Age | Commit message (Collapse) | Author |
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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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the taskbar visible
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'non-standard' resolutions
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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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video-driver
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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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be more flexible.
-Codechange: add support for personal directories on Windows.
-Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
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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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is a dead-key. It needs to be pressed twice to have an effect but the console is then opened and closed on the 'same' keypress (2 WM_CHAR events). So skip the first WM_CHAR generated to restore the 'console' key functionality.
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(in all directions)
It has to be enabled first (in patches->interface) first and this will disable scrollwheel zooming
Note: patch setting "Map scrollwheel speed" might need to be changed since the "correct" setting
appears to depend on what kind of mouse is in use (mighty mouse or touchpad)
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keypresses in a WM_CHAR event. This saves us from doing translation (ToUnicode[Ex], ToAscii[Ex]), and we get free IME-input support as a plus.
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(non-UNICODE) to winMain as a dedicated server, or different video driver will not have a win32 messageloop.
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'enter' to fully quit
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non-unicode build to function. Win9x binaries will be possible with mingw/nightly system.
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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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fullscreen mode used. Use _wnd.double_size which gives back its correct state with respect to double size and fullscreen.
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stuff.. we know that\!
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initialisation, WINCE ifdef and a vsprintf to vsnprintf change.
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almost UNIX, just it needs more includes ;)
(or more, it compiles, if it works is a whole other story ;))
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files, and a little elimination of magic numbers in Win32SoundStart
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This will permanently solve the issue where compilation on OSX broke because C++ code was added to some header files
-Note: (important if you develop mac specific code)
taken from http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html
gdb lacks an integrated C++ with Objective-C parser. This means that gdb won't be able to evaluate expressions that contain both C++ and Objective-C constructs.
gdb assumes that the language for ".mm" files is C++.
you can change it to objective C by typing: (gdb) set language objc
Mixing C++ and objective C has some limitation (see link for all of them)
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-Fix: WinCE doesn't know GetKeyboardState
-Fix: made a replacement of GetCurrentDirectory, where CurDir is assumed to be the dir the executable is located (esoftinteractive.com)
-Fix: the GCC compiler is more happy if the WinMain is called that
-Fix: a really old typo (missing ')') ;)
-Fix: GdiFlush() isn't supported on WinCE
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-This is once again an obj-C vs C++ issue. I need to make a nice and permanent solution soon, but I need the debugger right now
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Note: this is again another not so nice workaround as Objective C fails to include C++ code in the headers
We should move to Objective C++ as soon as possible, but such a change is not done overnight and
this quick fix will allow OSX to compile until the prober solution is done
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to gfx.h
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stillunknown and pv2b.
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renamed to .cpp)
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resulting a non-reacting gameserver/gameclient.
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collided with other hotkeys (pv2b)
People should use command+enter as it was originally intended (this key combo also worked before this commit)
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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