Christoph Oelckers
a5b43dfb66
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-03 23:55:41 +01:00
alexey.lysiuk
916b5f796d
Updated list of video resolutions for Cocoa backend
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Added resolutions for iMac Retina 4K 21.5"
Added comments about a few resolutions specific to Macs
2015-10-14 13:17:21 +03:00
Christoph Oelckers
61e09da1be
Merge branch 'master' of https://github.com/rheit/zdoom
2015-09-06 08:41:27 +02:00
alexey.lysiuk
677dc8893e
Fixed compilation on non-Windows OSes
2015-08-29 14:55:10 +03:00
Christoph Oelckers
d58d38a1d3
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/p_3dfloors.cpp
2015-07-13 21:36:19 +02:00
Braden Obrzut
3adda344b6
- Missing common resolution 1680x1050 added to resolution list of SDL and Cocoa.
2015-07-06 02:58:01 -04:00
Christoph Oelckers
fbefe13bb2
Merge branch 'master' of https://github.com/rheit/zdoom
2015-06-04 09:27:17 +02:00
Braden Obrzut
354ec022b3
- On Windows resizing a window just renders the image to the size of the window, so lets do the same for SDL (makes mouse coordinate scaling easier).
2015-05-20 12:32:17 -04:00
Braden Obrzut
4d082d93cd
- Use SDL_RenderSetLogicalSize to handle animorphic ratios in fullscreen with SDL backend.
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- Reuse the old window in the SDL backend since in some instances switching windows causes issues (OS X fullscreen for instance (while using the SDL backend of course)).
- Clear the SDL render before copying in the framebuffer to remove HOM-like effect.
2015-05-19 17:09:20 -04:00
Christoph Oelckers
550d1e3421
Merge branch 'master' of https://github.com/rheit/zdoom
2015-04-17 21:20:16 +02:00
Braden Obrzut
1fa1e26cf9
- SDL backend could use the new ScaleCoordsFromWindow since it does similarly for fullscreen.
2015-04-17 00:24:33 -04:00
Christoph Oelckers
7af458223e
Merge branch 'master' of https://github.com/rheit/zdoom
2015-04-11 19:24:18 +02:00
Edoardo Prezioso
0c5d55d0a3
- More GAMENAME replacements in strings.
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These changes will change only some displayed messages.
2015-04-09 21:16:59 +02:00
Christoph Oelckers
1d0706cb61
Merge branch 'master' of https://github.com/rheit/zdoom
2015-04-07 08:54:17 +02:00
Christoph Oelckers
0ae74b844d
Merge branch 'osx_text_paste' of https://github.com/alexey-lysiuk/gzdoom
2015-04-05 12:18:23 +02:00
alexey.lysiuk
7b89312923
Fixed potential issue with read beyond buffer boundaries
2015-04-05 11:52:57 +03:00
alexey.lysiuk
ebd8f24103
Fixed compilation with OS X SDK 10.4
2015-04-05 11:39:49 +03:00
alexey.lysiuk
82f7b439c8
Improved text pasting on OS X
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Support for UTF-8 and UTF-16 encodings should cover all cases of text pasting from clipboard
2015-04-05 10:59:07 +03:00
Christoph Oelckers
8762ab48d3
Merge branch 'master' of https://github.com/rheit/zdoom
2015-04-05 09:47:27 +02:00
alexey.lysiuk
193b491b63
Added control of automatic graphics switching on OS X
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Automatic graphics switching is enabled by default
Set vid_autoswitch CVAR to false to disable it
2015-04-04 17:36:55 +03:00
Christoph Oelckers
f0886ce1f1
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/version.h
2015-04-03 09:45:04 +02:00
Edoardo Prezioso
a88f515364
- Import GAMENAMELOWERCASE macro from Zandronum.
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This will greatly help reducing the code delta between ZDoom and the child ports.
2015-04-02 13:27:52 +02:00
Edoardo Prezioso
e07f64a23a
- Increase the SDL crashinfo char buffer to 4 KB.
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This helps the crash catcher when there are numerous wad files, for which it's possible that either the wad list, the map or the position is truncated. A more reliable alternative to this should be allocating the char buffer, but I never heard about a way to do this reliably during signal handling.
2015-04-02 13:19:48 +02:00
Christoph Oelckers
97947f9e10
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
dumb/vc6/dumb_static/dumb_static.vcproj
wadsrc/static/compatibility.txt
2015-03-15 11:42:59 +01:00
alexey.lysiuk
64d663397b
Added video resolution of new 12" MacBook, 2304-by-1440
2015-03-14 11:39:47 +02:00
Braden Obrzut
7a543a71e1
- Fixed: Buddha mode zombie bug returned. (Also fixes compiler warning.)
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- Fixed: Missing include for FreeBSD compile.
2015-03-02 16:43:25 -05:00
Christoph Oelckers
e846d06a9f
Merge remote-tracking branch 'remotes/zdoom/master'
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Conflicts:
src/posix/sdl/hardware.cpp
2015-02-07 14:29:31 +01:00
Braden Obrzut
8e1b1aa201
- Defer SDL subsystem initialization since it seems to cause conflicts with GUI toolkits on some systems.
2015-02-02 19:36:08 -05:00
Christoph Oelckers
4446922f26
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-23 21:01:00 +01:00
Braden Obrzut
4bae3f9976
- Fixed: SDLVideo::CreateFrameBuffer cleared "retry" too soon resulting in infinite recursion if the code was used.
2015-01-16 18:58:23 -05:00
alexey.lysiuk
5336f1085c
Fixed incorrect value that I_FPSTime() may return when OS X thread-based timer implementation is used
2015-01-11 10:30:30 +02:00
Edoardo Prezioso
fb3bf0eb58
- Oops, forgot to reinclude missing SDL header.
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Strangely it compiled fine for me, though.
2015-01-08 13:18:00 +01:00
Christoph Oelckers
df93d1a9f1
Merge branch 'SDL2_gz' of https://github.com/edward-san/zdoom
2015-01-08 09:27:42 +01:00
Christoph Oelckers
1c3561d71e
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-08 09:27:30 +01:00
Edoardo Prezioso
cab509c4d2
Various improvements to SDL2 video code.
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- Ported the missing resolutions from zdoom.
- Remove unneeded code which was removed also from zdoom.
- Uncomment DOUBLEBUFFER GL attribute. It was present in the old SDL_SetVideoMode call code, so why not.
2015-01-08 01:39:29 +01:00
Edoardo Prezioso
37321d1d48
- Implement SDL2 into GZDoom (needs improvements).
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Make also minor fixes.
Now it compiles and runs fine for me, except for the invisible cursor in the menu (no idea why).
2015-01-08 00:23:14 +01:00
Edoardo Prezioso
c9150497e3
- Move sdlglvideo code from sdl to posix/sdl.
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Re-add sdlglvideo.cpp path in CMakeLists.txt . Warning: it won't compile yet.
2015-01-07 21:07:40 +01:00
alexey.lysiuk
83c6798651
Fixed a very slim chance that window will be white and empty after startup
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There are a few quite specific steps to reproduce this issue:
* 640x480 video resolution
* -iwad ... -warp ... command line parameters
* OS X 10.4 or 10.5 PowerPC, maybe performance related
When all these requirements are met, content view doesn't show up sometimes
The simplest solution for this issue is to set initial window size to non-existent video resolution
2015-01-07 14:50:55 +02:00
alexey.lysiuk
86b2a8530b
Fixed launching with additional arguments from IWAD picker on OS X 10.4
2015-01-06 17:08:09 +02:00
alexey.lysiuk
1a69221f80
Removed trailing tab characters in Cocoa IWAD picker
2015-01-06 17:08:01 +02:00
alexey.lysiuk
324a1a7b77
Added support for dynamic device attachment and removal to IOKit gaming controllers handling
2015-01-06 13:40:39 +02:00
alexey.lysiuk
04d3802960
Fixed build issue with OS X SDK 10.4
2015-01-05 18:12:07 +02:00
alexey.lysiuk
b59fc59539
Added missing header comment
2015-01-05 17:26:06 +02:00
alexey.lysiuk
cb681aad2d
Rearranged header files and #include's
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Removed unused OS version check
Reduced number of headers
Fixed build with SDK 10.4
2015-01-05 17:24:54 +02:00
alexey.lysiuk
d418648e59
Fixed compiler warning with format string parameter
2015-01-05 15:46:57 +02:00
alexey.lysiuk
31d232e886
Added polling of analog axes to IOKit gaming controllers handling
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This feature helps a lot with buggy gamepads that constantly generate events from "sticky" hats/sticks
Polling is enabled by default, use joy_axespolling CVAR to turn it on/off
2015-01-05 13:22:53 +02:00
Christoph Oelckers
c424a1afcb
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-04 17:58:04 +01:00
alexey.lysiuk
aa1f51d3d2
Reimplemented gaming controllers support in native OS X backend using pure IOKit
2015-01-04 14:08:53 +02:00
alexey.lysiuk
68dbd56eab
Small cleanup in i_video.mm
2014-12-29 18:03:36 +02:00
alexey.lysiuk
1c102ef9c9
Internals of native OS X backend event processing are no longer exposed
2014-12-29 12:16:17 +02:00