#include #include #include "Oni.h" #include "Daodan_Utility.h" #include #include #include "Daodan_Win32.h" #include "Daodan_GL.h" #include "Oni_GL.h" static const M3tDisplayMode daodan_reslist[] = { { 640, 480, 0, 0 }, { 720, 480, 0, 0 }, { 720, 576, 0, 0 }, { 768, 480, 0, 0 }, { 800, 480, 0, 0 }, { 800, 600, 0, 0 }, { 852, 480, 0, 0 }, { 856, 480, 0, 0 }, { 960, 540, 0, 0 }, { 960, 720, 0, 0 }, { 1024, 576, 0, 0 }, { 1024, 600, 0, 0 }, { 1024, 640, 0, 0 }, { 1024, 768, 0, 0 }, { 1152, 768, 0, 0 }, { 1152, 864, 0, 0 }, { 1280, 720, 0, 0 }, { 1280, 768, 0, 0 }, { 1280, 800, 0, 0 }, { 1280, 960, 0, 0 }, { 1280, 1024, 0, 0 }, { 1366, 768, 0, 0 }, { 1400, 1050, 0, 0 }, { 1440, 900, 0, 0 }, { 1600, 900, 0, 0 }, { 1600, 1200, 0, 0 }, { 1920, 1080, 0, 0 }, { 1920, 1200, 0, 0 }, { 1920, 1440, 0, 0 }, }; static DWORD window_style, window_exstyle; // HACK: use additional device entries to store display modes. It would give us // 67 mode slots total (far more than enough). I absolutely have no idea where // Rossy got his 104 (it would take up to 0x660 bytes while the whole GL state // is only 0x63c bytes). Maybe it was just octal (67 + 1). // This hack would break (crash!) "m3_display_list" script command. #define DD_MAX_MODES ((offsetof(M3tDrawEngineCaps,__unknown) - \ offsetof(M3tDrawEngineCaps,DisplayDevices) - \ offsetof(M3tDisplayDevice,Modes)) / sizeof(M3tDisplayMode)) // Former daodan_resdepths. #define DD_MIN_DEPTH 16 unsigned short ONICALL DD_GLrEnumerateDisplayModes(M3tDisplayMode* modes) { unsigned int vmodes = 0; unsigned int screen_x = GetSystemMetrics(SM_CXSCREEN); unsigned int screen_y = GetSystemMetrics(SM_CYSCREEN); unsigned int i; signed int j; DDrStartupMessage("listing display modes"); memset(modes, 0, sizeof(M3tDisplayMode) * DD_MAX_MODES); if (M3gResolutionSwitch) { // Enumerate in -switch mode. "67 slots ought to be enough for anybody". DEVMODE dm; dm.dmSize = sizeof(dm); dm.dmDriverExtra = 0; for (i = 0; EnumDisplaySettings(NULL, i, &dm); ++i) { if (dm.dmBitsPerPel < DD_MIN_DEPTH || dm.dmPelsWidth < 640 || dm.dmPelsHeight < 480) continue; // Already exists? Search backwards as modes are sorted most of the times for (j = vmodes - 1; j >= 0; --j) if (modes[j].Width == dm.dmPelsWidth && modes[j].Height == dm.dmPelsHeight && modes[j].Depth == dm.dmBitsPerPel) break; if (j >= 0) continue; // We've found a match. modes[vmodes].Width = dm.dmPelsWidth; modes[vmodes].Height = dm.dmPelsHeight; modes[vmodes].Depth = dm.dmBitsPerPel; if (++vmodes >= DD_MAX_MODES) break; } } else { // In -noswitch we put predefined window sizes which don't overlap // deskbar(s) plus one "native" fullscreen mode. unsigned int workarea_width, workarea_height, frame_width, frame_height; DWORD style, exstyle; RECT rc; if (SystemParametersInfo(SPI_GETWORKAREA, 0, &rc, 0)) { workarea_width = rc.right - rc.left; workarea_height = rc.bottom - rc.top; } else { workarea_width = screen_x; workarea_height = screen_y; } style = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE); exstyle = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE); // Calculate additional width and height for window borders. Don't // bother with system metrics. Let Windows calculate this. rc.left = rc.top = 0; rc.right = rc.bottom = 300; if (AdjustWindowRectEx(&rc, style, FALSE, exstyle)) { frame_width = rc.right - rc.left - 300; frame_height = rc.bottom - rc.top - 300; } else { frame_width = 0; frame_height = 0; } for (i = 0; i < sizeof(daodan_reslist) / sizeof(daodan_reslist[0]); ++i) { // Don't check the mode which has the same rect as screen. We would // add it later as a special case. if (daodan_reslist[i].Width == screen_x && daodan_reslist[i].Height == screen_y) continue; if (daodan_reslist[i].Width + frame_width <= workarea_width && daodan_reslist[i].Height + frame_height <= workarea_height) { modes[vmodes] = daodan_reslist[i]; modes[vmodes].Depth = GLgInitialMode.dmBitsPerPel; if (++vmodes >= DD_MAX_MODES) { --vmodes; // Remove the last mode to make room for "fullscreen" mode. break; } } } modes[vmodes].Width = GLgInitialMode.dmPelsWidth; modes[vmodes].Height = GLgInitialMode.dmPelsHeight; modes[vmodes].Depth = GLgInitialMode.dmBitsPerPel; ++vmodes; } DDrStartupMessage("%u modes available:", vmodes); for (i = 0; i < vmodes; ++i) DDrStartupMessage(" %ux%ux%u", modes[i].Width, modes[i].Height, modes[i].Depth); return vmodes; } // Sets a new display mode (if it is somehow different from a current mode). // NOTE: signature for this function was changed to simplify code. UUtBool DD_GLrPlatform_SetDisplayMode(M3tDisplayMode* mode) { if (mode->Height < 480) return UUcFalse; if (M3gResolutionSwitch) { DEVMODE new_mode, cur_mode; cur_mode.dmSize = sizeof(cur_mode); cur_mode.dmDriverExtra = 0; // We don't need this check. Windows does this too (see CDS_RESET). if (!EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &cur_mode) || cur_mode.dmPelsWidth != mode->Width || cur_mode.dmPelsHeight != mode->Height || cur_mode.dmBitsPerPel != mode->Depth) { new_mode.dmSize = sizeof(new_mode); new_mode.dmFields = DM_BITSPERPEL | DM_PELSHEIGHT | DM_PELSWIDTH; new_mode.dmPelsWidth = mode->Width; new_mode.dmPelsHeight = mode->Height; new_mode.dmBitsPerPel = mode->Depth; if (ChangeDisplaySettings(&new_mode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) return UUcFalse; } // We didn't change window size in DD_GLrPlatform_Initialize so we need // to change it here. SetWindowPos(ONgPlatformData.Window, NULL, 0, 0, mode->Width, mode->Height, SWP_NOACTIVATE | SWP_NOSENDCHANGING | SWP_NOZORDER); return UUcTrue; } else { unsigned screen_x, screen_y; DWORD style, exstyle, new_style, new_exstyle; DWORD flags; RECT rc, workarea_rc; POINT pt; screen_x = GetSystemMetrics(SM_CXSCREEN); screen_y = GetSystemMetrics(SM_CYSCREEN); GetClientRect(ONgPlatformData.Window, &rc); // Don't do anything if the mode was not changed. if (rc.right == mode->Width && rc.bottom == mode->Height) return UUcTrue; style = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE); exstyle = (DWORD) GetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE); flags = SWP_NOACTIVATE | SWP_NOZORDER; // Remember initial window style to correctly restore from fullscreen. if (window_style == 0) { window_style = style; window_exstyle = exstyle; } if (mode->Width == screen_x && mode->Height == screen_y) { // "Fullscreen" mode. new_exstyle = exstyle & ~(WS_EX_CLIENTEDGE | WS_EX_DLGMODALFRAME | WS_EX_STATICEDGE | WS_EX_WINDOWEDGE); new_style = style & ~(WS_CAPTION | WS_BORDER | WS_THICKFRAME | WS_DLGFRAME); new_style = new_style | WS_POPUP; rc.left = 0; rc.top = 0; rc.right = mode->Width; rc.bottom = mode->Height; } else { if (opt_border) { pt.x = rc.left; pt.y = rc.top; ClientToScreen(ONgPlatformData.Window, &pt); } else { pt.x = screen_x / 2 - mode->Width / 2; pt.y = screen_y / 2 - mode->Height / 2; } new_exstyle = window_exstyle; new_style = window_style; rc.left = pt.x; rc.top = pt.y; rc.right = rc.left + mode->Width; rc.bottom = rc.top + mode->Height; AdjustWindowRectEx(&rc, new_style, FALSE, new_exstyle); // Convert to width and height. rc.right -= rc.left; rc.bottom -= rc.top; if (SystemParametersInfo(SPI_GETWORKAREA, 0, &workarea_rc, 0)) { // We try to keep window position, but we should prevent window // from going off screen. if (rc.left + rc.right > workarea_rc.right) rc.left = workarea_rc.right - rc.right; if (rc.top + rc.bottom > workarea_rc.bottom) rc.top = workarea_rc.bottom - rc.bottom; // Titlebar should always be visible. if (rc.left < workarea_rc.left) rc.left = workarea_rc.left; if (rc.top < workarea_rc.top) rc.top = workarea_rc.top; } } if (new_style != style) { SetWindowLongPtr(ONgPlatformData.Window, GWL_STYLE, (LONG_PTR) new_style); flags |= SWP_FRAMECHANGED | SWP_DRAWFRAME; } if (new_exstyle != exstyle) { SetWindowLongPtr(ONgPlatformData.Window, GWL_EXSTYLE, (LONG_PTR) new_exstyle); flags |= SWP_FRAMECHANGED | SWP_DRAWFRAME; } SetWindowPos(ONgPlatformData.Window, NULL, rc.left, rc.top, rc.right, rc.bottom, flags); return UUcTrue; } } static void ONICALL DD_GLiGamma_Restore(void) { if (opt_gamma) { if (gl_api->wglSetDeviceGammaRamp3DFX) gl_api->wglSetDeviceGammaRamp3DFX(gl->hDC, GLgInitialGammaRamp); else SetDeviceGammaRamp(gl->hDC, GLgInitialGammaRamp); } } static void ONICALL DD_GLiGamma_Initialize(void) { if (opt_gamma) { if (gl_api->wglSetDeviceGammaRamp3DFX) { UUrStartupMessage("Using 3dfx gamma adjustment"); GLgGammaRampValid = gl_api->wglGetDeviceGammaRamp3DFX(gl->hDC, GLgInitialGammaRamp); } else { UUrStartupMessage("Using Windows gamma adjustment"); GLgGammaRampValid = GetDeviceGammaRamp(gl->hDC, GLgInitialGammaRamp); } M3rSetGamma(ONrPersist_GetGamma()); } else { GLgGammaRampValid = FALSE; } } // Disposes OpenGL engine. Called once. void ONICALL DD_GLrPlatform_Dispose(void) { DEVMODE dm; DD_GLiGamma_Restore(); gl_api->wglMakeCurrent(NULL, NULL); gl_api->wglDeleteContext(gl->hGLRC); ReleaseDC(ONgPlatformData.Window, gl->hDC); // Restore initial display mode if it does not match current mode. dm.dmSize = sizeof(dm); dm.dmDriverExtra = 0; if (!EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm) || dm.dmPelsWidth != GLgInitialMode.dmPelsWidth || dm.dmPelsHeight != GLgInitialMode.dmPelsHeight || dm.dmBitsPerPel != GLgInitialMode.dmBitsPerPel) { ChangeDisplaySettings(&GLgInitialMode, 0); } // (skipping SetWindowPos as it only adds flickering) gl_unload_library(); } // Initializes (and re-initializes) OpenGL. UUtBool ONICALL DD_GLrPlatform_Initialize(void) { static const M3tDisplayMode FallbackMode = { 640, 480, 16, 0 }; if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode)) { gl->DisplayMode = FallbackMode; if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode)) { goto exit_err; } } // (DD_GLrPlatform_SetDisplayMode updates a window rectangle for us) if (!gl->hDC && !(gl->hDC = GetDC(ONgPlatformData.Window))) { goto exit_err; } if (!M3gResolutionSwitch && opt_gamma) { UUrStartupMessage("Ignoring gamma setting due to windowed mode"); opt_gamma = false; } DD_GLiGamma_Initialize(); // This creates a rendering context too. if (!gl_platform_set_pixel_format(gl->hDC)) { if (gl->DisplayMode.Depth != 16) { gl->DisplayMode.Depth = 16; if (!DD_GLrPlatform_SetDisplayMode(&gl->DisplayMode)) goto exit_err; if (!gl_platform_set_pixel_format(gl->hDC)) goto exit_err; } } return UUcTrue; exit_err: AUrMessageBox(1, "Failed to initialize OpenGL contexts; Oni will now exit."); exit(0); return 0; }