Commit graph

87 commits

Author SHA1 Message Date
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
Yamagi Burmeister
185e89722a Don't unqueue OpenAL raw samples if OpenAL isn't initialized.
This fixes a crash at menu entry if a cinematic is playing when the
game is build with OpenAL support, but s_openal is set to 0.
2017-10-22 17:58:31 +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
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
7f46d808d2 Second part of Developer_searchpath() removal.
This was forgotten in the first commit. :(
2017-08-07 18:10:32 +02:00
Yamagi Burmeister
ff7772f11d Don't let baseq2/pak0.pak/maps.lst shadow baseq2/maps.lst.
While here reimplement the same hack for baseq2/players, lost somewhere
on the way. This is just another searchpath f*ckup. For some reasons
paks have a higher priority than plain directories. We do not want that
for the maps.lst and players/ since id Software decided to put updated
versions of them directly into baseq2/...

This closes issue #217.
2017-08-02 20:08:05 +02:00
Daniel Gibson
1da7ff5594 Fix Jennell Jaquays' name in credits and quit screen
the latter is done by identifying the baseq2 pics/quit.pcx in LoadPCX()
and changing some pixels
2017-06-12 18:32:56 +02:00
Yamagi Burmeister
6119591c6a Fix build with WITH_OPENAL disabled.
This closes issue #192.
2017-05-13 16:53:20 +02:00
Yamagi Burmeister
eb2a11f0b2 Unqueue raw samples when the menu is entered during cinematic playback
When the client is paused (either explicit or by entering the menu or
console) the cinematic is paused, too. Therefor no more sound samples
are generated and added to the playback queue, the existing samples are
played over and over again. Until now these samples weren't hearable,
because OpenAL marked them as processed and AL_StreamUpdate() removed
them from OpenALs playback queues. This changed in the previous commit,
now the stay in OpenALs queue and are hearable.

Fix this by calling AL_UnqueueRawSamples() when the menu or console is
entered during cinematic playback.
2017-04-22 09:50:52 +02:00
Daniel Gibson
f13e15e561 ref_gl.so builds and works (on Linux, with Makefile)
still dirty, seems to use some symbols from client directly, which will
not work on Windows.
2017-02-19 05:53:56 +01:00
Yamagi Burmeister
af957c5e36 Fix a small buffer overflow when disabling shuffle playback
Repeat 10 times:
 - strcat() is evil
 - strcat() is evil
 ...

While here fix another small inconsistency: Vorbis playback should
stop when switching 'shuffle' on.

The overflow was reported by @tomgreen66 in pull request #168.
2016-12-28 17:23:51 +01:00
Yamagi Burmeister
9af1af55a5 Allow reading player models from pak / pk2 / pk3 / zip files.
This fixes #119. As always I've chosen the least invasive way to solve
this problem. Trying to open players/$model/trix.md2 is hack, but solves
the problem without changes to filesystem.c and it's API.
2016-08-16 19:58:22 +02:00
Simon McVittie
92668ca6b1 Fix spelling errors detected by lintian
Based on a patch by Fabian Greffrath against an earlier version of
yquake2.
2016-07-01 09:38:54 +01:00
svdijk
354d2ff789 Menu: Some alignment fixes for scaled menus 2015-12-13 11:48:02 +01:00
Daniel Gibson
fd31e0060d Remove CD music enable box and introduce OGG volume slider in menu
The CD music enable / disable box wasn't used by many users for two
reasons: CD music playback needs a CDROM drive with analog output.
Such drives aren't available for at least 10 years. And CD music is
unsupported with SDL2. A OGG volume slider is much more usefull.
2015-11-01 17:45:09 +01:00
Yamagi Burmeister
7456daf65f Do not display baseq2 savegames in mods / addons
The savegame list is generated by calling FS_FOpenFile() for each
possible savegame name. When a file handle is returned the savegame
exists, otherwise the savegame slot is empty. But FS_FOpenFile()
searches in every directory known to the VFS. If a savegame file
isn't found in $moddir but in baseq2, the file in baseq2 is opened
and a baseq2 savegame is displayed in the mods / addons savegame menu.

The fix is compromise between a clean solution and invasiveness:

- Refactor FS_FOpenFile() to include FS_FOpenFileRead(). FS_FOpenFile()
  was used only to open read only files, limit its's possibilities to
  do exactly that.
- Introduce a new flag "gamedir_only" to FS_FOpenFile(). When true
  only the gamedir directories are searched and not other directories
  like baseq2.
- Change all callers to FS_FOpenFile()s new signature.
- Use the new gamedir_only flag to limit the searchpath for savegames
  to the gamedir.
2015-10-25 16:44:22 +01:00
David Reid
33ad02b0d0 A couple more fixes to menu scaling.
Relates to issue #87. This should be the last commit for the menu scaling.
2015-10-22 22:06:48 +10:00
David Reid
dc53635f46 Fix alignment in the Multiplayer -> Player Setup menu.
Relates to issue #87.
2015-10-22 21:41:58 +10:00
David Reid
585e7dbfda Fix alignment in Multiplayer -> Join Network Server -> Address Book menu.
Relates to issue #87.
2015-10-22 21:04:45 +10:00
David Reid
490c5c15a3 Fix alignment in the key bindings menu.
Relates to issue #87.
2015-10-22 20:52:41 +10:00
David Reid
c623d5639c A bunch of alignment fixes to menus.
So far, fixed menus include:
 - Multiplayer
 - Multiplayer -> Start Network Server
 - Multiplayer -> Start Network Server -> Deathmatch Flags
 - Options
 - Video Options

Related to issue #87.
2015-10-22 20:36:41 +10:00
Yamagi Burmeister
9bda84299c Mark all keys as "up" when the refresher is restarted
This is a less intrusive variant of the old Key_ClearState() function.
When the refresher is restarted or the menu is left, this function is
called to mark all keys as "up". That works around some corner cases
where a key is still marked "down" and thus the first stroke is detected
as a repetition.
2015-01-28 20:55:28 +01:00
Yamagi Burmeister
db10e0db87 Untangle the input system from the refresher
In the old times the refresher was a stand alone DLL. For performance
reasons and to avoid laggy input parts of the input system were
implemented in this DLL. Now that the renfresher is part of the main
binary and initialized at client startup we can remove most of the
abstractions between input system, refresher and client. Also the
input system can be treated as a normal subsystem.

Changes:
- Untangle the VID_* stuff and the IN_* stuff. The functions
  called by function pointers in in_state are now called directly
  and 'struct in_state' was removed.

- Remove input.h and rename the appropriate backend functions.
  There's no longer a need for an abstraction layer between the
  input backend and the input frontend.

- Move input initialization and shutdown into CL_Init(), like it's
  already done for all other subsystems.

- Remove Key_ClearStates(). I'm pretty sure that's a left over from
  the old Win 9x backends and unnecessary.

- General cleanup.
2015-01-16 18:23:39 +01:00
Yamagi Burmeister
47634e64e8 Rename the 'ogg volume' functions to 'ogg enable'
These functions never set the OGG volume, the just enables or disabled
OGG playback. Rename them to match their purpose.
2014-10-25 09:40:13 +02:00
Yamagi Burmeister
4d5cb5686d Rename the "cdvolume" functions to "cdenable"
Historicaly this functions were used to adjust the cd music volume. In
YQ2 they were converted to enable or disable the cd music. Change their
name to match their current purpose.
2014-10-25 09:31:44 +02:00
Yamagi Burmeister
3fc549ca42 Implement scaling of several non-menu elements
- The loading plaque
- The pause plaque
- The "Quit Screen"
2014-06-24 19:39:18 +02:00
Yamagi Burmeister
af70f276a9 Implement scaling of the menu
This commit has some drawbacks:
- It's rather hacky. The Quake II menu is crap and was never intended
  to be scaled. My approach was to add scaling to most of the generic
  functions and handle all the special cases in the non generic parts
  of the menu. A better solution would require to rewrite at least
  parts of the menu. And like it's said in qmenu.c: I won't do that.
- Some menu elements are aligned to the right, others to the left. In
  many places magic numbers are used to align elements by hand. This
  makes it very hard to impossible to implement a scaling logic which
  works in all situations. With this approach most menus look good up
  to at least a scaling factor of 3. Especially the "Player Setup"
  menu is very problematic at small disalignements are unavoidable.

Please note, that only the menu system itself is scaled. Some elements
like the the "Quit Screen" or the loading plaque are still missing. They
will be done in a later commit.
2014-06-24 19:39:10 +02:00
svdijk
e86aabc949 Menu: make sure spincontrols don't start out of range. 2014-03-29 18:50:48 +01:00
Alejandro Ricoveri
2b0974822c Client refactoring
Some stuff being reordered
2013-06-15 10:37:11 +02:00
Alejandro Ricoveri
3e45c5e363 Refresh API refactoring
Analog functions of the former refexport_t are now public for the client
to access.
2013-06-15 10:27:30 +02:00
svdijk
1251fde6e4 credits 2013-05-24 18:21:11 +02:00
svdijk
6472514c8f Lets not do the last two commits just before 5.11
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.

Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.
2013-05-18 18:59:39 +02:00
svdijk
ab879f1bc7 change several strcat calls to Q_strlcat calls 2013-05-17 22:25:18 +02:00
svdijk
4bef586e67 remove unnecessary fileHandle_t typecasts 2013-05-13 18:49:16 +02:00
svdijk
7c1d2b4219 fix incorrect typecasts in FS_* calls 2013-05-11 15:22:27 +02:00
svdijk
e07294b6b1 replace most strncpy calls (several of them wrong) by Q_strlcpy calls 2013-05-11 14:44:36 +02:00
svdijk
1c431e14ac make the load/save statusbar a bit more informative 2013-05-08 20:01:44 +02:00
svdijk
fa9548fcad M_Popup: some more tuning 2013-04-28 12:31:51 +02:00
svdijk
8e1bb70932 M_Popup: align the same as the old popups 2013-04-26 18:55:23 +02:00
svdijk
20110faeed Some minor cleanup/tuning/commenting 2013-04-14 18:46:08 +02:00
svdijk
4465d7e045 menu: some style syncing between savegame/server listing 2013-04-14 16:17:00 +02:00
svdijk
d297b97c12 menu: Rework the save/load menu a bit using M_Popup (get rid of excessive green) 2013-04-14 16:13:58 +02:00
svdijk
f9cda84d6e menu: Use M_Popup for the server search message 2013-04-14 16:07:37 +02:00
svdijk
1d86145f7f menu: Use M_Popup for the sound system restart message 2013-04-14 16:03:59 +02:00
svdijk
5daee97e2a menu: Add a generic popup function M_Popup 2013-04-14 14:49:45 +02:00
svdijk
41d89c7171 Whitespace 2013-03-24 18:12:14 +01:00
svdijk
346d9873f0 Fix double server entries in multiplayes menu.
Also display netadr in statusbar instead of in the list (lowres compatible).
2013-03-24 18:08:06 +01:00
svdijk
0f985d3e45 Cleanup the keybindings menu code. 2012-12-29 18:21:46 +01:00
svdijk
4f5ba24003 Some more load/save menu tuning (better QMF_GRAYED use). 2012-12-29 17:18:30 +01:00
svdijk
83037ace88 Some load/save menu tuning. 2012-12-29 17:16:53 +01:00