Stub GLES 1.1 backend

This commit is contained in:
Shinovon 2026-05-01 11:27:14 +05:00
parent f6a5685de8
commit feefe2e742
28 changed files with 272 additions and 31 deletions

View file

@ -43,7 +43,7 @@ void CControllerConfigManager::MakeControllerActionsBlank()
}
}
#ifdef RW_GL3
#if defined RW_GL3 || defined RW_GLES1
int MapIdToButtonId(int mapId) {
#ifdef __SYMBIAN32__
// TODO
@ -102,7 +102,7 @@ int32 CControllerConfigManager::GetJoyButtonJustDown()
if (m_NewState.rgbButtons[i] & 0x80 && !(m_OldState.rgbButtons[i] & 0x80))
return i + 1;
}
#elif defined RW_GL3
#elif defined RW_GL3 || defined RW_GLES1
if (m_NewState.isGamepad) {
for (int32 i = 0; i < MAX_BUTTONS; i++) {
if (m_NewState.mappedButtons[i] && !(m_OldState.mappedButtons[i]))
@ -2773,7 +2773,7 @@ void CControllerConfigManager::UpdateJoyButtonState(int32 padnumber)
else
m_aButtonStates[i] = false;
}
#elif defined RW_GL3
#elif defined RW_GL3 || defined RW_GLES1
if (m_NewState.isGamepad) {
for (int32 i = 0; i < MAX_BUTTONS; i++) {
#if !defined __SYMBIAN32__

View file

@ -103,7 +103,7 @@ class CControllerState;
#define ACTIONNAME_LENGTH 40
#ifdef RW_GL3
#if defined RW_GL3 || defined RW_GLES1
struct GlfwJoyState {
int8 id;
bool isGamepad;
@ -129,7 +129,7 @@ public:
};
bool m_bFirstCapture;
#if defined RW_GL3
#if defined RW_GL3 || defined RW_GLES1
GlfwJoyState m_OldState;
GlfwJoyState m_NewState;
#else
@ -219,8 +219,8 @@ public:
void ResetSettingOrder (e_ControllerAction action);
};
#ifndef RW_GL3
#if !defined RW_GL3 && !defined RW_GLES1
VALIDATE_SIZE(CControllerConfigManager, 0x143C);
#endif
extern CControllerConfigManager ControlsManager;
extern CControllerConfigManager ControlsManager;

View file

@ -5138,7 +5138,7 @@ CMenuManager::ProcessButtonPresses(void)
ControlsManager.MakeControllerActionsBlank();
ControlsManager.InitDefaultControlConfiguration();
ControlsManager.InitDefaultControlConfigMouse(MousePointerStateHelper.GetMouseSetUp());
#if !defined RW_GL3
#if !defined RW_GL3 && !defined RW_GLES1
if (AllValidWinJoys.m_aJoys[JOYSTICK1].m_bInitialised) {
DIDEVCAPS devCaps;
devCaps.dwSize = sizeof(DIDEVCAPS);

View file

@ -1124,7 +1124,7 @@ CRadar::LoadTextures()
|| (x2 < 1 && y2 == 1)) // one pixel on each side of second to first/last line is transparent
pixels[x + y * 16] = 0;
else if((x2 == 2 && y2 >= 2)|| (y2 == 2 && x2 >= 2) )// colored square inside
#ifdef RW_GL3
#if defined RW_GL3 || defined RW_GLES1
pixels[x + y * 16] = WAYPOINT_R | (WAYPOINT_G << 8) | (WAYPOINT_B << 16) | (255 << 24);
#else
pixels[x + y * 16] = WAYPOINT_B | (WAYPOINT_G << 8) | (WAYPOINT_R << 16) | (255 << 24);

View file

@ -1140,6 +1140,8 @@ DisplayGameDebugText()
"D3D8 "
#elif defined RW_GL3
"OpenGL "
#elif defined RW_GLES1
"GLES1 "
#endif
#if defined AUDIO_OAL
"OAL "
@ -1633,7 +1635,7 @@ Idle(void *arg)
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
TheCamera.GetScreenFadeStatus() != FADE_2)
{
#if defined(GTA_PC) && !defined(RW_GL3) && defined(FIX_BUGS)
#if defined(GTA_PC) && !defined(RW_GL3) && !defined(RW_GLES1) && defined(FIX_BUGS)
// This is from SA, but it's nice for windowed mode
if (!FrontEndMenuManager.m_bRenderGameInMenu) {
RwV2d pos;