Commit graph

1208 commits

Author SHA1 Message Date
Clownacy
ef00bbcdd4 Get window icon working in GLFW
Amazingly, this actually works in SDL2, so now they both use this
method.
2020-04-02 22:03:08 +01:00
Clownacy
53d54d4e53 Ignore argc, don't ignore argv 2020-04-02 20:58:01 +01:00
Clownacy
96f46f3387 Fix compilation error 2020-04-02 00:00:12 +01:00
Clownacy
30c7967ed4 Fixes 2020-04-01 23:15:22 +01:00
Clownacy
135365f941 Merge branch 'portable' of https://github.com/Clownacy/Cave-Story-Engine-2 into portable 2020-04-01 22:21:56 +01:00
Clownacy
00ee155176 Fixes and a comment 2020-04-01 21:58:02 +01:00
Clownacy
db2f079266 Cleanup and comments 2020-04-01 21:52:18 +01:00
Clownacy
0182ab6eb3 Get drag-and-drop working again 2020-04-01 21:43:04 +01:00
Clownacy
b3591ba3da Remove dead code 2020-04-01 21:37:45 +01:00
Clownacy
add0627f03 Restore custom cursor support 2020-04-01 21:36:46 +01:00
Clownacy
f23117bbdc Overhaul how window icon loading works
Now most of it has been moved out of the backends.
2020-04-01 21:20:26 +01:00
Clownacy
878cac3b3f Implement mouse-hiding in fullscreen 2020-04-01 21:05:05 +01:00
Clownacy
0c70b1ac31 Remove seemingly-useless casts 2020-04-01 20:50:45 +01:00
Clownacy
81b5a7e789 More cleanup 2020-04-01 16:47:58 +01:00
Clownacy
7d9d80f07a Improve SDL2 fullscreen creation 2020-04-01 16:30:46 +01:00
Clownacy
49f7887930 More cleanup 2020-04-01 16:27:55 +01:00
Clownacy
ff70664604 Cleanup and fixes 2020-04-01 16:11:34 +01:00
Clownacy
7bd6ff8617 Get the window icon working on GLFW3 2020-04-01 15:44:00 +01:00
Clownacy
8ff2f63416 Update SDL2 window backend
The window backends will probably be merged with the platform
backends at some point.
2020-04-01 15:26:39 +01:00
Clownacy
4d8be3bc36 More refactoring
Get fullscreen mostly working in GLFW3
2020-04-01 15:21:40 +01:00
Clownacy
c4aa8e28bb More refactoring 2020-04-01 14:57:07 +01:00
Clownacy
073712017f Get OpenGL ES 2.0 working again 2020-03-31 22:14:57 +01:00
Clownacy
5dbca99e19 Extremely horrible terrible nightmare refactoring
Working on ridding CSE2 of its hard SDL2 dependency.

For now, I have a rudimentary GLFW3 backend.
2020-03-31 21:56:10 +01:00
Clownacy
6be5aac70d Prevent error if Resource table is empty 2020-03-31 20:25:31 +01:00
Clownacy
b57ccd7ed5 Shut up errors on Windows 2020-03-31 20:22:54 +01:00
Clownacy
b4ec82d81b Add dummy GLFW3 controller backend 2020-03-31 16:38:05 +01:00
Clownacy
63e75089d6 Split SDL2 code from Game.cpp 2020-03-31 16:32:50 +01:00
Clownacy
584ea57c5d Split SDL2 code from Profile.cpp and TextScr.cpp 2020-03-31 16:28:28 +01:00
Clownacy
37c5236b9b Split SDL2 code from Input.cpp
...So, *all* of it.
2020-03-31 16:24:20 +01:00
Clownacy
142bca6578 Split SDL2 code from Draw.cpp 2020-03-31 16:11:31 +01:00
Clownacy
3a5a5044b1 Split SDL2 code from Main.cpp 2020-03-31 16:07:34 +01:00
Clownacy
51562f6fd8 Use standard main return values
`WinMain` has weird rules for this, and they don't match `main`.
2020-03-31 15:37:51 +01:00
Clownacy
d0b20316de Don't do -Iexternal
It pollutes the #include space.
2020-03-31 14:26:24 +01:00
Clownacy
b8de1cb5db Merge branch 'accurate' into portable 2020-03-31 14:07:21 +01:00
Clownacy
61e708751d Apply missing OpenGL constants 2020-03-31 12:53:58 +01:00
Clownacy
d91c1e9bdc Update the SDL2 audio backend
Now uses the shared software mixer
2020-03-31 12:19:44 +01:00
Clownacy
732d3bbc5c Split software audio mixer to its own file
This will be shared between the SDL2 and miniaudio backends,
eliminating all that digusting duplicate code.
2020-03-31 12:14:20 +01:00
Clownacy
4e58457e1d Make miniaudio backend use native sample rate
This avoids the need for miniaudio to resample the mixer's output.
2020-03-31 10:20:20 +01:00
Clownacy
ca6538561f Document ActNpc061 (King) 2020-03-27 17:49:58 +00:00
Clownacy
7820926bfd Remove outdated comments 2020-03-22 15:37:00 +00:00
Clownacy
c34a7fc354 Fix build error 2020-03-22 15:35:59 +00:00
Clownacy
b374a8046c Add some missing global/static variable names
Also from the Mac port.
2020-03-22 15:31:28 +00:00
Clownacy
f6606b7748 Add some missing function names
These were retrieved from the Mac port (v0.0.7), which kept these
functions.

Unfortunately, this port is missing local variable names, so we can't
use it to make InitBack accurate.
2020-03-22 15:31:28 +00:00
Gabriel Ravier
fb353fbc7e Backends/Rendering/SDLTexture: Solve -Wnarrowing warning
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-03-18 11:54:46 +01:00
Clownacy
cf75cbcad2 Don't embed font in executable
Creating a Japanese build would require 4GB+ of RAM because of this.
It's about time it got removed. It was a silly idea anyway.
2020-03-17 21:14:15 +00:00
Clownacy
dd04977f29 Update miniaudio to v0.10.1
This newer version supports marking all of its declarations as
static, avoiding the conflict between the miniaudio audio backend,
and the copy of miniaudio embedded in clownaudio in the enhanced
branch.
2020-03-17 13:25:41 +00:00
Clownacy
61aec1cb15 Use native Windows types/macros when available
This prevents conflicts when a translation unit includes
`WindowsWrapper.h`, and middleware that includes `windows.h`.
2020-03-17 13:21:37 +00:00
Clownacy
d80d7ed8c8 Merge branch 'accurate' into portable 2020-03-14 19:26:39 +00:00
Clownacy
169a755ec3 Wrap UTF-8 strings in C89-style comments
This should prevent compilation errors when compilers don't read the
source files as UTF-8.

MSVC in certain codepages previously misread some UTF-8 comments as
containing newlines, causing it to try to process the rest of the
comment as code. This was fixed by forcing MSVC to read the files as
UTF-8 using the `/utf-8` flag, but this doesn't seem to be supported
in older versions.

Since the issue was caused by newlines being added where they didn't
belong, using C89-style comments instead should avoid the problem
altogether.

I'll still keep the utf-8 flag around for supported compilers - just
in case.
2020-03-14 14:12:53 +00:00
Clownacy
76e4fb5e8a Improve MSVC6 hacks 2020-03-14 14:08:25 +00:00