Commit graph

129 commits

Author SHA1 Message Date
helixhorned
c397759217 Fix Lunatic build on Windows.
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.

git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-18 22:05:21 +00:00
hendricks266
8bb14fa13e Fix warnings that appear if big-endian || USE_OPENGL=0.
git-svn-id: https://svn.eduke32.com/eduke32@3382 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-08 06:17:10 +00:00
helixhorned
a959b998bd Factor "pipe standard outputs to files" code into baselayer.c.
The SDL and Windows layers had slightly different code: the latter would
dereference a NULL pointer if stdout.txt failed being write-opened.

git-svn-id: https://svn.eduke32.com/eduke32@3377 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-06 18:56:29 +00:00
terminx
0ae2d9ad60 Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK
git-svn-id: https://svn.eduke32.com/eduke32@3330 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 05:22:39 +00:00
terminx
817bc98964 Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."
This reverts commit 705cc72fed880e857a68c483fd3ff1ead3df044d.

git-svn-id: https://svn.eduke32.com/eduke32@3305 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-18 18:07:28 +00:00
hendricks266
bb46b57d89 Fix the DirectInput breakage on Win64.
It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown.

1b1e05db06/diffs

git-svn-id: https://svn.eduke32.com/eduke32@3300 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-16 05:46:20 +00:00
terminx
9770b7ee39 Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X).
git-svn-id: https://svn.eduke32.com/eduke32@3296 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-16 04:04:02 +00:00
helixhorned
c93096e938 Factor out multiply repeated code into calc_ylookup().
git-svn-id: https://svn.eduke32.com/eduke32@3291 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-14 19:28:17 +00:00
hendricks266
dac94ce284 Win64 support! (Meaning it works, not that we recommend it for everyday use.)
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs:
*libogg 1.3.0
*libvorbis 1.3.3
*zlib 1.2.7
*libpng 1.5.13
*libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd
*SDL_mixer 1.2.12 (for RENDERTYPE=SDL)
*DirectX import libraries: dsound and dxguid (now included)

To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons.

All compiler and linker warnings when building in 64-bit mode have been fixed.

Remaining 64-bit to-do:
 - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll.
 - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version().
 - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in.
 - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.)

This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d.

In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.

git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-13 02:37:20 +00:00
helixhorned
abb54958e1 Factor dup. code in SDL/Windows layers into baselayer.c:fullscreen_tint_gl().
git-svn-id: https://svn.eduke32.com/eduke32@3263 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-10 18:17:44 +00:00
hendricks266
6f21e0bdc9 Fix "undefined reference to `sampletimer()'" linking error using clang for a Win32 release build.
git-svn-id: https://svn.eduke32.com/eduke32@3240 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-26 08:37:18 +00:00
hendricks266
8d2599cba1 Fix r3221: move the nedmalloc.h include to winbits.c.
git-svn-id: https://svn.eduke32.com/eduke32@3223 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 08:50:16 +00:00
hendricks266
5e0ffb93b3 RENDERTYPE=SDL on Windows, part 2.
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers.

sdlayer has been expanded to include the code from winbits under _WIN32.

All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.

git-svn-id: https://svn.eduke32.com/eduke32@3221 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 04:26:37 +00:00
helixhorned
9dd3748b03 Split r3159..r3161, part 3: MSVC, nedmalloc, *layer, startup windows.
git-svn-id: https://svn.eduke32.com/eduke32@3168 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:27:57 +00:00
helixhorned
1cd11d06ef Revert "Fix the warnings when building with C++, add MSVC C++ build support."
This reverts r3159..r3161.

Conflicts:
	eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)

git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:27:45 +00:00
terminx
c9cd191bce MinGW C build fix
git-svn-id: https://svn.eduke32.com/eduke32@3161 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 01:30:31 +00:00
terminx
3ff46c02b2 Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)


git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-14 23:32:43 +00:00
hendricks266
fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
terminx
7bd6d504c7 Move win32 "Initialized nedmalloc" message out of the function that prints the Windows version since it doesn't really belong there.
git-svn-id: https://svn.eduke32.com/eduke32@3104 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-30 16:06:18 +00:00
terminx
a5f479787f Remove built-in copy of nedmalloc and update nedmalloc.dll. Note that the built-in copy of nedmalloc hasn't been updated or enabled in a really long time as modern system allocators (Windows 7 and Linux 3.x at least) are no longer consistently beat by nedmalloc (but nor are they consistently faster). So, the dll remains for users of Windows XP because it may still improve performance there (while not likely degrading it on Vista/7).
git-svn-id: https://svn.eduke32.com/eduke32@3086 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-15 00:17:30 +00:00
terminx
ca46dc76ec Move the Windows screen size based aspect ratio determination code down farther into the initialization and change the printed message to only appear when the calculation fails
git-svn-id: https://svn.eduke32.com/eduke32@3085 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 22:22:03 +00:00
helixhorned
7e05f5884c With SDL 1.2 builds, make the profiling be cancelable by pressing any key.
git-svn-id: https://svn.eduke32.com/eduke32@3022 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-15 15:28:30 +00:00
hendricks266
8990017700 Add detection of Windows 8 and Server 2012 to win_printversion().
git-svn-id: https://svn.eduke32.com/eduke32@3018 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-13 07:07:54 +00:00
helixhorned
7f74880c96 Move #include <math.h> from polymer.h to polymer.c.
git-svn-id: https://svn.eduke32.com/eduke32@2985 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:05:23 +00:00
helixhorned
e7d3dcba78 gethitickms(): replace division by multiplication.
git-svn-id: https://svn.eduke32.com/eduke32@2856 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-02 10:52:25 +00:00
helixhorned
568f213de8 Add gethitickms() to the Windows layer.
git-svn-id: https://svn.eduke32.com/eduke32@2848 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-25 18:56:15 +00:00
terminx
6db214c112 Correct an oversight and make handleevents() call our own window processing function instead of the default Windows one.
git-svn-id: https://svn.eduke32.com/eduke32@2681 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-20 05:36:32 +00:00
terminx
778e463549 "Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.
git-svn-id: https://svn.eduke32.com/eduke32@2657 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-17 17:19:52 +00:00
helixhorned
84e5fcdad8 Accumulated trivia, mostly "the usual".
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.

git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:23:44 +00:00
helixhorned
bbc020bace winlayer: Remove code that worked around a (wrongly) not set have_ATI variable.
This was fixed with the preceding change; software mode will now always use
software gamma if an ATI/AMD card is detected.

git-svn-id: https://svn.eduke32.com/eduke32@2634 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:22:05 +00:00
helixhorned
dcd66dad62 On Windows, determine if we're running on a ATI card at startup even in classic.
Previously, I knew no way of querying for graphics adapter vendors/names from
anything other than OpenGL.  Googling revealed a way to do this with the
Windows API.

git-svn-id: https://svn.eduke32.com/eduke32@2633 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:21:49 +00:00
helixhorned
db6225eb5d On Windows, auto-determine r_screenaspect on startup.
Consequently, it's not saved as a setting in either the game or editor
config files.  We do this by calling "GetSystemMetrics(SM_CXSCREEN)"
(accordingly for y) and calculating the cvar by dividing common factors,
since it has to be in the form WWHH.  This may fail for _really_ strange
screen dimensions, so a log message is printed at the very beginning.

git-svn-id: https://svn.eduke32.com/eduke32@2601 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-09 19:22:00 +00:00
plagman
54c3e217dc winlayer: remove Intel whitelist
Allow all drivers for now; if anything, we should start maintaining a
blacklist now that most Intel chips have decent enough support to be
able to run stuff satisfactorily.

git-svn-id: https://svn.eduke32.com/eduke32@2580 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-01 04:32:17 +00:00
hendricks266
858746d081 Fix JonoF's email address.
git-svn-id: https://svn.eduke32.com/eduke32@2456 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-12 04:47:04 +00:00
hendricks266
35937454ad Fix -Wformat-security and -Wformat-extra-args warnings under clang.
git-svn-id: https://svn.eduke32.com/eduke32@2421 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-05 07:25:24 +00:00
helixhorned
dbada3c947 Fix zero-size calloc when enumerating a joystick with no hats in Windows.
git-svn-id: https://svn.eduke32.com/eduke32@2323 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:43:21 +00:00
helixhorned
87ac6b8406 winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette()
with NULL arguments, causing a crash.  It's happened for me on Vista, when
initially changing from 8-bit to 32-bit mode.

git-svn-id: https://svn.eduke32.com/eduke32@2255 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:49:50 +00:00
helixhorned
9617227a87 Support for the first "thumb" mouse button, called MOUSE4 in the menu.
The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.

git-svn-id: https://svn.eduke32.com/eduke32@2252 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:57 +00:00
helixhorned
57e132a044 Remove after_handleevents_hook and its only user, the keystatus-level clearing
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.

git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:07 +00:00
helixhorned
3dd39c118d Fix an init issue with the earlier ATI workaround.
git-svn-id: https://svn.eduke32.com/eduke32@2094 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 21:48:57 +00:00
helixhorned
35a151d2cd Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with
ATI cards.
From the time of OpenGL initialization, gamma lookup in classic/fullscreen
will be done in software. Before that, always do a setgamma() after setting the
palette, since this is what resets the HW gamma. However, this may lead to
unappealing artifacts with portions of the scene being sent to the screen with
different gammas.

git-svn-id: https://svn.eduke32.com/eduke32@2085 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-27 13:14:22 +00:00
plagman
f08610b6c8 Polymer: support for creating a debugging context in winlayer
This also fixes a warning when building for Windows.

git-svn-id: https://svn.eduke32.com/eduke32@2067 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 00:14:56 +00:00
plagman
93b4d6182e Polymer: preliminary support for GL_ARB_debug_output
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.

Also updates our local copy of glext.h with a fresh one from the
Khronos registry.

git-svn-id: https://svn.eduke32.com/eduke32@2056 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 05:56:35 +00:00
helixhorned
86345f2b00 backtrace.c: add flags to open() so that the log file is opened user-r/w.
This way, crashlogs will really be appended. Additionally, print a time
 at the end of each backtrace.

winlayer.c: load ebacktrace1.dll instead of the old one
Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers
 This will let us get a stack trace for crashes with the release build code.

git-svn-id: https://svn.eduke32.com/eduke32@2040 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-22 16:52:55 +00:00
helixhorned
7582b86237 Add high-resolution timers C API for profiling. The functions are called
uint64_t gethiticks() and gethitickspersec().  For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used.  The only user of
these functions right now is some TROR on-screen debugging code.

Revert an earlier change regarding r_preview_mouseaim.  We can't do the
check because editstatus is set later.

git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:05:00 +00:00
helixhorned
701c69fecc misc. cleanup:
- remove 'imageSize' global which was always yres*bytesperline and only used once
- some clearbuf() -> Bmemset() because I find the latter easier to read
- remove some clearbufs to 0 of some global arrays on init

git-svn-id: https://svn.eduke32.com/eduke32@2023 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:50 +00:00
helixhorned
80d9badb9b Patch up this issue:
http://forums.duke4.net/topic/4685-glitch-on-keyboard-customization-page/
by setting the key_names[] characters in the non-ASCII range to '?' on Windows

git-svn-id: https://svn.eduke32.com/eduke32@1953 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 20:36:04 +00:00
helixhorned
51fb860650 * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer
* fix possible crash in OSD_Exec() and uninitialized mem access in game config reader
* move makeasmwriteable() to baselayer.c


git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:30:32 +00:00
terminx
1fdafcdad6 Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
git-svn-id: https://svn.eduke32.com/eduke32@1857 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 01:16:29 +00:00
terminx
44ab4b6ca1 Disable texture compression when ATI's horrible OpenGL implementation is detected
git-svn-id: https://svn.eduke32.com/eduke32@1841 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-12 16:37:45 +00:00