fgenesis
64406419c1
Some fixes for msys2/mingw build
2017-09-02 22:13:46 +02:00
fgenesis
bd0e16774f
Remove some old/unused cruft
2017-08-09 21:01:56 +02:00
fgenesis
78352d4402
Multi-display fixes
...
- Enumerate display modes to show in the resolution selector based on the
screen we're on
- Correct graphics init code to use the display index specified in
user settings
2017-06-26 08:34:30 +02:00
fgenesis
6f170de929
Proper ~Joystick() dtor. Make haptics optional. Hopefully fixes #50 .
2017-06-25 15:56:45 +02:00
fgenesis
2bbcfa2284
Fix some ANimationEditor crashes when loading not-existing or empty anim XML
2017-04-19 02:06:34 +02:00
fgenesis
acb515b738
Unstick highlight in input config
2017-04-04 19:27:53 +02:00
fgenesis
19e967c7dd
Fix crash in static initializer (how did this ever work?)
2017-02-27 02:03:46 +01:00
fgenesis
f75f81854a
Check input strings in config for overflow
2017-02-27 02:03:19 +01:00
fgenesis
7f20f79d97
Display designated "empty" symbol on key config menu for unbound slots
2017-02-19 03:47:21 +01:00
fgenesis
dd4739e9a0
Now runs with both SDL 1.2 and SDL2 again
2017-02-19 01:45:55 +01:00
fgenesis
eccadf5bd7
Turns out using IDs was a bad idea, reverting to KEY_* strings
2017-02-18 22:09:43 +01:00
fgenesis
3dda97d32a
Hopefully fix build against SDL 1.2. Does not yet run!
...
Also: Recently introduced key names in usersettings.xml will no longer work.
But this should automatically detect key names as they used to be,
and convert automatically. Needs testing.
2017-02-15 04:41:52 +01:00
fgenesis
4095fde219
Move GL headers to ExternalLibs
2017-02-15 01:03:43 +01:00
James Le Cuirot
0dd19f9cb3
Add option to use system copy of GLPNG
2017-02-10 10:01:35 +00:00
James Le Cuirot
4d1fa75545
Put tinyxml2 in subdir so that system header is respected
2017-02-10 10:01:24 +00:00
James Le Cuirot
f19011e3dd
Delete duplicate GL headers
...
Nothing was pointing at BBGE/glext.
Only the VS project was pointing at ExternalLibs/GL. I have pointed it
at the headers under BBGE/GL instead.
I have also adjusted the includes to use the GL prefix as is standard
practise. These will still work as BBGE is in the include path. This
allows users to build against their system GL headers simply by
deleting the BBGE/GL directory.
2017-02-09 21:08:57 +00:00
fgenesis
89c1987693
Fix crash on shutdown
...
GL symbols were already unloaded in ~DarkLayer().
Why did this never crash before?!
2017-02-08 22:11:55 +01:00
fgenesis
58e3a247e4
Fix build on osx
2017-02-06 03:37:07 +01:00
fgenesis
7456e785fa
Remove mandatory defines and their checks:
...
BBGE_BUILD_SHADERS
BBGE_BUILD_FRAMEBUFFER
BBGE_BUILD_OPENGL
BBGE_BUILD_OPENGL_DYNAMIC
2017-02-05 22:51:25 +01:00
fgenesis
c581ab01d8
Some preparations to compile with SDL1.2 (not yet!)
2017-02-05 21:25:06 +01:00
fgenesis
a3fb57fde9
un-recurse a thing
2017-01-21 03:34:38 +01:00
fgenesis
8411838636
Remove entity myTimer and related Lua functions. Fix warnings for now unsigned Entity::layer
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- entity_resetTimer()
- entity_stopTimer()
2017-01-20 20:54:17 +01:00
Valentin Ochs
9245bee717
Fix some warnings
...
mostly sign-related, but also some about commas after the last item in
an enum list, usage of default in switches, implicit or old-style casts
2017-01-20 19:10:40 +01:00
fgenesis
d7cdb72143
Some more warning related stuff, but changed my mind about re-enabling the remaining ones :/
2017-01-19 23:44:30 +01:00
fgenesis
7a60f493a5
Re-enable double->float cast warning and fix all instances where this fired
2017-01-19 23:31:56 +01:00
fgenesis
9bb3fe86f6
More signed/unsigned comparison fixes. int -> size_t.
2017-01-19 18:50:33 +01:00
Valentin Ochs
f9357e7fca
Merge branch 'gccwarn' into controllerfixup
2017-01-17 11:15:47 +01:00
fgenesis
9d80077754
Preparations to get rid of DSQ::inputMode -- Pass device to action() methods.
2017-01-14 22:53:20 +01:00
Valentin Ochs
beb2216265
Change some stuff for butt-endian architectures
2017-01-14 20:10:42 +01:00
Valentin Ochs
2374c1a86b
Revert ~0 to -1
2017-01-14 19:22:37 +01:00
Valentin Ochs
4dc7e27ee6
Fix some more warnings
2017-01-14 18:23:53 +01:00
Valentin Ochs
fe0ab0418b
Get rid of a lot of gcc warnings
...
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2017-01-14 18:10:20 +01:00
fgenesis
eb8ef1fdf7
Use refresh rate setting + attempt to improve window/fullscreen apply logic
2017-01-14 00:06:04 +01:00
fgenesis
b781b45789
Implement "Desktop" resolution (0x0, default). Also fix music slider update in options menu
...
This makes the window resizable in desktop mode, and fixed size otherwise.
Fullscreen desktop has always the dame resolution as the desktop.
Add config setting to specify initial display.
Add config setting for the refresh rate (not yet properly integrated)
Closes #17
2017-01-13 18:20:35 +01:00
fgenesis
385c662714
Merge branch 'experimental' into controllerfixup
2017-01-13 12:25:10 +01:00
fgenesis
0dc30e668d
Merge branch 'experimental' into controllerfixup
...
# Conflicts:
# Aquaria/Avatar.cpp
# Aquaria/Continuity.cpp
# Aquaria/DSQ.cpp
# Aquaria/DSQ.h
# Aquaria/Game.cpp
# Aquaria/Game.h
# Aquaria/Main.cpp
# Aquaria/UserSettings.cpp
# BBGE/Base.cpp
# BBGE/Base.h
# BBGE/Core.cpp
# BBGE/Core.h
# BBGE/DebugFont.cpp
# BBGE/Shader.cpp
# BBGE/SoundManager.h
2017-01-13 12:19:23 +01:00
Valentin Ochs
a317a0d273
Fix charIsUpper(). Solves issue #15 .
2017-01-13 10:17:06 +01:00
fgenesis
8af953cb63
Replace spaces with tabs (future self: i'm sorry)
...
In most places, that is. Left some files unchanges because they are a mess.
2017-01-12 22:51:46 +01:00
Valentin Ochs
dcd21b57bd
Merge pull request #41
2017-01-12 22:14:26 +01:00
fgenesis
0d8a5c191c
More graphics init cleanup. Remove aspect ratio check. Fix screen transition effect that broke in prev. commits.
2016-11-15 13:00:30 +01:00
fgenesis
034cf6a69f
Little fixup + use RGBA16f framebuffer
2016-11-15 12:58:55 +01:00
fgenesis
ce869ba55a
Load GL symbols *after* creating the window, else we only get a basic GL 1.1 context
2016-11-15 04:49:53 +01:00
fgenesis
90d70c117b
Clean up framebuffer code a little
2016-11-15 04:48:21 +01:00
fgenesis
0db3c8242c
Remove hardcoded Intel GMA 950 check
2016-11-15 01:18:54 +01:00
fgenesis
9422e74e43
Make window resizable
2016-11-14 04:17:04 +01:00
fgenesis
6d4f1175ba
Fix input grabbing logic, add related user setting, minor cleanup
2016-11-14 03:42:11 +01:00
fgenesis
e92b76cf40
Some more opengl setup cleanup and fullscreen switching improvement
2016-11-14 03:42:10 +01:00
fgenesis
fe7c6ee048
Better fullscreen switching behavior, minor cleanup
2016-11-14 03:42:10 +01:00
fgenesis
c05f2db2e4
Fix vs2015 build
2016-11-09 02:10:13 +01:00
fgenesis
1bad4d006d
Avoid recreating the GL context on Alt+Tab, resolution change, or windowed/fullscreen switch
2016-11-09 01:17:23 +01:00
fgenesis
b8aaccd7a1
Attempt to repair background pausing on Linux
2016-11-09 01:17:23 +01:00
fgenesis
b9d7d3e9fe
screw this
2016-10-03 23:26:21 +02:00
fgenesis
a3421c323d
hopefully last fix
2016-10-03 23:11:48 +02:00
fgenesis
6658b45da6
i'll just stop writing commit messages from now on and eventually unbreak my linux install or something
2016-10-03 23:01:19 +02:00
fgenesis
2ccc751f70
more fix
2016-10-03 22:54:13 +02:00
fgenesis
80175c3df6
another gcc 4.5 breakage, delete old unused leftovers
2016-10-03 22:34:54 +02:00
fgenesis
bc77c89ad3
Fix build with gcc ~5.4. Thx thegamemaster1234 for pointing.
2016-10-03 22:28:29 +02:00
fgenesis
b5e6234269
Move glext function pointer loading to GLLoad.cpp
2016-09-26 04:13:28 +02:00
fgenesis
4751b31653
Save screenshots in PNG instead of TGA format. Closes #34 .
2016-09-26 03:44:15 +02:00
fgenesis
58df545ec8
cleanup #2 , no functional changes
2016-09-26 01:54:45 +02:00
fgenesis
84da02e4aa
Merge branch 'vs15' into controllerfixup
2016-08-07 23:57:35 +02:00
fgenesis
7b702673fe
Fix some things/typos that were overlooked
2016-08-07 05:20:04 +02:00
fgenesis
21d4b43c29
Fix more opengl linkage problems on windows
2016-08-06 21:00:48 +02:00
fgenesis
93ac73179f
Support vs15
2016-08-06 19:50:07 +02:00
fgenesis
15c78dd2e4
Rix mouse button emulation that broke somewhere along the way
2016-08-04 01:55:32 +02:00
fgenesis
cd17e34094
Fix typo that broke bone lock orientation
2016-08-02 03:36:06 +02:00
fgenesis
00900a9dfb
Fix bone particles broken in 8472718fb7
2016-08-02 02:44:50 +02:00
fgenesis
3de004262b
Attempt to fix joystick enabled/disabled state
2016-07-19 02:45:56 +02:00
fgenesis
bff072039a
Addition to prev. commit: Fix this in a better way.
...
This also gets rid of a 1-frame delay in DSQ action handling.
Hope this doesn't cause any problems, as i'm not sure.
2016-07-18 23:22:42 +02:00
fgenesis
335b26d1e0
Fix resuming paused cutscene
2016-07-18 23:14:20 +02:00
fgenesis
e8f1129c24
Fix startup crash and linking error in release mode
2016-07-18 03:21:24 +02:00
fgenesis
619d3d531b
Remove some now unused/unneeded leftovers
2016-07-18 01:34:43 +02:00
fgenesis
ab959bc6d6
Use sentinel that captures most of the input for sourceID -1
2016-07-18 01:27:58 +02:00
fgenesis
c943759ce1
Getting closer to mutliple inputs actually working
...
Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00
fgenesis
dcf09343b5
Correctly distinguish between action sources when evaluating ActionMapper
...
I'm not quite happy with the hackishness of this change;
hope it doesn't incur too much runtime overhead with all these checks...
2016-07-17 17:50:27 +02:00
fgenesis
77e4bfd292
Various improvements and fixes
2016-07-17 05:54:09 +02:00
fgenesis
671d0ace1b
Fix some regressions + improvements:
...
- ACTION_MENU* not sent
- allow using the game UI with keyboard only
- allow mapping ACTION_MENU to controller inputs
- fix joystick axis (-) not working due to typo
2016-07-17 02:34:34 +02:00
fgenesis
bf94d541cd
More WIP towards multiple input sets
2016-07-16 22:08:39 +02:00
fgenesis
b438064517
Continue implementing support for multiple ActionSets
2016-07-16 03:09:44 +02:00
fgenesis
2fd181913e
Preparations for multiple ActionSets support
2016-07-15 03:22:27 +02:00
fgenesis
881226fe43
Minor cosmetic fixes + prevent heap overflow after on taking more than 99999999 screenshots
...
Gotta be correct!!11
2016-07-14 05:01:30 +02:00
fgenesis
a043dd852f
Major input handling improvements ( #28 ):
...
- Support joystick hotplugging
- Support axes as buttons (means xbox360 shoulder triggers can be used as buttons)
- Show pretty joystick axis & button names if possible
- Tabify input actions UI
- Add 'mouse' column to input actions UI
- Allow to configure form hotkeys
- Allow ALL keys, get rid of internal key remapping
- SDL2: Use scancodes instead of keycodes since they are layout independent
- Allow extra mouse buttons (if present)
- Remove "lmbd" & "lmbu" actions in favor of "PrimaryAction" & "SecondaryAction"
Makes the configuration less redundant and doesn't send each action twice,
which happened if both were set to the same key.
- Fix Regressions from prev commits (menu not opening on Esc)
Still has a few minor bugs/issues that need to be fixed,
but pushing this now before the commit gets too large again.
2016-07-13 05:00:19 +02:00
fgenesis
8472718fb7
Major include refactor; changes to pretty much everything
...
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.
2016-07-09 04:18:40 +02:00
fgenesis
d1778a97b8
wip, temp commit
2016-07-03 18:07:13 +02:00
fgenesis
4e37abd0f5
whoops forgot a file
2016-07-03 18:06:35 +02:00
fgenesis
34a1bcb70f
Really use scancode names + little more cleanup
2016-07-03 15:48:40 +02:00
fgenesis
9414be864a
Huge Game.cpp refactor and various other things
...
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.
2016-06-30 02:58:55 +02:00
fgenesis
e2e7753226
Remove some more unused cruft
2016-06-26 00:39:48 +02:00
fgenesis
7494529bd0
Remove old pre-SDL2 rumble code for Linux
...
SDL2 is now ubiquitous on linux, and there is no reason to keep this around
2016-06-26 00:03:10 +02:00
fgenesis
a7c2d054a2
Begin joystick code refactor; some related cleanups and unused code removal
2016-06-25 23:59:34 +02:00
fgenesis
4534b68fc5
Remove instant quit on Ctrl+Alt+Q, allow Alt+Enter for fullscreen switch on OSX
2016-06-25 19:43:20 +02:00
fgenesis
548da72632
Merge branch 'master' into experimental
...
Conflicts:
BBGE/SoundManager.cpp
BBGE/SoundManager.h
2016-06-20 02:05:42 +02:00
fgenesis
84366ad533
hopefully fix build on gcc6, tiny cleanup
...
... in fact i forgot that much more cleanup was already done
on the experimental branch. whatever.
2016-06-20 01:56:27 +02:00
fgenesis
96206dd82a
Fix yet another oopsie RenderObject::setTexture()
...
Didn't apply empty ("") texture when another texture was already set.
2016-06-19 00:42:13 +02:00
fgenesis
15c7776763
Remove TimeUpdateType enum and related code. Dynamic timestep was used all the time anyway.
2016-05-14 17:23:48 +02:00
fgenesis
9bb4226626
Remove RenderObjectLayer::sort() and related
2016-05-14 17:20:13 +02:00
fgenesis
65179870a9
Fix possible crash when loading applying a skeletal twice in one frame.
...
Possibly a regression from 300f326777
.
2016-05-12 00:25:00 +02:00
fgenesis
d6dc3a8a09
Merge branch 'experimental' into moreclean
...
Conflicts:
Aquaria/Avatar.cpp
Aquaria/BoxElement.cpp
Aquaria/BubbleRender.cpp
Aquaria/FFTNotes.cpp
Aquaria/StarRenderer.cpp
Aquaria/WaterFont.cpp
Aquaria/resource.h
BBGE/AnimatedSprite.cpp
BBGE/AnimatedSprite.h
BBGE/BloomEffect.cpp
BBGE/CShim.cpp
BBGE/Collision.cpp
BBGE/Collision.h
BBGE/Core.cpp
BBGE/Core.h
BBGE/Cube.cpp
BBGE/Cutscene.cpp
BBGE/DFSprite.cpp
BBGE/DFSprite.h
BBGE/Datafile.cpp
BBGE/Datafile.h
BBGE/Flags.h
BBGE/Interpolator.cpp
BBGE/Light.cpp
BBGE/Light.h
BBGE/LightCone.cpp
BBGE/Model.cpp
BBGE/Model.h
BBGE/OggStream.cpp
BBGE/PackRead.cpp
BBGE/PointSprites.cpp
BBGE/RenderObject.cpp
BBGE/SkeletalSprite.cpp
2016-05-10 18:40:01 +02:00
False.Genesis
0ced7c1d50
Merge pull request #27 from nbraud/unifdef
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More cleanups
2016-05-10 10:20:36 +02:00
fgenesis
2f0940f1df
Fix yet another oopsie RenderObject::setTexture()
...
Didn't apply empty ("") texture when another texture was already set.
2016-05-09 08:15:41 +02:00