mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-01 16:11:37 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
746094259f
2 changed files with 57 additions and 37 deletions
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@ -1,5 +1,11 @@
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version: "{build}"
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branches:
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except:
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- /^travis.*$/
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clone_depth: 1
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os: Visual Studio 2015
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platform:
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@ -10,12 +16,37 @@ configuration:
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- Debug
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- Release
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cache:
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- ci_deps_win_v01.zip
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environment:
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# Update dependencies here: https://github.com/coelckers/gzdoom/releases/tag/ci_deps
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DEPS_URL: https://github.com/coelckers/gzdoom/releases/download/ci_deps/
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DEPS_FILENAME: ci_deps_win_v01.zip
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install:
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- if not exist "%DEPS_FILENAME%"
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appveyor DownloadFile "%DEPS_URL%%DEPS_FILENAME%"
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- 7z x -y "%DEPS_FILENAME%"
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before_build:
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- cmd: md build
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- cmd: cd build
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- cmd: if "%platform%"=="Win32" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
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- cmd: if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 Win64
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- cmd: cmake -G "%CMAKE_GENERATOR_NAME%" -DCMAKE_BUILD_TYPE=%configuration% ..
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- md build
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- cd build
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- if "%PLATFORM%"=="Win32" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
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- if "%PLATFORM%"=="x64" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 Win64
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- set DEPS_INCLUDE_DIR=%APPVEYOR_BUILD_FOLDER%\ci_deps_win\include
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- set DEPS_LIB_DIR=%APPVEYOR_BUILD_FOLDER%\ci_deps_win\lib\%PLATFORM%
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- cmake -G "%CMAKE_GENERATOR_NAME%" -T "v140_xp"
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-DCMAKE_BUILD_TYPE="%CONFIGURATION%"
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-DFMOD_INCLUDE_DIR="%DEPS_INCLUDE_DIR%"
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-DFMOD_LIBRARY="%DEPS_LIB_DIR%\fmodex.lib"
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-DOPENAL_INCLUDE_DIR="%DEPS_INCLUDE_DIR%"
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-DOPENAL_LIBRARY="%DEPS_LIB_DIR%\OpenAL32.lib"
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-DMPG123_INCLUDE_DIR="%DEPS_INCLUDE_DIR%"
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-DMPG123_LIBRARIES="%DEPS_LIB_DIR%\libmpg123-0.lib"
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-DSNDFILE_INCLUDE_DIR="%DEPS_INCLUDE_DIR%"
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-DSNDFILE_LIBRARY="%DEPS_LIB_DIR%\libsndfile-1.lib"
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..
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build:
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project: build\GZDoom.sln
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@ -259,35 +259,6 @@ static int pagetic;
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//
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//==========================================================================
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// [ZZ] this handles the mouse changes in the playsim.
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// I have no idea why it had to be done before events are dispatched... also no idea why is this not in G_Responder or something.
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static bool D_ProcessMouseForPlaysim(event_t *ev)
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{
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//if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
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if (ev->type == EV_Mouse && !paused) // [ZZ] the other checks are replaced with responders eating the event.
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch(look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle(int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return false;
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}
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}
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return true;
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}
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void D_ProcessEvents (void)
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{
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event_t *ev;
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@ -320,8 +291,6 @@ void D_ProcessEvents (void)
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// check events
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if (E_Responder(ev)) // [ZZ] ZScript ate the event
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continue;
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// before passing this further, do some magic
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if (D_ProcessMouseForPlaysim(ev))
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G_Responder (ev);
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}
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}
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@ -342,6 +311,26 @@ void D_PostEvent (const event_t *ev)
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return;
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}
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch (look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return;
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}
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}
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eventhead = (eventhead+1)&(MAXEVENTS-1);
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}
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