Clownacy
9ea6caad72
Merge branch 'accurate' into portable
2020-09-14 23:31:01 +01:00
Clownacy
eadc04e46e
Bump StartDirectDraw fix to FIX_MAJOR_BUGS
...
I was debugging GLFW earlier, and this fix wasn't being enabled.
FIX_BUGS should be for aesthetic bugs that only affect gameplay, not
ones that affect fundamental stability.
2020-09-14 23:30:11 +01:00
Clownacy
c12149b96e
Fix a weird old typo
2020-09-13 19:35:31 +01:00
Clownacy
988f1128dd
Convert a bunch of ints to size_t
...
ints are dumb - only use them when you have to
2020-09-10 17:36:21 +01:00
Clownacy
84d6b50bc2
Remove platform backend dependency on core engine
...
The backends need to have no dependency on the engine, otherwise
there'll be conflicts when we do stuff like include `window.h` in a
file that also happens to include "WindowsWrapper.h" somewhere.
2020-09-08 03:52:23 +01:00
Clownacy
bdcb1f3a3e
Remove Organya dependency from platform backend
2020-09-08 03:36:11 +01:00
Clownacy
71970c1f74
Merge branch 'accurate' into portable
2020-08-29 17:11:28 +01:00
Clownacy
e41d4472ec
Another authentic struct name
2020-08-11 00:24:10 +01:00
Clownacy
a2ecd75271
Restore an original struct name
...
This was buried in the Linux port
2020-08-11 00:24:04 +01:00
Clownacy
adb09e19b7
Merge branch 'accurate' into portable
2020-07-08 19:42:28 +01:00
Clownacy
13985fb349
Added SoundMode enum
...
Controls whether a PlaySoundObject call start, stops, or loops a
sound
2020-07-08 18:52:32 +01:00
Clownacy
47ed4d7bfd
Restore stddef.h
in Main.cpp
...
`NULL` is used in this file
2020-07-02 14:54:15 +01:00
Gabriel Ravier
32c8795ead
src: Cleaned up includes to only (and always) include what we use
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-07-01 18:26:22 +02:00
Clownacy
27a1fd900f
Revert more unnecessary edits
2020-06-30 13:48:46 +01:00
Gabriel Ravier
771b944d17
src: Some cleanup for the MAX_PATH std::string PR
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-06-29 19:02:25 +02:00
Gabriel Ravier
564d42dbd2
src: Change from using asprintf-based code to using std::string-based code
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-06-29 18:33:22 +02:00
Gabriel Ravier
32a879ca58
src: Removed MAX_PATH and made the path/string handling better in general (ported over from supportPathsAboveFilenameMax)
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-06-29 00:14:30 +02:00
Clownacy
4403d10c14
Merge branch 'accurate' into portable
2020-05-04 18:24:23 +01:00
Clownacy
70a3badc0d
Cleanup
2020-05-04 18:21:44 +01:00
Clownacy
2f682a102f
Merge branch 'accurate' into portable
2020-05-04 18:17:39 +01:00
Clownacy
124aebaaa2
This is likely more accurate to the original code
2020-05-03 22:07:18 +01:00
Clownacy
e1af3336aa
Fix compilation
2020-05-03 22:05:39 +01:00
Clownacy
95b29bb516
Mark some functions as static
...
Mac debug data confirms these
2020-05-03 21:52:36 +01:00
Clownacy
03250d62a0
Make variables more accurate
...
This commit changes which variables are static: the Mac (and
presumably the Linux) debug data tells you what variables are static,
by prefixing their names with double_underscores.
The variable names themselves also hint at this: global variables are
prefixed with 'g', and use upper-camelcase, while static variables
use whatever_you_call_this.
2020-05-03 20:28:56 +01:00
Clownacy
b89207b586
Merge branch 'accurate' into portable
2020-04-20 01:17:19 +01:00
Clownacy
320e891a70
Fix keyboard input on Windows
2020-04-19 01:33:52 +01:00
Clownacy
4c910dbee6
Correct variable name
...
I must have guessed this one, and not left a comment saying it was
fake... dammit.
2020-04-16 13:52:00 +01:00
Clownacy
8a9f70875c
More authentic variable/function names
2020-04-16 13:48:36 +01:00
Clownacy
c51a074fad
Big disgusting backend rework
...
We need to avoid `WindowsWrapper.h` in the backends whenever we can,
to avoid name collisions (the Wii U homebrew library) defines its own
BOOL/TRUE/FALSE, which really doesn't work with CSE2.
2020-04-13 18:19:39 +01:00
Clownacy
fd0733f6e7
Fix GLFW3 not handling exit event while not focussed
2020-04-13 15:32:34 +01:00
Clownacy
2a0570df94
Make bugfix consistent with official code
2020-04-07 18:18:45 +01:00
Clownacy
41d5c5b5c8
Make it so Backend_Init
can fail
2020-04-07 17:46:02 +01:00
Clownacy
fbf9332c9a
Fix compiler error with DEBUG_SAVE enabled
2020-04-05 18:25:35 +01:00
Clownacy
eaef25d5da
Change how backend keyboard status stuff works
2020-04-05 13:26:08 +01:00
Clownacy
aef0f81f28
Offload keyboard tracker to the engine
...
Centralising it in the backend breaks the enhanced branch's rebinding
menu.
2020-04-05 04:31:11 +01:00
Clownacy
d62ca286f6
Merge branch 'accurate' into portable
2020-04-05 04:18:02 +01:00
Clownacy
f75859b759
Change constant ordering
...
This was bugging the hell out of me
2020-04-05 03:35:43 +01:00
Clownacy
393359e63f
Add some sanity checks
2020-04-05 03:27:04 +01:00
Clownacy
80091c4be5
Simplify some logic
2020-04-05 03:25:58 +01:00
Clownacy
135035bb1a
Change 'PlatformBackend' namespace to 'Backend'
2020-04-04 20:31:27 +01:00
Clownacy
39ddfd9791
Abstract-away keyboard input
...
Now, instead of keyboard input being completely-handled in the
backend, it's merely abstracted, while still otherwise being handled
in the game itself. This will be useful for the enhanced branch's
key-rebinding menu.
2020-04-04 17:42:56 +01:00
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
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
c4aa8e28bb
More refactoring
2020-04-01 14:57:07 +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