Commit Graph

2160 Commits

Author SHA1 Message Date
Yamagi Burmeister 17a5106492 Unicode compatibility for zlib on Windows.
There were two ways to implement this. One was to go with the stuff
already included in minizip and one to implement our own wrapper around
fopen(). This is the second options since @DanielGibson convinced me
that it would be safer.
2018-02-06 18:44:44 +01:00
Yamagi Burmeister 716d72a295 Update minizip to version 1.2.11. 2018-02-06 15:11:36 +01:00
Yamagi Burmeister 495b7c5d6b Save some CPU cycles and apply the cvar replacements only once. 2018-02-05 18:30:45 +01:00
Yamagi Burmeister 582c1062cb Fix an "Unused variable" warning. 2018-02-05 18:29:29 +01:00
Yamagi Burmeister ba4f91f619 Fix a compiler warning on 32 bit.
Hopefully we'll never allocate more than 2^32 bytes of memory for
surfaces. :)
2018-02-05 18:27:34 +01:00
Yamagi Burmeister 68e1cb6d00 Add stb_image_write.h to cmake. 2018-02-05 18:25:55 +01:00
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 a87e34906c Implement Q_fopen() for Windows.
This is done in shared.c so that's available for both the client /
server / renderer and the game. A work around for older game DLL will
be added at a later time.
2018-02-05 09:36:33 +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 bed6439d19 Convert the quake2.exe wrapper to a Windows GUI application.
While building the wrapper as a console application is completely fine
there're some advantages by creating a "real" Windows GUI Application:

* Console applications always spawn an annoying console window.
* Windows GUI applications seem to have a much lower chance to trigger
  my new best friend, the Windows Defender. As a console application
  quake.exe triggered every time I started it, as Windows GUI
  application not only once.

Use WinMain() instead of wWinMain() because MinGW doesn't know about
the later and it doesn't matter anyways.
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 d107d999da
LICENSE: Properly document stb_image(_write).h
It's not stb.h and the github project should probably be linked
And now the licensing is a bit more verbose (Dual-Licensed under Unlicense and MIT 
instead of custom Public Domain license).
2018-02-04 05:15:20 +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 a496ad8d62 Update HandmadeMath.h to it's latest version. 2018-02-03 08:41:46 +01:00
Yamagi Burmeister 5763784c20 Update stb_image.h to it's latest version. 2018-02-03 08:38:32 +01:00
Yamagi Burmeister 20f49f515b Don't compare a qboolean against an integer.
That only works by accident.
2018-02-03 08:36:07 +01:00
Yamagi Burmeister 21fcb48565 Fullscreen has been an integer for some time now.
At least since we introduced support for mod changing and for scaling
fullscreen.
2018-02-03 08:33:16 +01:00
Yamagi b28546239e
Merge pull request #273 from 0lvin/cleanups
Soft render clean up.
2018-02-03 08:28:40 +01:00
Daniel Gibson f76ce617e7
README: https:// instead of http:// links 2018-01-24 14:33:57 +01:00
Denis Pauk d3f93e6786 Clean up unused code 2018-01-21 22:39:02 +02:00
Denis Pauk 9d9dd6b02a Fix typo 7ace8c9116 2018-01-21 22:39:02 +02:00
Denis Pauk bf19c8b50c fix -O3 warning. Fix indexes in vtx.
Loop 'for ( i = 0; i < 3; i++ )' sets values to vtx[0..2]. So next index must be 3(instead 4) and
loop 'for ( i = 16; i >= 0; i-- )' will set vtx[3..(18*3-1)].

=====
src/client/refresh/gl/r_light.c: In function ‘R_RenderDlight’:
src/client/refresh/gl/r_light.c:76:21: warning: iteration 16 invokes undefined behavior [-Waggressive-loop-optimizations]
    vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
    ~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     + vup [ j ] * sin( a ) * rad;
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
src/client/refresh/gl/r_light.c:65:2: note: within this loop
  for ( i = 16; i >= 0; i-- )
  ^~~
=====
2018-01-21 22:39:02 +02:00
Yamagi Burmeister de30b75f94 CMakeLists.txt: quake2.exe => yquake2.exe, add wrapper quake2.exe 2018-01-21 17:02:05 +01:00
Daniel Gibson 5c4f2cc5b0 quake2.exe wrapper: add icon 2018-01-21 16:40:05 +01:00
Daniel Gibson 7f8390d5f7 Makefile: quake2.exe => yquake2.exe, add wrapper quake2.exe 2018-01-21 16:40:05 +01:00
Daniel Gibson 54861bf4b7 quake2.exe wrapper
Apparently something (possibly nvidia's driver) on some windows
installations has some stupid application profile for quake2.exe that
breaks mouse input if the console has been opened..

Our workaround is to rename quake2.exe to yquake2.exe and provide a wrapper
quake2.exe that just calls the real one for backwards compatibility.
This is the source of that wrapper.
2018-01-21 16:40:05 +01:00
Yamagi Burmeister 472f55c5bf Move the softrenderer constants into out constants/ dir. 2018-01-11 11:15:11 +01:00
Yamagi Burmeister 5592da9206 Rename all soft renderer files from r_* to sw_*. 2018-01-11 11:09:00 +01:00
Yamagi Burmeister 0e8b58952a Rename the gl/ directory to gl1/.
This is not strictly necessary but since we're calling it GL1 let's
stay consistent between the name and the directory structure.
2018-01-11 10:58:32 +01:00
Yamagi Burmeister d21fbeb932 Rename all GL1 files from r_* to gl1_*. 2018-01-11 10:49:08 +01:00
Yamagi Burmeister 17f289c761 There's no need for the softrenderer to be build conditionally.
We want to build the softrenderer each time and on all platforms.
Building it only at user request will lead to code rot.
2018-01-10 10:33:24 +01:00
Yamagi Burmeister 1ed7762edd Implement custom modes in the software renderer.
This is mostly the same approach as in GL1. I'm not quite sure if the
software rasterizer can work with all aspects and the like but I wasn't
able to crash it by trying several random resultions.
2018-01-09 19:38:00 +01:00
Yamagi Burmeister cf03e755d3 Implement r_vsync for the softrenderer.
Whenever the r_vsync cvar is changed recreated the SDL renderer with the
appropriate flags.
2018-01-09 18:44:55 +01:00