- Allow configuring keyboard keys with modifier keys
- Allow using Alt as a key in game on linux
(I'm still puzzled why only Ctrl and Shift where implemented in so many places)
- Adjust the deserializer and PlayerControls.txt to match the serializer for mouse keys
- Refactor C4PlayerControl::DoMouseInput a little bit
- Try to fix the Mac build (attempt 1)
- Fix a bug in C4KeyCodeEx::CompileFunc where it set an incorrect KeyComboItem::sKeyName
- Fix(?) StdCompilerConfigRead not doing anything on NoSeparator
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.
Summary of the changes:
- C++11 member initialization.
- nullptr instead of 0 for pointers.
- override for functions declared virtual in base class.
- default trivial special member functions
* Engine would always open up in Fullscreen and then switch to Windowed
instead of just starting up as Windowed.
* Could not change resolution because bit depth or refresh rate did not match
* handle RefreshRate==0 as "any", just like windows
* Remember refresh rate in combo box that enumerates all the modes and
propagate to video mode setting instead of assuming all modes have the
same refresh rate.
* Report bit depth as 32 even if SDL tells us it's 24. Other parts of the
code require it to be equal to 32, but 24 works just fine.
* Changing from fullscreen to windowed when "Screen" was selected in
resolution combo box (i.e. iXRes==-1) makes the window tiny (0x0 pixels).
The available gamepads are distributed automatically among players.
This also implements controller hot-plugging: It is possible to start a
game without a controller and plug it in later, and to reconnect a
controller after plugging it out.
The GTK and OS X platforms already ignored the requested bit depth and
always used 32 bit. Windows and SDL would set a 16 bit color depth for
the screen, but still did all of the rendering short of the final
present in 32 bit.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
Direct3D hasn't worked for more than a year now, and there don't seem to
be any efforts to revive it. Remove it and concentrate on better OpenGL
support.