forked from mirror/openmw-tes3mp
Merge pull request #1759 from Thunderforge/refactor-launcher-sdl
Refactor SDL loading in Launcher to fix macOS errors
This commit is contained in:
commit
3f88aa46d0
4 changed files with 34 additions and 17 deletions
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@ -5,12 +5,14 @@
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Bug #2222: Fatigue's effect on selling price is backwards
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Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
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Bug #2835: Player able to slowly move when overencumbered
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Bug #2862: [macOS] Can't quit launcher using Command-Q or OpenMW->Quit
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Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
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Bug #3374: Touch spells not hitting kwama foragers
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Bug #3591: Angled hit distance too low
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Bug #3629: DB assassin attack never triggers creature spawning
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Bug #3876: Landscape texture painting is misaligned
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Bug #3897: Have Goodbye give all choices the effects of Goodbye
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Bug #3911: [macOS] Typing in the "Content List name" dialog box produces double characters
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Bug #3993: Terrain texture blending map is not upscaled
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Bug #3997: Almalexia doesn't pace
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Bug #4036: Weird behaviour of AI packages if package target has non-unique ID
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@ -1,6 +1,7 @@
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#include "graphicspage.hpp"
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#include <boost/math/common_factor.hpp>
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#include <csignal>
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#include <QDesktopWidget>
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#include <QMessageBox>
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#include <QDir>
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@ -11,6 +12,7 @@
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#define MAC_OS_X_VERSION_MIN_REQUIRED __ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__
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#endif // MAC_OS_X_VERSION_MIN_REQUIRED
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#include <SDL.h>
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#include <SDL_video.h>
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#include <components/files/configurationmanager.hpp>
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@ -46,8 +48,28 @@ Launcher::GraphicsPage::GraphicsPage(Files::ConfigurationManager &cfg, Settings:
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}
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bool Launcher::GraphicsPage::connectToSdl() {
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
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SDL_SetMainReady();
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// Required for determining screen resolution and such on the Graphics tab
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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return false;
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}
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signal(SIGINT, SIG_DFL); // We don't want to use the SDL event loop in the launcher,
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// so reset SIGINT which SDL wants to redirect to an SDL_Quit event.
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return true;
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}
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bool Launcher::GraphicsPage::setupSDL()
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{
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bool sdlConnectSuccessful = connectToSdl();
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if (!sdlConnectSuccessful)
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{
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return false;
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}
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int displays = SDL_GetNumVideoDisplays();
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if (displays < 0)
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@ -67,6 +89,9 @@ bool Launcher::GraphicsPage::setupSDL()
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screenComboBox->addItem(QString(tr("Screen ")) + QString::number(i + 1));
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}
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// Disconnect from SDL processes
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SDL_Quit();
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return true;
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}
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@ -37,6 +37,11 @@ namespace Launcher
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QStringList getAvailableResolutions(int screen);
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QRect getMaximumResolution();
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/**
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* Connect to the SDL so that we can use it to determine graphics
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* @return whether or not connecting to SDL is successful
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*/
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bool connectToSdl();
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bool setupSDL();
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};
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}
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@ -1,5 +1,4 @@
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#include <iostream>
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#include <csignal>
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#include <QApplication>
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#include <QTextCodec>
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@ -12,24 +11,12 @@
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#define MAC_OS_X_VERSION_MIN_REQUIRED __ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__
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#endif // MAC_OS_X_VERSION_MIN_REQUIRED
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#include <SDL.h>
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#include "maindialog.hpp"
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int main(int argc, char *argv[])
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{
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try
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{
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
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SDL_SetMainReady();
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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qDebug() << "SDL_Init failed: " << QString::fromUtf8(SDL_GetError());
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return 0;
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}
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signal(SIGINT, SIG_DFL); // We don't want to use the SDL event loop in the launcher,
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// so reset SIGINT which SDL wants to redirect to an SDL_Quit event.
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QApplication app(argc, argv);
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// Now we make sure the current dir is set to application path
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@ -46,9 +33,7 @@ int main(int argc, char *argv[])
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if (result == Launcher::FirstRunDialogResultContinue)
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mainWin.show();
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int returnValue = app.exec();
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SDL_Quit();
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return returnValue;
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return app.exec();
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}
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catch (std::exception& e)
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{
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