Commit graph

152 commits

Author SHA1 Message Date
Monster Iestyn 17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn 87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn 4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn 093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn e59fb38802 Update version number 2017-01-15 18:49:33 +00:00
Monster Iestyn ae3e11369e Revert "(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden"
This reverts commit 347b531881.

(Too experimental, may end up adding new bugs; let's just keep it to clean up for now)
2016-11-30 17:21:28 +00:00
Monster Iestyn 347b531881 (Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden
Seems to work so far though
2016-11-25 21:13:39 +00:00
Monster Iestyn 8bbbeff2a9 Make Impl_SDL_Scancode_To_Keycode look a bit neater
This way it's easier by eye to see from the list which SDL scancode maps to which SRB2 key code
2016-11-23 17:08:37 +00:00
Monster Iestyn 5cf4767aed Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway) 2016-11-23 16:51:37 +00:00
Monster Iestyn 153ba39f19 Remove remnants of SDLK_ stuff, we use scancodes now not keycodes
(Apparently SDLK_LMETA/SDLK_RMETA don't exist anymore in SDL2 anyway?)
2016-11-22 22:41:02 +00:00
Monster Iestyn 1606a45b18 Some cleanup/reorganisation in SDLSetMode and Impl_CreateWindow 2016-11-21 22:07:05 +00:00
Monster Iestyn 208546165b Comment out SDL2STUB from Impl_SetWindowIcon 2016-11-21 20:59:44 +00:00
Monster Iestyn 168f8d5c5e Un-stub Surfaceinfo and just print the parts that still work in SDL2
This means the console command vid_info also works properly too now (well, it does nothing in OpenGL mind)
2016-11-21 20:40:02 +00:00
Monster Iestyn f4705b01f4 Don't call SDLESSet
Turns out sdl12's version of this function only did stuff for DC/GP2X ports; support for them have been cut out for SDL2, so for now let's just not use the function at all
2016-11-21 19:42:39 +00:00
Inuyasha e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Inuyasha bb20cfd6be Clipboard copy/paste testing
(unfinished, but basics work)
2016-11-03 01:43:57 -07:00
ilag11111 c977d17416 Prevent truncation when resampling sounds with non-multiples of 11250. 2016-09-11 09:41:18 -07:00
Alam Ed Arias 5c234a817a Merge branch 'master' into next 2016-07-21 18:49:33 -04:00
Alam Ed Arias 9301344003 Merge branch 'macosx-hacking' into 'master'
OS X Makefile build setup

This merge request:

* Cleans up the OS X bundle resource location code and fixes a SIGSEGV and memory leak
* Simplifies and fixes the OS X desktop alert code, closing more leaks
* Adds the MACOSX build flag to the Makefiles, to allow building a binary (but not Mac app yet) of SRB2.

This is intended to make it easier for developers to build on Mac OS X, without having to pull in all of XCode. You can keep using CMake if you prefer.

To test, use `make -C src MACOSX=1 NONX86=1 SDL=1 NOASM=1` for a release build.

Left to do:

* Add a content bundling script to be run after building, and a flag to trigger doing that.
  `MACOSX_BUNDLE` maybe?
* Somehow get access to a Mac running PowerPC and figure out how to build a multi-platform binary.
* Add the proper magic to compile using gcc if requested. (Right now, compilation is done via LLVM/Clang)

See merge request !72
2016-07-21 15:38:46 -04:00
Alam Ed Arias 1a0fcbd8dc Revert "Merge branch 'RemoveINetC' into 'master'"
This reverts commit 8607f5247c, reversing
changes made to 11d76a6562.
2016-07-21 14:42:00 -04:00
Alam Ed Arias 8607f5247c Merge branch 'RemoveINetC' into 'master'
Remove i_net.c

The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).

The vast majority of code in the file seems to be contained in HAVE_SDLNET ifdefs, and I'm pretty sure SRB2 has never used SDLNET in a public build. The only bit not contained in that block is I_InitNetwork(), which just prints an error and returns false.

Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.

See merge request !73
2016-07-21 14:15:58 -04:00
Alam Ed Arias c5fe08dcd2 Merge branch 'aatree-refactor' into 'next'
Re-factoring AA tree code from m_misc.c/m_misc.h into its own files

What the title says. The AA tree-related code now lives in the files m_aatree.c and m_aatree.h. Part of why I did this was to solve this m_misc.h/w_wad.h cyclic dependency problem (involving MAX_WADPATH and AA trees themselves) mentioned in the now-removed comments, another reason was ...only OpenGL uses AA trees at all, why include the relevent structs/functions/otherwise anywhere except where is necessary (which is very few files as it turns out)?

Otherwise, it just looked better on its own rather than mixed with all the other stuff already in the m_misc files. Not really important or anything affecting gameplay at all I guess.

See merge request !82
2016-07-21 14:13:38 -04:00
Alam Ed Arias 7126d57fd7 whitespace cleanup 2016-06-19 20:25:09 -04:00
Alam Ed Arias 4d6a3e3398 FUNCMATH fun 2016-06-12 16:08:48 -04:00
Monster Iestyn 69f556d40a Split AA trees code from m_misc.c/.h into m_aatree.c/.h
Also updated any relevant project files that I can think of to include the new files, as well as the makefile of course. Some of the other project files haven't been touched in years so I'll leave those alone ...unless someone objects
2016-06-05 21:29:40 +01:00
Alam Ed Arias f21c72b889 debug: always load exchndl.dll 2016-05-31 21:30:18 -04:00
Alam Ed Arias d9aa430817 use memmove in D_MD5PasswordPass() and drop noreturn 2016-05-28 19:42:38 -04:00
Alam Ed Arias 35f36e1bba travis-ci: set v of nulK to 0 2016-05-28 19:28:37 -04:00
Alam Ed Arias 02e67a4a95 travis: add gcc 4.4, 4.6 and 4.7 2016-05-28 19:15:37 -04:00
Alam Ed Arias ad6c2e634f travis: disable xcode6.3 2016-05-28 19:08:50 -04:00
Alam Ed Arias f4a84c916e travis: Fixedup gcc 5 error and allow gcc 6 to fail 2016-05-28 18:41:08 -04:00
Hank Brannock f94d3a1fb0 The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).
Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
2016-05-22 22:38:16 -04:00
Alam Ed Arias b96b999c1e MSVC: Move x86/x64 settings into commons props 2016-05-22 21:55:55 -04:00
Alam Ed Arias 79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias 57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
yoshibot bb90c8366a Fixed bugs in OS X alert code and simplified; added more NULL checks in OS X resource code 2016-05-18 22:13:53 -05:00
Alam Ed Arias 6aa1aeb838 build: include own copy of SDL2main 2016-05-18 22:25:06 -04:00
Alam Ed Arias ef488d2b03 MSVC: link to SDL2main, then SDL2 2016-05-18 21:41:27 -04:00
Alam Ed Arias 7193df7f75 MSVC: turn off SAFESEH for SDL release builds 2016-05-18 21:28:53 -04:00
Alam Ed Arias ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
yoshibot df89563882 Add a way to build OS X binaries (not .app) through Makefiles 2016-05-18 19:14:53 -05:00
Alam Ed Arias 7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias 205d16e3af added unsaved project changed 2016-05-18 20:05:24 -04:00
Alam Ed Arias a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Alam Ed Arias 5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00