Commit graph

380 commits

Author SHA1 Message Date
Daniel Gibson
eefdd8343e Win32: Make sure dhewm3log.txt can be created
If it (or Documents/My Games/dhewm3/) can't be created, show a windows
MessageBox with an error message and exit.

Would've made #544 easier to figure out
2025-01-18 23:51:24 +01:00
Daniel Gibson
09b1ede069 Make our ImGui code build with older Visual C++ versions again
At least VS2017 doesn't like the big string literal of
proggyvector_font_base85.h (its limit is 64KB, Error C1091), so go back to
using proggyvector_font.h (which contains an int32 array) for MSVC..

Keep the base85 version around for proper compilers, because (unlike
the non-base85 version of the font) it works on Big Endian machines.

It seems like VS2022, maybe even some point release of VS2019 removed this
limitation (our CI build succeeds), but I couldn't find any details about
that change.
2025-01-18 23:51:24 +01:00
Daniel Gibson
e3795a36e0 Use SDL_Start/StopTextInput() also with SDL2
Based on whether handleMouseGrab() in events.cpp sets
GRAB_ENABLETEXTINPUT or not.

Should prevent the issue that on macOS pressing a button for longer
while playing (as one does, e.g. to run forward) opens a popup menu
with alternative characters (like "è", "é", "ê", etc for "e")
2025-01-17 02:05:50 +01:00
Daniel Gibson
3d921a0aa5 Fix last commit
oops
2024-11-30 20:38:09 +01:00
Daniel Gibson
b8e701b5e1 ImGui integration: Make sure scalingfactor is > 0, don't use X11 directly
fixes #632

The bug was most probably not caused by D3_SDL_X11 but by
GetDefaultDPI() returning -1.0 which GetDefaultScale() then divided by
96 and rounded to 0.0, which is not a good scaling factor.

I decided to kick the D3_SDL_X11 special case anyway.
2024-11-30 20:29:02 +01:00
Daniel Gibson
d94bb42d50
Merge pull request #626 from DanielGibson/fix-ppc64be
Fix dhewm3 on 64bit Big Endian platforms like PPC64 BE
2024-11-07 14:54:06 +01:00
Daniel Gibson
218813efb3 Sys_DLL_Load() for Win32: Mention D3_ARCH in warning about wrong arch
also changed that logic a bit so FormatMessage() is only called when
actually used

and while at it, fixed the build with mingw-w64 on my system
(somehow an SDL header used strcmp() and that didn't work with
 `#define strcmp idStr::Cmp` from Str.h)
2024-11-07 06:25:51 +01:00
Daniel Gibson
5c9d9ff53c Implement Mem_MallocA()+Mem_FreeA(): alloca() but might use Heap
When requesting < 1 MB, _alloca16() is used, otherwise Mem_Alloc16().
Furthermore you must pass a bool that will get true assigned if the
memory has been allocated on the stack, else false.
At the end of the function you must call Mem_FreeA( ptr, onStack )
(where onStack is the aforementioned bool), so Mem_Free16() can be
called if it was allocated on the heap.
2024-11-07 06:25:51 +01:00
Daniel Gibson
21f2e3a56a ImGui: Use base85-compressed font
instead of whatever other compression was used there.
Fixes crash on Big Endian systems (#625)
2024-10-31 03:18:13 +01:00
Daniel Gibson
81cab591da Adjust imgui_savestyle.cpp for 1.91.4
ImGuiCol_NavHighlight has been renamed to ImGuiCol_NavCursor
2024-10-29 03:55:07 +01:00
Daniel Gibson
81ba620984 SDL3: Handle r_fillWindowAlphaChan, cleanups and comments
r_fillWindowAlphaChan is a hack to work around an older issue with
Wayland/Mesa, which has been fixed in Mesa 24.1 (and also seems to work
with current NVIDIA drivers). Additionally, in SDL3 the EGL-specific
(and thus mostly only affecting Wayland)
SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY has been replaced with the generic
SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN (that could also affect
other platforms), so it's harder to enable this only for Wayland.
I think most people using SDL3 will use a recent Mesa/driver versions,
so I don't enable it by default for SDL3 (SDL2 behaves like before).
However, with `r_fillWindowAlphaChan 1` the hack can be enabled anyway
(r_fillWindowAlphaChan defaults to "-1" which means "let dhewm3 decide
 whether to enable this")
2024-10-29 03:26:20 +01:00
Daniel Gibson
3a6210b154 Hopefully make macOS port compatible with SDL3
.. mostly by not making it use SDL_main.h, because it implements its
own SDL main functionality anyway.

However, I have no way to test this code and as long as SDL3 is not in
homebrew testing it in the CI build isn't easy either.
2024-10-09 18:58:44 +02:00
Daniel Gibson
6181f24c44 SDL3: Now works on Windows as well
Refactored the pseudo-custom SDL_main code a bit: SDL_win32_main.c
is now only used for SDL1.2, SDL2 and SDL3 have a WinMain() function
in win_main.cpp that works pretty much like the SDL2 SDL_main or SDL3
SDL_RunApp() code - except that the argv[] strings passed to the Doom3
main() function (now renamed to SDL_main()) are encoded in ANSI instead
of UTF-8, so paths passed as commandline arguments, like
 dhewm3 +set fs_basepath C:\SüperGämes\Doom3
work with the Win32 ANSI function used by Doom3 to handle paths and files.

For this I also moved the stdout/stderr redirection code from
SDL_win32_main.c to win_main.cpp and cleaned it up a bit
2024-10-09 17:37:08 +02:00
Daniel Gibson
19f28e3c2d Fix more SDL3 compatibility problems
- use SDL_SetHint() to set the video driver to "dummy" for the
  dedicated server
- adjustments for some more functions that now return bool instead
  of int. I hope I found all cases of that now, at least in the generic
  and Linux code, may have to take a closer look at Windows- and Mac-
  specific code
2024-10-09 03:32:17 +02:00
Daniel Gibson
08a8945bdf SDL3: Fix detecting fullscreen mode
a SDL_SyncWindow() was missing, and the return value of
SDL_SetWIndowFullscreen() has changed
2024-10-08 04:30:41 +02:00
Daniel Gibson
01ea89ab3b SDL3: Fix textinput; print available displays and their fullscreen modes 2024-10-07 21:15:22 +02:00
Daniel Gibson
b3be9f7b31 Introduce and use sys_sdl.h to unify <SDL3/SDL.h> and <SDL.h> includes 2024-10-07 17:38:01 +02:00
Daniel Gibson
1a1962088d It builds with SDL3 and SDL2 and SDL1.2 (on Linux)
TextInput doesn't work with SDL3 yet, and non-Linux(-y) platforms
like macOS or Windows don't support SDL3 yet
2024-10-07 17:22:03 +02:00
Daniel Gibson
9f21cea354 Update code using Dear ImGui for v1.91.2 2024-10-02 22:18:30 +02:00
Daniel Gibson
c7ad16103b Update imgui_savestyle.cpp to my version with docking branch support 2024-10-02 20:23:50 +02:00
Daniel Gibson
69e121727d Add r_glDebugContext to enable OpenGL debug context and -callback
needs SDL2 and GL_ARB_debug_output
2024-07-25 03:24:20 +02:00
Daniel Gibson
b2ba15425c Hopefully fix screenshots on Wayland
- screenshots on native wayland (SDL_VIDEODRIVER=wayland) were black,
  at least on Gnome
  => fixed(?) by reading from the default (back) buffer instead of
     the front buffer
- after taking a screenshot, resizing the window (or switching to
  fullscreen) was broken (window remained black or became invisible
  or partly contained garbage), both with native wayland and xwayland
  => fixed by restoring the glReadBuffer state after reading the pixels
2024-07-25 02:47:07 +02:00
Daniel Gibson
5c7aacb954 Make fullscreen mode with XWayland a bit less broken, #587
assert( ret.width == glConfig.winWidth
        && ret.height == glConfig.winHeight );

in GLimp_GetCurState() triggered, because SDL_GetWindowSize(),
which was used to set glConfig.winWidth/Height in
GLimp_UpdateWindowSize(), returned different values than
SDL_GetWindowDisplayMode().
Now use SDL_GetWindowDisplayMode() in GLimp_UpdateWindowSize() so it's
at least consistent.

However it seems like SDL_GetWindowSize() returns the correct values
(IN THAT CASE), because with this change the mouse cursor doesn't work
that well (in the specific case described above).
In the end this is an SDL or Wayland bug or something, and I can only
recommend not using "real" fullscreen mode with Wayland, as it's fake
anyway (Wayland doesn't allow switching the display resolution, so
you get a magically scaled borderless fullscreen window at best)
2024-07-03 01:01:16 +02:00
Daniel Gibson
94738f1f16 Add glimpParms_t GLimp_GetCurState() to get current window state
it's queried from SDL so it should be up-to-date.
Using it in GLimp_SetScreenParms(), as it mostly did the same SDL calls
to get the current state for the partial vid_restart
2024-06-12 22:26:30 +02:00
Daniel Gibson
387430a01f Fix vid_restart partial for real fullscreen mode 2024-06-11 19:03:54 +02:00
Daniel Gibson
c096a86ce8 Fix toggling fullscreen mode with vid_restart partial, esp for Alt-Enter
Toggling with Alt-Enter relies on idRenderSystem::IsFullScreen() which
returns glConfig.isFullscreen

That can only work if GLimp_SetScreenParms() actually sets
glConfig.isFullscreen

Thanks j4reporting for reporting this! :)
2024-06-11 18:32:35 +02:00
Daniel Gibson
44d19a4175 Implement GLimp_SetScreenParms() for "vid_restart partial"
"vid_restart partial" only changes the window size or its fullscreen
(or windowed) state, without recreating everything.
If that fails (or antialiasing settings have changed), it will fall back
to a full vid_restart (this behavior is different than original
 "vid_restart partial" that probably was implemented in Vanilla Doom3
 but not dhewm3)

This is used for Alt-Enter (which toggles between fullscreen and
windowed state) and when pressing the Apply button in the new Video Menu
2024-06-11 16:45:34 +02:00
Daniel Gibson
ac8eec932b Add r_windowResizable to configure if window is resizable
incl. setting in SettingsMenu

With SDL 2.0.5 and newer this change is applied immediately,
2.0.0 to 2.0.4 need a vid_restart
(with SDL1.2 we don't support it at all)
2024-06-08 11:39:21 +02:00
Daniel Gibson
ab676878b9 Make dhewm3 window resizable (when using SDL2)
is this really all that's needed?!
2024-06-07 20:51:22 +02:00
Daniel Gibson
49ed8ec439 Adjust imgui_savestyle.cpp for 1.90.8
ImGuiDir now is a proper enum, not just a typedef of int that happens
to have a similar name to the actual enum
2024-06-06 20:07:30 +02:00
Daniel Gibson
51270dd390 Store imgui.ini and user.imstyle in dhewm3 config dir instead of $PWD 2024-06-04 10:52:30 +02:00
Daniel Gibson
5376c6d74c HighDPI support, hopefully 2024-06-03 14:49:23 +02:00
Daniel Gibson
7aa6c6a70f "Properly" scale ImGui font by reloading font with scaled size 2024-06-02 16:50:28 +02:00
Daniel Gibson
cb5d988058 Fix SDL1.2 build and some runtime issues with SDL1.2 2024-06-02 15:40:09 +02:00
Daniel Gibson
6dc36c6175 Add some functions to handle UTF-8 strings
- convert to/from ISO8859-1 (Doom3's "High ASCII" encoding)
- count Unicode codepoints in UTF-8 string
- cut UTF-8 string off after N codepoints
- use the conversion function to replace iconv in sys/events.cpp
2024-06-02 13:14:30 +02:00
Daniel Gibson
410d2791ae Dhewm3SettingsMenu: More video settings, a few other tweaks 2024-05-30 08:59:28 +02:00
Daniel Gibson
e3d67f0ac9 Allow changing r_swapInterval (VSync) on-the-fly
Not supported with SDL1.2 - but that's only still supported by dhewm3
because I'm too lazy to rip it out :-p
2024-05-30 05:54:18 +02:00
Daniel Gibson
1697831e74 ImGui: Draw ImGui cursor on black bars in main menu; tweak some colors
In the main menu the ImGui/SDL/System cursor was only drawn when it was
over an ImGui window, so only the Doom3 cursor is shown when outside
of ImGui windows.
The only problem with this is that the Doom3 cursor is only shown in
the parst of the window actually covered by the main menu, not the black
bars that are drawn on the left/right for widescreen-resolutions when
scaling the menu to 4:3 is enabled (which it is by default).
So now the ImGui cursor is also drawn when the cursor is on those
black bars (if any).

Also tweaked the windowtitle background colors a bit.
2024-05-30 01:26:40 +02:00
Daniel Gibson
7af7508a7f ImGui stuff: Some tweaks
* Binding menu makes sure that the AllBindingsMenu always gets focus
  when opened
* Give binding-related popups slightly rounder edges
* Move Game Options tab behind Video and Audio Options
* Make warning overlays a bit less translucent
2024-05-28 04:49:24 +02:00
Daniel Gibson
4bdee4f638 Dhewm3SettingsMenu: Improve cursor handling and opening menu ingame
Pause the game (with g_stopTime) when the settings menu is opened
while ingame, unpause it when it's closed.
If the menu is open while ingame and an ImGui window has focus,
the mouse cursor is shown. If the player clicks outside an ImGui window,
it gets unfocused and the cursor is hidden and the player can look
around. Pressing F10 (or whatever key is bound to "dhewm3Settings")
will give focus back to an open ImGui window, pressing it again then
will close the settings window, pressing it once again afterwards will
open the settings window again.

handleMouseGrab() (in sys/events.cpp) now checks if sys_imgui thinks
that a cursor should be shown (via D3::ImGuiHooks::ShouldShowCursor())
and if so, shows it and ungrabs the mouse. This, together with
D3::ImGuiHooks::NewFrame() checking ShouldShowCursor() to (unset)
ImGuiConfigFlags_NoMouseCursorChange, should prevent flickering cursor
problems that sometimes occurred when ImGui's SDL2 backend and dhewm3
disagreed on whether the cursor should be visible.
2024-05-28 04:49:24 +02:00
Daniel Gibson
c0b6660389 ImGui styles: Allow writing only changed values to C++ code 2024-05-26 03:56:28 +02:00
Daniel Gibson
2a7683ebaa imgui_savestyle.cpp - some improvements
- write code uses fewer/shorter string literals
- code generated by WriteImGuiStyleToCode() has nicer alignment
- small improvements in some comments
2024-05-26 01:23:30 +02:00
Daniel Gibson
894aa67a8f Dhewm3SettingsMenu: Add button to copy current style to clipboard as C++ 2024-05-25 18:16:00 +02:00
Daniel Gibson
99b65a3edf Add WriteImGuiStyleToCode() to imgui_savestyle.cpp 2024-05-25 18:15:07 +02:00
Daniel Gibson
fd36e8e477 imgui_savestyle.cpp: use common->Warning() for warnPrintf() 2024-05-25 06:58:19 +02:00
Daniel Gibson
bb0511ac7b sys_imgui.cpp: Move code to read/write style to imgui_savestyle.cpp
it's nicely self-contained, I'll release it as a mini-library/addon
for Dear ImGui on https://github.com/DanielGibson/Snippets/
2024-05-25 06:58:19 +02:00
Daniel Gibson
2e8cbc1344 Allow saving ImGui Userstyles
You can pry X macros from my cold dead hands
2024-05-24 16:16:47 +02:00
Daniel Gibson
ef529cf49a Bind F10 to open dhewm3Settings menu, unless F10 is already bound
Also fix MSVC build: For some reason Microsoft's sad excuse of a compiler
 only sets __cplusplus to a value from this millenium if the
/Zc:__cplusplus compiler option is set, but that's only supported from
VS2017 15.7 on. The alternative is to use _MSVC_LANG, which always holds
the version that __cplusplus *should* have...
2024-05-23 19:29:38 +02:00
Daniel Gibson
6d508eac17 Some functions that will be used by the ImGui keybinding menu 2024-05-22 19:46:38 +02:00
Daniel Gibson
c9a8901dbd ImGui: Improve integration, use scalable font, Control Options menu 2024-05-22 19:46:38 +02:00