Commit graph

279 commits

Author SHA1 Message Date
Monster Iestyn
d937f6fc8b Merge branch '2.1.20-preparation' into 'next'
2.1.20 preparation

See merge request STJr/SRB2!215
2017-12-27 16:53:43 -05:00
Alam Ed Arias
a29203acd8 Disable win_dbg 2017-12-26 20:24:08 -05:00
Monster Iestyn
7cb0138293 Change version number to 2.1.20 2017-11-08 15:06:42 +00:00
Steel Titanium
799a819ee9 Merge remote-tracking branch 'upstream/master' into window_center_fix 2017-10-29 00:00:11 -04:00
Monster Iestyn
c90ddbca36 Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
Makefile ports tweaks cleanup etc

See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
Monster Iestyn
b040113246 Removed the wrong endif by mistake 2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0 SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore 2017-09-15 21:22:28 +01:00
Monster Iestyn
5fb551dd75 Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files 2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269 Removed references to console ports and WinCE in sdl/Makefile.cfg 2017-09-15 17:12:53 +01:00
Steel Titanium
cf41a11770 Fix for window being offcenter 2017-09-11 16:36:30 -04:00
Monster Iestyn
36977a5eda SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
Monster Iestyn
821a1810f7 Moved lrounding of mouse motion events to the actual point an event is made
Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
Monster Iestyn
10cbe2c82b Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558 Merge all (relative) mouse motion events into one mouse event
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Monster Iestyn
2d661fef18 Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0 SDL: y input is flipped 2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f Merge remote-tracking branch 'origin/master' into SDL2_RelMouse 2017-08-07 16:33:39 -04:00
Alam Ed Arias
6be7693ecb OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime 2017-05-29 22:52:51 -04:00
Alam Ed Arias
877e9510f7 Update version number to v2.1.19 2017-05-26 21:38:49 -04:00
Monster Iestyn
17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn
87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn
a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn
4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn
d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn
093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn
b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn
e59fb38802 Update version number 2017-01-15 18:49:33 +00:00
Monster Iestyn
ae3e11369e Revert "(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden"
This reverts commit 347b531881.

(Too experimental, may end up adding new bugs; let's just keep it to clean up for now)
2016-11-30 17:21:28 +00:00
Monster Iestyn
347b531881 (Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden
Seems to work so far though
2016-11-25 21:13:39 +00:00
Monster Iestyn
8bbbeff2a9 Make Impl_SDL_Scancode_To_Keycode look a bit neater
This way it's easier by eye to see from the list which SDL scancode maps to which SRB2 key code
2016-11-23 17:08:37 +00:00
Monster Iestyn
5cf4767aed Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway) 2016-11-23 16:51:37 +00:00
Monster Iestyn
153ba39f19 Remove remnants of SDLK_ stuff, we use scancodes now not keycodes
(Apparently SDLK_LMETA/SDLK_RMETA don't exist anymore in SDL2 anyway?)
2016-11-22 22:41:02 +00:00
Monster Iestyn
1606a45b18 Some cleanup/reorganisation in SDLSetMode and Impl_CreateWindow 2016-11-21 22:07:05 +00:00
Monster Iestyn
208546165b Comment out SDL2STUB from Impl_SetWindowIcon 2016-11-21 20:59:44 +00:00
Monster Iestyn
168f8d5c5e Un-stub Surfaceinfo and just print the parts that still work in SDL2
This means the console command vid_info also works properly too now (well, it does nothing in OpenGL mind)
2016-11-21 20:40:02 +00:00
Monster Iestyn
f4705b01f4 Don't call SDLESSet
Turns out sdl12's version of this function only did stuff for DC/GP2X ports; support for them have been cut out for SDL2, so for now let's just not use the function at all
2016-11-21 19:42:39 +00:00
Inuyasha
e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Inuyasha
bb20cfd6be Clipboard copy/paste testing
(unfinished, but basics work)
2016-11-03 01:43:57 -07:00
Monster Iestyn
54b35c3975 Fix GME library path, consider 64-bit systems for png/zlib/SDL2 paths/libraries 2016-09-26 21:58:25 +01:00
Monster Iestyn
27acd8c3ac Added SRB2_CONFIG_USE_INTERNAL_LIBRARIES option (defaults to off right now), some WIP work on making it ...actually do what it says on the tin.
Basically, it manually sets *_FOUND, *_INCLUDE_DIRS and *_LIBRARIES instead of using find_package. Frankly I have no idea how well what I've done works currently though, not even sure if I've set the _LIBRARIES variables correctly. Again, it's WIP work, this can probably be fixed eventually I suppose.
2016-09-25 20:33:07 +01:00
ilag11111
c977d17416 Prevent truncation when resampling sounds with non-multiples of 11250. 2016-09-11 09:41:18 -07:00
Alam Ed Arias
5c234a817a Merge branch 'master' into next 2016-07-21 18:49:33 -04:00
Alam Ed Arias
9301344003 Merge branch 'macosx-hacking' into 'master'
OS X Makefile build setup

This merge request:

* Cleans up the OS X bundle resource location code and fixes a SIGSEGV and memory leak
* Simplifies and fixes the OS X desktop alert code, closing more leaks
* Adds the MACOSX build flag to the Makefiles, to allow building a binary (but not Mac app yet) of SRB2.

This is intended to make it easier for developers to build on Mac OS X, without having to pull in all of XCode. You can keep using CMake if you prefer.

To test, use `make -C src MACOSX=1 NONX86=1 SDL=1 NOASM=1` for a release build.

Left to do:

* Add a content bundling script to be run after building, and a flag to trigger doing that.
  `MACOSX_BUNDLE` maybe?
* Somehow get access to a Mac running PowerPC and figure out how to build a multi-platform binary.
* Add the proper magic to compile using gcc if requested. (Right now, compilation is done via LLVM/Clang)

See merge request !72
2016-07-21 15:38:46 -04:00
Alam Ed Arias
1a0fcbd8dc Revert "Merge branch 'RemoveINetC' into 'master'"
This reverts commit 8607f5247c, reversing
changes made to 11d76a6562.
2016-07-21 14:42:00 -04:00
Alam Ed Arias
8607f5247c Merge branch 'RemoveINetC' into 'master'
Remove i_net.c

The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).

The vast majority of code in the file seems to be contained in HAVE_SDLNET ifdefs, and I'm pretty sure SRB2 has never used SDLNET in a public build. The only bit not contained in that block is I_InitNetwork(), which just prints an error and returns false.

Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.

See merge request !73
2016-07-21 14:15:58 -04:00
Alam Ed Arias
c5fe08dcd2 Merge branch 'aatree-refactor' into 'next'
Re-factoring AA tree code from m_misc.c/m_misc.h into its own files

What the title says. The AA tree-related code now lives in the files m_aatree.c and m_aatree.h. Part of why I did this was to solve this m_misc.h/w_wad.h cyclic dependency problem (involving MAX_WADPATH and AA trees themselves) mentioned in the now-removed comments, another reason was ...only OpenGL uses AA trees at all, why include the relevent structs/functions/otherwise anywhere except where is necessary (which is very few files as it turns out)?

Otherwise, it just looked better on its own rather than mixed with all the other stuff already in the m_misc files. Not really important or anything affecting gameplay at all I guess.

See merge request !82
2016-07-21 14:13:38 -04:00
Alam Ed Arias
7126d57fd7 whitespace cleanup 2016-06-19 20:25:09 -04:00
Alam Ed Arias
4d6a3e3398 FUNCMATH fun 2016-06-12 16:08:48 -04:00
Alam Ed Arias
366e870b0e SDL2: check Rel Mouse Mode directly 2016-06-07 17:16:11 -04:00
Alam Ed Arias
246e0c21be SDL2: do not use silly math in rel mode 2016-06-07 16:59:32 -04:00
Alam Ed Arias
70ce9421e4 SDL2: fixup ambiguous else in I_StartupMouse() 2016-06-07 16:21:15 -04:00
Alam Ed Arias
e4d57ad72c SDL2: try out relative mouse mode 2016-06-07 15:57:37 -04:00
Monster Iestyn
69f556d40a Split AA trees code from m_misc.c/.h into m_aatree.c/.h
Also updated any relevant project files that I can think of to include the new files, as well as the makefile of course. Some of the other project files haven't been touched in years so I'll leave those alone ...unless someone objects
2016-06-05 21:29:40 +01:00
Alam Ed Arias
f21c72b889 debug: always load exchndl.dll 2016-05-31 21:30:18 -04:00
Alam Ed Arias
d9aa430817 use memmove in D_MD5PasswordPass() and drop noreturn 2016-05-28 19:42:38 -04:00
Alam Ed Arias
35f36e1bba travis-ci: set v of nulK to 0 2016-05-28 19:28:37 -04:00
Alam Ed Arias
02e67a4a95 travis: add gcc 4.4, 4.6 and 4.7 2016-05-28 19:15:37 -04:00
Alam Ed Arias
ad6c2e634f travis: disable xcode6.3 2016-05-28 19:08:50 -04:00
Alam Ed Arias
f4a84c916e travis: Fixedup gcc 5 error and allow gcc 6 to fail 2016-05-28 18:41:08 -04:00
Hank Brannock
f94d3a1fb0 The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).
Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
2016-05-22 22:38:16 -04:00
Alam Ed Arias
b96b999c1e MSVC: Move x86/x64 settings into commons props 2016-05-22 21:55:55 -04:00
Alam Ed Arias
79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias
f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias
e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
yoshibot
bb90c8366a Fixed bugs in OS X alert code and simplified; added more NULL checks in OS X resource code 2016-05-18 22:13:53 -05:00
Alam Ed Arias
6aa1aeb838 build: include own copy of SDL2main 2016-05-18 22:25:06 -04:00
Alam Ed Arias
ef488d2b03 MSVC: link to SDL2main, then SDL2 2016-05-18 21:41:27 -04:00
Alam Ed Arias
7193df7f75 MSVC: turn off SAFESEH for SDL release builds 2016-05-18 21:28:53 -04:00
Alam Ed Arias
ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
yoshibot
df89563882 Add a way to build OS X binaries (not .app) through Makefiles 2016-05-18 19:14:53 -05:00
Alam Ed Arias
7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias
205d16e3af added unsaved project changed 2016-05-18 20:05:24 -04:00
Alam Ed Arias
a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Alam Ed Arias
5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00
yoshibot
928c6acf4b Simplify OS X bundle resource discovery, fix a sigsegv 2016-05-17 22:56:49 -05:00
Alam Ed Arias
a529dca69f SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it 2016-05-10 18:20:14 -04:00
Inuyasha
a9be5ba867 fixed memory issues Alam running valgrind found 2016-05-08 20:34:43 -07:00
Inuyasha
e91cfa7110 Fixed frustrating MIDI stuff
Until we use something besides Native MIDI to play
back MIDI music, MIDI volume changing is disabled
since it causes way too much of a damn headache.
(It's not even our fault, it's fucking MS.)
2016-04-06 08:16:13 -07:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d removed/remline ununsed code 2016-03-30 14:05:07 -04:00
Alam Ed Arias
c23d971bcb Merge branch 'master' into next 2016-03-25 22:37:48 -04:00
Alam Ed Arias
0f853640e2 macosx: We need CoreFoudation for SDLMain 2016-03-25 22:23:47 -04:00
Alam Ed Arias
077781cc56 macosx: drop CoreFoundation linking 2016-03-25 22:11:39 -04:00
Alam Ed Arias
2c4a27c7c6 macosx: let fix linking to SDL frameworks 2016-03-25 22:07:34 -04:00
Alam Ed Arias
dadf8e1260 cmake: remove fixed HWRENDER define 2016-03-25 20:21:56 -04:00
Alam Ed Arias
0c9081f762 cmake: try to fixup mac build 2016-03-25 20:10:14 -04:00
Alam Ed Arias
81fc9df8d3 Merge branch 'master' into next 2016-03-10 18:02:23 -05:00
Monster Iestyn
4ab2c336e7 Possibly fixed the issues with LibGME mentioned in issue #14.
Not even the HAVE_LIBGME macro was defined apparently, huh.
2016-03-06 19:32:07 +00:00
Alam Ed Arias
2b12e5ff20 Merge branch 'next' into backport_unslot-music 2016-02-26 02:11:29 -05:00
Alam Ed Arias
b3b5521e1b Merge branch 'master' into next 2016-02-25 18:33:29 -05:00
Alam Ed Arias
8a369d969b whitespace clean 2016-02-25 18:31:40 -05:00
Inuyasha
6dda71bef7 I guess this is becoming the "try to make SDL_mixer work" branch
Move InitSubSystem calls into proper places,
don't use AUDIO_S16LSB (bad according to SDL_mixer docs)
Add error checking
2016-02-22 23:08:35 -08:00
Inuyasha
b258b9b503 remove cpuaffinity code from SDL
still exists in DD (while it exists) but no longer saves.
No reason whatsoever for affinity to be settable by the game itself.
2016-02-22 23:08:34 -08:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Inuyasha
8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Alam Ed Arias
985b9a11cc Merge branch 'travis-ci' into 'master'
Travis-CI builds

Merge support to build SRB2 for Linux system via Travis-Ci
This will build SRB2 with GCC and Clang to make sure we do not break Linux/GNU builds

See merge request !41
2016-02-07 21:57:26 -05:00
Alam Ed Arias
2dc9a4b34a Merge branch 'master' into next 2016-02-07 21:22:28 -05:00
Alam Ed Arias
6b626f1b27 build: cmake is messly 2016-02-07 20:53:27 -05:00
Alam Ed Arias
864baeda05 cmake: fixed up to handle Clang and AppleClang 2016-02-05 21:49:24 -05:00
Inuyasha
e49f531ba1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-01-29 18:27:33 -08:00
Alam Ed Arias
e8cf4cdaac SDL2: compile SDL with SDL_main for Win32 2016-01-29 00:33:11 -05:00
Alam Ed Arias
c47ff7b3c6 let make the main() entry point noreturns 2016-01-28 21:37:41 -05:00
Alam Ed Arias
050ce857c4 let not care for main() being noreturn 2016-01-28 21:31:18 -05:00
Alam Ed Arias
181c875016 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-22 17:25:19 -05:00
Alam Ed Arias
106287aca5 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-14 12:32:04 -05:00
Monster Iestyn
22cf800f2f Fixed implicit declaration of some functions if compiling without OpenGL support
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-12 15:42:40 +00:00
Monster Iestyn
997ae7dcc9 Fixed what appears to be a minor including error in sdl/i_system.c
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-12 15:42:25 +00:00
Monster Iestyn
a8e4234d74 Fixed implicit declaration of some functions if compiling without OpenGL support
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-11 14:51:55 +00:00
Monster Iestyn
146011937a Fixed what appears to be a minor including error in sdl/i_system.c
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-10 18:24:58 +00:00
Alam Ed Arias
83461f49c5 Merge branch 'public_todo_next' into next
All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
Ronald Kinard
a2af7ba305 Merge branch 'master' into next
Synchronize with master for STJr/SRB2!4.
2015-03-24 23:12:01 -05:00
Ronald Kinard
53680903e5 Fix compilation and debugging on Windows.
Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.

This reverts the static library SRB2Core from a7135094 and instead
adds the core sources to the SRB2SDL2 target directly.

So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
ad6535ca51 Merge branch 'master' into next
Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
a713509493 Refactor CMake to allow source grouping and separation of interfaces.
Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.

In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.

Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
JTE
0dff0d84de New HD SRB2 icon by VAdaPEga.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
Alam Ed Arias
6513954789 whitespace cleanup 2015-03-01 19:30:22 -05:00
Alam Ed Arias
3d498fe894 VERSIONSTRINGW is funny 2015-02-02 15:21:58 -05:00
Alam Ed Arias
7cf1a1aab8 fixup cmake merge 2015-02-02 14:58:51 -05:00
Ronald Kinard
e08bd45227 cmake: Separate debug symbols on gcc
Only when actually making the debug target though!
2015-02-01 22:14:52 -06:00
Ronald Kinard
d7015d1492 cmake: Fix nasm/add yasm support
Tested to work on MSVC, mingw-gcc
2015-02-01 21:25:02 -06:00
Ronald Kinard
194ce626e1 cmake: Add nasm support
Enables ASM-NASM and adds tmap*.nas to sdl target.

No idea if this actually works.
2015-02-01 19:18:25 -06:00
Ronald Kinard
ec79756c42 cmake: copy DLLs to build directory in MSVC
this is done as a POST_BUILD step
2015-01-31 22:40:36 -06:00
Ronald Kinard
4d3a7dd8fb cmake: fix NDEBUG on Debug
wow i'm stupid
2015-01-29 00:17:47 -06:00
Ronald Kinard
70f046a320 cmake: on mac, check Resources in bundle first.
on non debug, check assets folder in src as well
2015-01-28 23:38:40 -06:00
Ronald Kinard
e54338ef01 cmake: fix Windows linking 2015-01-28 23:20:21 -06:00
Ronald Kinard
57037e4124 cmake: fixes to enable linux compilation
string.c, capitalization, find fixes
2015-01-28 20:15:24 +00:00
Ronald Kinard
68f8a5b0f9 cmake: build bundle and dmg on install/package 2015-01-28 19:29:16 -06:00
Ronald Kinard
53799eb390 cmake: Add CPack Package Generation
Generates zips only at the moment
2015-01-28 16:42:05 -06:00
Ronald Kinard
1c9de50ad2 cmake: Search SDL2_main separately for MSVC 2015-01-28 15:33:29 -06:00
Ronald Kinard
20d6a7e675 cmake: exe icon on windows 2015-01-28 02:12:14 -06:00
Ronald Kinard
2f1367aab6 cmake: Fixes to allow MSVC to compile
running is another story
2015-01-28 02:09:03 -06:00
Ronald Kinard
495ea65cc5 Add GME and SDL2_mixer
Also support dynamic/static opengl switching
2015-01-28 01:20:43 -06:00
Ronald Kinard
479ebc3f94 Add Xcode target support
It is really messy at the moment. There is no support for copying the
necessary frameworks and dylibs out to the bundle for distribution, and
it is a frankenstein of manual find_library and find_package which can
sometimes pick up Homebrew dylibs.
2015-01-28 00:58:30 -06:00
Ronald Kinard
05f5ec664a Initial CMake support pass
Compiles the SDL2 target on Windows successfully
2015-01-27 23:46:39 -06:00
Alam Arias
0c106a4ccc I await the rise of AltimitOS because seriously, fuck this nonsense 2015-01-09 23:56:00 -05:00
Alam Arias
7535bb261f Account for the separation of F11 and F12 in the keycodes list 2015-01-09 23:55:52 -05:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Ronald Kinard
3fd2a705ee Maybe this is the last warning related commit? 2014-11-14 00:04:54 -06:00
Ronald Kinard
98c3c3a3ae More warning squashing 2014-11-13 23:09:57 -06:00
Ronald Kinard
3eafca0dc1 Fix compile errors on win32, warnings elsewhere 2014-11-13 22:58:08 -06:00
Ronald Kinard
2feda0b560 Fix second joystick in sdl 2014-11-13 22:34:47 -06:00
Ronald Kinard
869c4241eb Restrict mouse to window when in focus 2014-11-13 19:18:24 -06:00
Ronald Kinard
d8484a86e0 Virtual resolutions in OpenGL
Also made fades use core functions if they are available.
2014-11-13 18:06:38 -06:00
Ronald Kinard
5d0eafb26a Fix MOUSE4/MOUSE5
MOUSE6-8 will not be supported on SDL2 as there is no interface for them.
2014-11-13 15:31:32 -06:00
Ronald Kinard
80891e916d Use scancodes instead of keycodes for locale independence.
ONLY US KEYBOARDS SUPPORTED! THAT'S HOW WE DO IT IN AMURRICA
2014-11-13 15:19:39 -06:00
Ronald Kinard
0913bd44af Fix mouse warping
In some cases, the warp back to center was being detected as a mouse motion, causing all sorts of silliness with the mouse. The workaround is by only using the first motion event and ignoring every event after that, until the next call to I_GetEvent.
2014-11-13 03:51:33 -06:00
Ronald Kinard
b82f64dea5 Display error window on crash 2014-11-13 01:51:29 -06:00