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
Consolidate the include statements scattered across the code in accordance
with the comment in C4Include.h. The advantages are listed in the same
comment.
Furthermore, it follows llvm-include-order which is the logical
extrapolation of the project's style guideline wherever possible
(C4Include.h being the most-frequent exception).
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.
Even though we (might) change the resolution, that doesn't result in
loss of textures because we don't recreate the OpenGL context. Therefore
we also don't have to restore their data. I believe this code is a relic
from the DirectX renderer, which would lose textures when switching away
from a fullscreen window.
Pressing the Alt key enters the menu modal loop, which takes control of
the thread that everything happens on. As a quick fix, we'll suppress
this loop for simple Alt key presses, but this will still happen when
the system menu gets opened by Alt+Space or clicking the icon in the
window's title bar.
A more permanent solution would be to detach the message loop from
everything else, by having rendering etc. run in a separate background
thread.
The magic value -1 is used to denote "current screen mode", but it has trouble fitting into the unsigned concept. An alternative would be to use 0 as the magic value, but that would include quite a few places (including existing configuration settings) to change.
Some resources can't be shared across different rendering contexts while
others can. Additionally, the standard GLEW library does not support
multiple rendering contexts (that's what GLEX MX is for), even though it
might work on some (or even most) cards. WGL supports reuse of a
rendering context across multiple windows as long as the pixel formats
are the same.
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.
The options dialog still shows localized keys, but the config files use US-Layout keys (when loading default files) and scancodes when saving player changes.