Commit Graph

35 Commits

Author SHA1 Message Date
mniip
f443eeff2f Refactor Engine, Window, and Panel drawing 2023-04-10 23:05:44 +02:00
Tamás Bálint Misius
a2c7242c7c
Fix uninitialized read of Engine::dt early after startup 2023-03-02 20:55:48 +01:00
Tamás Bálint Misius
159d0eb4b7
Group platform files into their own directory 2023-01-27 17:31:40 +01:00
Tamás Bálint Misius
11945ba620
Factor out game stuff from PowderToySDL.cpp 2023-01-27 09:29:19 +01:00
Tamás Bálint Misius
4f0c365e05
Preprocessor purge round 19: Split and minimize usage of Config.h
Also mostly banish it from other headers, and shuffle standard header includes to minimize cross-contamination between headers.
2023-01-27 09:27:32 +01:00
Tamás Bálint Misius
f18bd6553f
Remove long defunct OpenGL code paths 2022-10-11 20:11:14 +02:00
jacob1
d1016cf58d
move Platform.cpp to common/, seems to fit in a little better there 2021-06-26 00:58:37 -04:00
Tamás Bálint Misius
2a23a38120
Normalise GetPrefs 2021-04-18 12:23:31 +02:00
Tamás Bálint Misius
3dbf6d7810
Use SDL text input correctly, add basic composition support 2021-04-02 10:21:52 +02:00
Tamás Bálint Misius
4b7e85c2fb
Fix a metric ton of MSVC warnings 2021-02-15 21:24:44 +01:00
Vladimir
f137bad7f8
Limit redrawing frequency (#693)
Co-authored-by: Tamás Bálint Misius <lbphacker@gmail.com>
2020-10-11 11:58:52 +02:00
Tamás Bálint Misius
bdcf486a8d
Refactor MomentumScroll to be more in line with other interface prefs 2020-10-10 21:57:29 +02:00
Tamás Bálint Misius
efc693bf43
Fix initial mouse position and unsafe SDL_Event union access 2020-08-23 00:25:43 +02:00
Tamás Bálint Misius
7629c98f22
Get rid of tiny callback classes, round No.1
I say round No.1 because I'm not sure if there are any left.
Hopefully there aren't.
2019-12-16 21:20:33 +01:00
Ian Bastos
4383de7ad5 Implement file drop handler (#666) 2019-07-24 00:04:41 -04:00
Tamás Bálint Misius
e1b3ddcbcb
Nuke using namespace std; 2019-04-20 17:03:23 +02:00
Tamás Bálint Misius
0179cefc78
Flatten include trees 2019-04-20 15:36:11 +02:00
Tamás Bálint Misius
2e76b10619
Use C++11 threads 2019-04-17 00:23:57 +02:00
jacob1
55e6074942 use override in all possible places 2019-03-09 21:07:32 -05:00
Tamás Bálint Misius
5a57c37ae9 Make close event trigger consistently 2018-11-20 21:06:59 -05:00
jacob1
743ec98e3f add resizable window and original fullscreen options 2018-05-25 21:19:44 -04:00
jacob1
7ac7eec6cf more sdl2 fixes:
don't recreate window every scale / fullscreen change
better renderer handling, input scaling no longer needed even if window resizing is enabled
load/save window position (replaces old windows code to do this)
calculate initial mouse position on startup because sdl no longer does this for us
2018-05-25 21:19:44 -04:00
jacob1
bd8550c2d5 fix a few more sdl 2 bugs:
mouse movement captured outside the window when mouse is down
fullscreen now focuses the window (there is a bug where you have to click once to get mouse input, though)
add linux icon, will need to be redone properly because it's offcentered with a black border (mask isn't present)
allow typing ~ into the console + some other fixes
2018-05-25 21:19:44 -04:00
jacob1
e5230b5b9f upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work

... and maybe others

Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-05-25 21:19:44 -04:00
jacob1
f2ac8a951c add ctrl+q shortcut to exit the game from anywhere 2018-03-10 16:01:14 -05:00
jacob1
aa99258101 more cleanup so that 3D can stay a more permanent thing 2016-04-02 00:10:15 -04:00
jacob1
9048a3c50e new lua API: platform
you can get current OS / build information, exe name, restart tpt, open a link in the web browser, and use clipboard copy/paste functions

Also remove some older Platform.h file which wasn't really needed or used
2015-08-31 23:33:40 -04:00
Ryan Jacobs
55a30673c4 Remove unnecessary pointer checks.
There are *no* more spacing issues. I used tabs exclusively.
Also, I made changes off of the develop branch.

Here's the Ruby regex that I used:
text.gsub!(/(( |\t)*)if ?\((.*)\) ?{?\n?( |\t)*(free ?\(|delete |delete\[\] )(.*)\)?;/, "\\1\\5\\6;")
2015-02-14 22:13:26 -08:00
jacob1
b7fe998252 fix mouse coords at startup being 0,0, fix glitch that could make background windows fade completely to black 2015-01-31 14:09:50 -05:00
jacob1
efd69b208d fix a ton more errors in the interface code, including all the -Wreorder ones 2015-01-16 19:58:39 -05:00
jacksonmj
236ff08da9 Fix some problems noted in http://www.viva64.com/en/b/0298/
I've left some of the less important items, like SearchView.cpp "'then' statement is equivalent to the 'else' statement", and RequestBroker::Request::~Request, because I don't feel like spending a few days entirely rewriting those files at the moment (which is what I'd end up doing if I started fixing minor problems and refactoring...)

GameSave::readOPS - not changed. At some point we may have to move to a larger type for element IDs (probably two or four bytes), but PT_NUM isn't likely to be raised to the maximum value of that type immediately, so this check will be needed then. There should be an elements[partsData[i]].Enabled check in there too, but it might be a bit difficult - I'm not sure how to access a Simulation object from GameSave::readOPS...

Notes on changes:

Graphics::textsize, Element_FRZW::Element_FRZW - typos

Button::Draw - the extra case was originally used to invert the icon (draw it in black instead of in white) when the button was clicked. However, the icon colour is now automatically set depending on the background colour. (Note similar conditions "if(Enabled) { if(isButtonDown || (isTogglable && toggle)) " near the start of the function - same logic but in a different place, setting icon colour indirectly).

Simulation::transform_save - unused redundant function, everything uses GameSave::Transform which does much the same thing.

PreviewView::NotifySaveChanged - should be height==YRES/2, it's checking whether the preview image is the correct size, and resizing it if it isn't.

Element_FWRK::update - no idea why that line was there, even though it was my commit that originally added it...
2014-12-25 17:09:35 +00:00
mniip
a105ed9df8 Use system clock instead of used CPU time. Fixes key repeat and some
other stuff. close #206
2014-02-13 00:26:34 +04:00
mniip
bc84326ca2 Got rid of debug fps counter, just added deltatime into usual fps counter 2013-12-21 05:26:54 +04:00
jacob1
9d89d4b79b fix tooltips and dt 2013-05-11 21:43:52 -04:00
Simon Robertshaw
9abe51526c Move all GUI source files into gui/ 2013-03-22 14:14:17 +00:00