mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
OGL:
Kill not working sdl backend remove some wxgl code change defined a bit so resolution detection can be done right with wxgl and X11 git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4239 8ced0084-cf51-0410-be5f-012b33b47a6e
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parent
bc6323ea0e
commit
e0dfe17ca4
13
SConstruct
13
SConstruct
@ -107,7 +107,6 @@ vars.AddVariables(
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BoolVariable('lint', 'Set for lint build (extra warnings)', False),
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BoolVariable('nowx', 'Set For Building with no WX libs (WIP)', False),
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BoolVariable('wxgl', 'Set For Building with WX GL libs (WIP)', False),
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BoolVariable('sdlgl', 'Set For Building with SDL GL libs (WIP)', False),
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BoolVariable('jittest', 'temp don\'t use (WIP)', False),
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BoolVariable('nojit', 'Remove entire jit cores', False),
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EnumVariable('flavor', 'Choose a build flavor', 'release',
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@ -280,8 +279,6 @@ env['USE_WX'] = 0
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if env['wxgl']:
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wxmods.append('gl')
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env['USE_WX'] = 1
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env['HAVE_X11'] = 0
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env['HAVE_COCOA'] = 0
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if sys.platform == 'win32':
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env['HAVE_WX'] = 1
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@ -293,15 +290,6 @@ if env['nowx']:
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else:
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env['HAVE_WX'] = conf.CheckWXConfig('2.8', wxmods, 0)
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# SDL backend
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env['USE_SDL'] = 0
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if env['sdlgl']:
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env['USE_SDL'] = 1
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env['HAVE_X11'] = 0
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env['HAVE_COCOA'] = 0
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env['USE_WX'] = 0
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env['JITTEST'] = 0
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if env['jittest']:
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env['JITTEST'] = 1
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@ -315,7 +303,6 @@ conf.Define('NOJIT', env['NOJIT'])
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# Creating config.h defines
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conf.Define('HAVE_SDL', env['HAVE_SDL'])
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conf.Define('USE_SDL', env['USE_SDL'])
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conf.Define('HAVE_BLUEZ', env['HAVE_BLUEZ'])
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conf.Define('HAVE_AO', env['HAVE_AO'])
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conf.Define('HAVE_OPENAL', env['HAVE_OPENAL'])
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@ -53,14 +53,13 @@ extern HINSTANCE g_hInstance;
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void OpenGL_SwapBuffers()
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{
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#if USE_SDL
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SDL_GL_SwapBuffers();
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->SwapBuffers();
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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cocoaGLSwap(GLWin.cocoaCtx,GLWin.cocoaWin);
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#elif defined(_WIN32)
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SwapBuffers(hDC);
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#elif defined(USE_WX) && USE_WX
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GLWin.glCanvas->SwapBuffers();
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#elif defined(HAVE_X11) && HAVE_X11
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glXSwapBuffers(GLWin.dpy, GLWin.win);
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#endif
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@ -78,15 +77,13 @@ u32 OpenGL_GetBackbufferHeight()
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void OpenGL_SetWindowText(const char *text)
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{
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#if USE_SDL
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SDL_WM_SetCaption(text, NULL);
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#if defined(USE_WX) && USE_WX
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GLWin.frame->SetTitle(wxString::FromAscii(text));
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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cocoaGLSetTitle(GLWin.cocoaWin, text);
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#elif defined(_WIN32)
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// TODO convert text to unicode and change SetWindowTextA to SetWindowText
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SetWindowTextA(EmuWindow::GetWnd(), text);
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#elif defined(USE_WX) && USE_WX
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GLWin.frame->SetTitle(wxString::FromAscii(text));
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#elif defined(HAVE_X11) && HAVE_X11 // GLX
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/**
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* Tell X to ask the window manager to set the window title. (X
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@ -96,9 +93,7 @@ void OpenGL_SetWindowText(const char *text)
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#endif
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}
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// =======================================================================================
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// Draw messages on top of the screen
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// ------------------
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unsigned int Callback_PeekMessages()
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{
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#ifdef _WIN32
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@ -168,22 +163,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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#if USE_SDL
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//init sdl video
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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//TODO : Display an error message
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SDL_Quit();
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return false;
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}
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//setup ogl to use double buffering
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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GLWin.width = s_backbuffer_width;
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GLWin.height = s_backbuffer_height;
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GLWin.cocoaWin = cocoaGLCreateWindow(GLWin.width, GLWin.height);
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GLWin.cocoaCtx = cocoaGLInit(g_Config.iMultisampleMode);
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#elif defined(USE_WX) && USE_WX
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#if defined(USE_WX) && USE_WX
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int args[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0};
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wxSize size(_iwidth, _iheight);
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@ -196,23 +176,19 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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-1, _("Dolphin"), wxPoint(50,50), size);
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}
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#if defined(__APPLE__)
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GLWin.glCanvas = new wxGLCanvas(GLWin.frame, wxID_ANY, wxPoint(0,0), size, 0, wxT("Dolphin"), args, wxNullPalette);
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#else
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GLWin.glCanvas = new wxGLCanvas(GLWin.frame, wxID_ANY, args,
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wxPoint(0,0), size, wxSUNKEN_BORDER);
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GLWin.glCtxt = new wxGLContext(GLWin.glCanvas);
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#endif
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GLWin.frame->Show(TRUE);
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GLWin.glCanvas->Show(TRUE);
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#if defined(__APPLE__)
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GLWin.glCanvas->SetCurrent();
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#else
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GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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#endif
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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GLWin.width = s_backbuffer_width;
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GLWin.height = s_backbuffer_height;
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GLWin.cocoaWin = cocoaGLCreateWindow(GLWin.width, GLWin.height);
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GLWin.cocoaCtx = cocoaGLInit(g_Config.iMultisampleMode);
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#elif defined(_WIN32)
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// Create rendering window in Windows
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@ -471,36 +447,8 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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bool OpenGL_MakeCurrent()
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{
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#if USE_SDL
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// Note: The reason for having the call to SDL_SetVideoMode in here instead
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// of in OpenGL_Create() is that "make current" is part of the video
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// mode setting and is not available as a separate call in SDL. We
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// have to do "make current" here because this method runs in the CPU
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// thread while OpenGL_Create() runs in a diferent thread and "make
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// current" has to be done in the same thread that will be making
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// calls to OpenGL.
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// Fetch video info.
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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if (!videoInfo) {
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// TODO: Display an error message.
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SDL_Quit();
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return false;
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}
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// Compute video mode flags.
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const int videoFlags = SDL_OPENGL
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| ( videoInfo->hw_available ? SDL_HWSURFACE : SDL_SWSURFACE )
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| ( g_Config.bFullscreen ? SDL_FULLSCREEN : 0);
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// Set vide mode.
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// TODO: Can we use this field or is a separate field needed?
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int _twidth = s_backbuffer_width;
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int _theight = s_backbuffer_height;
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SDL_Surface *screen = SDL_SetVideoMode(_twidth, _theight, 0, videoFlags);
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if (!screen) {
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//TODO : Display an error message
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SDL_Quit();
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return false;
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}
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
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#elif defined(_WIN32)
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@ -508,13 +456,6 @@ bool OpenGL_MakeCurrent()
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PanicAlert("(5) Can't Activate The GL Rendering Context.");
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return false;
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}
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#elif defined(USE_WX) && USE_WX
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#if defined(__APPLE__)
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GLWin.glCanvas->SetCurrent();
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#else
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GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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#endif
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return true;
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#elif defined(HAVE_X11) && HAVE_X11
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Window winDummy;
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unsigned int borderDummy;
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@ -537,33 +478,21 @@ bool OpenGL_MakeCurrent()
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}
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// =======================================================================================
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// Update window width, size and etc. Called from Render.cpp
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// ----------------
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void OpenGL_Update()
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{
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#if USE_SDL
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SDL_Surface *surface = SDL_GetVideoSurface();
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#if defined(USE_WX) && USE_WX
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RECT rcWindow = {0};
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if (!surface)
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return;
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s_backbuffer_width = surface->w;
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s_backbuffer_height = surface->h;
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rcWindow.right = GLWin.width;
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rcWindow.bottom = GLWin.height;
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rcWindow.right = surface->w;
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rcWindow.bottom = surface->h;
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// TODO fill in
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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RECT rcWindow = {0};
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rcWindow.right = GLWin.width;
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rcWindow.bottom = GLWin.height;
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#elif defined(USE_WX) && USE_WX
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RECT rcWindow = {0};
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rcWindow.right = GLWin.width;
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rcWindow.bottom = GLWin.height;
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// TODO fill in
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#elif defined(_WIN32)
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RECT rcWindow;
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if (!EmuWindow::GetParentWnd())
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@ -664,18 +593,15 @@ void OpenGL_Update()
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}
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// =======================================================================================
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// Close plugin
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// ----------------
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void OpenGL_Shutdown()
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{
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#if USE_SDL
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SDL_Quit();
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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cocoaGLDelete(GLWin.cocoaCtx);
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#elif defined(USE_WX) && USE_WX
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#if defined(USE_WX) && USE_WX
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delete GLWin.glCanvas;
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delete GLWin.frame;
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#elif defined(HAVE_COCOA) && HAVE_COCOA
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cocoaGLDelete(GLWin.cocoaCtx);
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#elif defined(_WIN32)
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if (hRC) // Do We Have A Rendering Context?
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{
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@ -37,7 +37,6 @@
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#include <GL/glew.h>
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#include "wx/wx.h"
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#include "wx/glcanvas.h"
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#undef HAVE_X11
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#elif defined(HAVE_X11) && HAVE_X11
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#define I_NEED_OS2_H // HAXXOR
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#include <GL/glxew.h>
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@ -260,7 +260,9 @@ bool Renderer::Init()
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return false;
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// Handle VSync on/off
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#ifdef _WIN32
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#if defined USE_WX && USE_WX
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// TODO: FILL IN
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#elif defined _WIN32
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if (WGLEW_EXT_swap_control)
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wglSwapIntervalEXT(g_Config.bVSync ? 1 : 0);
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else
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print "Must have wx to use wxgl"
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Return()
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if gfxenv['USE_SDL'] and not gfxenv['HAVE_SDL']:
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print "Must have sdl to use SDL gl"
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Return()
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gfxenv.Append(
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CXXFLAGS = compileFlags,
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LINKFLAGS = linkFlags,
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@ -1,54 +0,0 @@
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#include "WXGLWindow.h"
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void WXGLWindow::SwapBuffers() {
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glCanvas->SwapBuffers();
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}
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void WXGLWindow::SetWindowText(const char *text) {
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frame->SetTitle(wxString::FromAscii(text));
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}
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bool WXGLWindow::PeekMessages() {
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// TODO implmenent
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return false;
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}
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void WXGLWindow::Update() {
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updateDim();
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}
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bool WXGLWindow::MakeCurrent() {
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glCanvas->SetCurrent(*glCtxt);
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return true;
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}
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WXGLWindow::~WXGLWindow() {
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delete glCanvas;
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delete frame;
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}
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WXGLWindow::WXGLWindow() : GLWindow() {
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updateDim();
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int args[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0};
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wxSize size(GetWidth(), GetHeight());
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if (!g_Config.renderToMainframe ||
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g_VideoInitialize.pWindowHandle == NULL) {
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frame = new wxFrame((wxWindow *)g_VideoInitialize.pWindowHandle,
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-1, _("Dolphin"), wxPoint(0,0), size);
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} else {
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frame = new wxFrame((wxWindow *)NULL,
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-1, _("Dolphin"), wxPoint(0,0), size);
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}
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glCanvas = new wxGLCanvas(frame, wxID_ANY, args,
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wxPoint(0,0), size, wxSUNKEN_BORDER);
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glCtxt = new wxGLContext(glCanvas);
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frame->Show(TRUE);
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glCanvas->Show(TRUE);
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glCanvas->SetCurrent(*glCtxt);
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}
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@ -1,36 +0,0 @@
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#ifndef _WXGLWINDOW_H
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#define _WXGLWINDOW_H
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#include "GLWindow.h"
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#if defined USE_WX && USE_WX
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#include "wx/wx.h"
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#include "wx/glcanvas.h"
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class WXGLWindow : public GLWindow
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{
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private:
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wxGLCanvas *glCanvas;
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wxFrame *frame;
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wxGLContext *glCtxt;
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public:
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virtual void SwapBuffers();
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virtual void SetWindowText(const char *text);
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virtual bool PeekMessages();
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virtual void Update();
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virtual bool MakeCurrent();
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static bool valid() { return true; }
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~WXGLWindow();
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WXGLWindow();
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};
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#else
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class WXGLWindow : public GLWindow
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{
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public:
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WXGLWindow() {}
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};
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#endif
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#endif
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