Commit graph

11 commits

Author SHA1 Message Date
Daniel Gibson
279a40a981 Fix -Wformat-security warnings - thanks James Addison!
This is based on https://github.com/dhewm/dhewm3/pull/500
by https://github.com/jayaddison

See also https://github.com/blendogames/quadrilateralcowboy/pull/4
2023-01-05 04:45:34 +01:00
Daniel Gibson
ae63021d00 Add absolute mouse mode and refactor mouse grabbing code
There were lots of places in the code that called Sys_GrabInput(),
some of them each frame.
Most of this is unified in events.cpp now, in handleMouseGrab() which
is called once per frame by Sys_GenerateEvents() - this makes reasoning
about when the mouse is grabbed and when not a lot easier.
Sys_GrabInput(false) still is called in a few places, before operations
that tend to take long (like loading a map or vid_restart), but
(hopefully) not regularly anymore.

The other big change is that the game now uses SDLs absolute mouse mode
for fullscreen menus (except the PDA which is an ugly hack), so the
ingame cursor is at the same position as the system cursor, which
especially helps when debugging with `in_nograb 1` and should also help
if someone wants to integrate an additional GUI toolkit like Dear ImGui.
2022-01-10 00:46:32 +01:00
Daniel Gibson
78ab625edd Improve handling of "console key", add in_ignoreConsoleKey CVar
If in_ignoreConsoleKey is set, the console can only be opened with
Shift+Esc, not `/^/whatever, so you can easily type whatever character
is on your "console key" into the game, or even bind that key.
Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the
newly added K_CONSOLE.
in_kbd has a new (SDL2-only) "auto" mode which tries to detect the
keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ).
Wherever Sys_GetConsoleKey() is called, I now take the current state of
Shift into account, so we don't discard more chars than necessary, esp.
when they keyboard-layout (in_kbd) is *not* correctly set.

(TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore
 the char generated by the "console key" in the console..)
2021-07-15 07:00:18 +02:00
Daniel Gibson
9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00
Daniel Gibson
cf8695bb0f Shift+Escape should also open the console
If one doesn't want to fuck around with in_kbd or uses an unsupported
keyboard layout.
2015-09-27 21:09:19 +02:00
Daniel Gibson
aedc76b50e Don't save duplicate consecutive commands to history
If the entered command is the same as the last command, don't save
it to history.
2012-11-13 23:21:38 +01:00
Daniel Gibson
04266eee5e Make console history persistent
The console history is saved to a file on quit and restored after
starting the game.
So the commands entered in the console the last times the game was run
are still available in the console-history, just like commands that
were just entered.
2012-11-13 23:21:38 +01:00
dhewg
736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00
dhewg
79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00
dhewg
ff493f6847 Fix quoting in GPL headers 2011-12-10 15:34:48 +01:00
Timothee 'TTimo' Besset
fb1609f554 hello world 2011-11-22 15:28:15 -06:00