Commit graph

2862 commits

Author SHA1 Message Date
Bill Currie
fea08de4cb [renderer] Switch fog to be simple exponential
I don't know why exp(-dist^2) was thought to be a good idea, it's not at
all correct, and I think exp(-dist) looks better.
2024-01-21 01:27:49 +09:00
Bill Currie
2d56d21a24 [vulkan] Correct the position of the crosshair
It's meant to be drawn at its center, not top-left corner.
2024-01-21 01:21:16 +09:00
Bill Currie
8138b69186 [vulkan] Parameterize a few more forward vs deferred
Just scene and config load to go.
2024-01-20 23:36:12 +09:00
Bill Currie
778ffadd54 [vulkan] Implement fog for the forward renderer
Other than decoupled lightmap support, I think that has the vulkan
forward renderer feature complete (though a little buggy with its
lightmap updates and fisheye gets validation errors).
2024-01-20 19:45:45 +09:00
Bill Currie
f7948701a2 [renderer] Clean up the fog code
I didn't feel like messing with all the renderers, so the old API is
still there, but the internals are much simpler thanks to vec4f_t.
2024-01-20 19:39:35 +09:00
Bill Currie
8bf688748c [vulkan] Implement very basic lighting for forward
Both alias and iqm (yay unified fragment shader). It's meh, but that's
1996 tech for you (hey, it was full-on 3d and we liked it!).
2024-01-20 14:42:21 +09:00
Bill Currie
b22f104163 [renderer] Merge light setup code from glsl and sw
I'll look into gl later, but this means I don't need yet another copy
for vulkan's forward renderer.
2024-01-20 14:35:02 +09:00
Bill Currie
13c6065f9f [vulkan] Get deferred renderer mostly working
It's just lightmap vs lighting (scene load and bsp rendering) and
compose (attachments or no) that need sorting out, and, of course, a way
to select between the two.
2024-01-20 09:44:29 +09:00
Bill Currie
fc5b1d5f6e [iqm] Load skins correctly for qskin
Missing any possibility for fullbrights or colors (only because no
attempt is made to load such), and more deferred breakage, but it acted
as a nice proof of concept for cleaner skin loading (taking advantage of
resources and QFV_PacketCopyImage).
2024-01-20 09:44:29 +09:00
Bill Currie
99445758a3 [vulkan] Allow for no barrier after image copy
QFV_PacketCopyImage is quite handy, but when used before
QFV_GenerateMipMaps, the final image barrier is not wanted as
QFV_GenerateMipMaps expects the image to be transfer_dst, so skip the
barrier if dstBarrier is null.
2024-01-20 09:44:29 +09:00
Bill Currie
93d860472d [vulkan] Use the same fragment shader for alias and iqm
In a quake context, I suspect iqm models should use the same skin
concepts as alias models. I'll probably be proven wrong, but it should
make things nicer for now, especially with forward lighting. However,
Mr Fixit is too bright because the skin isn't set up correctly.

Deferred is getting more and more smashed, but I'll fix that up when
I've got forward "done".
2024-01-20 09:44:29 +09:00
Bill Currie
58b42ed1b7 [vulkan] Implement forward translucent pipelines
This gets skies, liquids and particles working. I think it's only alias
and iqm lighting to go before forward is caught up to deferred.
2024-01-20 09:44:29 +09:00
Bill Currie
1e7cb8ee17 [vulkan] Implement lightmap updates for dlights
GL-Quake all over again, but the world is so much more alive with moving
lights, even if... rather stylized.

Closes #73.
2024-01-20 09:44:29 +09:00
Bill Currie
8c6bfe0984 [vulkan] Partially support dynamic lighting
Dynamic lighting via light styles now works, just actual dlights to go.
2024-01-19 15:45:04 +09:00
Bill Currie
63bec6d67f [scene] Add more entity component helper functions
Cleans up the code and removes more opportunities for UB.
2024-01-19 15:45:04 +09:00
Bill Currie
c512af4f21 [vulkan] Check output framebuffers exist before destroying
The output framebuffers array is dynamic, so trying to index it before
it has been created results in a segfault (which is rather inconvenient
during shutdown).
2024-01-19 15:45:04 +09:00
Bill Currie
52f012cc11 [console] Flush any pending draw data
This takes care of a 5s hang when the engine aborts before the first
frame is rendered (for vulkan).
2024-01-19 15:45:04 +09:00
Bill Currie
87357f98d3 [vulkan] Correct line vertex input spec (again)
This time for the forward renderer.
2024-01-19 15:45:04 +09:00
Bill Currie
5055860c1b [vulkan] Do lightmap flush after all lightmaps uploaded
This fixes the 5s hang on shutdown.
2024-01-19 15:45:04 +09:00
Bill Currie
4a99ef5723 [vulkan] Add a function to explicitly wait on a packet
It's not currently used, but it was very handy for finding where the
cause of the 5s hang was ***not***.
2024-01-19 15:45:04 +09:00
Bill Currie
bf0d1b4f6e [vulkan] Add tracy zones to most shutdown functions
This helped find the 5s hang on exit.
2024-01-19 15:45:04 +09:00
Bill Currie
3168550935 [vulkan] Upload lightmap data to the gpu and use it
The lightmaps aren't updated at all yet, so everything is static.
Figuring out how lightmap data gets to the gpu was a chore thanks to the
spaghetti in the bsp data, and then I'd forgotten that I was
pre-expanding the light data to rgb so wound up with weird lightmaps,
but without water or particles, demo1 is getting 5000fps at 800x450, and
it seems to be CPU limited.
2024-01-19 15:45:04 +09:00
Bill Currie
329c08b934 [vulkan] Use only a single subpass for forward main
Output is still a second pass for now.
2024-01-19 15:45:04 +09:00
Bill Currie
7ce94cde14 [vulkan] Fix some bitrot in the forward render graph
Many issues, but this fixes the validation errors.
2024-01-19 15:45:04 +09:00
Bill Currie
ec9e2c12b8 [vulkan] Implement skin support
Finally, quakeworld gets its *ahem* fancy skins. I'm not happy with how
skin loading is handled, but the whole model and skin support needs a
redesign.

Closes #74.
2024-01-15 19:07:33 +09:00
Bill Currie
fcd094ef04 [skin] Fix up dynamic library issues
And further clean up skin api.

It turns out that skin functions must all be in the render libs, and
this results in Skin_Set (was Skin_SetSkin) needs to be accessed via a
function pointer rather than directly :(
2024-01-15 15:26:09 +09:00
Bill Currie
d39630580e [skin] Get team colors working for model skins
This should actually get team colors working for all models, not just
player.mdl.
2024-01-15 14:59:11 +09:00
Bill Currie
346ed29f49 [skin] Implement top/bottom colors for gl
They don't work yet if the entity does not have an external skin.
2024-01-15 14:59:06 +09:00
Bill Currie
0539f07c1a [skin] Use an ECS registry to manage skins
This takes care of the double free and also cleans up a lot of the skin
api. However, the gl renderer lost top/bottom colors (for now). Vulkan
skins still don't work yet.
2024-01-15 14:56:37 +09:00
Bill Currie
739adad3d5 [skin] Clean up the API a little
Only the renderer-specific functions are in the plugin functions struct,
and only the client functions are global.
2024-01-13 13:42:03 +09:00
Bill Currie
c01c4180f3 [glsl] Handle verts with no bones
Same issue as in vulkan (surprise surprise, considering the glsl code
came first).
2024-01-09 20:42:18 +09:00
Bill Currie
119e9766b9 [iqm] Use 32-bit indices for large models
That is, those with more than 65520 vertices. Not properly supported for
sw or gl, and glsl isn't rendering properly for some reason (renderdoc
does see the meshes, though, so maybe depth or winding issues).
2024-01-09 13:36:46 +09:00
Bill Currie
1ab68ca5fd [vulkan] Correct line vertex input spec
I suspect I may have done the incorrect offset for color to get a
gradient for some testing, but forgot to put it back. Or, of course, I
just completely and utterly brain-farted when writing the attribute.
2024-01-05 22:44:09 +09:00
Bill Currie
860f48d541 Clean up about 12000 allocations
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
2024-01-05 11:50:48 +09:00
Bill Currie
bfa7c1722a [build] Implement tracy memory zones
This proved to be quite the challenge, and is probably rather fragile,
but it does seem to work, and might help with tracking down memory
leaks.
2024-01-05 11:50:48 +09:00
Bill Currie
f5ebc1083f [ecs] Pass the registry in to the component destroy function
This makes it possible for hierarchies to clean themselves up (by
deleting their entities (though that will cause other problems later
when the hierarchy doesn't own the entities)), thus plugging a memory
leak when parsing passage text.
2024-01-03 12:39:54 +09:00
Bill Currie
35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00
Bill Currie
4c704e9a2e [ecs] Give registries a name
This makes debugging a little easier when there are multiple ECS
registries. Currently, the name parameter must be a stable pointer.
2023-12-28 16:08:40 +09:00
Bill Currie
dd11a7b378 [vulkan] Apply 2d scale to clipping bounds
It was a little off-putting getting an incorrectly clipped console when
using non-unitary scale (especially since I was trying to show abbator
something).
2023-12-24 02:14:24 +09:00
Bill Currie
00d9f039fc [vulkan] Set debug windows to auto_fit
I'd missed this earlier, thus the vulkan debug windows wound up a tad
small.
2023-12-22 18:25:04 +09:00
Bill Currie
650ea052ea [vulkan] Support clipping rectangles via scissor
Seems to work well. The other renderers have stubs because I don't feel
like implementing clipping for them. The gl and glsl wouldn't be too
difficult (need to handle the draw queues), but sw needs a fair bit of
work and I'm not sure it's worth the effort.
2023-12-22 18:17:09 +09:00
Bill Currie
f3eebae9bc [vulkan] Destroy the tracy GPU contexts
I had forgotten about doing so because I was doing my profiling without
validation layers.
2023-12-22 13:44:31 +09:00
Bill Currie
dc0b4880e3 [vulkan] Use VkValidationFeatureEnableEXT
It's currently unused as it does flag a pile of things I need to fix,
but I don't want to deal with them right now (though I have fixed a
few).
2023-12-22 12:29:59 +09:00
Bill Currie
866cdcf068 [renderer] Reset fov when fisheye disabled
This fixes the badly stretched view after disabling fisheye.
2023-12-21 13:28:52 +09:00
Bill Currie
0f24f10bb9 [vulkan] Handle spotlights pointing -X
The problem didn't show up until the switch to float depth buffers
(because they can store the resulting nan).
2023-12-19 17:56:13 +09:00
Bill Currie
4ed1ef3353 [vulkan] Switch to float depth buffers
This takes full advantage of the reversed (infinite far plane) depth
buffers, and seems to have no performance cost.
2023-12-18 23:15:21 +09:00
Bill Currie
bf4eedc1c6 [vulkan] Apply light cull info to light pvs
This makes a possible improvement to e1m3, only barely affects ad_tears,
but makes about 30% difference to gmsp3v2 (21fps to 27, and from 3300
leafs to 2700).
2023-12-18 21:07:57 +09:00
Bill Currie
443f825d19 [vulkan] Support fisheye for light culling
Nicely, the people who created multiview thought of queries and how they
need to interact.
2023-12-18 03:07:29 +09:00
Bill Currie
d6e6d5b28b [vulkan] Clean up shadow map render passes a little
The cascade_shadow and cube_shadow names are no longer relevant thanks
to the staging images, and the output field for render passes is
optional in general and irrelevant for shadow maps.
2023-12-18 03:05:10 +09:00
Bill Currie
394eae2284 [vulkan] Fix missing debug utils for 64-bit windows
My wordsize check was probably for 686 builds.
2023-12-17 22:41:18 +09:00
Bill Currie
69af6a6234 [vulkan] Bail if all lights have been culled
When all lights have been culled, the updates wind up being 0 bytes and
vulkan validation doesn't particularly like that.
2023-12-17 20:05:17 +09:00
Bill Currie
2dd8eea0d9 [vulkan] Let's do the distcheck again 2023-12-17 18:45:02 +09:00
Bill Currie
b02da2c0a6 [vulkan] Implement shadow map culling
The rendering of the shadow maps now takes the culling information into
account resulting in a drastic reduction of work. There's still more
work to be done, but demo1 peaks at over 1000fps at 640x480, gmsp3v2 now
gets 14fps (1920x1080) near the front gate (used to be 3, then 6),
ad_tears is up to 3fps, but marcher is still unhappy, but it has
infinite radius lights, so needs more culling work (clipped light
volumes will help, I think). Also, culling lights for which nothing has
moved within their volumes will help somewhat (though not as much for
most id maps, I suspect).
2023-12-17 18:45:02 +09:00
Bill Currie
245d4a8d9a [vulkan] Clean up make_id()
Passing the control struct and a flag for style/nostyle makes the calls
much easier to read.
2023-12-17 18:45:02 +09:00
Bill Currie
1511aa7120 [vulkan] Show light style and id in the debug UI
Style includes the resulting scalar for the light value.
2023-12-17 18:45:02 +09:00
Bill Currie
8890e14208 [vulkan] Use OIT to visualize the light hulls
Using the translucency pass made it easy to have depth-tested
translucent "solid" light volumes instead of always visible lines (which
are still an option as that's useful too). Most importantly, being able
to see the surfaces helped no end in figuring out that my hulls were
created with counter-clockwise windings instead of quake's usual
clockwise windings and thus my hulls were being rendered inside-out in
the occlusion pass.
2023-12-17 18:45:02 +09:00
Bill Currie
187c48bde3 [vulkan] Apply the light culling information
The results of the occlusion queries give the lights that don't have a
visible hull, but unfortunately that includes any lights which the
camera is inside, but simple distance checks sort that out (with a
fudge-factor for the icosahedron vertices (1.583 (3(2+p)/(2+3p), p is
golden ratio)).
2023-12-17 18:45:02 +09:00
Bill Currie
f08b8dc3c7 [vulkan] Move light radius calcs to the CPU
No point in calculating them for every vertex, especially when I forgot
to update the calculations for the entid vertex shader.
2023-12-17 18:45:02 +09:00
Bill Currie
00ecb7d71a [vulkan] Use separate tracy GPU context for light culling
My efforts (especially the collect zone (what was I thinking)) got
tracy's knickers in a twist resulting in vanishing zones in the server.
It looks like there are some synchronisation issues between cpu and gpu,
but I'm not *too* worried about it at this stage.
2023-12-17 18:45:02 +09:00
Bill Currie
f282bfc045 [vulkan] Use occlusion queries for culling lights
The info isn't used yet, but this shows that vulkan's occlusion queries
are at least somewhat useful. However, the technique isn't perfect:
infinite radius lights (1/r and 1/r^2) are difficult to cull, and all
lights can poke through thin enough walls, and then lights containing
the camera get culled incorrectly (will need a separate test). Still, it
looks like it will help once everything is tied together.
2023-12-17 18:45:02 +09:00
Bill Currie
1c13879fb9 [vulkan] Split out the render pass core
And make it callable directly (needed to be able to submit the command
buffer separately from the main commands (though this does mess with
tracy a little).
2023-12-17 18:45:02 +09:00
Bill Currie
24aa81e085 [vulkan] Fix some out-by-one errors
I don't know why I thought <= was useful in those loops. Fixes some
segfaults for incorrect references.
2023-12-17 18:45:02 +09:00
Bill Currie
fa6598c389 [vulkan] Fix broken dynamic light shadows
They weren't rendering properly at all due to the matrix updates getting
overwritten by the light data (I'd forgotten to advance the packet data
pointer).
2023-12-17 18:45:02 +09:00
Bill Currie
8e7c21e36a [vulkan] Implement staged shadow maps
This doesn't make much of a difference on the GPU, but it drastically
cuts down CPU usage, especially for ad_tears: shadow map drawing is down
from 16.3ms to 3.7ms thanks to no having to run the alias model queues
as often.
2023-12-17 18:45:02 +09:00
Bill Currie
5637bae20c [vulkan] Move on to vulkan api 1.3
I decided there's little point in hanging onto old API versions when the
newer ones have some nice things like vkCmdCopyImage2.
2023-12-17 18:45:02 +09:00
Bill Currie
c36c2dc8b2 [vulkan] Apply normal light rules to dynamic lights
ie, enforce shadow quanta and max light size.
2023-12-17 18:45:02 +09:00
Bill Currie
72ef0662f5 [vulkan] Add a level of indirection to shadow matrices
Batching shadow map rendering needs be able to reference matrices for
multiple lights in a single batch, but the only input is the view index,
so use that to look up the matrix index rather than using it to index
the matrices directly (modulo the base index that's still there).
2023-12-17 18:45:02 +09:00
Bill Currie
3a31fa111d [vulkan] Create render passes for up to 32 views
Actually, only 29 are used because nvidia's drivers segfault when there
are more than 29 views (regardless of the exact bit pattern in the view
mask). This will allow rendering shadow maps in large batches, which
should make for better GPU utilization.
2023-12-17 18:45:02 +09:00
Bill Currie
a9ff79a76a [vulkan] Set shadow map size limit to 1024
Even that's getting pretty big, but with the quanta at 128, that's a
maximum of 8 different image sizes (which is nice for my planned
"staging image" idea).
2023-12-17 18:45:02 +09:00
Bill Currie
9ba7207e20 [vulkan] Change shadow quanta to 128 pixels
Interestingly, this caused a reduction in memory use for some maps (but
did increase marcher's again, but not as much as the bogus rounding
did). The idea was to use sparse bindings to remap shadow map layers,
but it turns out sparse bindings are insanely slow (beyond unusable).
However, the reduction in the number of shadow map images seems to be
worth it.
2023-12-17 18:45:02 +09:00
Bill Currie
75ce49b1f0 [vulkan] Switch to vulkan 1.1/1.2 prop/feat structs
Since switching to the 1.2 api as a requirement, might as well use the
relevant structs instead of extension struct (for multiview). Came up
when double-checking the max views property due to running into what
appears to be an nvidia bug where > 29 views (any bit pattern) cause a
segfault when creating the pipeline.
2023-12-17 18:45:02 +09:00
Bill Currie
7506117e43 [vulkan] Increase matrix id bits
I had missed that upping max lights to 2048 meant that up to 12288
matrices are needed for all the possible lights. This made it so the
light type could not be encoded in id_data, but the shaders never used
it anyway. This leaves one bit free.
2023-12-17 18:45:02 +09:00
Bill Currie
39616bc84d [vulkan] Remove old descriptor and pipeline code
Pipeline cache handling is still there for now, but the rest hasn't been
used since the render graph rewrite, if not before (and good riddance).
2023-12-17 18:45:02 +09:00
Bill Currie
694d969c83 [vulkan] Round shadow map sizes correctly
I'd added some developer output to see how the layers were distributed
between images and found the image widths to be... odd. It turns out I
was double-adding the shadow_quanta. Oops. Results in ~164MB less memory
used by marcher (for 32 pixel quanta).
2023-12-13 00:06:33 +09:00
Bill Currie
175e9fd7c9 [vulkan] Add some comments to lighting code 2023-12-12 21:13:14 +09:00
Bill Currie
b86f49fe7c [vulkan] Queue quad and slice vertices for transfer
This allows "large" updates to be done in a single staging buffer packet
instead of one packet per quad (or slice). Currently, they're batched
into groups of 64 (not really enough for conchars, but that's only at
init-time, so not all that bad). Nicely, this seems to simplify the
staging code.

Fixes #65.
2023-12-07 14:59:21 +09:00
Bill Currie
800e984880 [vulkan] Rename size to max_count in draw
When looking at a struct and seeing "count" and "size", I had to hunt to
see what "size" really meant. Cherno is very much right about size vs
count being bytes vs number of objects.
2023-12-07 13:00:32 +09:00
Bill Currie
310acc98f4 [vulkan] Unify static quad creation
load_conchars and load_crosshairs were using create_quad directly (due
to make_static_quad having the wrong parameters), but this spread the
handling of which buffer and index where used through the code. Thus fix
make_static_quad to take the x, y offsets (like make_dyn_quad) and then
use it in load_conchars and load_crosshairs.
2023-12-06 23:29:16 +09:00
Bill Currie
7ff0e95c52 [vulkan] Merge lighting updates into one packet
While QFV_PacketScatterBuffer works on only one destination buffer, it
turns out it's still useful for scattering to multiple buffers, just
with multiple calls. This makes it pretty easy to combine multiple
buffer updates into a single staging buffer packet, resulting in
reducing lighting's packet use from up to 7 to just one, drastically
reducing the pressure on the stating buffer packet pool, and thus
reducing the chances of QFV_PacketAcquire stalling.
2023-12-06 00:15:42 +09:00
Bill Currie
fccd06c5bf [vulkan] Add gpu profiling zones
This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.

This necessitated the jump to vulkan 1.2 as a requirement.
2023-12-05 22:55:57 +09:00
Bill Currie
57282702ba [vulkan] Move dynamic draw data into device memory
This gets the dynamic data closer to the gpu, so should make a
difference when there's a lot going on. However, for simple tests, it
made no difference.
2023-12-05 19:10:06 +09:00
Bill Currie
df51e1a18d [vulkan] Report the memory type used for resources
Needed for verifying the desired heap was used.
2023-12-05 16:45:19 +09:00
Bill Currie
63e66e81c5 [vulkan] Increase ring buffer size to 32 packets
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.

After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
2023-12-05 16:43:05 +09:00
Bill Currie
e65e80f573 [vulkan] Report long packet acquisition times
Here long is considered to be 500μs. This shows the problem mentioned in
test scene, in lighting updates.
2023-12-04 23:41:46 +09:00
Bill Currie
e30f2cbacc [util] Add a wrapper for libgcc's backtrace functions
Right now, just backtrace_pcinfo is supported, but it's enough for
testing.
2023-12-04 17:53:12 +09:00
Bill Currie
010c658653 [build] Add support for building with Tracy
Tracy is a frame profiler: https://github.com/wolfpld/tracy

This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
2023-11-28 15:54:55 +09:00
Bill Currie
9e43675c8f [vulkan] Add length and int color to graph labels
Tracy wants string lengths and uint32_t colors, so set them up
automatically from provided info.
2023-11-28 14:15:43 +09:00
Bill Currie
962043ca59 [build] Remove obsolete targets
Gone: svga, fbdev, sdl, wgl and probably a few more. Now it's just x11
and win.
2023-11-27 18:10:23 +09:00
Bill Currie
8e4f0f3837 [win] Implement borderless fullscreen mode
And rip out all the crufty DIB mode junk.
Fixes #60
2023-11-26 14:18:54 +09:00
Bill Currie
4eef0889ee [win] Communicate application focus to the client
This fixes the weird slug when running nq on windows. It turns out it
was the "friendly neighbor" sleep code activating due to bitrot. In
addition, there are cvars for enabling unfocused sleep (defaults off)
and disabling minimized sleep (defaults on).
2023-11-26 13:40:00 +09:00
Bill Currie
9a01e71f67 [win] Silence some debug
Missed that one.
2023-11-26 01:16:16 +09:00
Bill Currie
d2af58bfa2 [win] Implement mouse grabbing
This seems be behave quite nicely (at least for the standard win32
message pump).

Fixes #63
2023-11-25 22:33:57 +09:00
Bill Currie
7024e4efb1 [win] Hide the mouse in a system-friendly way
ShowCursor is system-wide and thus not suitable for general use. It
turns out hiding the cursor in windows is the same as x11: use a null
cursor.
2023-11-25 22:03:27 +09:00
Bill Currie
0774f70ca2 [win] Remove the close window confirmation dialog
It's annoying and unless there's data to save (not at this stage, at
least), rather unnecessary.
2023-11-25 22:01:03 +09:00
Bill Currie
c110119196 [win] Track mouse leaving the window
This fixes the incorrect mouse deltas experienced when looping the mouse
cursor through and around the window.
2023-11-25 21:05:37 +09:00
Bill Currie
30489e1812 [win] Set window style correctly
This fixes the incorrectly sized window (I think).
2023-11-25 21:03:51 +09:00
Bill Currie
ed3afeed39 [win] Convert extended scan codes to QF keys
This takes care of the separate arrow keys not working. Fixes #62.
2023-11-25 18:33:38 +09:00
Bill Currie
d49c6b0c27 [win] Improve mouse event handling
A lot is broken, especially direct input, but things are working. Better
yet, it seems the X11 and Windows key bindings are at least mostly
compatible.
2023-11-25 15:45:25 +09:00
Bill Currie
866b13b52c [win] Use Windows char events for keys
Fixes #59
2023-11-25 15:44:55 +09:00
Bill Currie
78113919ea [win] Avoid double destroy of window
I suspect it's from the recent event rework, but DestroyWindow seems to
be getting called twice, despite the null protection. Not good.
2023-11-25 10:57:25 +09:00