Commit graph

899 commits

Author SHA1 Message Date
Daniel Gibson
c0c82e763a Initial ImGui integration in the engine
still a bit hacky, but shows imgui windows that can be clicked etc
2024-05-22 19:46:38 +02:00
Daniel Gibson
33ed99902e Integrate ImGui into buildsystem, adjust its OpenGL code for qgl 2024-05-22 19:46:38 +02:00
Daniel Gibson
07f7d14f9b Add Dear ImGui 1.90.4 source 2024-05-22 19:46:38 +02:00
Daniel Gibson
f4446ca666 Bump version to 1.5.4pre
this is not 1.5.3 anymore.
2024-05-22 19:46:19 +02:00
Daniel Gibson
6daf1e9e7f Don't use GCC's __builtin_alloca_with_align(), fix #572
turns out that __builtin_alloca_with_align() might releases the
allocated memory at the end of the block it was allocated in, instead
of the end of the function (which is the behavior of regular alloca()
and __builtin_alloca()): "The lifetime of the allocated object ends at
 the end of the block in which the function was called. The allocated
 storage is released no later than just before the calling function
 returns to its caller, but may be released at the end of the block in
 which the function was called."
https://gcc.gnu.org/onlinedocs/gcc/Other-Builtins.html#index-_005f_005fbuiltin_005falloca_005fwith_005falign

Clang also supports __builtin_alloca_with_align(), but always releases
the memory at the end of the function.

And it seems that newer GCC versions also tend to release it at the
end of the function, but GCC 4.7.2 (that I use for the official Linux
release binaries) didn't, and that caused weird graphical glitches.
But as I don't want to rely on newer GCC versions behaving like this
(and the documentation explicitly says that it *may* be released at
 the end of the block, but will definitely be released at the end of
 the function), I removed all usage of __builtin_alloca_with_align().

(Side-Note: GCC only started documenting the behavior of
 __builtin_alloca and __builtin_alloca_with_align at all with GCC 6.1.0)
2024-04-19 07:24:32 +02:00
Martin Hauke
b565c6c732 Fix desktop files
"desktop-file-validate" reports the following error:

org.dhewm3.Dhewm3.desktop: error: value "dhewm3 "$@"" for key "Exec"
in group "Desktop Entry" contains a non-escaped character '$' in a
quote, but it should be escaped with two backslashes ("\\$")

see
https://specifications.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html#exec-variables
2024-04-02 12:51:27 +02:00
Daniel Gibson
9892438a9b Update changelog for 1.5.3 2024-03-29 01:55:34 +01:00
Daniel Gibson
a454d965a2 dhewm3 1.5.3 2024-03-29 01:41:04 +01:00
Daniel Gibson
7804daebac Suppress GCC warnings about variables with C++20 keyword names
"requires" is a keyword in C++20, so newer g++ complains about them.
We currently use C++98, so who cares
2024-03-27 16:15:21 +01:00
Daniel Gibson
d6c0bb2003 Make it build and work on old PPC Macs again (#568)
also added the changelog entry for in_namePressed
2024-03-27 01:04:11 +01:00
Daniel Gibson
9ccce9b4b6 in_namePressed: Only print key name on down events; document it 2024-03-25 02:39:34 +01:00
Biel Bestué de Luna
3504e693bf added a simple printing of the key/button pressed (#567)
added a simple helper print method to know what key/button is being pressed,
controlled via a bool cvar "in_namePressed" 1 or 0.
I tested it and it works with keyboard, mouse and gamepad.
2024-03-25 02:39:12 +01:00
Daniel Gibson
fb5eedb35f Initialize variabls ubsan complained about
I did this change ages ago in game/, forgot to do it in d3xp/ as well
2024-03-20 18:32:26 +01:00
Daniel Gibson
6310f699e1 Fix cursor focus for gamepads, once again, #566
hopefully it works now...
2024-03-20 18:31:28 +01:00
Daniel Gibson
fac06f0421 1.5.3 RC2 2024-03-17 04:25:29 +01:00
Daniel Gibson
27aeda205c Make Sys_SetInteractiveIngameGuiActive() work better
it could happen that UIs are added to the internal list twice,
and also that the last UI wasn't removed from the list when a new one
was focused fast enough.

That should work better now, I hope I didn't break anything..
2024-03-17 04:03:27 +01:00
Daniel Gibson
0d4405bbe6 Merge branch 'minizip-update' 2024-02-12 05:15:40 +01:00
Daniel Gibson
f6f654ee53 minizip: re-add doom3-specific changes 2024-02-12 05:05:31 +01:00
Daniel Gibson
954620e1b3 minizip/unzip.cpp: restore TRYFREE() macro
reverting this upstream commit:
384e50eea4
so we can still use a custom allocator
2024-02-12 05:03:02 +01:00
Daniel Gibson
2595a2dbe6 Update minizip source to latest code from zlib development branch
commit f56ad0aafa868303ce324ae8d45675570c66b050 from 2024-01-23
"Note termination of returned strings in contrib/minizip/unzip.h."

this is the code as it is upstream, the next commit will add some
doom3-specific changes
2024-02-12 04:51:14 +01:00
Daniel Gibson
606a6c8e85 Configuration.md: document CVars, link alternative gamepad configs 2024-02-06 17:21:50 +01:00
r-a-sattarov
6ed10c1dac Workaround for MCST-LCC compiler < 1.28 version
mcst-lcc < 1.28 does not support __builtin_alloca_with_align()
Ref: http://mcst.ru/lcc
2024-02-06 17:20:05 +01:00
Daniel Gibson
8a3e0a328f 1.5.3 RC1 2024-02-04 21:57:44 +01:00
Daniel Gibson
9e3acf4b38 Update stb_image and stb_vorbis
from unofficial forks that are quicker to merge security fixes

stb_image.h:
 https://github.com/NBickford-NV/stb/tree/neilbickford/all-fixes
 commit 66e4fb617ad697c62ebe2814804881fe127cb232 from Jan 30, 2024

stb_vorbis.c: https://github.com/sezero/stb/tree/stb_vorbis-sezero
 commit 3ba957b34a949413886c9b8eb1842bdbd3957093 from Dec 12, 2023
2024-02-04 04:41:05 +01:00
Daniel Gibson
e63b63fcff Turn assertion in idRenderWorldLocal::BoundsInAreas() into Warning
apparently this happens sometimes, but not often enough to reproduce
properly?

also some small changes (mostly formatting) to Configuration.md

refs #540
2024-02-03 15:43:59 +01:00
Daniel Gibson
94a208ea18 Configuration.md: Document the bindings in gamepad.cfg
and made the list of button/stick/trigger names prettier
2024-01-22 17:12:52 +01:00
Daniel Gibson
c743d21f08 Merge branch 'controller-input' 2024-01-22 16:41:53 +01:00
Daniel Gibson
d5f2dc4916 Add and link Configuration.md and gamepad configs
it documents dhewm3-specific configuration, esp. for gamepads
(but also listing other CVars added in dhewm3)
2024-01-22 06:18:41 +01:00
Daniel Gibson
5b8e67762b Also allow using "Pad Y" for leftclick in menus 2024-01-22 05:50:45 +01:00
Daniel Gibson
9e8d399257 Further gamepad improvements
- the gamepad button (or trigger) bound to attack (fire) now always
  acts like the left mouse button in menus
- Display correct button name for "Back" button on Playstation-like
  gamepads, even depending on whether it's PS3-like ("Select") or
  PS4/5-like ("Share")
- Log some more information about detected gamepads
2024-01-18 19:53:45 +01:00
Daniel Gibson
e7eb7d17fe Improve Nintendo Pro Controller support
and some general gamepad support improvements, like logging the
detected gamepad name and type
2024-01-18 06:09:33 +01:00
Daniel Gibson
09c89206a4 Fix gamepad button names for nintendo gamepads
oops, forgot to switch X and Y
2024-01-18 03:11:23 +01:00
Daniel Gibson
bb568bc3da Gamepad layout autodetection (for SDL 2.0.12 and newer)
turns out SDL 2.0.12 added SDL_GameControllerGetType() which tells you
what kind of controller it is (xbox, playstation, nintendo, ..).

Using this to implement an auto-mode for joy_gamepadLayout, when it's
set to -1 (the new default).

This should still build with older versions of SDL2 (but won't have
that autodetection then).
2024-01-17 21:25:33 +01:00
Daniel Gibson
86690df24e Add joy_gamepadLayout CVar to better support nintendo/PS-style gamepads
The button names shown in the controls menu now depend on this CVar.
So if you set it to 1 (Nintendo), the "A" button (which, based on its
position, would be "B" on XBox/XInput gamepads) is actually shown as
"Pad A", and if it's set to 2 (Playstation), it's shown as "Pad Cross".

The "real" names, used in the config, remain the same and are based on
position: JOY_BTN_SOUTH, JOY_BTN_EAST, JOY_BTN_WEST, JOY_BTN_NORTH
2024-01-17 18:54:09 +01:00
Daniel Gibson
cf5d10f4e6 Fix gamepad pseudo-mouse input for UIs in multiplayer mode
also, only generate pseudo-mouse-move events for gamecode
(by modifying idUsercmdGenLocal::continuousMouseX/Y) when an
interactive ingame UI is active
2024-01-17 17:45:43 +01:00
Daniel Gibson
03ec74fd6f Make PDA work with gamepad, incl. making Pad A emulate leftclick
this is a bit hacky and ugly, and doesn't work properly in multiplayer
mode yet, see FIXME in idUserInterfaceLocal::Activate()
2024-01-17 07:06:52 +01:00
Daniel Gibson
e0bb01ef52 Gamepad cursor control improvements
- make moving the cursor more precise by using an exponential curve
  for axis value => cursor speed
- emulate cursor keys with DPad and Enter with left trigger
- also use right trigger for leftclick, as it's usually used for firing
  a weapon and thus used for "clicking" ingame UIs
- fix hovering/highlighting menu elements when moving cursor
  with gamepad
2024-01-16 19:18:54 +01:00
Daniel Gibson
6eac0540bf Various gamepad improvements
- treat DPad as 4 regular buttons (was already the case mostly, but now
  the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
  in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
  always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
  B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
  by generating fake mouse button events for gamepad A/B
  in idUserInterfaceLocal::HandleEvent()
2024-01-16 17:29:30 +01:00
wof8317
f8557f6bd5 Modified some code to compile 2024-01-16 02:08:56 +01:00
Daniel Gibson
700b3ee558 Clean up gamepad code a bit, rename buttons
- renamed gamepad/joystick actions and keys to have some meaning
  for buttons (instead of just JOY1, JOY2 etc)
- compiles with SDL1.2 again (there gamepads aren't supported though)
- shorter names for gamepad keys/axis in the key bindings menu
2024-01-08 05:26:27 +01:00
Daniel Gibson
ab53e9aa13 Merge GameController support from Quadrilateral Cowboy
https://github.com/blendogames/quadrilateralcowboy

pretty much as it is there, with only minimal changes required to work
with dhewm3
2024-01-07 01:26:45 +01:00
fgsfds
37b0551ba8
Added 21:9 and 32:9 resolutions (#532)
* added 21:9 and 32:9 resolutions
2023-11-18 06:27:44 +01:00
Daniel Gibson
80ae0b0bed Mention screenshot formats in Changelog 2023-11-01 06:47:25 +01:00
Daniel Gibson
ba986a2dc5 Merge branch 'eezstreet-screenshot-formats'
added some comments, renamed WriteScreenshot()
to WriteScreenshotForSTBIW() and made it static
2023-06-26 02:03:04 +02:00
Daniel Gibson
62f18c11a5 README: Update link to Steam
Doom3 and RoE can't be bought alone anymore, only as part of D3 BFG,
so link that instead.
Has the advantage of being cheaper, also giving you the BFG edition,
and (presumably?) making RoE available to German users.

(also added a comment in CMakeLists.txt, for mingw32, copy of the
 equivalent comment in MSVC section)
2023-06-26 01:11:36 +02:00
Nick Whitlock
d468e91d29 Made compress_for_stbiw static 2023-05-24 12:01:11 -04:00
Nick Whitlock
e74e8f5d7c Solution for not breaking SDK ABI 2023-05-24 01:40:18 -04:00
Nick Whitlock
619c5d43f8 Optimization for screenshot flipping 2023-05-24 01:28:46 -04:00
Nick Whitlock
b880e8625b Use zlib for compression of png screenshots 2023-05-23 01:29:17 -04:00
Nick Whitlock
c86cb9a982 Use TGA in specific places 2023-05-22 21:45:34 -04:00