Age | Commit message (Collapse) | Author |
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movement isn't needed anymore because after each even that movement is handled and the counter is reset. As such simply assigning instead of adding works.
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position when scrolling a viewport, warp the mouse pointer to the centre of the window. This gives maximum freedom of movement. The pointer position is restored when the lock is removed. Visually the mouse cursor stays where it was.
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was never joined
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drawing thread failed
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during map generation; disable the threading while generating a map
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asynchronious. Profiling with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant amount of CPU; only using TIC/TOC it became apparant that it was a heavy CPU-cycle user or that it was waiting for something.
The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements.
On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss.
During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick.
Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there.
Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower.
The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen.
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being too large (and SDL doesn't crash!) fall back to another video driver.
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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what 'valid' resolutions we've got
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hooks on SIGSEGV/SIGABRT so one can actually use gdb.
-Change: make it more clear that Allegro's failing to find a driver.
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0-9 keys so people don't get confused that the keypad doesn't work as expected.
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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Dimension instead of uint16[2] for resolutions
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related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
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declarations.
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something more than whitespace as description of files that don't have a description.
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when Ctrl is pressed
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places.
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move the debugdumpcommand stuff out of the network 'area').
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operation' attempt. Previously, only visual clues were available.
-Fix[FS#1519]: When you can not use this resolution at full screen, now you'll know that it failed.
As for the reason it did not work, each computer/OS has its reason.
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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logical locations.
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'global' window related types, on that defined 'global' window functions and one that defines functions and types only used by *_gui.cpps.
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fitting to the naming style
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with the coding style
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function and variables.
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penalty I updated the surrounding code to comply with coding style too; I will never do it again (I hope :p)
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-Add: added 'M' as new shortcut for smallmap (bilbo)
-Add: added '+' and '-' as shortcuts to zoom in the mainview (bilbo)
-Add: added support for other keycodes to be possible used in the future (bilbo)
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sound/music/video drivers, using self-registration based on the blitter-model.
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independent of the game-state to base double-click and TGP Generation Process on
-Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it is
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driver (tnx glx)
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in fact only a few indexes were needed
-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
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API: blitter
-Codechange: introduced a hierachy of blitters to avoid a lot of code duplication
Note: this allows much easier adding other types of video-drivers, like OpenGL
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code directly accesses the video-buffer
-Add: added NULL blitter and renderer, which are always used for -vnull
-Add: dedicated driver doesn't blit nor render by default. Can be overruled by user. (-D -b 8bpp-optimized)
-Remove: removed CTRL+D from win32, which is incompatible with above
-Add: extended screenshot support for PNG and BMP
-Codechange: remove all hardcoded 8bpp references and replace them with more dynamic ones
-Codechange: minor stuff in blitters
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already have
a symbol called _pause (and therefor our variable conflicts with
thatone. We shouldn't be using _ as global indicator.....)
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files, and a little elimination of magic numbers in Win32SoundStart
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