data->d3d); FreeLibrary(data->d3dDLL); } #endif SDL_free(device->driverdata); SDL_free(device); } static SDL_VideoDevice * WIN_CreateDevice(int devindex) { SDL_VideoDevice *device; SDL_VideoData *data; SDL_RegisterApp(NULL, 0, NULL); /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (device) { data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData)); } if (!device || !data) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return NULL; } device->driverdata = data; #if SDL_VIDEO_RENDER_D3D data->d3dDLL = LoadLibrary(TEXT("D3D9.DLL")); if (data->d3dDLL) { IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion); D3DCreate = (IDirect3D9 * (WINAPI *) (UINT)) GetProcAddress(data->d3dDLL, "Direct3DCreate9"); if (D3DCreate) { data->d3d = D3DCreate(D3D_SDK_VERSION); } if (!data->d3d) { FreeLibrary(data->d3dDLL); data->d3dDLL = NULL; } } #endif /* SDL_VIDEO_RENDER_D3D */ /* Set the function pointers */ device->VideoInit = WIN_VideoInit; device->VideoQuit = WIN_VideoQuit; device->GetDisplayModes = WIN_GetDisplayModes; device->SetDisplayMode = WIN_SetDisplayMode; device->SetDisplayGammaRamp = WIN_SetDisplayGammaRamp; device->GetDisplayGammaRamp = WIN_GetDisplayGammaRamp; device->PumpEvents = WIN_PumpEvents; #undef CreateWindow device->CreateWindow = WIN_CreateWindow; device->CreateWindowFrom = WIN_CreateWindowFrom; device->SetWindowTitle = WIN_SetWindowTitle; device->SetWindowPosition = WIN_SetWindowPosition; device->SetWindowSize = WIN_SetWindowSize; device->ShowWindow = WIN_ShowWindow; device->HideWindow = WIN_HideWindow; device->RaiseWindow = WIN_RaiseWindow; device->MaximizeWindow = WIN_MaximizeWindow; device->MinimizeWindow = WIN_MinimizeWindow; device->RestoreWindow = WIN_RestoreWindow; device->SetWindowGrab = WIN_SetWindowGrab; device->DestroyWindow = WIN_DestroyWindow; device->GetWindowWMInfo = WIN_GetWindowWMInfo; #ifdef SDL_VIDEO_OPENGL_WGL device->GL_LoadLibrary = WIN_GL_LoadLibrary; device->GL_GetProcAddress = WIN_GL_GetProcAddress; device->GL_CreateContext = WIN_GL_CreateContext; device->GL_MakeCurrent = WIN_GL_MakeCurrent; device->GL_SetSwapInterval = WIN_GL_SetSwapInterval; device->GL_GetSwapInterval = WIN_GL_GetSwapInterval; device->GL_SwapWindow = WIN_GL_SwapWindow; device->GL_DeleteContext = WIN_GL_DeleteContext; #endif device->free = WIN_DeleteDevice; return device; } VideoBootStrap WIN32_bootstrap = { "win32", "SDL Win32/64 video driver", WIN_Available, WIN_CreateDevice }; int WIN_VideoInit(_THIS) { WIN_InitModes(_this); #if SDL_VIDEO_RENDER_D3D D3D_AddRenderDriver(_this); #endif #if SDL_VIDEO_RENDER_GDI GDI_AddRenderDriver(_this); #endif WIN_InitKeyboard(_this); WIN_InitMouse(_this); return 0; } void WIN_VideoQuit(_THIS) { WIN_QuitModes(_this); WIN_QuitKeyboard(_this); WIN_QuitMouse(_this); } /* vim: set ts=4 sw=4 expandtab: */