Commit graph

345 commits

Author SHA1 Message Date
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
Daniel Gibson
0051c6b8d2 If renderer init fails and MSAA is on, disable it and try again
For some fucking reason, if you set an unsupported
SDL_GL_MULTISAMPLESAMPLES value on Windows (at least Win10 with Intel GPU
drivers, there 16 is unsupported), creating the Window and OpenGL context
will succeed, but you'll get Microsofts stupid GDI OpenGL software
implementation that only supports OpenGL 1.1.
Before these fixes, the GL3 renderer would just crash and the GL1 renderer
would fail to load, which caused the game to run in the background:
No Window, no Input, but sound was playing..

Now this problem should be handled properly and if initialization fails,
the rendering backend will be considered not working, and it will
try the gl1 backend next, and if that also fails it'll give up and exit
the game.
2017-09-04 00:21:10 +02:00
Daniel Gibson
36ef1e6bb8 Exit game if loading renderer fails
it's no fun without a  window, even if sound works you don't have input..
2017-09-04 00:18:13 +02:00
Daniel Gibson
11b3a0515a Merge branch 'searchpath' 2017-08-05 18:40:44 +02:00
Daniel Gibson
6d39da37ca Print system SDL version on startup 2017-08-01 18:14:31 +02:00
Yamagi Burmeister
5e61c23fd8 Only set SDL 1.2 fullscreen if it's requested. 2017-08-01 18:11:46 +02:00
Yamagi Burmeister
908fd30148 Switch from SDL_WINDOW_FULLSCREEN to SDL_WINDOW_FULLSCREEN_DESKTOP.
SDL_WINDOW_FULLSCREEN changes the display resolution if the requested
resolution is different to the actual resultion. SDL_WINDOW_FULLSCREEN_
DESKTOP doesn't do that, it places a smaller or bigger render area
somewhere inside the fullscreen area. This is somewhat nicer with modern
high resolution flatscreens.

This commit changes vid_fullscreen 1 from SDL_WINDOW_FULLSCREEN to
SDL_WINDOW_FULLSCREEN_DESKTOP. Additional vid_fullscreen 2 is
implemented, it uses SDL_WINDOW_FULLSCREEN to create the fullscreen
area.

TL;DR: Use vid_fullscreen 1 to keep the current resolution or use
vid_fullscreen 2 to switch the resolution.

Implementation details: The whole fullscreen stuff is a horrible mess.
Like generations of hackers before me I'm not desperated enough to clean
it up. GLimp_InitGraphics() is modified to take the fullscreen mode as
an integer and not as a boolean. That's a change to the renderer API.
In GLimp_InitGraphics() the needed SDL fullscreen mode flag is
determined once at the top and just used further down below. That saves
dome SDL1 <-> SDL2 compatibility cruft. IsFullscreen() was modified to
return the actual fullscreen mode and not just if fullscreen is enabled.
2017-08-01 10:08:24 +02:00
Yamagi Burmeister
f1a8c565f1 Implement a generic case in Sys_GetBinaryDir().
Several platforms - OpenBSD being a prominent example - don't provide a
way to get the executable path. Don't abort, just return the current
dir ./ executable dir. This is just a work around, of course. The user
needs to supply a script that calls ./quake2 in the correct directory.
2017-08-01 07:12:50 +02:00
Yamagi Burmeister
383f667c46 Write stdout.txt into the same dir as the config when running portable. 2017-07-24 18:38:59 +02:00
Yamagi Burmeister
7d08906bca Reimplement the portable binaries stuff.
The big problem with the old implementation was that stdout.txt and
stderr.txt on Windows became available when nearly all the low level
initialization was already done. Regardless if the client was in
normal or in portable mode.

Solve this by scanning the command line for the string '-portable'. If
it's not found, stdout and stderr are redirected as early as possible.
If found the global variable (*sigh*) is_portable is set to true. It's
evaluated later on to set the cvar 'portable', which in turn is used
be the filesystem to decide if the home directory should be added to
the search path.

Maybe we should remove the cvar and stick to the global variable.

While at it change the maximum path length for qconsole.log from
MAX_QPATH to MAX_OSPATH. At least on my Linux laptop MAX_QPATH is
too short.

This commit is still untested on Windows!
2017-07-24 11:15:00 +02:00
Yamagi Burmeister
e134ae578f Reset vod_renderer to gl1 if the requested lib couldn't be loaded.
This was reported in issue #209.
2017-06-30 13:43:37 +02:00
Yamagi Burmeister
dd41ff3601 Tell Windows that we're HighDPI aware.
This prevents Windows from scaling our (fullscreen) window to crap if
the whole desktop is scaled and we're rendering more than 1080p. This is
believed to fix #208.
2017-06-21 10:17:16 +02:00
Yamagi Burmeister
98276aeb91 Empty SDLs event queue when starting cinematic playback.
Sometimes cinematics are skipped after the first frame even if the
player didn't press any key. I'm unable to reliable reproduce that,
so my educated guess is that one or more events are still waiting in
SDLs event queue.

For example, during intermission IN_Update() is not called for 5
seconds, key presses by impatient players are just added to the queue
and not processed. The first event is used to skip leave the
intermission, the second event skips the cinematic...

Fix this by implementing a new function IN_FlushQueue() to flush SDLs
event queue and calling it when starting cinematic playback. Yes, this
is just another layer violation. :(
2017-04-22 10:29:25 +02:00
Yamagi Burmeister
c0b768278f Fix build with SDL 1.2 2017-04-22 10:24:12 +02:00
Yamagi Burmeister
9359d6d51d Some more debug / log output at refresher startup
- Print which library is loaded.
- Print the client version against which the library was build.
2017-04-20 19:57:42 +02:00
Yamagi Burmeister
a47a9daf67 Fix crash if the requested gl_msaa_samples are unavailable.
For some reasons setting the MSAA fails at window creation and not at
GL context creation. And of course SDL is unable to detect before, that
the requested number of MSAA samples is invalid... Implement a work
around: Fall back to gl_msaa_samples == 0 if the window cannot be
created.
2017-04-18 20:56:54 +02:00
Yamagi
78ca79c602 Merge pull request #181 from DanielGibson/render_dll
Resurrect support for render / refresher loadable libraries and use them to implement  an experimental OpenGL 3.2 renderer. Please note that the new renderer interface is somewhat different from the original one, old render libraries will NOT work!
2017-04-18 17:12:40 +02:00
Yamagi Burmeister
df86c46e57 Several adjustments to the visual impression.
- Bump vid_gamma to 1.2 in both GL1 and GL3. A default value of 1.0 is
  too dark.
- Lower gl3_overbrightbits to 1.3, the previous value of 1.5 was too
  bright. This can be seen in later units, for example on mine1 some
  textures blended into white.
- Lower gl3_particle_size to 40. A value of 60 may be okay, but with
  gl3_particle_fade_factor 1.2 the particles take up too much screen
  estate in close range combat.

With this changes GL3 looks (at least for me) nearly the same as GL1
rendered through the removed multitexturing path.
2017-04-10 19:28:46 +02:00
Daniel Gibson
264df420e3 Rename vid_ref cvar to vid_renderer 2017-04-09 00:00:36 +02:00
Daniel Gibson
182948fecc Rename ref_gl.* to ref_gl1.* 2017-04-02 16:23:00 +02:00
Daniel Gibson
a9093fdf98 Make it work with SDL1.2 again
Some things broke when moving the renderer into a DLL, and the GL3
renderer needed some more work to work with it.
2017-04-02 05:20:24 +02:00
Daniel Gibson
9044eb1370 Load ref_* lib with absolute path, fall back to ref_gl
.. if initializing the other renderer failed.
2017-04-02 05:19:01 +02:00
Yamagi Burmeister
4d299e26d7 Don't write stdout.txt and stderr.txt when portable.
To be able to test if the game is running portable all checks of the
portable cvar must be done after Cvar_Init(). Instead of redirecting
stdout and stderr as early as possible, delay the redirection right
after Cvar_Init(). After this change the printf() in WinMain() aren't
printed into stdout.txt, but I guess that it isn't a big problem. All
interessting stuff like the search pathes is still there.

Rename fs_portable to portable. It's no longer filesystem specific.
2017-03-13 16:24:26 +01:00
Yamagi Burmeister
45cc75d2d9 Add an undocumented option for forcing busy waits.
Some people complained about the usage of non busy waits:

  * I was told that there's an input lag with nanosleep(). I still doubt
    that, but since the problem is easy to solve...
  * Some Intel CPUs throttle the GPU if the selected CPU pstate is too
    low. This is especially a problem on Haswell mobile CPUs. Keeping
    a core busy works around that.
2017-03-13 13:39:03 +01:00
Daniel Gibson
b6f68cd532 Allow setting png compression level in screenshot command
The level is between 0 and 10, use like
screenshot png 6
2017-03-13 00:50:57 +01:00
Daniel Gibson
bbf36746c8 stb_image_write.h: allow using custom zlib compress function
the one from zlib compresses better than the builtin one and might even
be faster.
2017-03-13 00:50:57 +01:00
Daniel Gibson
a1a634b95a stb_image_write.h: configurable png compress level 2017-03-12 22:33:59 +01:00
Daniel Gibson
9462063869 Screenshots can be tga, bmp, png, jpg now, using stb_image_write.h
the screenshot command now supports the filetype as optional argument
(just "screenshot" will use tga like before):
"screenshot png" will save the screenshot as PNG, same with jpg, png
and tga.
For jpg, you can even specify the quality, like "screenshot jpg 90"
(the Quality is between 1 and 100, like with libjpeg).

To reduce duplicated code, I addeed Vid_WriteScreenshot() to refimport_t
and implement most of it in the client (vid.c).
The renderer still fetches the raw image data from OpenGL or whatever
and then calls re.VidWriteScreenshot() which will write it to disk in
the format requested by the user.
2017-03-12 03:28:06 +01:00
Daniel Gibson
18bfa35f9b Allow switching VSync on/off without vid_restart (for SDL2) 2017-03-04 16:31:34 +01:00
Daniel Gibson
c4c21075a4 vid_listmodes command to show video modes, add 720p mode
the very unusual 1280x854 mode has been replaced with the more common
1280x720 ("720p").
2017-02-25 20:33:17 +01:00
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
5938a665e8 pass Com_VPrintf() to reflib used by R_Printf(), remove VID_Printf()
So in all code in the reflib (ref_gl.dll/.so/.dylib) calls to
ri.Con_Printf(print_level, fmt, ...) have been replaced by calls to
R_Printf(print_level, fmt, ...) which uses ri.Com_VPrintf().
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
9252eba643 use vid_ref cvar to select render dll 2017-02-19 06:03:07 +01:00
Daniel Gibson
7f27c549a8 It works again, ref_gl doesn't use any client symbols anymore
So in theory this should even work on Windows now.
2017-02-19 06:03:07 +01:00
Daniel Gibson
2062b319e9 move qgl.[ch] to src/client/refresh/gl/ 2017-02-19 05:53:56 +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
8fe8f832f8 Remove last remnant of multitexturing.
Pointed out by DanielGibson.
2016-12-18 09:48:06 +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
aa897e3965 Make OSTYPE and ARCH user defineable.
The old implementation had two problems:

  * OSTYPE and ARCH are systemwide defines, overriding them may break
    the global libc headers. This is a theoretical problem, I've never
    seen it in praxis.

  * Not all system set ARCH correctly when building in a chroot env.
    For example on Linux ARCH is set to x86_64 when building in an
    i386 chroot. Now the user can do something like "make YQ2ARCH=i386"
    to get things right.
2016-10-24 18:02:17 +02:00
Yamagi Burmeister
31c564a030 Setting the window position was unsupported for years. 2016-08-18 18:58:18 +02:00
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
0ba7614739 Use nanosleep() instead of a busy wait loop.
This cuts the cpu time requirements in half. Windows has no equivalent
for nanosleep(), so keep the busy loop.
2016-08-14 12:50:27 +02:00
Yamagi Burmeister
5840bd570b Use vertex arrays in R_RenderLightmappedPoly.
This is done for normal surfaces only. To change SURF_FLOWING surfes I
need to find such a surface somewhere in the game...
2016-08-06 15:25:54 +02:00
Yamagi Burmeister
9f0b5d067b Use GL_ARB_point_parameters instead of GL_EXT_point_parameters.
While here switch GL_ARB_point_parameters to a new probing logic and
rename the Cvar to gl_pointparameters.
2016-08-06 09:50:16 +02:00
Yamagi Burmeister
4057376993 GL_EXT_compiled_vertex_array is unused. Remove it.
At can be added back, if it's ever needed.
2016-08-06 09:35:08 +02:00
Yamagi Burmeister
e4751e8c44 Use OpenGL multitexturing extensions to implement multitexturing...
This is a slighty revised version of id Software original code. Icculus
code may have some advantages on broken drivers or underpowered GPUs.
Today it's just a performance hook. This is a first step in fixing #147.
2016-08-05 18:38:48 +02:00
Yamagi Burmeister
2baf97bdf6 Throttle the client to 1000 FPS.
This is more than enough for everyone and prevents wasting CPU time.
Without this change as many client frames as possible are rendered,
Quake II uses a complete core.
2016-08-05 07:49:47 +02:00
Yamagi Burmeister
f291693c59 Quit the game if a SDL_QUIT event is received. 2016-07-18 10:11:54 +02:00
Yamagi
5323873476 Merge pull request #143 from smcv/link-libopenal
Optionally link libopenal at compile time
2016-07-05 19:13:57 +02:00
Simon McVittie
5887a9e79e Optionally link libopenal at compile time
In Linux distributions, having the executable depend on the right
libraries and arrange for them to be installed is straightforward,
and there's a lot of infrastructure for tracking which library
version a particular executable needs, including making sure we have
a version that contains all of the symbols that were used. Loading
libopenal at runtime defeats that infrastructure.

The ability to substitute a different-but-compatible libopenal,
or operate with reduced functionality without libopenal, might
still be desirable for generic/portable binary releases.

The CMake build system already linked the executable to
${OPENAL_LIBRARY} anyway, so it is already a hard dependency in that
build system.
2016-07-01 09:44:00 +01:00
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
Yamagi Burmeister
5a384c79b1 Switch from an arch whitelist to an "all archs are supported" approach.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.

Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
2016-06-11 09:23:10 +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
svdijk
97f9494400 Windows: Use a relative path for the icon. 2015-11-04 21:08:25 +01:00
svdijk
ec9657134f Windows: icon.rc is a source file, so move it to the source directory. 2015-11-04 21:05:30 +01:00
Daniel Gibson
12604bebe9 Change version to 5.33pre, changes for arbitrary length version strings
Con_DrawConsole() assumed that the version string was always 21chars
long, we changed it to allow longer strings with other lenghts.
In Unix main() we changed the code for underlining
"Yamagi Quake II $version" with === so the underlining is as long
as the underlined string.
2015-11-01 17:15:10 +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
Yamagi Burmeister
72a22b8915 Remove unreachable code 2015-09-09 08:23:23 +02:00
Yamagi Burmeister
565f7f6e67 Let the Makefile generate a game.dynlib on OS X
This should have been done years ago, .dynlib is the canocial extension
for libraries on OS X. In a broader sense this simplifies the CMake
build system a little bit, since CMake enforces .dynlib for OS X
libraries.
2015-08-12 18:55:35 +02:00
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
Bradley Clemetson
e55f7e7aeb
Now builds fully on OS X 2015-08-08 20:19:03 -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
Daniel Gibson
544a464eea Implement gamedata loading from binary path
even if $PWD is not the same path as the executable is in, the game
will look for game data in directories next to the executable.
2015-04-11 20:11:42 +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
aff37eda16 Make sure that no key is being marked down
It's apparently not enough to clear key repeats, we'll need to clear
the down states too. Without this Alt stays pressed after toggeling
fullscreen trhough Alt-Enter.
2015-03-30 21:22:55 +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
Yamagi
06834d1fb5 Merge pull request #65 from Jarvik7/OSX
OSX
2015-03-29 19:14:56 +02:00
jarvik7
150fb8b132 Remove old OS X cruft
This isn’t actually being used.
2015-03-29 12:22:40 +09:00
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
c1f5f62382 Remove the SDL.h even in !DEDICTED_SERVER builds
It was used for SDL on APPLE only. I just missread the code. :(
2015-03-20 17:45:57 +01:00
Yamagi Burmeister
177b424ba1 Remove Mac OS X support
No, this is not a rage quit but the result of a long discussion. There
are several reasons for us to drop OS X support:

- OS X support was always more or less hacky. For example is was never
  really integrated into the build system and some features like the
  OpenAL sound backend never worked well.
- The OS X support never grew into the new world based upon SDL2.
- It was broken since at least Lion which was released 4 years ago.
- None of the developers has a Mac or plans to buy one. Supporting
  a software for a platform not used by the developers is more or
  less impossible.
- And despite several appeals no one from the OS X community ever
  stept up and send patches.

Removed are:
- Makefile support
- The OpenAL quirks
- The Cocoa bindings
- The framworks

Not removed is:
- Savegame support
- Memory management support
- Platform detection
- OpenGL and SDL includes

So, if someone steps up and does a modern, fully integrated port based
upon SDL2 we're happy to merge it back. The requirements are:
- It must be a clean port, without any hacks
- Full build system integration must be provided
- The port must be maintained even after it was merged. At every release
  binaries must be build, API / ABI changes with new OS X versions must
  be tracked.
2015-03-20 17:33:46 +01:00
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
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
Yamagi Burmeister
c0b27a8bb4 Revert "OpenGL-ES converstion"
This reverts commit 70eef55ab5.

It was premature to merge this commit into HEAD. Maybe we'll try again
one day, but only if a complete and fully working patch with build
system integartion is provided.
2014-08-03 09:34:32 +02:00
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
bibendovsky
a53f321bed Use proper API to get pointers to OpenAL EFX extensions 2014-06-10 10:23:43 +03:00
Yamagi Burmeister
6c3fb38721 Merge remote-tracking branch 'opengles/master'
This integrates the backends for the pandora, gcw and gph written by
Scott "Pickle" Smith. Only the code itself is supplied, but no build
system integration.
2014-06-09 14:37:09 +02:00
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
219882dafa Make default video mode consistent, some comment/whitespace changes. 2014-03-28 21:12:15 +01:00
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
Yamagi Burmeister
be14aea08d Add an signal handler for SIGINT and SIGTERM
This allows the user to shut the client down by pressing ctrl-c in it's
terminal or by sendig SIGTERM.
2014-01-01 11:17:28 +01:00
Yamagi Burmeister
fd1e55d18d Do not set the FPU to single precision on Windows
We had dual precision since ever on 64 bit unixoid systems and it "just
worked". So there should be no reason to still force Windows down to
single precision.  The performance impact should be negligible.
2013-12-31 13:18:05 +01:00
Yamagi
78b974d3ca Merge pull request #28 from alericoveri/qgl_cleanup
QGL renundancy cleanup
2013-12-31 03:14:55 -08:00
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
Alejandro Ricoveri
1cfb5c67d5 QGL renundancy cleanup
Despite QGL is only handling GL extensions, there was a little code renundancy.
QGL_EXT_Reset sets all extension pointers to NULL.
2013-11-22 08:17:34 -04:30
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
Scott Smith
70eef55ab5 OpenGL-ES converstion
Specific device options for pandora, gcw, gph
2013-10-12 12:31:20 -04:00
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
Daniel Gibson
d1ca122955 Add -DSDL2 for Win32/OSX support (untested), print SDL2 usage on startup
The quake2 binary now gets -DSDL2 in the CFLAGS, so Win32/OSX can
use different #include paths accordingly.
This is also (ab)used to print which SDL version is used on startup.
Don't use this for anything else, use
#if SDL_VERSION_ATLEAST(2, 0, 0)
instead.

I haven't tested building on/for Win32 or OSX, there may be more
work to do.

Furthermore I added Copyright-Info about CalculateGammaRamp()
in refresh.c (it's from SDL2)
2013-09-01 14:19:33 +02:00
Daniel Gibson
628dff77a8 Clean up + improve setting gamma via xRandR
* save gamma on start and restore on exit
* handle errors
* Restore SDL1.2 compatibility
2013-09-01 03:18:21 +02:00
Daniel Gibson
9af707c7a0 use xrandr for x11gamma (still hacky) 2013-08-27 21:54:48 +02:00
Daniel Gibson
d6dbd6497e Set gamma with SDL2 2013-08-27 19:57:14 +02:00
Daniel Gibson
a83f1c8ff0 SDL2: Fix Icon 2013-08-27 01:16:05 +02:00
Daniel Gibson
997be0dcd1 Fixes for SDL2
* Fix input issues (mouse-wheel and mouse input)
* SDL2 is not default anymore in the Makefile (use WITH_SDL2=yes)
* If SDL2 is enabled, CD audio is disabled (SDL2 doesn't support
  that - use OGG/Vorbis instead)
* Small fix to make it compile with SDL1.2 again
2013-08-26 23:55:34 +02:00
Daniel Gibson
51b7607548 SDL2 support (mostly)
Makefile is adjusted, it compiles and works mostly, but
* For some reason (bug in SDL_GetRelativeMouseState() ?)
  mouse input doesn't work properly.. it seems to be bound
  to window borders, even if input is grabbed
* some keys can't be used anymore because there's no SDLK_*
  for them anymore (gotta find out if this is important)
* Maybe some of the changes need cleanup
2013-08-26 00:55:31 +02:00
svdijk
ee03e7f03a simplify the input grabbing code 2013-07-30 20:13:49 +02:00
Yamagi Burmeister
005fea6c94 Call GLimp_GetProcAddress directly 2013-07-27 08:50:20 +02:00
Yamagi Burmeister
88bd357231 Remove support for old SGI Opengl extensions
Those extensions have become part of ARB about 15 years ago and most if
not all video cards still in use should support the ARB versions. I
believe that at least parts of this code were disfunctional.
2013-07-27 08:47:28 +02:00
Yamagi Burmeister
ad52c5c888 Rename all qgl* functions top their OpenGL counterparts
This removes the need to define the old qgl function names to the
official OpenGL names. The OpenGL functions are now called directly
without any abstraction.
2013-07-27 08:47:21 +02:00
Yamagi Burmeister
ecc4302f94 Alter Makefile and header pathes following the refresh move
With this change the "refresh" make target doesn't any longer exists.
It was merged into the "client" target. One will need a "make clean"
before building yQ2 after this change.
2013-06-15 10:37:11 +02:00
Yamagi Burmeister
85571cfc56 Only cleanup the GL context if OpenGL was initialized 2013-06-15 10:37:11 +02:00
Yamagi Burmeister
9af9f54f36 Remove QGL pointers
This is a manual merge of Hecatomb Q2 ref b8952d5. Manual since git
couldn't do an automerge for some reasons... Notable changes are:
- QGL function pointers are removed, libGL is linked directly
- The OpenGL log framework is removed. It was disfunctional
- The gl_driver cvar is finaly gone
This change is currently untested on Windows and OS. There should
be no problems but a better Makefile integration of libGL is needed.
2013-06-15 10:37:11 +02:00
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
Alejandro Ricoveri
6686b875cc vid.c refactoring
VID_LoadRefresh with no parameters
VID_LoadRefresh doesn't need a DLL name (because there isn't one)
Rename reflib_active to ref_active
Reference to client input callbacks
All declarations are at the beginning of the file
Full reimplementation of VID_Shutdown
VID_Shutdown does all the refresher cleanup
Reimplementation of VID_FreeReflib
Implementation of VID_LoadRefresh
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
8e69d9dc5c Remove vid_ref cvar
Normally setting gl_mode cvar would result in VID_LoadRefresh because
of vid_ref being "modified". After removing vid_ref out of the picture
it will "modify" vid_fullscreen to replicate the same behaviour.

Variable "name" (who used to hold refresh dll name) is now left unused

All references to vid_ref cvar has been taken out ...
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
35e1792c91 Input backend refactoring
Get rid of input backend function pointers + some code cleanup that is no longer necessary
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
a7f02a5b0e The refresher is linked statically into the client, no more 'ref_gl.so'. 2013-06-15 10:27:30 +02:00
svdijk
55d6a601c9 Fix default video mode.
Revert "The default video mode is 5 (640x480). Spotted by svdijk."
This reverts commit a76d7d5cfb.
2013-05-28 20:42:57 +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
b46e210d76 change (v)sprintf calls to (v)snprintf calls 2013-05-17 21:50:31 +02:00
svdijk
c469a97b36 fix typo 2013-05-11 15:29:02 +02:00
svdijk
3c62c2be5a ogg/cda: move defaults from yq2.cfg to engine 2013-05-08 20:06:53 +02:00
svdijk
27b3d27584 sdl: fix key repeat (SDL_EnableKeyRepeat was called too early) 2013-04-28 12:38:53 +02:00
svdijk
695e0a9a16 cinematics: fix video mode changing during cinematic playback 2013-04-22 20:51:59 +02:00
Yamagi Burmeister
78ce1e491c Rename snd_al.c to openal.c 2013-04-21 11:19:01 +02:00
Yamagi Burmeister
720db15de9 Cleanup local.h of the sound system 2013-04-20 14:20:58 +02:00
Yamagi Burmeister
d9cd053461 Whitespace cleanup 2013-04-20 13:48:21 +02:00
Yamagi Burmeister
910dc421c6 Update file header and comment 2013-04-20 13:47:15 +02:00
Yamagi Burmeister
ef7c85bbcd yq2 never had a dma based soundengine. Let's call it just "sound". 2013-04-20 13:40:54 +02:00
Yamagi Burmeister
b45876ffdd Refactor the SDL part of S_Update() into the backend 2013-04-20 13:32:58 +02:00
Yamagi Burmeister
d9643e8b76 Refactor the SDL part of S_RawSamples into the backend 2013-04-20 13:16:40 +02:00
Yamagi Burmeister
2c356d142e Refactor the SDL part of S_LoadSound into the SDL backend 2013-04-20 10:26:31 +02:00
Yamagi Burmeister
0c93ecbddb Print the number of OpenAL sources in the backend 2013-04-20 10:26:19 +02:00
Yamagi Burmeister
cbecc5b2dc Retire snd_mem.c and integrate it into snd_dma.c and the backends 2013-04-20 09:19:59 +02:00
Yamagi Burmeister
3989ff73b2 Retire snd_mix.c and incorporate it into the SDL backend 2013-04-20 09:03:47 +02:00
Yamagi Burmeister
35ba5b0de1 Move all generic function used only by the SDL backend into it
Additionally rename those function to SDL_ prefix and refactor
them a little.
2013-04-20 08:40:53 +02:00
Yamagi Burmeister
f1ce0c0c00 Move all SDL backend function to the SDL backend and use SDL_ as prefix 2013-04-20 08:02:13 +02:00
svdijk
d07735b831 Rewrite the Shift+Escape code a bit (somewhat cleaner) 2013-03-18 19:37:26 +01:00
svdijk
8b28e3d0df Make Shift+Escape toggle the console. 2013-03-17 17:31:00 +01:00
Citramonum
3e56938aa9 Update vid.c
Fix a typo in 1280x960 graphic mode parameters.
2013-03-09 21:06:06 +04:00
Brandon Foltz
d6feeeff8d Added support for 1366x768 laptop resolution in video menu. 2013-01-18 14:59:44 -05:00
svdijk
bcc6f62b61 Make the Load/Save menu multi-page (support low-res). 2012-12-09 17:57:00 +01:00
svdijk
0fe5d4f610 Make sure that the crashlog actually gets written. 2012-11-17 15:31:12 +01:00
Yamagi Burmeister
a76d7d5cfb The default video mode is 5 (640x480). Spotted by svdijk. 2012-11-14 21:12:21 +01:00
svdijk
247e2baa3a More mouse grab/release tuning. 2012-11-14 21:08:07 +01:00
svdijk
823753dec9 Some minor restructuring and cleanup. 2012-11-07 21:15:18 +01:00
svdijk
8c8fba7421 Refresher cleanup. 2012-11-05 21:33:35 +01:00
svdijk
7be7f6831f backends/sdl/input.c: only call SDL_WM_GrabInput() when needed. 2012-10-30 20:36:29 +01:00
Yamagi Burmeister
687ca61dfa Fix gl_swapinterval 2012-10-06 09:14:12 +02:00
Yamagi Burmeister
943c29804c Add the SDLMain SDL wrapper, needed for OS X 2012-09-14 11:46:22 +02:00
Yamagi Burmeister
ba10009aa5 Add support for Mac OS X
These are the code changes and Makefile changes necessary to build and
run Yamagi Quake II on Max OS X. OS X 10.6 or higher is required, older
version may work but we cannot guarantee it. The documentation will be
added in another commit. This patch was contributed by W. Beser, I made
only some small cosmetical changes.
2012-09-14 11:21:02 +02:00
Jonathan Gray
1f9d6084b6 OpenBSD port 2012-08-18 09:53:03 +02:00
Jonathan Gray
22fa99b713 test SIN6_LEN not __FreeBSD__ for sin6_len 2012-08-12 13:40:43 +10:00
Yamagi Burmeister
602dd1af6f Connect non-base OpenGL function by calling wglGetProcAddress() on Windows
This is necessary since non-base OpenGL functions can't be connected by
calling the standard GetProcAddress() on Windows. To archive this the
old qwglGetProcAdress() is renamed into GetProcAdressGL() and a new
function pointer qwglGetProcAdress is introduced. On unixoid System it's
NULL and on Windows connected to wglGetProcAddress(). If it's NULL the
system wide function is called, if not the function Pointer is used.
2012-08-03 15:14:45 +02:00
Yamagi Burmeister
739590e639 Do not hide library loading errors behind "developer" 2012-08-03 15:13:58 +02:00
Yamagi Burmeister
3ab4e58df5 Cleanup the video menu, remove support for different refresher 2012-08-02 14:39:33 +02:00
Yamagi Burmeister
c6eaf5c876 Mobe LIBGL makro to common.h and replace all hardcoded libGL calls with it 2012-08-02 14:06:32 +02:00
Yamagi Burmeister
751d39fb50 Update the file header comments 2012-08-02 14:00:04 +02:00
Yamagi Burmeister
8d0dfd2c30 Merge vid.c into 1 generic file 2012-08-01 16:54:09 +02:00
Yamagi Burmeister
f89bb3265e Combine qgl.c glwindow.h into one generic file 2012-08-01 15:51:39 +02:00
Yamagi Burmeister
e5f70fcf40 Merge qal.c into one generic file for all platforms
To archive this, 3 new functions Sys_GetProcAddress(), Sys_LoadLibrary()
and Sys_FreeLibrary() were added to abstract the library loading code
into a platform independend API.
2012-08-01 14:54:18 +02:00
Yamagi Burmeister
399c581f06 Move src/windows to src/backends/windows 2012-08-01 14:12:05 +02:00
Yamagi Burmeister
3fb8492398 Move src/unix to src/backends/unix 2012-08-01 13:58:10 +02:00
Yamagi Burmeister
c5bf1e8c93 Move src/sdl to src/backends/sdl 2012-08-01 13:47:32 +02:00