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- added I_FriendlyWindowTitle cvar, which takes the current game/mod name and uses it as a default window title.
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4 changed files with 51 additions and 0 deletions
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@ -127,6 +127,7 @@ void DrawHUD();
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void I_SetWindowTitle(const char* caption);
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extern void ReadStatistics();
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extern void ReadStatistics();
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extern void M_RestoreMode ();
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extern void M_RestoreMode ();
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extern void M_SetDefaultMode ();
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extern void M_SetDefaultMode ();
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@ -163,6 +164,7 @@ EXTERN_CVAR (Bool, lookstrafe)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, sv_cheats)
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EXTERN_CVAR (Bool, sv_cheats)
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EXTERN_CVAR (Bool, sv_unlimited_pickup)
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EXTERN_CVAR (Bool, sv_unlimited_pickup)
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EXTERN_CVAR (Bool, I_FriendlyWindowTitle)
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extern int testingmode;
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extern int testingmode;
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extern bool setmodeneeded;
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extern bool setmodeneeded;
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@ -2737,6 +2739,9 @@ void D_DoomMain (void)
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setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
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setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
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}
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}
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if (I_FriendlyWindowTitle)
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I_SetWindowTitle(DoomStartupInfo.Name.GetChars());
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D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
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D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
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//
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//
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// Clean up after a restart
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// Clean up after a restart
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@ -2891,3 +2896,12 @@ DEFINE_FIELD_X(InputEventData, event_t, data2)
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DEFINE_FIELD_X(InputEventData, event_t, data3)
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DEFINE_FIELD_X(InputEventData, event_t, data3)
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DEFINE_FIELD_X(InputEventData, event_t, x)
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DEFINE_FIELD_X(InputEventData, event_t, x)
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DEFINE_FIELD_X(InputEventData, event_t, y)
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DEFINE_FIELD_X(InputEventData, event_t, y)
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CUSTOM_CVAR(Bool, I_FriendlyWindowTitle, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self)
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I_SetWindowTitle(DoomStartupInfo.Name.GetChars());
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else
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I_SetWindowTitle(NULL);
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}
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@ -1519,3 +1519,14 @@ void I_SetMainWindowVisible(bool visible)
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{
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{
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CocoaVideo::SetWindowVisible(visible);
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CocoaVideo::SetWindowVisible(visible);
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}
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}
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* title)
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{
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static NSString* const TITLE_STRING;
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if (title)
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TITLE_STRING = [NSString stringWithFormat:@"%s", title];
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else
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TITLE_STRING = [NSString stringWithFormat:@"%s %s", GAMESIG, GetVersionString()];
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[m_window setTitle:TITLE_STRING];
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}
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@ -551,3 +551,16 @@ ADD_STAT (blit)
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BlitCycles.TimeMS(), SDLFlipCycles.TimeMS());
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BlitCycles.TimeMS(), SDLFlipCycles.TimeMS());
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return out;
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return out;
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}
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}
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* caption)
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{
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if (caption)
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SDL_SetWindowTitle(Screen, caption);
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else
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{
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FString default_caption;
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default_caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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SDL_SetWindowTitle(Screen, default_caption);
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}
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}
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@ -1360,3 +1360,16 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
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MainThread = INVALID_HANDLE_VALUE;
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MainThread = INVALID_HANDLE_VALUE;
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return 0;
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return 0;
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}
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}
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* caption)
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{
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if (caption)
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SetWindowText(Window, (LPCTSTR)caption);
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else
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{
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char default_caption[100];
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mysnprintf(default_caption, countof(default_caption), "" GAMESIG " %s " X64 " (%s)", GetVersionString(), GetGitTime());
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SetWindowText(Window, default_caption);
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}
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}
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