minecraft-pi-reborn/mods/src/compat.c

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#define _GNU_SOURCE
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#include <time.h>
#include <unistd.h>
#include <FreeImage.h>
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#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_INCLUDE_ES1
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <X11/extensions/Xfixes.h>
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#include <SDL/SDL.h>
#include <SDL/SDL_syswm.h>
#include <GLES/gl.h>
#include <X11/Xlib.h>
#include <libcore/libcore.h>
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#include "extra.h"
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static GLFWwindow *glfw_window;
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static Display *x11_display;
static Window x11_window;
static Window x11_root_window;
static int window_loaded = 0;
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static int is_server = 0;
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// Get Reference To X Window
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static void store_x11_window() {
x11_display = glfwGetX11Display();
x11_window = glfwGetX11Window(glfw_window);
x11_root_window = RootWindow(x11_display, DefaultScreen(x11_display));
window_loaded = 1;
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}
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// Handle GLFW Error
static void glfw_error(__attribute__((unused)) int error, const char *description) {
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ERR("GLFW Error: %s", description);
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}
// Convert GLFW Key To SDL Key
static SDLKey glfw_key_to_sdl_key(int key) {
switch (key) {
// Movement
case GLFW_KEY_W:
return SDLK_w;
case GLFW_KEY_A:
return SDLK_a;
case GLFW_KEY_S:
return SDLK_s;
case GLFW_KEY_D:
return SDLK_d;
case GLFW_KEY_SPACE:
return SDLK_SPACE;
case GLFW_KEY_LEFT_SHIFT:
return SDLK_LSHIFT;
case GLFW_KEY_RIGHT_SHIFT:
return SDLK_RSHIFT;
// Inventory
case GLFW_KEY_E:
return SDLK_e;
// Hotbar
case GLFW_KEY_1:
return SDLK_1;
case GLFW_KEY_2:
return SDLK_2;
case GLFW_KEY_3:
return SDLK_3;
case GLFW_KEY_4:
return SDLK_4;
case GLFW_KEY_5:
return SDLK_5;
case GLFW_KEY_6:
return SDLK_6;
case GLFW_KEY_7:
return SDLK_7;
case GLFW_KEY_8:
return SDLK_8;
// UI Control
case GLFW_KEY_ESCAPE:
return SDLK_ESCAPE;
case GLFW_KEY_UP:
return SDLK_UP;
case GLFW_KEY_DOWN:
return SDLK_DOWN;
case GLFW_KEY_LEFT:
return SDLK_LEFT;
case GLFW_KEY_RIGHT:
return SDLK_RIGHT;
case GLFW_KEY_TAB:
return SDLK_TAB;
case GLFW_KEY_ENTER:
return SDLK_RETURN;
case GLFW_KEY_BACKSPACE:
return SDLK_BACKSPACE;
// Fullscreen
case GLFW_KEY_F11:
return SDLK_F11;
// Screenshot
case GLFW_KEY_F2:
return SDLK_F2;
// Hide GUI
case GLFW_KEY_F1:
return SDLK_F1;
// Third Person
case GLFW_KEY_F5:
return SDLK_F5;
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// Unknown
default:
return SDLK_UNKNOWN;
}
}
// Pass Key Presses To SDL
static void glfw_key(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, __attribute__((unused)) int mods) {
SDL_Event event;
int up = action == GLFW_RELEASE;
event.type = up ? SDL_KEYUP : SDL_KEYDOWN;
event.key.state = up ? SDL_RELEASED : SDL_PRESSED;
event.key.keysym.scancode = scancode;
event.key.keysym.mod = KMOD_NONE;
event.key.keysym.sym = glfw_key_to_sdl_key(key);
SDL_PushEvent(&event);
if (key == GLFW_KEY_BACKSPACE && !up) {
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extra_key_press((char) '\b');
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}
}
// Pass Text To Minecraft
static void glfw_char(__attribute__((unused)) GLFWwindow *window, unsigned int codepoint) {
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extra_key_press((char) codepoint);
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}
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static double last_mouse_x = 0;
static double last_mouse_y = 0;
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// Pass Mouse Movement To SDL
static void glfw_motion(__attribute__((unused)) GLFWwindow *window, double xpos, double ypos) {
SDL_Event event;
event.type = SDL_MOUSEMOTION;
event.motion.x = xpos;
event.motion.y = ypos;
event.motion.xrel = (xpos - last_mouse_x);
event.motion.yrel = (ypos - last_mouse_y);
last_mouse_x = xpos;
last_mouse_y = ypos;
SDL_PushEvent(&event);
}
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// Create And Push SDL Mouse Click Event
static void click(int button, int up) {
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SDL_Event event;
event.type = up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN;
event.button.x = last_mouse_x;
event.button.y = last_mouse_y;
event.button.state = up ? SDL_RELEASED : SDL_PRESSED;
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event.button.button = button;
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SDL_PushEvent(&event);
}
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// Pass Mouse Click To SDL
static void glfw_click(__attribute__((unused)) GLFWwindow *window, int button, int action, __attribute__((unused)) int mods) {
int up = action == GLFW_RELEASE;
int sdl_button = button == GLFW_MOUSE_BUTTON_RIGHT ? SDL_BUTTON_RIGHT : (button == GLFW_MOUSE_BUTTON_LEFT ? SDL_BUTTON_LEFT : SDL_BUTTON_MIDDLE);
click(sdl_button, up);
}
// Pass Mouse Scroll To SDL
static void glfw_scroll(__attribute__((unused)) GLFWwindow *window, __attribute__((unused)) double xoffset, double yoffset) {
if (yoffset != 0) {
int sdl_button = yoffset > 0 ? SDL_BUTTON_WHEELUP : SDL_BUTTON_WHEELDOWN;
click(sdl_button, 0);
click(sdl_button, 1);
}
}
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// Default Window Size
#define DEFAULT_WIDTH 840
#define DEFAULT_HEIGHT 480
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// Init GLFW
HOOK(SDL_WM_SetCaption, void, (const char *title, __attribute__((unused)) const char *icon)) {
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FreeImage_Initialise(0);
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// Don't Enable GLFW In Server Mode
if (!is_server) {
glfwSetErrorCallback(glfw_error);
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if (!glfwInit()) {
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ERR("%s", "Unable To Initialize GLFW");
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}
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// Create OpenGL ES 1.1 Context
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfw_window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, title, NULL, NULL);
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if (!glfw_window) {
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ERR("%s", "Unable To Create GLFW Window");
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}
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// Don't Process Events In Server Mode
glfwSetKeyCallback(glfw_window, glfw_key);
glfwSetCharCallback(glfw_window, glfw_char);
glfwSetCursorPosCallback(glfw_window, glfw_motion);
glfwSetMouseButtonCallback(glfw_window, glfw_click);
glfwSetScrollCallback(glfw_window, glfw_scroll);
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store_x11_window();
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glfwMakeContextCurrent(glfw_window);
}
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}
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#include <EGL/egl.h>
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HOOK(eglSwapBuffers, EGLBoolean, (__attribute__((unused)) EGLDisplay display, __attribute__((unused)) EGLSurface surface)) {
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if (!is_server) {
// Don't Swap Buffers In A Context-Less Window
glfwSwapBuffers(glfw_window);
}
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return EGL_TRUE;
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}
static int is_fullscreen = 0;
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// Old Size And Position To Use When Exiting Fullscreen
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static int old_width = -1;
static int old_height = -1;
static int old_x = -1;
static int old_y = -1;
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// Toggle Fullscreen
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static void toggle_fullscreen() {
if (is_fullscreen) {
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glfwSetWindowMonitor(glfw_window, NULL, old_x, old_y, old_width, old_height, GLFW_DONT_CARE);
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old_width = -1;
old_height = -1;
old_x = -1;
old_y = -1;
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} else {
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glfwGetWindowSize(glfw_window, &old_width, &old_height);
glfwGetWindowPos(glfw_window, &old_x, &old_y);
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Screen *screen = DefaultScreenOfDisplay(x11_display);
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glfwSetWindowMonitor(glfw_window, glfwGetPrimaryMonitor(), 0, 0, WidthOfScreen(screen), HeightOfScreen(screen), GLFW_DONT_CARE);
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}
is_fullscreen = !is_fullscreen;
}
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// 4 (Year + 1 (Hyphen) + 2 (Month) + 1 (Hyphen) + 2 (Day) + 1 (Underscore) + 2 (Hour) + 1 (Period) + 2 (Minute) + 1 (Period) + 2 (Second) + 1 (Terminator)
#define TIME_SIZE 20
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// Take Screenshot
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static void screenshot() {
time_t rawtime;
struct tm *timeinfo;
time(&rawtime);
timeinfo = localtime(&rawtime);
char time[TIME_SIZE];
strftime(time, TIME_SIZE, "%Y-%m-%d_%H.%M.%S", timeinfo);
char *screenshots = NULL;
asprintf(&screenshots, "%s/.minecraft/screenshots", getenv("HOME"));
int num = 1;
char *file = NULL;
asprintf(&file, "%s/%s.png", screenshots, time);
while (access(file, F_OK) != -1) {
asprintf(&file, "%s/%s-%i.png", screenshots, time, num);
num++;
}
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int width;
int height;
glfwGetWindowSize(glfw_window, &width, &height);
int line_size = width * 3;
int size = height * line_size;
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unsigned char pixels[size];
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
// Swap Red And Blue
for (int i = 0; i < (size / 3); i++) {
int pixel = i * 3;
int red = pixels[pixel];
int blue = pixels[pixel + 2];
pixels[pixel] = blue;
pixels[pixel + 2] = red;
}
#endif
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FIBITMAP *image = FreeImage_ConvertFromRawBits(pixels, width, height, line_size, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, 0);
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if (!FreeImage_Save(FIF_PNG, image, file, 0)) {
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INFO("Screenshot Failed: %s", file);
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} else {
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INFO("Screenshot Saved: %s", file);
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}
FreeImage_Unload(image);
free(file);
free(screenshots);
}
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// Intercept SDL Events
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HOOK(SDL_PollEvent, int, (SDL_Event *event)) {
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// Process GLFW Events
glfwPollEvents();
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// Close Window (Ignore In Server Mode)
if (!is_server && glfwWindowShouldClose(glfw_window)) {
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SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
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glfwSetWindowShouldClose(glfw_window, GLFW_FALSE);
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}
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// Poll Events
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ensure_SDL_PollEvent();
int ret = (*real_SDL_PollEvent)(event);
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// Handle Events
if (ret == 1 && event != NULL) {
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int handled = 0;
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if (event->type == SDL_KEYDOWN) {
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if (event->key.keysym.sym == SDLK_F11) {
toggle_fullscreen();
handled = 1;
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} else if (event->key.keysym.sym == SDLK_F2) {
screenshot();
handled = 1;
} else if (event->key.keysym.sym == SDLK_F1) {
extra_hide_gui();
handled = 1;
} else if (event->key.keysym.sym == SDLK_F5) {
extra_third_person();
handled = 1;
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}
} else if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEBUTTONUP) {
if (event->button.button == SDL_BUTTON_RIGHT) {
extra_set_is_right_click(event->button.state != SDL_RELEASED);
} else if (event->button.button == SDL_BUTTON_LEFT) {
extra_set_is_left_click(event->button.state != SDL_RELEASED);
}
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}
if (handled) {
// Event Was Handled
return SDL_PollEvent(event);
}
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}
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return ret;
}
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// Terminate GLFW
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HOOK(SDL_Quit, void, ()) {
ensure_SDL_Quit();
(*real_SDL_Quit)();
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// GLFW Is Disabled In Server Mode
if (!is_server) {
glfwDestroyWindow(glfw_window);
glfwTerminate();
}
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}
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static SDL_GrabMode fake_grab_mode = SDL_GRAB_OFF;
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// Fix SDL Cursor Visibility/Grabbing
HOOK(SDL_WM_GrabInput, SDL_GrabMode, (SDL_GrabMode mode)) {
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if (is_server) {
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// Don't Grab Input In Server Mode
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if (mode != SDL_GRAB_QUERY) {
fake_grab_mode = mode;
}
return fake_grab_mode;
} else {
if (mode != SDL_GRAB_QUERY && mode != SDL_WM_GrabInput(SDL_GRAB_QUERY)) {
glfwSetInputMode(glfw_window, GLFW_CURSOR, mode == SDL_GRAB_OFF ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, mode == SDL_GRAB_OFF ? GLFW_FALSE : GLFW_TRUE);
// GLFW Cursor Hiding is Broken
if (window_loaded) {
if (mode == SDL_GRAB_OFF) {
XFixesShowCursor(x11_display, x11_window);
} else {
XFixesHideCursor(x11_display, x11_window);
}
XFlush(x11_display);
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}
}
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return mode == SDL_GRAB_QUERY ? (glfwGetInputMode(glfw_window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL ? SDL_GRAB_OFF : SDL_GRAB_ON) : mode;
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}
}
// Stub SDL Cursor Visibility
HOOK(SDL_ShowCursor, int, (int toggle)) {
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if (is_server) {
return toggle == SDL_QUERY ? (fake_grab_mode == SDL_GRAB_OFF ? SDL_ENABLE : SDL_DISABLE) : toggle;
} else {
return toggle == SDL_QUERY ? (glfwGetInputMode(glfw_window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL ? SDL_ENABLE : SDL_DISABLE) : toggle;
}
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}
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// SDL Stub
HOOK(SDL_SetVideoMode, SDL_Surface *, (__attribute__((unused)) int width, __attribute__((unused)) int height, __attribute__((unused)) int bpp, __attribute__((unused)) uint32_t flags)) {
// Return Value Is Only Used For A NULL-Check
return (SDL_Surface *) 1;
}
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HOOK(XTranslateCoordinates, int, (Display *display, Window src_w, Window dest_w, int src_x, int src_y, int *dest_x_return, int *dest_y_return, Window *child_return)) {
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if (!is_server) {
ensure_XTranslateCoordinates();
if (window_loaded) {
return (*real_XTranslateCoordinates)(x11_display, x11_window, x11_root_window, src_x, src_y, dest_x_return, dest_y_return, child_return);
} else {
return (*real_XTranslateCoordinates)(display, src_w, dest_w, src_x, src_y, dest_x_return, dest_y_return, child_return);
}
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} else {
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// No X11
*dest_x_return = src_x;
*dest_y_return = src_y;
return 1;
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}
}
HOOK(XGetWindowAttributes, int, (Display *display, Window w, XWindowAttributes *window_attributes_return)) {
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if (!is_server) {
ensure_XGetWindowAttributes();
if (window_loaded) {
return (*real_XGetWindowAttributes)(x11_display, x11_window, window_attributes_return);
} else {
return (*real_XGetWindowAttributes)(display, w, window_attributes_return);
}
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} else {
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// No X11
XWindowAttributes attributes;
attributes.x = 0;
attributes.y = 0;
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attributes.width = DEFAULT_WIDTH;
attributes.height = DEFAULT_HEIGHT;
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*window_attributes_return = attributes;
return 1;
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}
}
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static void x11_nop() {
// NOP
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}
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HOOK(SDL_GetWMInfo, int, (SDL_SysWMinfo *info)) {
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// Return Fake Lock Functions In Server Mode Since SDL X11 Is Disabled
SDL_SysWMinfo ret;
ret.info.x11.lock_func = x11_nop;
ret.info.x11.unlock_func = x11_nop;
*info = ret;
return 1;
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}
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// Force Smooth Shading In Smooth Lighting Mode
HOOK(glShadeModel, void, (GLenum mode)) {
ensure_glShadeModel();
(*real_glShadeModel)(extra_get_smooth_lighting() ? GL_SMOOTH : mode);
}
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#include <stdlib.h>
// Use VirGL
__attribute__((constructor)) static void init() {
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int mode = extra_get_mode();
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if (mode != 1) {
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// Force Software Rendering When Not In Native Mode
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setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1);
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}
if (mode == 0) {
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// Use VirGL When In VirGL Mode
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setenv("GALLIUM_DRIVER", "virpipe", 1);
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}
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is_server = mode == 2;
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// Video is Handled By GLFW Not SDL
setenv("SDL_VIDEODRIVER", "dummy", 1);
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}