I'm gonna use it with libbacktrace - I'll need the path of the
executable before I can use idStr (and thus before I could call
Sys_GetPath(PATH_EXE, str)).
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
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.
Otherwise especially looped sounds continue playing while the menu
is open, especially noticeable when opening the menu while firing
the chaingun (the whirring sound continues playing).
Seems to work; note that idWaveFile is only ever used in idSoundSample::Load()
As stb_vorbis doesn't support custom callbacks for reading, I feed it
the full .ogg files as a buffer. Shouldn't make much of a difference
though - either the whole file is decoded on load anyway (so the buffer
is freed after decoding, or it's streamed, but in that case the old code
also kept the whole ogg file in memory by using idFily_Memory.
I also added warning messages in places where calls to stb_vorbis_*()
can fail, where there were none in the equivalent libvorbis code.
This reverts commit 01ac144b09.
Looks like this broke the build on some systems, because some
package managers pack SDL2Config.cmake and others pack sdl2-config.cmake
in their SDL2 development packages (for some reason, SDL2 seems
to ship both in their source, and they appear to be incompatible).
Shipping our own FindSDL2.cmake might be unclean/ugly/whatever, but
at least it works (most of the time? at least it appears to work better
than not shipping it)
* 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
.. 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.
I updated sdl2-config.cmake in dhewm3-libs so building on Windows with
them works again, however that required also a little change in
dhewm3's CMakeLists.txt
I also still had some uncommited changes for that fullscreen workaround
that I'm committing now.
.. that doesn't switch the display resolution, but creates a borderless
fullscreen window at current desktop resolution.
SDL2-only (SDL_WINDOW_FULLSCREEN_DESKTOP).
Doing this with an additional CVar instead of r_fullscreen 2 or similar
has the advantage that it works properly with Alt-Enter
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.
the game was frozen (the main menu and console worked though) when
switching from the Radiant to the engine (with F2 or that button).
Turned out common->ActivateTool( false ) must be called if the game window
has forcus, so idSessionLocal::Frame() doesn't return early (and thus not
run the game code).
Furthermore, there was no sound when switching from Radiant to the game,
because the SoundWorld was set to sth editor-specific. Fixed that as well.
OpenAL devices can disconnect, and with some luck they're back after
a few seconds. This especially seems to happen with Intels Windows GPU
driver and display-audio when switching the resolution or enabling
fullscreen, see #209
Now a disconnect is detected and we try to reset the device for 20
seconds, hoping it comes back. This needs at least openal-soft 1.17.0
to build and 1.20.0 or newer to actually work.
Also added missing stub functions in openal_stub.cpp (used by dedicated
server so it doesn't have to link libopenal)
On Windows, ID_INLINE does __forceinline, which is bad if the function
calls alloca() and is called in a loop..
So use just __inline there so the compiler can choose not to inline
(if called in a loop).
This didn't cause actual stack overflows as far as I know, but it could
(and MSVC warns about it).
the tables contain character constants like ('ä') that are supposed to
be interpreted as ISO8859-1 or WINDOWS-1252 or sth, but that doesn't
seem to work with MinGW (anymore) - seems like it assumes UTF-8 by
default, and for some reason -finput-charset=ISO8859-1 doesn't help
either, it complains about multichar character constants then..
Anyway, now the table entries are represented as the corresponding
integer constants which seems to work as intended.
Fixes#238
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..
causes trouble on macOS, and we shouldn't interact with X11 directly
anyway, because SDL does it for us.
OpenBSD apparently needed it (at least it was added for OpenBSD
support), but the only place I can imagine it being needed is the
superfluous #include <SDL_syswm.h> in neo/sys/glimp.cpp - which I now
removed. In case it's needed after all please tell me, then I'll add it
again - but guarded by if(os STREQUALS "OpenBSD") or however one checks
for OpenBSD in CMake.
handling SIGTTIN/OU allows running Doom3 in the background (or even
sending it to the background with Ctrl-Z + bg) by disabling TTY input
(before it would get stuck when run in background without +set in_tty 0,
see #215)
While at it, I also added signal handlers for some common crash signals
(SIGILL, SIGABRT, SIGFPE, SIGSEGV) to print a backtrace before exiting
the game (partly based on Yamagi Quake II code).
Sometimes memory was allocated with new[] but freed with delete instead
of delete[], which is wrong.
And there were some small memory leaks, too.
Furtunately clang's AddressSanitizer detected all that so I could easily
fix it.
(There seem to be some more small memory leaks which are harder to fix,
though)
as we do int buttonIndex = ev.button.button - SDL_BUTTON_LEFT;
it's only consistent to do if(ev.button.button < SDL_BUTTON_LEFT + 8)
it doesn't really make any difference as long as SDL_BUTTON_LEFT is 1,
but this way it's safe for SDL3 or whatever future version might break
the ABI.
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188
As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have Scancodes
which we need to identify the keys.
This should obsolete one part of pull request #135