Commit graph

91 commits

Author SHA1 Message Date
Daniel Gibson
8723f73831 Show renderer name in window title 2017-02-19 06:04:47 +01:00
Daniel Gibson
aaa73236ec refexport_t::Init() now returns bool and has no args; minor things
the arguments were not used anyway, and returning true/false is clearer
than returning -1 (for error) or sth else (which has no deeper meaning
anyway).

Also:
* PrepareForWindow() can now return -1 if there's an error
* suppress some warnings in Makefile
* fix error for building ref_gl.dylib on OSX
2017-02-19 06:03:07 +01:00
Daniel Gibson
a0c1c74a2e (Mostly) get rid of VID_Printf() and VID_Error()
they're only wrapping Com_Printf() and Com_Error() anyway
2017-02-19 06:03:07 +01:00
Daniel Gibson
73cf610cdb Only use client/refresh/header/local.h in refresh lib
that's why it's called "local.h". duh.
(next I'll move it to refresh/gl/)
2017-02-19 06:03:07 +01:00
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
f6f8394b74 Ensure that all keys are marked up when playing cinematics
Otherwise at least one key may be still marked as down causing an
immediate abort of playback. While here be a little bit paranoid
and clean up key states when focus is gained. In theory that's a
no-op.
2016-11-08 17:37:24 +01:00
Yamagi Burmeister
88244bd4a4 Unbreak SDL 1.2 build. 2016-08-14 16:46:07 +02:00
Yamagi Burmeister
4d9d555d8e When vsync is enabled, cap the desired rfps.
With vsync enabled the render times of consecutive frames can diverge.
The first frame arrives right at the next display frame and is rendered
without waiting time. The next frame has to wait 20ms. The leads to some
problems with the move prediction if the client is asynchronous. Fix
this by capping the desired frame rate at the display refresh rate. Also
make sure that the network framerate is never higher then the renderer
framerate.

With the commit the timing is always correct:
* With no limit as much frames as possible are rendered. In this case
  rfps > nfps and everything's good.
* With vsync enabled rfps > nfps or rfps == nfps is given. Also rfps
  will never exceed the display refresh rate.
* On slow hardware either rfps > nfps or an implicit rfpc == nfps is
  given.
2016-08-14 16:35:48 +02:00
Yamagi Burmeister
f291693c59 Quit the game if a SDL_QUIT event is received. 2016-07-18 10:11:54 +02:00
Daniel Gibson
da6ad6953d Use software gamma for OSX, fix #134
Hardware gamma is broken, especially in fullscreen, and a Mac user told me
that setting HW/screen gamma on OSX is a bad idea anyway, because it resets
the monitor calibration.
The game /should/ look ok with vid_gamma 1 (if your display is configured
properly), but if you think it's too dark set it a bit higher and do
vid_restart.
2016-05-28 16:04:07 +02:00
Daniel Gibson
0fb8d80507 Small improvements to input code 2016-01-30 17:46:34 +01:00
Daniel Gibson
dc155cca9c Workaround for better AZERTY-Keyboard support
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.

While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().

We track this problem in #81
2016-01-30 17:46:34 +01:00
svdijk
9964b2f3df q2icon.xbm: Make this a bit more like the new icon 2015-11-18 20:52:19 +01:00
svdijk
4194ff24dd q2icon64.h: Recreated to have the same margins as the source SVG 2015-11-18 19:58:08 +01:00
Daniel Gibson
951fc2ffb7 Prettier Windowicon when using SDL2
for some reason this doesn't work properly with SDL1.2, so we keep
the old code for that.
2015-10-25 17:55:41 +01:00
Bradley Clemetson
2d20c5c801 Compiles on Linux with OpenAL support, SDL1/2 support.
Added build options for Zip/Ogg/OpenAL (On if available)
2015-08-10 22:55:01 -07:00
Daniel Gibson
0b9ac6cb99 Fix "mark keys up when focus is lost" code, fixes #68
It didn't build on SDL1.2 (I though we tested that?!) and didn't work
with SDL2 either.

Now it builds and actually works with both SDL1.2 and 2.0
2015-04-14 00:51:38 +02:00
Yamagi Burmeister
d2f7d27ad0 In case of focus loss, mark all keys up
Daniel is more or less sure that a stuck Alt key can occure if the user
switches through several windows by Alt-Tab. That sounds resonable,
because the keyup event for Alt may happen when the focus is not on
Quake II. In that case SDL2 misses it and for Quake II the key stays
down. Solve this by capturing the focus loss event and mark all keys
as up.
2015-03-31 21:23:04 +02:00
Yamagi Burmeister
02156e03ec Fix fullscreen switch on Alt-Enter
Switching to fullscreen through a SDL2 call is nice, but the renderer
needs to be reinitialized. Without it some things will break, for
example the gamma setting.
2015-03-30 20:57:32 +02:00
Daniel Gibson
a96218eb0a Simplify the mouse grabbing/relative mouse mode magic
basically, tell SDL each frame if you want stuff grabbed or not
+ make sure to ungrab when destroying window (e.g. on vid_restart)
2015-03-27 18:56:16 +01:00
Yamagi Burmeister
08f78ec3b5 Set SDL_EnableUNICODE() right after the window is created
This works around a bug in SDL 1.2 were the SDL_EnableUNICODE() state is
reset to false after the window is reacreated. Setting it in the render
backend ensures that no keystrokes are lost. This fixes #56.
2015-01-28 20:42:42 +01:00
Yamagi Burmeister
403d26d520 Process only keys between ASCII 32 and 126 as char events
This fixes bug #55 which ensued from special keys processed as char
and key events if SDL 1.2 was used.
2015-01-21 17:38:21 +01:00
Yamagi Burmeister
59ac327aba Solve some layer violations
- Handling of key combinations like Alt + Return or Shift + Escape
  clearly belong into the frontend. Now that the client won't clear
  the keystates any more it's save to handle them there.

- The 'force_centerview' command belongs into the client move stuff.
  I guess it was part of the backend sinces it messes with mouse
  handling. Since the renderer is now part of the client that's not
  necessary anymore.

- One can argue that +mlook and -mlook belong into client move stuff,
  too. But since we need there calculations in the backend anyway,
  leave things like they are.
2015-01-18 09:31:37 +01:00
Yamagi Burmeister
30fa1c5407 Use character events for some input subsystems
Until now Quake 2 used keysyms aka key events for everything, including
the console and the chat window. Since key events don't reflect if the
shift key is pressed, Quake 2 needed to convert the lower case chars to
upper case char through a hardcoded table. That lead to the problem that
the keyboard layout was utilised for lower case characters only.

Solve this long standing problem by refactoring both the input backend
and the frontends Key_Event() funktion to use character events for most
input subsystem. Character events are generated by SDL and send the
real character.

An example:
- On german keyboards shift and . is : but Quake 2 generated <.
- Now a character event with : is generated and used.

There are at least 3 disadvantes by this approach:
- The backend needs to tell the frontend if a normal character (ASCII
  32 to 126) or a special character is send. Only normal characters can
  be treated as character events.
- There may be some differences between the binding of a key seen
  through the console and seen by the game. If you have a german
  keyboard and bind :, the game may not react to :. This can be worked
  around by editing the config file.
- Users may need to rebind some keys.

Please note that Quake 2 can handle ASCII characters only!
2015-01-18 09:30:53 +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
bibendovsky
c1a3526a67 Add underwater sfx for SDL backend 2014-06-16 08:45:39 +03:00
bibendovsky
1dc71dbd97 Remove static keyword on some variables (these actually not static)
Caused by 1e52d35e84
2014-06-13 15:43:34 +03:00
bibendovsky
1e52d35e84 Do not update mouse cursor position when paused, in menu, etc 2014-06-10 10:43:53 +03:00
svdijk
3bb9f49f19 videomenu: readd 16x MSAA option, check what we got after setting mode. 2014-05-01 20:52:25 +02:00
svdijk
5b6f351e67 refresh.c: some minor tuning/cleaning. 2014-04-17 20:14:42 +02:00
svdijk
d089159ab9 VID: Implement a fallback when MSAA is not supported. 2014-04-16 21:51:36 +02:00
svdijk
503eefc301 Simplify the mouse grabbing/relative mode setting code. 2014-03-26 21:13:07 +01:00
svdijk
5338566852 Fix broken mouse release while in menu/console. 2014-03-26 20:51:02 +01:00
svdijk
69661e7cbd Implement a different workaround for when SDL_SetRelativeMouseMode() doesn't work.
This fixes the "stuttering mouse" reported in issue #38.
2014-03-26 20:34:19 +01:00
Yamagi Burmeister
eb879bb9b6 Rename VERSION to YQ2VERSION to prevent collisions
Newer jpeg versions (I guess starting with 9) define an macro
"VERSION", colliding with ours. While wie could #undef it, take
the less hacky route and rename it.
2014-01-27 18:14:36 +01:00
Yamagi Burmeister
26bbfead45 Add support for MSAA.
MSAA was a long wanted and often requested feature. Just set set the
desired number of samples with gl_msaa_samples and do a vid_restart.
This code is based upon work done in Hecatomb.
2014-01-26 09:53:10 +01:00
Yamagi Burmeister
825a53009a Provide a workaround if SDL_GetRelativeMouseState() is disfunctional
On some systems SDL_SetRelativeMouseMode() can fail under several
circumstances. For example:
 - Security software is blocking acces to raw input.
 - XInput 2 is unavailable.
 - SDL2s configure script has messed up.
Detect those situations and reposition the mouse manually to the
window center after having read it's current state. This fixes
issue #34 an #35.
2014-01-25 15:46:55 +01:00
Yamagi Burmeister
68d3da29e8 Destroy the window after the GL context.
The GL context is bound to a window, so destroy it before the window and
not after it. While here update the header comment.
2014-01-23 17:23:16 +01:00
svdijk
98a83e2322 Minor input grabbing cleanup. 2014-01-11 19:01:04 +01:00
svdijk
b33c895d56 Whitespace 2014-01-05 20:32:18 +01:00
svdijk
50e1bf16fe Fix key-repeats in the console (for instance the backspace key) 2014-01-05 20:22:34 +01:00
Yamagi Burmeister
84a1766702 Merge input backend init and keyboard init
Now that the refresher is part of the client, there's no need to init
the backend before the refresher and the keyboard after it.
2014-01-05 18:58:52 +01:00
Yamagi Burmeister
e8239291a7 Remove unnecessary IN_Close()
Having a special function to close the input devices is unnecessary. The
backend should close them at shutdown, when IN_BackendShutdown() is
called.
2014-01-05 18:53:03 +01:00
Yamagi Burmeister
18733b68ce Do not allow input devices to write to command buffer
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.
2014-01-05 18:51:27 +01:00
Yamagi Burmeister
f80e02ffd9 Refactor the SDL input backend once again.
- Remove the keyq. This linked list was used to work around limitations
  of the good, old DirectInput API. It's not necessary with SDL.
- Inline some functions to others where apropriate and remove unused
  or unnecessary functions.
- Reorder functions into groups.
- Update comments.

This commits still misses necessary changes to the frontend. They'll be
done in subsequential commits.
2014-01-05 18:40:24 +01:00
svdijk
7111f735f7 Fix a (harmless) off-by-one in a SDL_VideoDriverName() call 2014-01-05 17:44:29 +01:00
Daniel Gibson
3afe57b8f2 Fix #29 by simplifying mouse button handling
Pressing two mouse buttons at the same time didn't work properly, only
one had effect, e.g. when pressing LMB to walk forward and RMB to shoot
(when bound like that...)

Not sure why that was, but the old mouse button handling (inherited from
the super-old win32 backend where it was supposed to work around bugs in
WinAPI or whatever, where sometimes there were two mouse button presses
in one event or something) was unnecessarily complicated anyway so I
replaced it with something simpler.
2013-11-26 19:22:29 +01:00
Yamagi Burmeister
0f9dcba9ed Apply some cleanup to the input backend
Make non global functions static, give some better names to variables,
remove unneccessary special cases and remove some superflous functions.
Form most - if not all - users this changes should be a no-op.
2013-11-10 10:10:43 +01:00
Yamagi Burmeister
82f3fa84a9 Use "directsound" as sounddriver when using SDL2 on Windows 2013-10-12 12:13:33 +02:00
Yamagi Burmeister
5c5a9beba5 Rename CreateWindow() to CreateSDLWindow()
CreateWindow() is a symbol internal to Windows. We can't use it in out
code or it will collide.
2013-10-12 11:07:05 +02:00