Commit graph

57 commits

Author SHA1 Message Date
Daniel Gibson
61a49a2547 Implement clipboard support on POSIX platforms with SDL2
Added Sys_FreeClipboardData(char*) so I don't have to copy the string
from SDL_GetClipboardText() into a Mem_Alloc() buffer, but can just
do the right thing per platform, which in case of POSIX/SDL2 is
SDL_free().
SDL1.2 doesn't have clipboard support, otherwise I'd have removed all
platform-specific implementations and used SDL_Get/SetClipboardText()
everywhere (IIRC AROS only supports SDL1.2?)
2021-07-03 02:25:20 +02:00
Daniel Gibson
d5fd0990a1 Win32: Fix deadlocks if Sys_Printf() or Sys_Error() was called in thread
If those functions (e.g. called by common->Printf(), common->Error())
weren't called from the mainthread and win_outputEditString was set to 1,
a deadlock could occur.
Specifically, the async thread (handling sound) was calling
common->Warning() -> Sys_Printf() -> Conbuf_AppendText() which called
SendMessageA() which blocks until the main thread handles the message.
The main thread however was in idSampleDecoderLocal::Decode() trying to
enter CRITICAL_SECTION_ONE, which was held by the async thread
(it's used to synchronize sound handling between main and async thread).

So now if Sys_Printf() (or Sys_Error() which should have the same problem)
is not called by the main thread, the text is buffered and
Conbuf_AppendText() is called for the buffered lines in the next frame
in Win_Frame().
2021-06-20 03:36:39 +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
5dd826ee38 Dll load errors (#1)
* Windows DLL-Load-Errors
Added error reporting using formatmessage, ignoring if the DLL just
doesn't exist, custom warning for "[193 (0xC1)] is not a valid Win32
application." (probably wrong architecture)

* update gitignore with build folder
2021-01-18 00:38:29 +01:00
Daniel Gibson
430a8f5e95 POSIX: Show errormessage if loading a (Mod) .so failed, refs #318
.. but only if the file exists.
It's ok if mods don't have their own DLL/.so, but if they do have one
and loading fails it's interesting why they failed (e.g. no access
rights, 64bit lib with 32bit executable or other way around, missing
symbols due to wrong libc version, ...)

The same should be done for Windows, but that's still TODO.
2021-01-17 06:58:13 +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
6a507c6a5b Windows: Don't put stdout.txt and stderr.txt into binary dir
It might not be writable.. which will cause game startup to fail.
Put them in My Documents/My Games/dhewm3/ instead, like the save games.
2019-01-07 15:06:59 +01:00
Daniel Gibson
fa363ab5ef Fallback to demo/ should work better now
i.e. also when not starting the game with +set fs_basepath /bla/
2019-01-07 15:06:59 +01:00
Daniel Gibson
84a70a3a05 Tell Windows we're High DPI aware, (hopefully) fixes #191
taken (with permission) from Yamagi Quake II, thanks a lot!
2018-07-14 20:54:21 +02:00
Daniel Gibson
0327a42ad9 Fix input on Windows with SDL2 (fix #100)
Seems like the ::SetFocus() in main() screwed it up.
2015-09-28 15:35:57 +02:00
Rohit Nirmal
c20218f9cd Minor spelling fix. 2013-07-13 23:07:22 -05:00
Kevin Doyon
6407881cff Fix SDL2 compile-errors, made it work on Win64
.. when compiled with MSVC2012
2013-05-02 21:13:06 +02:00
Daniel Gibson
5936422d9d Fix freezing of dedicated server window on Windows
The code was donated by motorsep, thanks!
2012-11-12 20:18:00 +01:00
dhewg
390b6a493d Try to find a steam install for the base path 2012-07-06 19:47:34 +02:00
dhewg
d2b7eac843 Get rid of Sys_SetFatalError()
Unnecessary.
2012-07-06 01:24:25 +02:00
dhewg
9cbc9ff6db Get rid of win_cpu.cpp
All unused now.
2012-07-06 01:06:54 +02:00
dhewg
93fdc96e60 Get rid of Sys_FPU_EnableExceptions()
No exceptions were ever enabled.
2012-07-06 01:06:51 +02:00
dhewg
65b13cb73e Use a more modern way to set the fpu precision 2012-07-06 01:06:51 +02:00
dhewg
8f157e63db Convert backslashes in the windows EXE path 2012-07-05 19:15:11 +02:00
dhewg
571f6b3d3b Overhaul the windows BASE path
Look for "base" next to the binary first, then the vanilla
doom3 path (written to the registry by the original installer).
2012-07-05 19:14:13 +02:00
dhewg
f6c0e2a174 Split GetHomeDir()
Makes the WCHAR to char path code reusable.
2012-07-05 18:18:01 +02:00
Andre d
7a5b8b1ec0 Remove (faulty/outdated) video ram detection 2012-07-04 22:47:38 +02:00
dhewg
e55753e626 Introduce fs_configpath
Split fs_savepath for config files. This is in preparation for
moving the writable paths on *nix to $XDG_DATA_HOME and
$XDG_CONFIG_HOME.
Affected files: config.spec, *.cfg, doomkey, xpkey.
2012-07-03 21:12:58 +02:00
Daniel Gibson
2375dd1588 Use My Documents/My Games/dhewm3 on windows
Includes savegames, configs, screenshots and so on.

And "My Documents" is actually CSIDL_PERSONAL, see
http://msdn.microsoft.com/en-us/library/windows/desktop/bb762494%28v=vs.85%29.aspx

This somehow matches the behaviour on Linux and OSX where this stuff is
saved in some kind of home-dir (e.g. ~/.doom3)

Taken (with kind permission) from Yamagi Quake II's Sys_GetHomeDir()
2012-07-03 21:12:57 +02:00
dhewg
478fa783f6 Unify Sys_*Path() into Sys_GetPath() 2012-07-03 21:12:56 +02:00
dhewg
1ce658e835 Get rid of memory status functions
Unused.
2012-01-08 12:24:58 +01:00
dhewg
6a1d6cb842 Always allow multiple instances 2012-01-08 12:24:58 +01:00
dhewg
438685e6e6 Get rid of Sys_FlushCacheMemory()
Stub on all platforms.
2012-01-08 12:24:58 +01:00
dhewg
9542663097 Get rid of Sys_DefaultCDPath()
Stub on all platforms.
2012-01-08 12:24:58 +01:00
dhewg
b3085e03b4 Fix sys/win32/* for x86_64 2012-01-07 19:00:43 +01:00
dhewg
1fed72fbb4 Get rid of Sys_DoPreferences()
The OSX backend was the only one utilizing this to set CVars
for the video mode.
Not required anymore since its now based on SDL.
2012-01-05 00:24:13 +01:00
dhewg
bf30c8216a Get rid of GetExceptionCodeInfo()
Unused function is the Windows backend.
2012-01-03 18:14:20 +01:00
dhewg
f7915a5ffa Get rid of dead code in the Windows backend
Not used by anything.
2012-01-02 20:00:11 +01:00
dhewg
1af6da6fdd Make the printf() family on Windows print to stdout
SDL logs this into stdout.txt for us.
2012-01-02 15:44:41 -05:00
dhewg
b83868090c Use SDL GLimp and input implementations on Windows
The DirectX SDK is not required anymore.
2012-01-02 15:44:40 -05:00
dhewg
6e0c766d14 Unify all Sys_GetProcessorId()
Use SDL functions whenever possible.
2011-12-22 11:07:00 +01:00
dhewg
d4281b56bf Get rid of Sys_GetProcessorString()
This was only used for a printf() and not implemented for all
the platforms we can now run on.
We also don't want to force a CPU type on Windows.
2011-12-22 10:38:40 +01:00
dhewg
acfe2489e4 Get rid of unused CPUID flags 2011-12-22 10:38:40 +01:00
dhewg
e2b46a5a34 Get rid of Sys_GetClockticks() and Sys_ClockTicksPerSecond()
Now unused.
2011-12-22 10:38:39 +01:00
dhewg
c994974ffc Port Sys_Milliseconds() to SDL
Sync with SDL and use unsigned int as return type.
Code outside of sys/ still uses signed ints to store the result.
2011-12-22 10:38:38 +01:00
dhewg
317e63887c Port Sys_Sleep() to SDL 2011-12-22 10:38:38 +01:00
dhewg
e7482b4957 Port all thread related functions to SDL
Setting thread priorities has been dropped (it is not portable).
The background download thread now exits gracefully.
g_threads is not public anymore.
2011-12-22 10:38:37 +01:00
dhewg
7865e432a7 Port the async thread to a SDL timer
SDL implements timers via threads and it lets us easily aim at
a 60Hz frequency.
2011-12-21 17:50:39 +01:00
dhewg
1a25b165b0 Port critical sections and events to SDL
Use SDL mutexes and conditions.
One new critical section CRITICAL_SECTION_SYS for events.
2011-12-21 17:50:35 +01:00
dhewg
005677494f Initial SDL setup
Use SDL_main on all platforms.
Fix main() for non-const argv so it matches with the SDL
prototype.
Adapt win32 WinMain() to main() and get rid of the win32 special
case in Common::Init().
2011-12-21 17:40:05 +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
dfdb6b6d4a Remove the unused win32 exception handler
Especially don't send crash reports from this tree to id ;)
2011-12-14 18:20:31 +01:00
dhewg
b6bcd0a9cb Fix compilation for MinGW
Just a few minor hiccups.
2011-12-14 18:20:30 +01:00
dhewg
f54752c209 Case corrections for includes on case sensitive fs' 2011-12-14 18:20:29 +01:00