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UI key presses are still handled by regular X events, but in-game "button" presses arrive via raw keyboard events. This gives transparent handling of keyboard repeat (UI keys see repeat, game keys do not), without messing with the server's settings (yay, that was most annoying when it came to debugging), and the keyboard is never grabbed, so this is a fairly user-friendly setup. At first, I wasn't too keen on capturing them from the root window (thinking about the user's security), but after a lot of investigation, I found a post by Peter Hutterer (http://who-t.blogspot.com/2011/09/whats-new-in-xi-21-raw-events.html) commenting that root window events were added to XInput2 specifically for games. Since application focus is tracked and unfocused key events are dropped very early on, there's no way for code further down the food-chain to know there even was an event, abusing the access would require modifying the x11 input code, in which case all bets are off anyway and any attempt at security anywhere in the code will fail, meaning that nefarious progs code and the like shouldn't be a problem. |
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config.d | ||
debian | ||
desktop | ||
doc | ||
hw | ||
include | ||
libs | ||
m4 | ||
nq | ||
pkg-config | ||
qtv | ||
qw | ||
RPM | ||
ruamoko | ||
tools | ||
.gitignore | ||
bootstrap | ||
configure.ac | ||
COPYING | ||
INSTALL | ||
Makefile.am | ||
NEWS | ||
README.cygwin | ||
TODO |
This file gives instruction for compiling QF with cygwin to run in MS Windows(R). DISCLAIMER: Use at your own risk, NO WARRANTY of any kind. NO GUARANTEE of correctness or usability. If you have problems with these instructions please let me know. email: wildcode@users.sourceforge.net IRC: irc.xiph.org #quakeforge ========================================================================== WARNING: This is not intended for inexperienced users, binaries are available on request. QuakeForge may take several hours from bootstrap to the completion of make install on some systems To build win32(mingw) QuakeForge bins you will need to download and install cygwin, and the Microsoft DirectX SDK. Cygwin can be found at http://www.cygwin.org Once cygwin is installed along with the appropriate developement modules, copy dinput.h from the DirectX SDK and place it in /usr/include/w32api/ If you want to use DirectSound also copy dsound.h to the same spot. in the quakeforge source dir, within cygwin, type ./bootstrap ./configure --host=i386-mingw32 --build=i386-cygwin --target=i386-mingw32 --program-prefix= --with-static-plugins --disable-shared --disable-oss --disable-vorbis --disable-Werror --enable-optimize --enable-asmopt --disable-debug --enable-zlib make make install --disable-Werror is needed as some versions of the DX SDK are buggy. Go to the /usr/local/bin directory and copy the qw-* and nq-* files to your dos quake dir Let us know how it works for you. NOTE: At the time of writing qw-server.exe was not working correctly. Please refrain from using it unless you are willing to fix it. Special Note: QuakeForge supplies only our own version of the programs for Quake. To get the game data, you still need to have purchased Quake or get the shareware version from Id Software. Chris Ison (WildCode) for QuakeForge March 11, 2003