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Stub GLES 1.1 backend
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f6a5685de8
commit
feefe2e742
28 changed files with 272 additions and 31 deletions
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@ -43,7 +43,7 @@ void CControllerConfigManager::MakeControllerActionsBlank()
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}
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}
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#ifdef RW_GL3
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#if defined RW_GL3 || defined RW_GLES1
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int MapIdToButtonId(int mapId) {
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#ifdef __SYMBIAN32__
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// TODO
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@ -102,7 +102,7 @@ int32 CControllerConfigManager::GetJoyButtonJustDown()
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if (m_NewState.rgbButtons[i] & 0x80 && !(m_OldState.rgbButtons[i] & 0x80))
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return i + 1;
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}
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#elif defined RW_GL3
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#elif defined RW_GL3 || defined RW_GLES1
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if (m_NewState.isGamepad) {
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for (int32 i = 0; i < MAX_BUTTONS; i++) {
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if (m_NewState.mappedButtons[i] && !(m_OldState.mappedButtons[i]))
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@ -2773,7 +2773,7 @@ void CControllerConfigManager::UpdateJoyButtonState(int32 padnumber)
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else
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m_aButtonStates[i] = false;
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}
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#elif defined RW_GL3
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#elif defined RW_GL3 || defined RW_GLES1
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if (m_NewState.isGamepad) {
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for (int32 i = 0; i < MAX_BUTTONS; i++) {
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#if !defined __SYMBIAN32__
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@ -103,7 +103,7 @@ class CControllerState;
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#define ACTIONNAME_LENGTH 40
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#ifdef RW_GL3
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#if defined RW_GL3 || defined RW_GLES1
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struct GlfwJoyState {
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int8 id;
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bool isGamepad;
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@ -129,7 +129,7 @@ public:
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};
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bool m_bFirstCapture;
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#if defined RW_GL3
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#if defined RW_GL3 || defined RW_GLES1
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GlfwJoyState m_OldState;
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GlfwJoyState m_NewState;
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#else
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@ -219,8 +219,8 @@ public:
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void ResetSettingOrder (e_ControllerAction action);
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};
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#ifndef RW_GL3
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#if !defined RW_GL3 && !defined RW_GLES1
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VALIDATE_SIZE(CControllerConfigManager, 0x143C);
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#endif
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extern CControllerConfigManager ControlsManager;
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extern CControllerConfigManager ControlsManager;
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@ -5138,7 +5138,7 @@ CMenuManager::ProcessButtonPresses(void)
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ControlsManager.MakeControllerActionsBlank();
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ControlsManager.InitDefaultControlConfiguration();
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ControlsManager.InitDefaultControlConfigMouse(MousePointerStateHelper.GetMouseSetUp());
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#if !defined RW_GL3
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#if !defined RW_GL3 && !defined RW_GLES1
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if (AllValidWinJoys.m_aJoys[JOYSTICK1].m_bInitialised) {
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DIDEVCAPS devCaps;
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devCaps.dwSize = sizeof(DIDEVCAPS);
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@ -1124,7 +1124,7 @@ CRadar::LoadTextures()
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|| (x2 < 1 && y2 == 1)) // one pixel on each side of second to first/last line is transparent
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pixels[x + y * 16] = 0;
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else if((x2 == 2 && y2 >= 2)|| (y2 == 2 && x2 >= 2) )// colored square inside
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#ifdef RW_GL3
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#if defined RW_GL3 || defined RW_GLES1
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pixels[x + y * 16] = WAYPOINT_R | (WAYPOINT_G << 8) | (WAYPOINT_B << 16) | (255 << 24);
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#else
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pixels[x + y * 16] = WAYPOINT_B | (WAYPOINT_G << 8) | (WAYPOINT_R << 16) | (255 << 24);
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@ -1140,6 +1140,8 @@ DisplayGameDebugText()
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"D3D8 "
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#elif defined RW_GL3
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"OpenGL "
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#elif defined RW_GLES1
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"GLES1 "
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#endif
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#if defined AUDIO_OAL
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"OAL "
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@ -1633,7 +1635,7 @@ Idle(void *arg)
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
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TheCamera.GetScreenFadeStatus() != FADE_2)
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{
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#if defined(GTA_PC) && !defined(RW_GL3) && defined(FIX_BUGS)
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#if defined(GTA_PC) && !defined(RW_GL3) && !defined(RW_GLES1) && defined(FIX_BUGS)
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// This is from SA, but it's nice for windowed mode
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if (!FrontEndMenuManager.m_bRenderGameInMenu) {
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RwV2d pos;
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