This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
Started working on a tiny input/ActionMapper refactor,
then everything fell apart and i ended up doing this.
I'm sorry.
Pretty much untested because input mapping is broken right now,
will fix that next.
Should cause less GL pipeline stalling / driver spinlocking if enabled.
Disable AQUARIA_USE_GLM (default: true) in CMake to use the old GL pipeline version.
Based on the implementation by Matt Bierner:
https://bitbucket.org/mattbierner/ios-aquaria
This means there are no longer two builds necessary (one normal,
one dev), and all mod deveopment can be done using one build,
by setting
Demo builds now allow browsing the online mod list, but neither
downloading nor starting mods or applying patches.
The fix as suggested by Jonas Kulla on the mailing list is also in.
There hasn't been any extensive testing, and it may not yet compile
on platforms other than win32.
This commit is mainly intended to ease packaging for linux.
Unless environment variable AQUARIA_DATA_PATH is set, there are two
directories which are checked by the game:
If AQUARIA_DEFAULT_DATA_DIR is defined, it will chdir there for main
operation. If it's not defined, it chdirs into the directory where
the executable is located.
Then, if AQUARIA_EXTRA_DATA_DIR is defined, it will mount this directory
and all contents into the working path, so that the files present there
will override those from the working directory when accessed by the game.
Setting the environment variable AQUARIA_DATA_PATH will disable this
behavior altogether and use *only* AQUARIA_DATA_PATH as working dir.
- HTTP networking support, mods can be downloaded via the builtin downloader.
All network activity runs in a seperate thread, which is started
as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
for win32. The game could also have its data shipped in a Zip file
or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
downloader and soft-patching will not be available.
The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs
The most important commit messages follow:
[...]
This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
Some code is #ifdef'd for better performance and less memory-copying.
VFILE is defined to whatever type of file is in use:
- FILE if BBGE_BUILD_VFS is not defined
- tttvfs::VFSFile if it is.
Other changes:
- [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
- glpng can now load from a memory buffer.
- TinyXML uses the VFS for reading operations now.
- The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
which gets its data in one block (necessary to use the VFS without implementing
a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
Actually, considering that the texture will have its native size after restarting the game,
the lines removed with this commit seem pretty useless.