was no longer needed and was causing issues typing underscores (US keyboard layout) on Linux/SDL2 where SDL_TEXTINPUT is delivered before the SDL_KEYDOWN.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1109 af15c1b1-3010-417e-b628-4374ebc0bcbd
* in_sdl.c: Remove the over-zealous "no events for unknown keys" checks introduced in r1085. Events for unknown keys can be useful for "press any key" situations.
* keys.c: In input grab mode, update the "lastkey" member only for key down events.
* keys.c/console.c: Adapt input grab mode to properly support catching "any key" presses.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1089 af15c1b1-3010-417e-b628-4374ebc0bcbd
On my old laptop, when running "./quakespasm -fsaa 2", quakespasm would error out with a "Couldn't create window" message. Our "no FSAA available" fallback was applied at OpenGL context creation time, but according to the SDL2 wiki FSAA settings should be done before creation of the window (see https://wiki.libsdl.org/SDL_GLattr#multisample). Moved it there.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1084 af15c1b1-3010-417e-b628-4374ebc0bcbd
I read that comment as "bindings for these keys won't execute when in the menu", but it should be read as "no new bindings can be made for these keys through the bindings sub-menu", which is actually correct.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1074 af15c1b1-3010-417e-b628-4374ebc0bcbd
This never really belonged in keys.c (should have been handled in the backend instead), but now that we have separated Key_Event()/Char_Event() this no longer serves any purpose at all.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1072 af15c1b1-3010-417e-b628-4374ebc0bcbd
If an entity is visilbe from MAX_ENT_LEAFS (32) or more leafs, don't try to vis-cull it, just send it to the client.
This should completely eliminate any flickering entities, no matter how many leafs they're visible from.
This could potentially increase packet sizes a bit.. but ent->num_leafs == 32 never happens in id1 epsiode 1, so it will not cause any increase on those maps.
hip1m1 has one entity (a rotator) that is caught by this change and will be always sent.
see e.g.
http://forums.inside3d.com/viewtopic.php?f=1&t=5554http://www.celephais.net/board/view_thread.php?id=60452&start=1235
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1069 af15c1b1-3010-417e-b628-4374ebc0bcbd
Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
in_keys.c: Key_ConsoleBindable: remove redundant check, this is now handled by Key_KeynumToString/Key_StringToKeynum.
in_sdl.c: IN_SendKeyEvents: use a single method for checking whether we have a keydown or keyup event.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1047 af15c1b1-3010-417e-b628-4374ebc0bcbd
SDL (both 1.x and 2.x) is buggy and can't deal with scaled windows.
But we'd probably want to call this anyway beause it give us full-resolution windows.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1045 af15c1b1-3010-417e-b628-4374ebc0bcbd
Tested on Linux and Windows with various keyboard layouts. This fixes some text input weirdness on Windows.
Before, we always used the "unicode" field (if available) of SDL's keydown events to overrule the "sym" field with which Key_Event() is called. However, the "unicode" field is only filled for keydown events, so this meant that our keyup events didn't always match their corresponding keydown events. With the introduction of Char_Event(), we can now use the "unicode" field for textinput only, and call Key_Event() with the non-overruled "sym" field. This has the benefit that keyup events now match keydown events, and that we can get rid of several ugly hacks (some platform specific ifdef's and some control character handling).
Note: the translation of the numpad keys to other keys when not in "gamekey" mode was dropped, because otherwise a numpad key could trigger (for intstance) both a textinput and a cursor movement in the console. This is arguably cleaner anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1042 af15c1b1-3010-417e-b628-4374ebc0bcbd
Before, we stopped processing at the first byte of a multibyte character, now we skip over the bytes of a multibyte character and continue. This will probably not have a noticeable effect, but it's arguably more correct.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1040 af15c1b1-3010-417e-b628-4374ebc0bcbd
In hindsight this really was "shooting a cannon at a mosquito". Even at a resolution of 320x200 we don't actually draw any keybindings off-screen, we just draw the last one very close to the edge (similar to the version string in the bottom right of the console). Although that is not visually pleasing, it is not that likely to actually occur (not many people will use a resolution of 320x200 or set the 2D scaling to the maximum value), and is not worth always having one keybinding "missing" at any scale setting.
(If we even want/need to readd this, it should work dynamically, e.g. calculate a "virtual resolution" from the actual window resolution and the actual 2D scaling value.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1039 af15c1b1-3010-417e-b628-4374ebc0bcbd
R_DrawTextureChains_Multitexture: revert to the way it was before VBO support was added.
gl_texmgr: expose GL_SelectTexture. make the implementation less convoluted and support 3 TMUs.
gl_vidsdl: check GL_MAX_TEXTURE_UNITS
r_brush: only create VBOs if 3 TMUs available
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1035 af15c1b1-3010-417e-b628-4374ebc0bcbd
build_cross_osx-sdl2.sh: new script for me to cross-build on my linux.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1034 af15c1b1-3010-417e-b628-4374ebc0bcbd
Partial revert of r1024, since the lastKeyDown stuff is actually needed for SDL2 when the keyboard layout has a printable character that isn't '`' or '~' on the default console-toggle-key (the one below 'Esc'). Instead of hardcoding it though, it is now determined by a new Key_ConsoleBindable function. This makes sure that we don't write an unwanted character into the console as a side effect of opening/closing it, but it still does allow the user to type '`' and '~' in chat messages.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1027 af15c1b1-3010-417e-b628-4374ebc0bcbd
This was hardcoded in in_sdl.c, now it is handled by Char_Console() itself, like it is in Key_Event().
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1024 af15c1b1-3010-417e-b628-4374ebc0bcbd
Instead, make the backend responsible for calling either or both
of Key_Event and Char_Event under the appropriate circumstances.
For SDL2 this means no change, for SDL1 this means call both when
a key is pressed, but call only Key_Event when a key is released.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1022 af15c1b1-3010-417e-b628-4374ebc0bcbd
- Reverted the addition of the interpret_shift param to Key_Event
- Now, SDL_KEYUP/SDL_KEYDOWN are converted from SDL scancodes to quake keys, and passed directly to Key_Event with no extra conditions / logic
- When SDL2 is used, Key_Console/Key_Message no longer convert keys to characters to insert in the typing buffer, but all other functionality is unchanged
- SDL_TEXTINPUT calls a new function, Char_Event. This calls either Char_Console/Char_Message depending on the keydest. These just insert the typed text into the buffer
This is cleaner than before because it maintains a clear separation between key presses and characters, whereas the old code was converting characters from SDL_TEXTINPUT back into fake keys and then feeding those into Key_Event. This also fixes Ctrl+C / Ctrl+V not working in the console
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1020 af15c1b1-3010-417e-b628-4374ebc0bcbd
This seems to help fps a fair bit on maps with a lot of world polys like jam2_tronyn. Tried on a few computers with intel and nvidia gpus, windows, mac os, linux, and there's always at least some fps improvement. Best case was 70fps -> 96fps on jam2_tronyn, on OS X + nvidia 650gt.
Interested to hear how this works for amd gpu's, just do a timedemo with and without "-novbo".
Only downside is I had to disable the fast path in Vid_Toggle_f() because at least with SDL1, the vbo no longer works after a toggle. So as a result, fullscreen toggles with alt-enter are slightly slower.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1018 af15c1b1-3010-417e-b628-4374ebc0bcbd
interpret -missionpack and [-]game missionpack as the same as a new
QuakeSpasm extension. besides, do not let loading of the mission pack
directory twice.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1011 af15c1b1-3010-417e-b628-4374ebc0bcbd
* make 'game' command to strip all mission pack support
* make 'game' command to accept an optional second mission pack argument,
i.e. -hipnotic, -rogue or -quoth.
* so the new behavior does:
game id1 --> really returns to bare id1 game, doesn't accept any mission pack arguments
game xxx -hipnotic --> strip down to id1 game, load hipnotic and load xxx on top of them
game xxx --> strip down to id1 game and load xxx on top of it
* additionally, some extravaganza:
game xxx --> if the game is already xxx, but the engine was started with -hiptonic
or -rogue or -quoth, strip down to id1 and reload xxx on top of bare id1
game xxx -hipnotic --> if the game is already xxx, but the engine was started without
-hiptonic, strip down to id1, load hipnotic and reload xxx on top of them
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1010 af15c1b1-3010-417e-b628-4374ebc0bcbd
Also surround the SDL version by "#if defined(USE_SDL2)" and "#endif", this
suppresses an unused function warning when building for SDL1. (Building for
SDL2 still gives an unused variable "modstate" warning though.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1002 af15c1b1-3010-417e-b628-4374ebc0bcbd
Not totally sure about this but i think it's a decent idea. I'm using 800x600 as a reference screen size (arbitrary choice but it's the default QS resolution). So if your resolution is 600 pixels tall this will make no difference. On higher resolutions this will make the console a bit faster than before.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@992 af15c1b1-3010-417e-b628-4374ebc0bcbd
PF_VarString is only called on the server, in:
- PF_error, PF_objerror, PF_dprint to print error / debugging messages
- PF_bprint, which calls SV_BroadcastPrintf which copies the string into a 1024-byte buffer, then sends that to clients in a svc_print message
- PF_sprint, which sends the string in a svc_print message using MSG_WriteString (without copying into an intermediate buffer)
- PF_centerprint, which sends the return value of PF_VarString in a svc_centerprint message (without copying into an intermediate buffer)
On the client:
- svc_print reads the payload string with MSG_ReadString (2048-byte buffer), then Con_Printf is called (4096-byte buffer)
- svc_centerprint uses MSG_ReadString then calls SCR_CenterPrint (1024-byte buffer)
I also checked the original quake source and the client-side buffers for MSG_ReadString, Con_Printf, and SCR_CenterPrint are all the same sizes as in QS.
Admittedly I want to support sock's ITS mod, but as far as I can see, it's a totally safe to increase this to 1024.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@985 af15c1b1-3010-417e-b628-4374ebc0bcbd
It caused a dramatic slowdown on my machine on windows (50% slower)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@983 af15c1b1-3010-417e-b628-4374ebc0bcbd
The glBegin(GL_POLYGON), for() loop with GL_MTexCoord2fFunc()/glVertex3fv() calls, and glEnd () per polygon is replaced by a memcpy() and a glDrawArrays() call per poly.
My guess is this only saves function call overhead, but it gives a decent ~20% speedup (36 -> 42fps) on my machine on orl’s map.
Note: glDrawArrays() is in OpenGL 1.1, but the glClientActiveTextureARB function is part of the GL_ARB_multitexture extension but not GL_SGIS_multitexture. Instead of splitting into two code paths, I just dropped support for GL_SGIS_multitexture.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@981 af15c1b1-3010-417e-b628-4374ebc0bcbd
To make this work with the drawing order we use in gl_rmain (world excluding water, opaque ents, world water, transparent ents), I made each texture_t have two texture chains, one for world and one for bmodels. This way they can be cleared during entity drawing without having to regenerate the world ones.
Other than this the changes are mostly minor adjustments to the R_DrawTextureChains_* functions so they can work for things other than the world.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@979 af15c1b1-3010-417e-b628-4374ebc0bcbd
With that alone, the console would come down and slide up when the map changes in a demo.
I added a SCR_BeginLoadingPlaque() call in CL_ParseServerInfo, only done during demo playback, which shows the loading plaque and prevents the console from appearing and sliding up.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@976 af15c1b1-3010-417e-b628-4374ebc0bcbd