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2021-03-08Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)Patric Stout
Basically, the window was not invalidated, so it was never redrawn. This made it look like it wasn't working, but it really was.
2021-03-08Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping ↵Michael Lutz
the video buffer.
2021-03-08Add: Option to (dis-)allow accelerated video drivers. (#8819)Patric Stout
The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-01Fix #8775: [Win32] Don't create the main window when alt-tabbing back into ↵Michael Lutz
fullscreen.
2021-03-01Fix: [Win32] Original window size was lost when tabbing in and out of ↵Michael Lutz
fullscreen.
2021-03-01Fix c4df0f95: bootstrap was only showing a black screen (#8788)Patric Stout
The bootstrap has the _switch_mode to SM_MENU, and never leaves this mode. Neither is it considered a modal window (while in some sense it really is). So .. we need to add another "draw anyway" exception, to make sure bootstrap is being drawn.
2021-03-01Fix: [OSX] Hide dock when entering fullscreenOwen Rudge
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-02-28Fix #8763: [OpenGL] Cursor sprite origin can be negative.Michael Lutz
2021-02-27Fix: [OpenGL] Don't use OpenGL on MESA software renderers.Michael Lutz
Performance in this case is worse than not using OpenGL, so just let OTTD fall back to a different video driver.
2021-02-27Fix: [SDL2] set GL attributes to get the best GL context possible (#8759)Patric Stout
2021-02-27Fix: OpenGL cursor did not consider sprite offsets of cursor sprites.frosch
2021-02-27Codechange: remove _realtime_tick variablePatric Stout
2021-02-25Codechange: [OpenGL] Load all OpenGL functions dynamically.Michael Lutz
2021-02-25Codechange: [OpenGL] Simplify loading OpenGL extension functions.Michael Lutz
2021-02-24Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)Michael Lutz
2021-02-24Codechange: [OSX] GameLoop is really more like MainLoopPatric Stout
MainLoop() is used to bootstrap OSX, where later a callback is done to GameLoop() to execute OpenTTD. All other video drivers don't need that, so what is in GameLoop is in MainLoop for all other drivers. This is rather confusing. So, instead, name GameLoop MainLoopReal to be more in sync with the other drivers.
2021-02-24Codechange: [Video] move InteractiveRandom() to the VideoDriverPatric Stout
2021-02-24Codechange: [Video] make the prototype of PollEvent() the same for all driversPatric Stout
Additionally, call it from the draw-tick.
2021-02-23Codechange: Switch to explicit wide stringsNiels Martin Hansen
2021-02-23Remove: [Win32] Last pretenses of being able to build for Windows 95Niels Martin Hansen
2021-02-22Fix 8706c36f: Change RELEASE code, too.Michael Lutz
2021-02-22Add: [OSX] OpenGL video driver.Michael Lutz
2021-02-22Codechange: [OpenGL] Separate context state setup from general init.Michael Lutz
2021-02-22Codechange: [OSX] Add support for (un)locking the video buffer.Michael Lutz
2021-02-22Codechange: [OSX] Separate video driver into a base and a Quartz implementation.Michael Lutz
2021-02-22Codechange: [SDL2] Split driver in base-part and default backendMichael Lutz
2021-02-22Feature: [SDL2] OpenGL supportPatric Stout
2021-02-22Codechange: [SDL] Move dirty_rect to class scope.Michael Lutz
2021-02-22Codechange: [SDL2] Allow several places to hook into the SDL driverPatric Stout
This allows future subdrivers to use these to manage their own flow.
2021-02-22Codechange: [SDL2] Move functions and variables to class-scopePatric Stout
This allows future subdrivers to override them.
2021-02-22Codechange: [SDL2] Move SDLSurface code to its own functionPatric Stout
This increases readability, and allow future subdrivers to not use SDLSurface to draw.
2021-02-22Codechange: [SDL2] Split Start() in a few more functionsPatric Stout
This makes it a bit easier to follow what is going on, and allow future subdrivers to hook into a few of these functions. Reworked the code slighly while at it, to return early where possible.
2021-02-22Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible.Michael Lutz
2021-02-22Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.Michael Lutz
2021-02-22Add: [OpenGL] Support for a separate animation buffer that stores the ↵Michael Lutz
palette values of the screen in addition to the colour buffer.
2021-02-22Change: [Win32] Prioritize the OpenGL video driver over the GDI one.Michael Lutz
2021-02-22Add: [OpenGL] Accelerated mouse cursor drawing.Michael Lutz
2021-02-22Codechange: [OpenGL] Initialize backing store to opaque alpha to allow ↵Michael Lutz
blending effects.
2021-02-22Codechange: Allow video drivers to handle the cursor themselves.Michael Lutz
2021-02-22Codechange: [Win32] Use an OpenGL core context instead of a compatibility one.Michael Lutz
2021-02-22Add: [OpenGL] Support for 8bpp blitters.Michael Lutz
2021-02-22Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵Michael Lutz
colour values.
2021-02-22Codechange: [OpenGL] Use GLSL version 1.50 if available.Michael Lutz
2021-02-22Codechange: [OpenGL] Use generic vertex attributes in the shader program.Michael Lutz
2021-02-22Codechange: [OpenGL] Use shaders to display the video buffer on screen.Michael Lutz
2021-02-22Change: [Win32] Disable VSync for OpenGL by default.Michael Lutz
2021-02-22Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible.Michael Lutz
2021-02-22Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.Michael Lutz
2021-02-22Codechange: [OpenGL] Use a vertex array object to store the vertex state for ↵Michael Lutz
the video buffer.