Commit graph

235 commits

Author SHA1 Message Date
Yamagi Burmeister
1e6f790d51 Make the stdout and stderr redirects unicode aware. 2018-02-05 18:20:41 +01:00
Yamagi Burmeister
3b810ba51e Convert stb_image_write.h to Q_fopen() to be able to create screenshots. 2018-02-05 18:10:22 +01:00
Yamagi Burmeister
6b13d77c36 Change the current working directory before writing save games.
We can't rely on the game.dll being unicode conformant. Work around
that by changing the current working directory before calling into
the game.dll, pass a non unicode string to it and chang back after
we return.
2018-02-05 18:00:28 +01:00
Yamagi Burmeister
3634ed7013 Implement -datadir, deprecate the basedir cvar.
To be able to pass UTF-8 encoded pathes through cvars both the cvar
subsystem and the command parser would need a fair amount of UTF-8
understanding. And I'm not the poor soul that's going to implement
that. Therefor pass the datadir trough a global variable.
2018-02-05 16:19:02 +01:00
Yamagi Burmeister
efcaf17f69 Make SetExecutablePath() on Windows unicode compatible. 2018-02-05 10:01:21 +01:00
Yamagi Burmeister
37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00
Yamagi Burmeister
bcb7364507 Convert library loading to widechars. 2018-02-04 17:06:49 +01:00
Yamagi Burmeister
a1ba33e6d9 Declare is_portable only once in frame.c and not in each backend. 2018-02-04 16:48:40 +01:00
Yamagi Burmeister
b3562015b0 Remove Sys_SendKeyEvents().
That function did nothing, we can just call IN_Update() directly...
2018-02-04 16:45:32 +01:00
Yamagi Burmeister
54ab3f75db Don't use a DOS path for the home directory, but a UTF-8 path.
With this commit YQ2 is able to start and run on ReFS volumes. :) At
least as long as neither the binary path, the game data path nor the
path to the users home directory contain anything but ASCII characters.

Please note: This make break some corner cases with hore directories
containting unicode characters. They worked until now by pure luck.
A better solution providing full unicode support will be committed
in the next few days.
2018-02-04 13:22:27 +01:00
Yamagi Burmeister
4ca38f92fa Convert Sys_Mkdir from DOS to WinAPI.
With this we're able to create directorys with Unicode characters
anywhere in the path.
2018-02-04 13:04:31 +01:00
Yamagi Burmeister
e8c3686e4c Use MAX_OSPATH instead of MAX_QPATH.
Those are external pathes, not internal ones. MAX_QPATH with only 64
characters is much to small for them.
2018-02-04 12:59:10 +01:00
Yamagi Burmeister
0eca30cb96 Convert the Sys_Find*() functions from the old DOS interface to WinAPI.
This brings at least two big advantages:

* No more 8.3 filename fuckups. Until know base0.pak and base0.pak_bak
  was the same file for Quake II because only the first 3 characters of
  the file extension were taken into account.
* Search pathes can contain any Unicode character.
2018-02-04 12:53:50 +01:00
Yamagi Burmeister
e9615608a8 Remove CompareAtributes().
There's no need to exclude directories from search by flags. In fact
the Unix backend has worked nicely for years without it... Sadly we
can't remove the now superfluous 'canhave' and 'musthave' attributes
from Sys_FindFirst() and Sys_FindNext() since they're defined in
shared.h and may be used from custom game DLLs.
2018-02-04 11:49:03 +01:00
Yamagi Burmeister
a65401d1af Rename mem.c to hunk.c.
hunk.c better describes the purpose of the code and matches the unix
backend.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
2096d57eb8 Cleanup the system specific code.
* Remove a bunch of unnecessary functions.
* Reorder functions into logical groups. The orderig is now the same
  on Unix and Windows.

While at it add several TODOs to the code. There's not need for special
library loading functions for the game, the Windows backend still uses
a lot of old and fishy DOS functions, etc. All this will be done at a
later time.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
acb50c6907 Move the platform independent stuff from main() into Qcommon_*().
There's no need to duplicate machine independent parts of the client
initialization and the main loop for every platform.

While at it remove the nearly empty unix.h header and move Windows
main() into an own file. Not both platform have the same basic layout.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
7ee34acae8 Remove winquake.h
The only thing that header did was to include windows.h.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
cfddff132b Switch the windows backend SDLmain.
libSDLmain.a has to be linked and must run anyways. So there's no need
for us to reinvent the wheel, just rely on SDLs process setup, argument
parsing, message handling and so on. As a nice side effect this may fix
some strange bugs related to message handling and argument parsing...
2018-02-04 11:35:10 +01:00
Daniel Gibson
833738b7e7 Update stb_image_write.h to latest release (1.08)
My modifications (jpeg writing and supplying zlib compressor for better
PNG compression) have been merged upstream, so from now on updates
should be easy and painless.

(Sean renamed my stbi_png_level to stbi_write_png_compression_level)
2018-02-04 00:03:51 +01:00
Yamagi Burmeister
601a06f728 Introduce in_grab 3, always ungrap the mouse in console, menu, etc.
Until now we had 3 modes:
 0 -> never grab the mouse.
 1 -> always grab the mouse
 2 -> ungrab the mouse if the game is windowed and the console or the
      menu is opened or a cinematic is playing.

The 3rd mode is the same as the 2nd one, but without the "game is
windowed" constrained. Please note that release the mouse grab in
fullscreen may have side effects like the game loosing focus and being
unable to regain it. Especially under X11.

This was requested by @prg318 in issue #271.
2018-02-03 09:20:58 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
03098715ee Rename gl_custom* to r_custom*. 2018-01-09 09:25:29 +01:00
Denis Pauk
5a24b969bc Merge commit '041d1c6cb6e1eff8d84ce883ff42c3c7f1c5f67e' into soft_render 2017-12-18 22:54:07 +02:00
Yamagi Burmeister
041d1c6cb6 Remove unused WinError() function. 2017-12-16 16:55:30 +01:00
Denis Pauk
c43e944a3d Rebase soft render from https://icculus.org/quake2/
* deleted asm code
* added support 2k+ resolutions
* SDL2 support
2017-12-11 23:33:19 +02:00
Daniel Gibson
c3d3e9fc76 Make viewing with joystick framerate-independent
otherwise looking around is faster with higher framerates, that sucks,
especially with unstable framerates (on RPi)
2017-12-02 18:54:31 +01:00
Yamagi
44da2aca3b
Merge pull request #262 from DanielGibson/fix-win-msaa-crash
Fix crash on Windows if MSAA is set to a value the driver doesn't support
2017-12-02 16:38:26 +01:00
Denis Pauk
9495fe4da9 Show real place of error and fix build with SDL1.2 2017-11-01 22:57:54 +02:00
Yamagi
7b6340ddff Merge pull request #245 from 0lvin/back_button_as_escape
Add support for use controller back button as ESC
2017-10-22 18:19:56 +02:00
Daniel Gibson
de5bd4c2c8 OSX: Fix usage of clock_get_time in Sys_Microseconds()
turns out clock_get_time() uses mach_timespec_t which is very similar
to POSIX timespec_t so we're back to just one Sys_Microseconds() function
with an #ifdef __APPLE__ for the (relatively small) differences
2017-10-22 17:54:19 +02:00
Yamagi Burmeister
3d459be4c1 Fix build on OS X that might not have clock_gettime().
Older versions of OS X don't implement clock_gettime() and no(?) version
seems to implement CLOCK_MONOTONIC. Work around this by implementing an
OS X specific variant of Sys_Microseconds() that relies on Mach APIs
provided by all OS X versions...

While at it alter the generic variant so that CLOCK_MONOTONIC is used
only if it's available. CLOCK_REALTIME as a fallback should be good
enough in most cases.

This is believed to fix issue #239.
2017-10-22 17:52:02 +02:00
Denis Pauk
61da3dffd1 Add support for use back button as ESC, as example first button in SDL_GAMECONTROLLERCONFIG 2017-10-14 18:58:19 +03:00
Yamagi Burmeister
8bfcfa7e70 Fix Sys_*seconds() on legacy Windows versions.
Returning 'microseconds / 1000ll' at the first call is wrong, the game
would thing that the first frame too way too much time. For some reason
this wirks in (my) Win10, but breaks on (my) Win7...
2017-10-02 20:48:47 +02:00
Yamagi
b1e3c90a51 Merge pull request #215 from 0lvin/joystick
Add joystick support
2017-09-25 19:41:15 +02:00
Yamagi Burmeister
ce2c3292c6 Force the x87 FPU to double precision mode.
The original client used single precision mode on Windows and the
default mode on all other platforms. Most platform (at least OS X,
FreeBSD, NetBSD up to 6.0, OpenBSD and Solaris) set double precision
as default, Linux sets extended double precision... When playing a
network game there're several possibilities:

* Same precision on both sides: This one is okay, of course.
* single precision <-> double precision: This one is okay, too. I guess
  this is because the code allows a small deviation between client and
  server to work around imprecisions introduced be the network protocol.
* double precision <-> extended double precision: This one is okay,
  likely for the same reasons given above.
* single precision <-> extended double precision: This one gives a lot
  of misspredictions at client side.

All of these are more or less academic these days. Yamagi Quake II used
the platforms default mode for ages. And both gcc and clang default to
SSE2 math (with double precision as default on all platforms) when
compiling for amd64. So the only reasonable case is Linux/i386 on one
side and the original client or another source port on Windows/i386 at
the other side.

Work around this by forcing the x87 to double precision mode.
2017-09-20 21:55:43 +02:00
Denis Pauk
e7199f5c41 Add support for joystick/gamecontroller(axis/buttons/hats)/haptic.
By default joystick "in_joystick" and haptic feedback haptic ("joy_haptic_magnitude")
are disabled. And can be anabled by menu in options section. Joystick/Haptic
options are showed only if have found any.

By default axis is mapped in such way:
 * Left X(joy_axis_leftx): sidemove
 * Left Y(joy_axis_lefty): forwardmove
 * Right X(joy_axis_rightx): yaw
 * Right Y(joy_axis_righty): pitch
 * Trigger Left(joy_axis_triggerleft): triggerleft
 * Trigger Right(joy_axis_triggerright): triggerright

Joystick sensitivity varibales:
 * joy_yawsensitivity,
 * joy_pitchsensitivity,
 * joy_forwardsensitivity,
 * joy_sidesensitivity,
 * joy_upsensitivity.

For change joystick axis mapping to gamecontoller axis export SDL_GAMECONTROLLERCONFIG before run,
e.g.: SDL_GAMECONTROLLERCONFIG='<joystick guid>,<joystick name>,leftx:a0,lefty:a1,rightx:a2,righty:a3,'

Add menu navigation by dpad and thresholds:
 * Add threshold for axis (based on ioquake3), 0.15 by defaults.
 * Navigate in menus by dpad (up/down, left/right, any joystick button for enter).

Defaults:
 * in_joystick "0.0"
 * joy_haptic_magnitude "0.0"
 * joy_axis_leftx "sidemove"
 * joy_axis_leftx_threshold "0.15"
 * joy_axis_lefty "forwardmove"
 * joy_axis_lefty_threshold "0.15"
 * joy_axis_rightx "yaw"
 * joy_axis_rightx_threshold "0.15"
 * joy_axis_righty "pitch"
 * joy_axis_righty_threshold "0.15"
 * joy_axis_triggerleft "triggerleft"
 * joy_axis_triggerleft_threshold "0.15"
 * joy_axis_triggerright "triggerright"
 * joy_axis_triggerright_threshold "0.15"
 * joy_forwardsensitivity "1.0"
 * joy_pitchsensitivity "1.0"
 * joy_sidesensitivity "1.0"
 * joy_upsensitivity "1.0"
 * joy_yawsensitivity "1.0"
2017-09-16 14:23:12 +03:00
Yamagi Burmeister
6c7039af80 Revert "Remove empty function Qcommon_shutdown()."
This reverts commit ec428bb752. Looks like
the function is usefull for pull request #232.
2017-09-07 18:19:45 +02:00
Yamagi Burmeister
f107a77edb Fix an undefined function warning on Windows.
shared.h is needed on all platforms so include it unconditionally.
2017-09-07 18:02:31 +02:00
Yamagi Burmeister
42dfd3dbdd Refactor curtime to be set at one defined point.
Until now the curtime variable was set at every call Sys_*seconds().
That's a little bit unfortunate because calls to that functions are
scattered around the code. Instead set it once every frame in
Qcommon_Frame().
2017-09-07 17:12:58 +02:00
Yamagi Burmeister
5fa6fa9175 Sleep 850 microseconds between dedicated server frames.
The dedicated server runs at cl_maxfps frames per second. Een with very
large values one server frame can never be shorter than 1 milliseconds.
And the timing doesn't need to be very precise since the network
latency adds a lot of more jitter.
2017-09-07 14:53:00 +02:00
Yamagi Burmeister
629683ab40 Also print errors when build with DEDICATED_ONLY. 2017-09-07 13:17:02 +02:00
Yamagi Burmeister
ec428bb752 Remove empty function Qcommon_shutdown(). 2017-09-07 13:05:49 +02:00
Yamagi Burmeister
d0cb89ff52 Change Windows mainloop to microseconds.
While at it have another look at it's Sys_*seconds() implementations.
Also add a Sys_Nanosleep() and use it to throttle the game a litte bit.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
5ece000c18 Insert 5 microseconds sleep time each frame.
This shouldn't have any noteable impact on timing (besides the machine
is way too slow for Quake II) and saves a lot of CPU cycles. 100% load
vs. 17% load on my desktop.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
4ac97f8a2b Remove the brake from the mainloop.
It's longer necessary now that we've refactored the global timing.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
c32f4b0e4a Move timing from CL_Frame() to Qcommon_Frame().
This allows us to implement the global timing without an artificial
brake slowing the game unnecessary down. This is only partial working,
more changes and fixes are coming.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
a0aa1c87c7 Change the global timing in main() from milli- to microseconds.
This is a no-op for now. We need this to get a much higher precision
when calculating the frame times. This changes the fixedtime cvar from
milli- to microseconds.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
0fafaf735f Implement a Sys_Microsecond().
This is the same as the well known Sys_Milliseconds() but like the name
suggests with microsecond precision. To be used in the upcoming new
framecounter.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
406857f57a Make the Linux / Unix backend year 2038 compliant. 2017-09-06 18:36:51 +02:00