Commit graph

95 commits

Author SHA1 Message Date
helixhorned
2b583ebf4c Fix building with SDL 1.2.
git-svn-id: https://svn.eduke32.com/eduke32@3120 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 20:04:02 +00:00
hendricks266
fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
terminx
a5f479787f Remove built-in copy of nedmalloc and update nedmalloc.dll. Note that the built-in copy of nedmalloc hasn't been updated or enabled in a really long time as modern system allocators (Windows 7 and Linux 3.x at least) are no longer consistently beat by nedmalloc (but nor are they consistently faster). So, the dll remains for users of Windows XP because it may still improve performance there (while not likely degrading it on Vista/7).
git-svn-id: https://svn.eduke32.com/eduke32@3086 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-15 00:17:30 +00:00
helixhorned
7e05f5884c With SDL 1.2 builds, make the profiling be cancelable by pressing any key.
git-svn-id: https://svn.eduke32.com/eduke32@3022 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-15 15:28:30 +00:00
helixhorned
95d11b9703 Add a profiling option to the 'demo' OSD command.
See the comment in source/osdcmds.c for instructions on its usage.

git-svn-id: https://svn.eduke32.com/eduke32@3021 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-15 15:28:26 +00:00
helixhorned
7f74880c96 Move #include <math.h> from polymer.h to polymer.c.
git-svn-id: https://svn.eduke32.com/eduke32@2985 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:05:23 +00:00
helixhorned
569f0dbe7c sdlayer.c: Add high-resolution timer for OS X, using mach_absolute_time().
git-svn-id: https://svn.eduke32.com/eduke32@2861 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-02 10:52:41 +00:00
helixhorned
e7d3dcba78 gethitickms(): replace division by multiplication.
git-svn-id: https://svn.eduke32.com/eduke32@2856 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-02 10:52:25 +00:00
helixhorned
568f213de8 Add gethitickms() to the Windows layer.
git-svn-id: https://svn.eduke32.com/eduke32@2848 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-25 18:56:15 +00:00
helixhorned
bfd1700ceb SDL layer: tweak high-resolution timers for profiling, add gethitickms().
For SDL 1.2 and when building on linux, the code using
clock_gettime(CLOCK_MONOTINIC, ...) is taken over from SDL HG.
gethitickms() is a convenience function that return milliseconds as
doubles and isn't exposed in any header file, yet.

git-svn-id: https://svn.eduke32.com/eduke32@2778 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-22 21:39:57 +00:00
helixhorned
ed5e5b5881 Add prototypical SDL 2.X support.
Doesn't work: indexed-color modes, gamma (at least for X11), mouse wheel,
special keys like ENTER or BACKSPACE in the OSD, probably more...

In build/Makefile.shared, we now have logic to autodetect an SDL2 installed
in /usr/local, however OS X and Wii builds follow other Makefile code paths,
it seems.  Note that the matching SDL2_mixer must be used then, too.
In source/jaudiolib/src/driver_sdl.c, change the #includes from <SDL/SDL_xxx.h>
to "SDL_xxx.h".  SDL wiki says this is the most portable way, hopefully this
doesn't break builds for anyone.

git-svn-id: https://svn.eduke32.com/eduke32@2777 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-22 21:39:53 +00:00
hendricks266
d3a3c74112 Massive menu input control revamp/cleanup/factor. (added: input.[ch])
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.

On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])

Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.

I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.

In addition, "Press any key or button to continue" now truly means what it says.

As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.

A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.

git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
helixhorned
b9c553624b For me (helixhorned), do SDL_WarpMouse even in debugging builds again.
This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is
expected to come from the environment, so that minor disagreements/
preferences can be handled -- don't let it go overboard though! -- to keep
the working directory clean of stuff that one doesn't actually work on.

My ID is 805120924, i.e. "helix".

git-svn-id: https://svn.eduke32.com/eduke32@2718 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-01 20:09:27 +00:00
helixhorned
dfa212aaf9 Patch adding Wii support by tueidj, part 8: system-specific changes
- conditionally compiles out some code intended for the PC platforms
- compat.c: get home directory routine, access() implementation
- game.c: don't use ioctl(), lower cache1d size to 8 MiB, Wii-specific
  initialization code and application directory ("apps/eduke32")

git-svn-id: https://svn.eduke32.com/eduke32@2628 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-01 12:40:08 +00:00
helixhorned
a1d3c2dcea Patch adding Wii support by tueidj, part 4: joystick support
- sdlayer.c: custom "get joystick button names" routine
- jmact/mouse.c: packs some joystick events into the value returned by
  MOUSE_GetButtons(): bits used are 256, 512, 4096, 8192
- MOUSE_Init() --> Mouse_Init(), presumably because of a name clash?
- comments out right-shift of joystick analog values by 5, maybe this fixes
  the scale problems with the joystick on the PC too?

git-svn-id: https://svn.eduke32.com/eduke32@2624 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-01 12:38:43 +00:00
helixhorned
bc70806d32 Patch adding Wii support by tueidj, part 3: SDL-level mouse changes
This part adds support for an absolute pointing device.

git-svn-id: https://svn.eduke32.com/eduke32@2623 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-01 12:38:14 +00:00
plagman
223cc81373 sdlayer: don't snap the mouse in debug mode, redux..
git-svn-id: https://svn.eduke32.com/eduke32@2578 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-01 03:57:36 +00:00
helixhorned
0e3adea64e Replace various occurences of "Bstrncpy(buf, src, sz); buf[sz-1]=0;" with Bstrncpyz
git-svn-id: https://svn.eduke32.com/eduke32@2559 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-28 19:43:21 +00:00
hendricks266
858746d081 Fix JonoF's email address.
git-svn-id: https://svn.eduke32.com/eduke32@2456 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-12 04:47:04 +00:00
helixhorned
3b89d3af08 OS X: fix and enable startup windows; enable PPC build in osxbuild.sh.
git-svn-id: https://svn.eduke32.com/eduke32@2430 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-08 19:16:30 +00:00
helixhorned
f5ed4014df Fix zero-size calloc when enumerating a joystick with no hats in SDL.
git-svn-id: https://svn.eduke32.com/eduke32@2331 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-11 11:51:34 +00:00
helixhorned
6c405100ac Make sdlayer.c's timerticspersec an 'int32_t' to match the declaration.
git-svn-id: https://svn.eduke32.com/eduke32@2285 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:02:25 +00:00
helixhorned
300fee62da sdlayer.c: formatting of preprocessor lines
git-svn-id: https://svn.eduke32.com/eduke32@2253 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:49:15 +00:00
helixhorned
9617227a87 Support for the first "thumb" mouse button, called MOUSE4 in the menu.
The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.

git-svn-id: https://svn.eduke32.com/eduke32@2252 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:57 +00:00
helixhorned
92e5d8214d SDL layer: don't call SDL_SetGammaRamp() if there would be no change.
This is in the similar vein as the set-palette deferring and it's this
that fixes the low FPS in the radioactively contaminated area in AMC TC:
Megabase (since setgamma() is called from setbrightness()).

Again, update issues might be expected, but changing focus between EDuke32
and the desktop and back seems to restore the gamma settings properly on
Kubuntu. Looks like X (or whatever above handles this stuff) maintains it
on a per-application basis.

git-svn-id: https://svn.eduke32.com/eduke32@2222 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:34:57 +00:00
helixhorned
4ae50ef22a SDL layer: in 8-bit mode, defer setting the palette until showing the next frame.
CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too
frequent.  Deferring the actual palette updating means that multiple requests in
between two screen redraws are coalesced into one, which is desirable for
performance reasons and for the reduction of 'tearing' artefacts (but not
prevention, since the drawing isn't synced to the screen refresh rate with
vsync off).

(Did-not-)update issues might be introduced.

Windows isn't touched because
 - I expect it to be more brittle, especially in light of the ATI HW gamma
   problems.
 - I haven't tested whether the particular performance penalty that lead to this
   change ('gas' in AMC TC) exists there too

git-svn-id: https://svn.eduke32.com/eduke32@2221 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:34:41 +00:00
helixhorned
151287168c - Fix invalid polymer light array access originating from game's cleanup
callback 'G_Polymer_UnInit'.
- In astub.c, reset spritelightid to -1 when nulling the spritelightptr of
  a sprite  (no crashes observed, just precaution)
- In sdlayer.c, catch SIGILLs with our signal handler too, since illegal
  instructions are what the instrumented debug builds will execute when
  attempting to carry out an undefined (per C) operation.

git-svn-id: https://svn.eduke32.com/eduke32@2169 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:11:31 +00:00
helixhorned
6fc7e5b683 Remove some warnings with clang, code-side changes.
git-svn-id: https://svn.eduke32.com/eduke32@2158 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:08:29 +00:00
helixhorned
57e132a044 Remove after_handleevents_hook and its only user, the keystatus-level clearing
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.

git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:07 +00:00
helixhorned
d540f18ef4 OSX build: don't include startup window (where the hell is the nib file?); makefile bits for libpng from maxports (dynamically linked, not enabled); update osxbuild.sh so that the 64-bit build links (statically) to libvpx
git-svn-id: https://svn.eduke32.com/eduke32@2076 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-11 16:53:52 +00:00
plagman
93b4d6182e Polymer: preliminary support for GL_ARB_debug_output
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.

Also updates our local copy of glext.h with a fresh one from the
Khronos registry.

git-svn-id: https://svn.eduke32.com/eduke32@2056 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 05:56:35 +00:00
helixhorned
7582b86237 Add high-resolution timers C API for profiling. The functions are called
uint64_t gethiticks() and gethitickspersec().  For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used.  The only user of
these functions right now is some TROR on-screen debugging code.

Revert an earlier change regarding r_preview_mouseaim.  We can't do the
check because editstatus is set later.

git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:05:00 +00:00
helixhorned
701c69fecc misc. cleanup:
- remove 'imageSize' global which was always yres*bytesperline and only used once
- some clearbuf() -> Bmemset() because I find the latter easier to read
- remove some clearbufs to 0 of some global arrays on init

git-svn-id: https://svn.eduke32.com/eduke32@2023 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:50 +00:00
helixhorned
9fd471a56a Make uninitialization sequence more consistent across the editor code. It's
always like this now:
  ExtUninit -> (writesetup, misc.)
  uninitengine -> (uninitsystem -> (uninit timers, mouse, ...))
  exit()
Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c

git-svn-id: https://svn.eduke32.com/eduke32@2022 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:29 +00:00
helixhorned
01676d7431 A couple of trivial/cleanup changes. setvgapalette() is removed from the
engine, since it had no users.

git-svn-id: https://svn.eduke32.com/eduke32@2014 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:44:53 +00:00
helixhorned
9c16dc7873 sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three
effects:
1) Mouse turning works with SDL 1.3
2) The mouse pointer can't leave the window area with the console up, so that
   focus always stays with the application
3) Menu selection using the mouse doesn't work. Not dramatic IMO.

git-svn-id: https://svn.eduke32.com/eduke32@2011 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:50 +00:00
helixhorned
563d42856e Build fix for OSX/PowerPC
git-svn-id: https://svn.eduke32.com/eduke32@1935 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 23:04:20 +00:00
helixhorned
51fb860650 * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer
* fix possible crash in OSD_Exec() and uninitialized mem access in game config reader
* move makeasmwriteable() to baselayer.c


git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:30:32 +00:00
helixhorned
043c756676 A couple more OSX tweaks: pull in 'nibless' SDLMain.m into tree for future hacking, fix backspace ('delete') key in OSD, almost everything to make x86 binaries actually run.
git-svn-id: https://svn.eduke32.com/eduke32@1905 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 11:53:41 +00:00
helixhorned
0c190bfa55 * Auto-grayout for plain old sectors toggled with Ctrl-A. When it is in effect, _all_ sectors which fall outside the [min ceiling z, max floor z] bounds of all active extended sectors are deactivated.
* make it possible to duplicate from extended sectors; all extensions are cleared from them
* lazy hightile loading in tile selector can now be disabled in mapster32.cfg
* fixes USE_OPENGL=0 build


git-svn-id: https://svn.eduke32.com/eduke32@1890 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-18 22:44:09 +00:00
plagman
bfd38b4a89 Fixes for building on OpenBSD. Doesn't break Linux, pending Win32 synthesis
results.



git-svn-id: https://svn.eduke32.com/eduke32@1879 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-11 21:58:19 +00:00
helixhorned
203cf0b7b1 A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage...
* The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor

Fixes:
* crash when carrying out certain operations on walls with xrepeat 0
* the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing


git-svn-id: https://svn.eduke32.com/eduke32@1877 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-07 18:23:34 +00:00
terminx
1fdafcdad6 Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
git-svn-id: https://svn.eduke32.com/eduke32@1857 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 01:16:29 +00:00
plagman
9a51ea8b95 Don't warp mouse if DEBUGGINGAIDS is enabled; this'll make us ignore events if
they happen to exactly go the the center of the screen, but not that big of a
deal.



git-svn-id: https://svn.eduke32.com/eduke32@1847 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-17 01:27:24 +00:00
terminx
faead764ad SDL 1.3 fixes
git-svn-id: https://svn.eduke32.com/eduke32@1844 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-14 03:10:25 +00:00
helixhorned
b158521449 Besides catching a few more corner cases, there's better mouselook handling and a warning (but no fix) for a rare and bad corruption when splitting a sector in this revision.
git-svn-id: https://svn.eduke32.com/eduke32@1836 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-08 23:02:38 +00:00
terminx
8dde3b2548 Fix a couple of warnings when building with SDL 1.3
git-svn-id: https://svn.eduke32.com/eduke32@1829 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-05 07:17:00 +00:00
terminx
323008432a Consolidate POLYMOST preprocessor define into USE_OPENGL, remove SUPERBUILD preprocessor define, add additional mode to neartag() to skip sprite searches and speed up processing (and enable for CON_OPERATE), fix issue with nearby single instance sounds not playing due to out of range sounds blocking their playback, fix issue with settings.cfg being reset to default bindings when running a mod that specifies its own cfg base name, improve CON structure member interface read/write performance, fix a bug with CON "move" pointer validation
git-svn-id: https://svn.eduke32.com/eduke32@1820 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-04 08:50:58 +00:00
plagman
012b620cae Move hardcoded windowed resolution list to baselayer (based off winlayer ones + 1366x768).
git-svn-id: https://svn.eduke32.com/eduke32@1819 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-04 07:04:42 +00:00
plagman
4f9699e03b Fix the build with USE_OPENGL=0.
git-svn-id: https://svn.eduke32.com/eduke32@1810 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-27 22:11:39 +00:00