Age | Commit message (Collapse) | Author |
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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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blitter did.
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monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion.
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operators.
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when Ctrl is pressed
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places.
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to be included when wanting to know whether we are a server.
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logical location.
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move the debugdumpcommand stuff out of the network 'area').
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the dedicated video driver by default.
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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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cocoa driver in windowed mode too.
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logical disposition
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longer needed and caused compilation to fail.
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logical place and remove about 50% of the includes of 'functions.h'
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it is really needed.
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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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at compile time.
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instead of quartz
The reason is that quickdraw is way faster (try fast forward)
10.5 will still use quartz as it can't handle quickdraw.
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(Re|M|C)allocT and add a check for out-of-memory situations to the *allocT functions.
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10.3. It will fail
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cleaner way.
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the window when using rmb scrolling. Thanks ln- for pointing this out and providing a fix.
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fitting to the naming style
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that was introduced in r11492.
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Quickdraw in windowed mode on OS X 10.4 and higher. Based on a patch by blackis.
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files. The reason for this is that the fullscreen and windowed mode api are separate from each other in OS X and thus the driver actual is two drivers in one. This split is to make the code more readable and to prepare for replacing the Quickdraw windowed mode code which uses apis deprecated as of OS X 10.5 (and maybe earlier).
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This fixes also FS#1450
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with the coding style
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blitter always was 8bpp. Now both 8bpp and 32bpp blitters can be used. The driver will check the blitter screen depth. In fullscreen it will select a proper video mode for this depth, and in windowed mode it will simply skip doing fake 8bpp.
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(controlled from the interface tab in the patch window)
This only works with the cocoa drivers (you will use the cocoa drivers unless you manually switched to SDL and compiled yourself)
Note: if control-click is selected, then the ingame control-click (like presignals and such) will be command-click
Requested and tested by ln- (so he should be blamed if this goes wrong :P )
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