The win clients are the native windows (NOT sdl!! *twitch*). Things are
already looking on the up: only three errors in in_win.c. I'm not looking
forward to vid_win.c (ex vid_wgl.c), though.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).
An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.
Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.
The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.
At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
in_clear <imt>... where each argument to in_clear is an imt identifier. If
any identifiers are incorrect, the incorrect ones will be displayed and no
tables will be cleared. All or nothing.
It seems that SDL_SetColors causes a page flip, so VID_SetPalette only
queue a palette change (by checking for the need to change and storing the
requested palete) and VID_Update now checks for a queued palette change and
updates SDL's palette if required. This fixes the flickering console in sw
-sdl introduced by the cshift/centerprint change.
vidmode is starting to show its age. Modern X doesn't need a config file,
and when one is not available, the list of available resolutions is quite
strange. Time to look into randr support.
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2. This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed. Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?
==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
Nothing in the main program currently uses Key_Progs_Init, so the object
file wasn't getting pulled into the link. However, it's quite necessary for
the client console plugin :/
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.