Commit graph

43 commits

Author SHA1 Message Date
HarrievG
a8709206d8 - Whitespace fix 2021-06-17 05:44:23 +02:00
HarrievG
46157857b5 - Always write 64b program pointer 2021-06-17 05:44:23 +02:00
HarrievG
5e27330233 - 64bit debugger fixes 2021-06-17 05:44:23 +02:00
HarrievG
7a2ccee330 debugger 2021-06-17 05:44:23 +02:00
Daniel Gibson
b054261a0e Make MFC Tools work with MSAA enabled
The problem was that the editors called ChoosePixelFormat() instead of
wglChoosePixelFormatARB() - and the normal ChoosePixelFormat() has no
attribute for MSAA, so if MSAA is enabled (by SDL2 which calls the wgl
variant), ChoosePixelFormat() will return an incomaptible format and
the editors don't get a working OpenGL context.
So I wrote a wrapper around ChoosePixelFormat() that calls the wgl variant
if available, and all the necessary plumbing around that.

While at it, removed the unused qwgl*PixelFormat function pointers and
supressed the "inconsistent dll linkage" warnings for the gl stubs
2021-05-11 00:39:00 +02:00
Daniel Gibson
c3d480afe4 Rename GetWindowScalingFactor() to Win_GetW.., support older Win versions
Minimum required Windows version is XP again (instead of Win10).
Win_GetWindowScalingFactor() tries to use two dynamically loaded functions
from newer windows versions (8.1+, Win10 1607+) and has a fallback for
older versions that also seems to work (at least if all displays have
the same DPI).

Moved the function to win_main.cpp so the dynamically loaded functions
can be loaded at startup; so edit_gui_common.cpp could be removed again.
2021-05-10 03:18:24 +02:00
HarrievG
e67b77ba5d - Wrapped GetDpiForWindow in GetWindowScalingFactor
- Use GetDeviceCaps for dpi on anything else than win10.
2021-05-10 01:09:47 +02:00
HarrievG
86866b73d5 - 4K / DPI aware Tool fixes
- Nullptr guard/Crashfix in material editor : meMainFrame can be null
  when starting immedeatly from commandline.
2021-05-10 01:09:47 +02:00
Daniel Gibson
5f137955ac Make rvGEWindowWrapper (for GUI editor) 64bit clean
it wants to store a pointer to itself in an idWinVar - on 32bit idWinInt
was suitable for that, on 64bit it's not, so instead convert the pointer
to a hex-string and stuff it in a idWinStr

also fix a crash when adding a choiceDef in the gui editor
2021-05-08 07:03:55 +02:00
Daniel Gibson
5dc9b69374 Fix most (according to warnings) remaining 64bit issues in tool code
rvGEWindowWrapper is still TODO - it's not as straightforward, because
it insists on storing a pointer in an idWinVar (using idWinInt), but there
is no idWinVar type for pointers
2021-05-08 05:43:52 +02:00
raynorpat
bd37c3f91a Some additional LONG to LONG_PTR fixes for the tools as well as some warning fixes 2021-05-07 16:06:06 -04:00
raynorpat
d4c3d4a9df Resolve Win32-isms trying to build tools with x64 MSVC 2021-05-06 03:31:56 +02:00
Daniel Gibson
b0e0883f6e Replace libjpeg with stb_image.h
libjpeg is a pain in the ass, especially due to Ubuntu shipping
libjpeg-turbo in jpeg8 mode as their default libjpeg, while every other
distro I checked (including debian!) ships libjpeg-turbo in jpeg6.2 mode

Thankfully stb_image.h exists - just a single header and it even
has a (much!) friendlier API.

It's not like Doom3 (or any of the mods I checked) actually use JPEGs,
but I'm sure if I'd drop support completely, someone would complain
(perhaps rightfully so).
2021-04-27 20:08:59 +02:00
Daniel Gibson
d1b0073582 Try to enforce selected fullscreen resolution
SDL has a bug (at least on Windows) where SDL_CreateWindow() with
SDL_WINDOW_FULLSCREEN doesn't use the configured resolution (if it's
higher than the current desktop resolution).
Try to work around that - based on Yamagi Quake II code.

Also, if GLimp_Init() fails, the "safe mode" fallback is now in
windowed mode instead of fullscreen mode.
2021-01-15 18:24:48 +01:00
Daniel Gibson
31e26856e0 (Hopefully) fix Editors messing up game viewport for good, fix #300
I worked around the issue for the particle editor, but now it turned out
it can also somehow happen when switching from the Radiant to the Engine
(with F2), so I implemented the "proper" fix of restoring
glConfig.vidWidth/Height, that are overwritten in
RenderSystemLocal::BeginFrame(), in RenderSystemLocal::EndFrame().
2020-07-20 05:01:51 +02:00
Daniel Gibson
5c1e1d7708 Fix ParticleEditor's Materialpicker screwing up ViewPort
In short, it uses a idGLDrawableMaterial widget that calls
renderSystem->BeginFrame(w, h); (with w and h being small for the texture
preview window) and BeginFrame() sets glConfig.vidWidth and vidHeight to
w/h and that never got reset to the original value (window width/height).
This breaks everything because for some reason
renderSystem->GetSCreenWidth()/Height() return glConfig.vidWidth/Height
so it will just continue to render everything at that resolution (in a
small rectangle on the lower left corner of the window).
This bug has already existed in Doom3 1.3.1 (but was less noticable because
apparently  when switching away from Doom3 and back to the window it reset
vidWidth/Height to the window resolution)
I only implemented a workaround (restore glConfig.vid* after rendering the
texture preview), it's possible that the same issue exists in other
(probably editor-) code - but a "proper fix" might also break code (and I'm
not super-familiar with the editor code or even just using them)
2019-03-10 05:23:06 +01:00
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
c60f630eea GUI Editor code/integration from SteelStorm2, doesn't build yet 2019-01-13 22:12:36 +01:00
Tobias Frost
dbb90b7565 Some spelling error fixes found during Debian build
- s/allready/already
- s/Uknown/Unknown
- s/thier/their
2018-06-30 00:08:45 -01:00
leffmann
c86e394da5 more fixes for Visual Studio 14 2015-10-11 23:27:42 +02:00
Daniel Gibson
51f3acd21a Fix Windows Build with SDL2
for some reason neo/tools/compilers/dmap/optimize.cpp included windows.h
and GL/gl.h before including dmap.h, which indirectly includes qgl.h.

This made things in qgl.h explode - seems like APIENTRYP in the
QGLPROC() macro expanded to bullshit because of some APIENTRYP or
APIENTRY definition in windows.h or GL/gl.h

Those includes are totally unnecessary, dmap.h -> qgl.h already includes
GL/gl.h, indirectly via SDL_opengl.h and in that setup things somehow
are fine.
2015-09-28 04:02:33 +02:00
dhewg
30d5cb16d0 Disable editor related rendering
These use OpenGL calls, which are useless on all platforms without
editor support.
2012-07-20 00:13:05 +02:00
dhewg
9034da11d0 s/ReadLong/ReadInt/ to match the return type 2012-06-28 13:52:24 +02:00
dhewg
94df46637a s/WriteLong/WriteInt/ to match the argument type 2012-06-28 13:52:23 +02:00
Daniel Gibson
0d27bfe7b9 Remove usage of long type from idlib/
Apart from some minor stuff, this changes the signature of some methods
of Parser and Token classes and of the (unused) Random2 class.
That no problem though, because the calling code uses normal ints
anyway.
2012-06-28 13:02:45 +02:00
Daniel Gibson
94cd0ee559 Fix several bugs from iodoom3 bugtracker
rhyskidd@gmail.com found them (with PVS studio IIRC), reported them and posted
patches.
Some of the patches were incorrect so I rewrote them.
2012-06-02 10:12:22 +02:00
dhewg
44b35ccf13 Make Sys_GetScanTable() only available on Windows
Sys_GetScanTable() and MapKey() are only used by the Windows backend
or the Windows-only tools.
Rename to Win_GetScanTable() and move MapKey() as Win_MapKey() to
win_input.cpp.
2012-01-02 15:44:35 -05:00
dhewg
6997848645 Use HUGE_VAL instead of HUGE
This is more portable, and older MinGW versions actually
don't know about HUGE.

Reported by serpentine.
2011-12-22 12:33:21 +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
d0e5555f72 Fix -Wuninitialized warnings in release builds
may be used uninitialized in this function
2011-12-16 16:00:28 +01:00
dhewg
4c38aaae78 Get rid of dmap code specialized for gcc
According to the file this existed because of a gcc 3.5.5
optimization bug, which we do not care anymore about.
2011-12-13 16:25:08 +01:00
dhewg
4378246a3a Check pointer before accessing it
Not the other way around.
2011-12-10 20:02:07 +01:00
dhewg
bdb21d20c8 Fix wrong usage of memset() 2011-12-10 15:36:17 +01:00
dhewg
9678020677 Fix compilation for *BSD
Change most __linux__ defines to __unix__ for all UNIX like systems.
2011-12-10 15:36:16 +01:00
dhewg
09f3aa0568 Fix -Wuninitialized warnings
may be used uninitialized in this function
2011-12-10 15:36:05 +01:00
dhewg
3f5c14ef5f Fix -Wunused-but-set-variable warnings
variable set but not used

Removes some CollisionModel code under _DEBUG which was probably a
leftover, since it was completely useless (its done later anyways).
2011-12-10 15:36:04 +01:00
dhewg
e4771f3a5f Fix -Wunused-variable warnings
unused variable
2011-12-10 15:36:03 +01:00
dhewg
7f4bcf94ca Fix -Wunused-function warnings
defined but not used
2011-12-10 15:36:02 +01:00
dhewg
9d97eefb1a Fix -Wwrite-strings warnings
deprecated conversion from string constant to ‘char*’

Constify lots of "char *".
2011-12-10 15:36:00 +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
dhewg
e704911fed Use system libjpeg8
The unused WriteLossless() was using libjpeg internals found in
jpegint.h. This header is available with libjpeg8, but not shipped
by most distros. Disable the relevant code - no functional
changes.
2011-12-10 15:33:48 +01:00
Timothee 'TTimo' Besset
fb1609f554 hello world 2011-11-22 15:28:15 -06:00