Commit Graph

3838 Commits (11b317808fdfe76f561ef065e555e872724d1f47)

Author SHA1 Message Date
Lukas Werling 042e3c9602 SDL: Fix crash when opening resolution selector 2016-05-07 22:03:25 +02:00
Lukas Werling 9fa16c5e14 SDL: Enable multisampling
Unfortunately, there doesn't seem to be an easy way to apply
multisampling changes in SDL. As a workaround, a message requesting the
player to restart the game is shown.
2016-05-07 12:25:11 +02:00
Lukas Werling 1919d81f9d SDL: Implement FlashWindow for X11 2016-05-07 00:33:26 +02:00
Julius Michaelis 30bb12164b gtk_window_set_urgency_hint 2016-05-05 22:20:52 +02:00
Günther Brammer 69427a484a C4AulParse: Check for function names after '->' with the helper function 2016-05-05 02:47:17 +02:00
Günther Brammer 994cb52cea C4AulParse: Don't escape spaces in bytecode dumps of strings 2016-05-05 02:38:36 +02:00
Günther Brammer 99f704fbb8 Script: Prevent writes to constant arrays 2016-05-05 02:10:41 +02:00
Lukas Werling 60e9383a42 Improve seeding of UnsyncedRandomRng 2016-05-01 19:21:09 +02:00
Günther Brammer 9741af42fd Replace all usages of the old local variables list with properties 2016-05-01 00:28:37 +02:00
Günther Brammer 7792acdff0 Script: Check for functions before keywords
This unifies the lookup for local variables and functions. Its slightly
awkward that global functions can overload if and Par now, but local
variables already could.
2016-05-01 00:28:37 +02:00
Günther Brammer 30f7457d89 Remove unused macros leftover from removed script features 2016-05-01 00:28:37 +02:00
Günther Brammer b8f2d0ca87 Script: Repeat the parser error message when executing a broken function 2016-05-01 00:28:37 +02:00
Günther Brammer 17b18da26c Make bytecode dump work again
Dumping the bytecode before adding EOFN while depending on that to signal
the end isn't such a hot idea.
2016-05-01 00:28:37 +02:00
Günther Brammer 904bf78d68 Don't crash when deserializing an effect with object command target (#1730) 2016-04-29 00:16:20 +02:00
Günther Brammer 4092911349 Move code generation into its own class 2016-04-28 03:25:47 +02:00
Günther Brammer b00b8554ab Merge branch script 2016-04-28 03:25:44 +02:00
Günther Brammer d45ac946fe Add C4AulParseError constructor and cease reusing it for warnings
The nontrivial code that formats the position is now a function of
C4AulParse used by both warnings and errors.
2016-04-28 02:59:12 +02:00
Nicolas Hake a8f4bd3960 C4AulParseError: Avoid the second string parameter
While I'm not a big fan of hiding flow control in a function, Error()
handles formatting and saves me from calling FormatString().getData() a
lot.
2016-04-28 02:59:12 +02:00
Günther Brammer 4b43576f83 Script: Complain about some attempts to Call nonexistant function again
This code got lost in the function pointer rewrite.
2016-04-28 02:59:12 +02:00
Nicolas Hake 072661239d GRBroadcast: Don't noisily fail when a callback function does not exist
Since GRBroadcast calls all goal and rule objects and the scenario,
there is a high likelyhood that not all of them implement whatever
arbitrary callback is called. Instead of throwing script errors about
calling undefined functions, just swallow that error and continue.
2016-04-28 02:59:12 +02:00
Günther Brammer 3760363a3b Script: Add GetPrototype and SetPrototype functions
This should eventually replace the Prototype property, so that proplists
can be used as a key-value-storage without any hidden gotchas.

The Prototype is such a magical property that any code dealing with all
properties has to special-case it anyway, and isn't even returned by
GetProperties().
2016-04-28 02:59:11 +02:00
Günther Brammer 525cdc11a3 Deduplicate calculation of the relative stack position of local variables 2016-04-28 02:59:11 +02:00
Günther Brammer 071feaa78f Deduplicate loop control handling in the script parser 2016-04-28 02:59:11 +02:00
Günther Brammer efd4724084 Script: Add Scenario effects
These work just like global effects, except that effects from CreateEffect
get the scenario as target parameter in the callbacks.
2016-04-28 02:53:21 +02:00
Günther Brammer 97406d24d2 Script: Add Construction and Destruction effect callbacks 2016-04-28 01:08:04 +02:00
Günther Brammer 50378ffda0 Script: CreateEffect starts effects that receive callbacks themselves 2016-04-28 01:08:04 +02:00
Sven Eberhardt 881534bee0 Qt Editor: Shape properties 2016-04-25 16:17:10 -04:00
Lukas Werling c349254d8b Remove C4Particles.h include from C4Object.h
This reduces the number of files indirectly including PCG from ~50 to 7.
2016-04-25 21:24:27 +02:00
Lukas Werling e33066a4f2 Rename SafeRandom() to UnsyncedRandom() 2016-04-25 17:32:23 +02:00
Lukas Werling e734f15117 Remove RNG implementation from C4Random.h 2016-04-25 17:28:04 +02:00
Lukas Werling aeabe28d82 Remove AsyncRandom() script function
We couldn't think of any reason you'd want to use this over regular
Random() in script.
2016-04-25 17:18:07 +02:00
Günther Brammer e5cfb1858f Script: GetName() can return the property a proplist was defined in
This means that the ActMaps do not need to repeat their name anymore,
provided that all Scripts use GetName() instead of directly accessing .Name.
2016-04-24 19:40:29 +02:00
Günther Brammer 5a470f51f8 Move Effect functions to C4Script.cpp 2016-04-24 19:40:29 +02:00
Günther Brammer 2cdf553953 Change effect list getting function parameter type to C4PropList*
This makes it possible to move the effect functions to C4Script.cpp.
2016-04-24 19:40:29 +02:00
Günther Brammer e8811a7b21 Move global effects from ::Game to ::ScriptEngine
This even enables some simplification in the CompileFuncs, since the global
effects were already put in the same section as the other ScriptEngine
parts. The callback for updates due to relinks also fits nicely.

The reset in C4Game::Default was redundant with C4Game::Clear already.
2016-04-24 19:40:28 +02:00
Günther Brammer e2c6c2a841 Do not use C4Object in C4Effect
Instead, the pointer to the effect list is passed to the functions that
previously used the object to determine it.
2016-04-24 19:40:28 +02:00
Günther Brammer c89e73608b Unite getting the effects list from a C4Object pointer into a function
This way, that function can be re-implemented in standalone c4script.
2016-04-24 19:40:28 +02:00
Günther Brammer 42a15e3be9 Convert C4Effect parameters that do not need to be C4Object* to C4PropList* 2016-04-24 19:40:28 +02:00
Günther Brammer bfb9b6b1fd Drop the roundtrip through C4ID for the effect C4Def command target
Unfortunately, this complicates the C4Effect::CompileFunc to stay
compatible.
2016-04-24 19:40:27 +02:00
Günther Brammer 632c5cbd0f Refactor effect callbacks into helper functions 2016-04-24 19:40:27 +02:00
Günther Brammer e22ca51f72 Don't leak references to Strings on script errors (#583) 2016-04-24 19:40:27 +02:00
Günther Brammer 5fbac346d3 Incompatible type warnings work for parameters with type declarations 2016-04-24 19:40:27 +02:00
Günther Brammer 55572720bc Make the C4ScriptHost a ComponentHost again 2016-04-24 19:40:27 +02:00
Günther Brammer fb76308812 Make C4ValueConv::Type a constexpr variable instead of an inline function 2016-04-24 19:40:26 +02:00
Nicolas Hake 19a3d43558 Fix definition of explicitly sized enums 2016-04-24 15:20:28 +02:00
Nicolas Hake baad3aef3c C4ScriptHost: add const proplist accessor
This accessor does not need to be virtual itself, because we don't want
people to override it; it calls the nonconst accessor anyway, which is
virtual.
2016-04-24 14:01:23 +02:00
Nicolas Hake 96223f154c C4ValueMapNames: mark GetItemNr const
It doesn't change anything, so callers don't need a nonconst object.
2016-04-24 14:01:23 +02:00
Nicolas Hake caf44e2473 Remove specious space from Aul operator table 2016-04-24 14:01:23 +02:00
Nicolas Hake 770be2dafe Aul: Allow AB_ERR to carry more detailed error information 2016-04-24 14:01:23 +02:00
Nicolas Hake 367f58b1cc C4AulParseError: Enable creation from host and source pointer
Instead of having a C4AulParseError constructor read the location data
from the parse state, allow explicit construction from a known location.
2016-04-24 14:01:23 +02:00
Nicolas Hake cfdb1142b8 Move C4AulParse declaration into separate header 2016-04-24 14:01:23 +02:00
Lukas Werling 5471fe6cff Fix randomness in particles with identical properties
Several issues:

 - The RNG wasn't copied with the value provider (which is always
   copied), resulting in unseeded RNGs.

 - Separate PCG streams with the same seed start with identical values.
   As particles often draw only a single value, we just always advance
   the RNG a bit to make the streams diverge.

 - The C++ specification requires a <= b for its distributions, but that
   wasn't guaranteed by the particle startValue/endValue.
2016-04-23 23:29:36 +02:00
Sven Eberhardt bc32456ac1 Fix crash on Random(0) 2016-04-22 16:44:35 -04:00
Lukas Werling b0c1d819af Reduce game list refresh limit to 1 second 2016-04-22 10:50:03 +02:00
Lukas Werling 0fefc7abae Merge branch 'pcg' 2016-04-21 20:47:34 +02:00
Lukas Werling e6a39392dd Use PCG for C4Particle 2016-04-21 20:39:40 +02:00
Lukas Werling febc5f91bd Replace rand() with SafeRandom() 2016-04-20 22:42:00 +02:00
Lukas Werling 1f9c15e388 Allow MapZoom values smaller than 5 2016-04-20 22:42:00 +02:00
Lukas Werling 7005eae55d Use PCG as random number generator 2016-04-20 22:42:00 +02:00
Sven Eberhardt f41d3b8869 Fix out-of-bounds memory access in C4Team [sphalerite] #1717 2016-04-19 21:16:47 -04:00
Lukas Werling abf32cf00b LoadScenarioSection: Allow reloading the current section 2016-04-18 23:03:35 +02:00
Lukas Werling 4a9553bd20 Fix LoadScenarioSection() resetting the Random seed 2016-04-18 22:57:38 +02:00
Nicolas Hake f09d26e39f Merge PR 20: Make memory allocation/deallocation more consistent 2016-04-18 13:49:37 +02:00
Linus Heckemann 042161a627 Fix subsequent deallocation to use free too 2016-04-17 22:56:36 +01:00
David Dormagen 60b9558b56 script GUIs: fixed clipping over parent's boundaries (#1718)
The window would always use its very own rectangle for clipping - bad luck if it was larger than the parent.
Now children can only additionally restrict the parent rectangle (which defaults to the whole screen at root).
2016-04-17 22:28:34 +02:00
Linus Heckemann 25fd930242 Fix some malloc/free mismatches
Discovered with valgrind. Previously, some memory that later gets freed using
free(...) (in StdBuf::Clear) was allocated with new char[...] rather than
malloc, in which case delete[] should be used to free them.
2016-04-17 20:13:33 +01:00
Nicolas Hake 8ffc1ab8cb Apply DrawTransform to meshes too
This will make lighting look weird again for meshes flipped via FlipDir.
Avoid doing that until we implement FlipDir for meshes via an internal
MeshTransform.
2016-04-17 17:56:56 +02:00
Sven Eberhardt f594737d7e Fix Definition() call order to prevent possible sync loss. 2016-04-16 23:00:31 -04:00
Sven Eberhardt 901399f5c2 MSVC compile warning fix 2016-04-16 22:05:37 -04:00
Sven Eberhardt c0228be4e7 Qt Editor: More editor property types and functionality 2016-04-16 22:05:35 -04:00
Armin Burgmeier 0580132d81 Fix the build on Linux
With NULL, the function call was ambiguous. Use nullptr to choose the overload
taking a pointer and not the one taking an integer.
2016-04-10 13:27:16 -07:00
Armin Burgmeier d04c4a16ae Fix comparing strings of different lengths
Strings should not compare equal if they only share a common prefix.
2016-04-10 13:22:56 -07:00
Armin Burgmeier 208cb12b2e Fix crash on shutdown
a) make sure the context is deselected on destruction, so that
   CStdGL::Clear() destructor doesn't try to deselect a non-existing context.
b) Calling Clear() in CStdGLCtx::~CStdGLCtx() does only call
   CStdGLCtx::Clear(), even though Clear() is virtual. The reason is that by
   the time the CStdGLCtx destructor is executed, the CStdGLCtxQt part of the
   object has already been destructed. Therefore, make CStdGLCtx::Clear() safe
   to be run without the context ever having been initialized, and explicitly
   call CStdGLCtxQt::Clear() in CStdGLCtxQt::~CStdGLCtxQt(). This is certainly
   not the most elegant way to handle this, but it should do the job for now.
2016-04-10 12:06:57 -07:00
Armin Burgmeier cf708a7cb1 Some cleanup in CStdGLCtxQt 2016-04-10 12:06:57 -07:00
Maikel de Vries 97f316a35a fix debug build 2016-04-10 09:48:42 +02:00
Sven Eberhardt 2a2fc68e3f Qt Editor: Add user properties 2016-04-09 14:29:02 -04:00
Nicolas Hake aa06b3b6f6 C4AulParse: Drop unused ATT_STAR
ATT_STAR has been rolled into ATT_OPERATOR and is no longer used
anywhere.
2016-04-07 20:52:31 +02:00
Nicolas Hake f963a398aa Define NORETURN annotation for MSVC 2016-04-07 20:52:28 +02:00
Lukas Werling de98bbef46 Fix compile errors on Linux/SDL 2016-04-06 19:17:52 +02:00
Nicolas Hake d0c800d27a Scripted landscape: Always release surfaces back to C4Landscape
Even when scripted landscape generation fails, C4Landscape wants its
surfaces back to work with whatever landscape may have been created from
Map.bmp.
2016-04-05 13:50:49 +02:00
Sven Eberhardt 879d501592 Merge remote-tracking branch 'remotes/origin/qteditor' into qteditor
Conflicts:
	src/editor/C4ConsoleQtPropListViewer.cpp
	src/editor/C4ConsoleQtPropListViewer.h
	src/script/C4ValueArray.cpp
2016-04-04 19:34:02 -04:00
Nicolas Hake 1e1532ef8a Darwin: What the hell does "#import" do anyway? 2016-04-04 23:27:50 +02:00
Sven Eberhardt 98c36e5955 Qt Editor: Implement setting of properties 2016-04-03 23:46:58 -04:00
Sven Eberhardt e8f48fd53e Qt Editor: Win32 build fixes 2016-04-03 23:46:20 -04:00
Nicolas Hake 9dddf289db Merge branch 'master' into qteditor 2016-04-03 21:06:32 +02:00
Nicolas Hake eabca223f5 Update all copyright notices for 2016 2016-04-03 20:24:42 +02:00
Nicolas Hake 493c276126 Rewrite header inclusions to #include "path/to/file.h" style 2016-04-03 20:24:42 +02:00
Nicolas Hake 5134a0a0a4 Fix mape build 2016-04-03 20:24:42 +02:00
Nicolas Hake 267bb1c3f1 Landscape: Make script-edited maps work again 2016-04-03 17:23:00 +02:00
Nicolas Hake 5c0d8a9ce6 Landscape: Make script-generated maps work again
...by actually storing the result of the generator somewhere.
2016-04-03 17:02:41 +02:00
Nicolas Hake ebfacb928d GLSL: Improve line information in error messages
Instead of making the user count lines from the shader log, we'll now
emit #line directives and a file number->name mapping to make it easier
to figure out which file and line the error message comes from.
2016-04-03 16:17:39 +02:00
Nicolas Hake 3641509462 Mesh rotation: Keep rendered mesh inside shape 2016-04-03 13:37:04 +02:00
Nicolas Hake de1d00eb68 Meshes: Enable reload for custom material shaders 2016-04-03 13:37:03 +02:00
Nicolas Hake ccadd2bec3 C4Object: Remove some unimplemented func declarations 2016-04-03 13:24:28 +02:00
Nicolas Hake 0537df5f23 C4Object: Move C4Def.h dep out of header
C4Def is only ever used as a pointer inside C4Object.h, so we don't need
to include C4Def.h from it.
2016-04-03 13:24:26 +02:00
Nicolas Hake 735f9cc06b C4Landscape: Pull everything private out of the header
Since LTCG is enabled now, we don't have to define every function inside
the headers for ~xXx super speed xXx~, which means we can strip the
headers down to their bare minimum and reduce interdependencies and
therefore recompilation times by a lot.
2016-04-03 13:24:24 +02:00
Nicolas Hake 893d4e295b C4Landscape: Set dynamic mode when map was successfully generated
...instead of when it failed to generate.
2016-04-01 14:38:47 +02:00
Nicolas Hake 0abef8dac5 Remove "High-res landscape" option
We're requiring shaders for everything else we render, so there's no
point in having a shader-free landscape renderer around.
2016-03-31 19:22:17 +02:00
Nicolas Hake 33b8d404a5 GL: Add "frameCounter" uniform
Add the current frame counter as a uniform variable to the shaders, so
people can use it to do time-based animation.
2016-03-31 01:44:44 +02:00
Nicolas Hake cd0032ccf0 Do mesh rotation outside of DrawTransform
Mesh rotation needs to happen as part of the MeshTransform so lighting
is applied correctly. DrawTransform applies after lighting which made
rotated meshes look weird.
2016-03-31 01:19:58 +02:00
Sven Eberhardt 370b9cf898 Qt Editor: Disable vsync to avoid laggy viewports 2016-03-28 23:10:10 -04:00
Lukas Werling a12e485458 Qt Editor: Add scroll bars to the viewports 2016-03-28 22:07:43 +02:00
Maikel de Vries 6bdbc5b5c7 add InsertVertex script function to insert a vertex at arbitrary position 2016-03-28 17:36:00 +02:00
Maikel de Vries 12ae155015 GetVertex: return nil for invalid vertex index and improve documentation 2016-03-28 17:36:00 +02:00
Sven Eberhardt 9294d8b9dc Qt Editor: Fix title and icon
Using the .ico needs a plugin that is not always loaded.
2016-03-26 23:55:28 -04:00
Lukas Werling a79d5d1802 Fix openclonk-server build on Windows 2016-03-26 23:26:52 +01:00
Lukas Werling baf54a88b9 Fix assertion when comparing strings of different lengths 2016-03-26 21:59:46 +01:00
Lukas Werling ca88a0a52a Implement new Linux editor todos 2016-03-26 21:43:37 +01:00
Lukas Werling 6d9aef33c2 Merge branch 'qteditor-sdl' into qteditor 2016-03-26 20:57:10 +01:00
Lukas Werling f8dc58e0ed Remove Windows editor rendering hacks (untested) 2016-03-26 20:54:26 +01:00
Lukas Werling 61e97ee87e Fix zooming not working in the editor 2016-03-26 20:40:09 +01:00
Lukas Werling f9190cd1ea Fix keyboard input for Qt editor/SDL
The SDL port used to define a separate set of key codes differing from
the usual ones. The SDL codes are now translated to make the Qt input
easy.

This also fixes a broken keycode for the '0' key.
2016-03-26 20:29:07 +01:00
Lukas Werling 30dd360a57 Update the Qt rendering widget periodically 2016-03-26 19:03:16 +01:00
Sven Eberhardt dc7259bb1e Qt Editor: Allow opening of user path from welcome page 2016-03-26 14:02:40 -04:00
Sven Eberhardt b3712ace97 qt editor: Add "Editor" button to startup main menu 2016-03-26 02:15:15 -04:00
Sven Eberhardt f2daa51fa7 Qt Editor: Add "Welcome" dock widget 2016-03-26 01:36:40 -04:00
Armin Burgmeier fca5106a33 FoW rendering: reset to previous framebuffer instead of default one
The QOpenGLWidget is set up to render into a custom framebuffer, and by
resetting to render into the default framebuffer, we don't draw anything in
the buffer that is actually going to be displayed by the widget.
2016-03-25 17:29:23 -07:00
Armin Burgmeier b6e573296a CStdGLCtxQt: share with Qt's global share context
This allows the OpenGL context that Qt creates for QOpenGLWidget to use the
GL objects that we created beforehand.
2016-03-25 14:17:16 -07:00
Armin Burgmeier 56545dc5f3 Fix crash when constructing C4ConsoleQtDefinitionListViewer 2016-03-25 14:16:43 -07:00
Sven Eberhardt 1613885f47 Qt Editor: Use qt resource to set icon 2016-03-23 22:56:17 -04:00
Sven Eberhardt 9690174007 Qt Editor: Fix windows includes 2016-03-23 18:20:23 -04:00
Sven Eberhardt b1ac208249 Qt Editor: Add "File->New" menu entry 2016-03-22 23:08:05 -04:00
Maikel de Vries d6b963d321 remove unused LineMaxDistance property 2016-03-22 22:26:46 +01:00
Maikel de Vries dc1e828cfb add callback OnLineChange when line changes its vertices or vertex positions 2016-03-22 21:53:32 +01:00
Maikel de Vries fc008241cd rename LineBreak callback to OnLineBreak 2016-03-22 18:58:55 +01:00
Lukas Werling 4290038909 Move all viewport drawing to QOpenGLWidget::paintGL
Unfortunately, this still doesn't fix rendering. Note that the paintGL()
isn't called periodically yet, only when resizing the window.
2016-03-22 16:50:38 +01:00
Lukas Werling eefa8749a8 Fix viewport Zoom getting set to NaN 2016-03-22 16:49:39 +01:00
Lukas Werling 19caa65b7b Merge branch 'sdl-gamecontroller' (pull request GH-17) 2016-03-21 16:39:28 +01:00
Lukas Werling 21fd0805d0 Merge branch 'gtk-mousegrab' (pull request #18) 2016-03-21 16:27:24 +01:00
Lukas Werling e1eb62a552 Fix warnings about overridden functions 2016-03-20 21:16:52 +01:00
Lukas Werling 75f62e52f2 Make Qt editor work with the SDL engine
Viewport rendering doesn't quite work yet, though.
2016-03-20 21:16:52 +01:00
Lukas Werling 08d7c9dcea Implement GetShiftWParam() with Qt 2016-03-20 21:16:52 +01:00
Sven Eberhardt a3cdfa3221 Qt Editor: Add shadow to landscape brush circle
To be more visible e.g. when drawing snow or in front of a white sky
2016-03-20 11:35:20 -04:00
Sven Eberhardt 3f7d68ff2c Qt Editor: Sort objects in object creator by name 2016-03-19 14:40:23 -04:00
Sven Eberhardt ed0647866e Qt Editor: Add preview for new object placement 2016-03-19 14:40:22 -04:00
Lukas Werling b64b4e8574 Compilation fixes for Linux 2016-03-18 21:34:21 +01:00
Sven Eberhardt 4f70fdbfc8 Qt Editor landscape drawing fixes and improvements. Add brush size preview. 2016-03-18 00:26:14 -04:00
Sven Eberhardt 645520c7af Qt Editor: Fix viewport focus and keyboard handling. 2016-03-15 22:58:41 -04:00
Sven Eberhardt f6ce50e9e7 Qt Editor: Use qt widgets for viewports 2016-03-10 00:07:17 -05:00
ckanibal 8f31ae22bf Make Windows build great again! 2016-03-07 00:58:23 +01:00
Sven Eberhardt 63bbba06bb Qt Editor: Add missing creator files 2016-03-06 13:17:14 -05:00
Sven Eberhardt 80549ca2cc Qt Editor: Add object creator 2016-03-06 13:06:29 -05:00
Maikel de Vries 5acf34c2ba allow larger font sizes for exotic monitor configurations (#1695)
This can be still improved depending on the monitors dpi and select automatically a font that fits best to the dpi.
2016-03-04 21:07:42 +01:00
Sven Eberhardt 74b3983f7f Fix some Qt editor crashes
Fix use-after-delete on proplists by item view and crash on recursive execution of message processing.
2016-03-03 00:13:39 -05:00
Günther Brammer b54ddc7663 Merge branch script 2016-03-01 03:04:17 +01:00
David Dormagen 3d71dfbfa9 Particles: added a "seed" parameter to PV_Random (#1198) 2016-02-27 12:24:15 +01:00
David Dormagen bc5fededaf particles: added PV_Cos 2016-02-27 11:45:13 +01:00
David Dormagen 4c6d347c4d C4ValueArraySortStringscomp: silenced string-to-bool-conversion warning
VisualStudio gave a "performance warning" about this implicit cast. I actually don't know why, but this change makes the intention clearer anyway (since we are not returning the string contents but just whether they exist). So it's probably not bad regardless of whether the warning is weird.

http://stackoverflow.com/questions/1847860/why-is-there-a-performance-warning-on-cast-pointer-to-bool
2016-02-27 11:42:37 +01:00
Lukas Werling 2d4747029d Make analog axis strength symmetrical (0 to 2^15 - 1) 2016-02-26 20:40:07 +01:00
Lukas Werling 3a4e667f4d Implement mouse grabbing for GTK on X11 (#1637)
The same thing should somehow also be possible using gdk_device_grab(),
but I couldn't get it to work properly.
2016-02-25 18:21:53 +01:00
Nicolas Hake 48ccc5f983 Render objects in front of landscape only once
The plane limits in C4ObjectList::Draw were not properly checked,
leading to objects in front of the landscape being drawn twice (once
before the landscape was rendered, and once after).
2016-02-25 01:09:48 +01:00
Nicolas Hake bfd9989fc6 Landscape Renderer: Create and bind 1D mat map texture before using
The landscape renderer used to store texture data into the default 1D
texture, which works but is a bad idea for several reasons (and would
have broken if we had a reason to use another 1D texture anywhere else).
2016-02-24 19:18:27 +01:00
Nicolas Hake f64f131f1b StdMesh*: Explicitly delete copy ctors/assignment ops 2016-02-24 01:46:58 +01:00
Nicolas Hake 72dc205582 GL: Add an object label to mesh IBOs 2016-02-24 01:46:58 +01:00
Lukas Werling e52bf6962b Fix gamepads only working after game start
This affected all platforms other than SDL.
2016-02-23 20:20:41 +01:00
Lukas Werling 8811356141 Make C4GamePadControl manage all controllers
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.
2016-02-23 17:06:59 +01:00
Sven Eberhardt 771a333e21 Qt Editor: Add effects to object list view + fixes
Also remove cache of C4Values and use callbacks on object and effect deletion instead.
2016-02-21 22:23:42 -05:00
Lukas Werling 9e0143b998 Remove gamepad ids from key codes
We want one gamepad key mapping to work with multiple gamepads, so
including the id there doesn't make sense.

Additionally, the gamepad id may change during the game (controller
hot-plugging).
2016-02-21 18:27:02 +01:00
Lukas Werling 9f69c650d6 Use icons for all controller buttons
The icons currently only show Xbox 360 controller labeling. The icon set
also includes icons for PlayStation controllers, so we could extend this
in the future.
2016-02-21 18:27:02 +01:00
Lukas Werling 7155ff90eb Implement controller rumbling
New script functions:
 - PlayRumble(int plr, int strength, int length)
 - StopRumble(int plr)
2016-02-21 18:27:01 +01:00
Lukas Werling 046cacc26c Remove unused and unimplemented gamepad functions
- GamePadControl::AnyButtonDown
 - GamePadOpener::SetGamePad
2016-02-21 18:27:01 +01:00
Lukas Werling aa42d1deb7 Make controller button strings nicer
This also removes the controller id from the control definitions,
instead defaulting to 0. This doesn't change anything for now as we only
had definitions for controller 0 anyways.
2016-02-21 18:27:01 +01:00
Lukas Werling 24622f3a9c Update main menu GUI gamepad control bindings
It is now possible to control all GUI menus using the left stick or the
dpad, along with the A and B buttons on the controller.

This also doubles the button emulation dead zone to make navigating the
menus with the stick easier.
2016-02-21 18:26:44 +01:00
Lukas Werling 985f1b99e5 Make GetPlayerControlState() query the current controller state
To keep compatibility with scripts which expect only binary buttons,
this adds a third parameter to the function which enables the new
functionality.

Bonus /script to test the controller stick x axis:

    Schedule(GetCursor(), "Message(\"%d / %d\", GetPlayerControlState(0, CON_Left, true), GetPlayerControlState(0, CON_Right, true))", 10, 100000000)

Note that the values will be inconsistent if multiple analog sticks are
bound to the same control, as values from one stick will overwrite those
from the other one. This can happen even if you move only one stick.
2016-02-21 18:26:44 +01:00
Lukas Werling 8dd1450e94 Implement "gamepad stick moved" events for analog input
Analog moved events are only sent once per control frame.
2016-02-21 18:26:18 +01:00
Armin Schäfer 9dca94a6b8 New Title image overlay. 2016-02-20 17:26:43 +01:00
Armin Schäfer 1ab375488f Fix AppendCommand(Jump) without target. 2016-02-20 17:21:31 +01:00
Sven Eberhardt a4d28c383b Qt Editor: Implement object list view 2016-02-18 00:11:35 -05:00
Sven Eberhardt e0e09133d6 Qt Editor: Add some string translations. 2016-02-18 00:10:30 -05:00
Sven Eberhardt 2af22ee824 New editor (Qt-based)
Work in progress. So far only for Windows.
2016-02-15 08:38:06 -05:00
Nicolas Hake 25deef7857 Merge fix for AnimationNode deserialization crash 2016-02-13 23:28:09 +01:00
Lukas Werling 937ddaf722 Update key code strings for game controllers
With the SDL_GameController interface, buttons and axes have actual
names we can refer to. This also allows for advanced mappings using both
sticks (this probably needs script changes) as well as the triggers.
2016-02-13 23:28:00 +01:00
Nicolas Hake ad01c2e48f Fix NULL deref when deserializing CustomNode AnimationNodes (GH #13) 2016-02-13 23:22:21 +01:00
Günther Brammer c9c8b0c408 Move modifier key masks to the keycode definitions 2016-02-13 22:36:41 +01:00
Lukas Werling bd3f020068 Replace Joystick controls with SDL GameController 2016-02-13 21:03:19 +01:00
Lukas Werling 9c840724f2 Re-enable gamepad controls 2016-02-13 18:42:23 +01:00
Lukas Werling 97f06fd0cd Fix openclonk-server build 2016-02-12 22:40:55 +01:00
Günther Brammer c332fe940b Merge branch 'sdl-mouse' 2016-02-12 21:11:21 +01:00
Lukas Werling 24ef8b43af Grab the mouse while in-game (#1637)
This only implements this for the SDL port for now.
2016-02-12 21:09:40 +01:00
Günther Brammer 92217e51e0 GLX: Use gdk instead of XLib to make glXCreateContextAttribsARB not exit 2016-02-12 20:39:39 +01:00
Günther Brammer 0c0c64642a Remove unused #define in C4AulParse 2016-02-12 17:15:46 +01:00
Sven Eberhardt ba3160c4c3 Fix crash when console window creation fails 2016-02-11 23:35:38 -05:00
Lukas Werling f505b31032 SDL: Fix mouse button handling
- The right mouse button didn't work at all.

 - The left mouse button stopped working when clicking multiple times
   without moving the cursor.
2016-02-11 22:29:10 +01:00
Lukas Werling 392b7bab72 SDL: Add support for the mouse wheel
Fixes #0001682
2016-02-11 22:17:42 +01:00
Nicolas Hake 5f895c14fc Materials: Fix misspelling of "Incendiary" (#1680)
The wrong spelling will still be accepted as a material value, as long
as no value with the correct spelling exists.
2016-02-09 23:45:02 +01:00
David Dormagen 91391c64af draw global particles on plane 900
Previously, global particles would be drawn even in front of Plane 1000+ (GUI) objects. Additionally, it was impossible to specify particles that were supposed to always be in front of all other particles (e.g. fog, clouds, emulated FoW, ...).
Now, you can attach particles to an object on plane 901+ and have them be in front of everything else.
2016-02-09 20:43:23 +01:00
Armin Burgmeier 582cba01ed Build Fix 2016-02-08 21:28:44 -08:00
Nicolas Hake 43aa11623a Fix off-by-one error in FoW renderer (#1678)
The FoW renderer would try drawing to texture coordinates one pixel
too high (i.e. if the texture was 256 pixels high, it would draw to
pixels with 1 <= y <= 256 instead of 0..255).
2016-02-08 22:58:18 +01:00
Nicolas Hake a204439f80 C4FontLoader: Stop manually managing memory
Instead of implementing a dynamically growable array with new and delete
and memcpy like cavemen, we'll use a vector of smart pointers.
2016-02-08 22:58:17 +01:00
Maikel de Vries 159dbf071f make ContactCalls a property instead of DefCore entry
This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Nicolas Hake 142b7ea7c3 RegCreateKeyEx: Pass NULL as lpClass
The lpClass parameter isn't used, and it is valid to pass NULL for it.
It is, however, not valid to pass a string literal, because the
conversion to nonconst char* has been deprecated in C++ for a long time
and doesn't exist anymore in C++11.
2016-02-08 17:36:50 +01:00
Nicolas Hake d5dbcb71da ShowGfxErrorDialog: Fix handle leak
CreateProcessW will return a handle the main thread and a process handle
to the child process. These handles must be closed to avoid a resource
leak.
2016-02-08 17:36:50 +01:00
Nicolas Hake 3d9b322f51 Fix incorrect CreateProcessW call
Quoth MSDN: "The Unicode version of this function, CreateProcessW, can
modify the contents of this string. Therefore, this parameter cannot be
a pointer to read-only memory (such as a const variable or a literal
string). If this parameter is a constant string, the function may cause
an access violation."

It can, however, be NULL, which does the right thing automatically.
2016-02-08 17:36:50 +01:00
Nicolas Hake 64a5388d4d C4Surface: Remove broken "support" for split textures
Most code already didn't handle textures larger than GL_MAX_TEXTURE_SIZE
and only used the first one in case of a split texture.
2016-02-08 17:36:50 +01:00
Nicolas Hake 7b04914fc4 C4Surface: Make dbg_index unsigned int instead of int*
It seems like an odd decision to add a layer of indirection to this,
especially since it's just a pointer to int instead of a pointer to a
larger structure.
2016-02-08 17:36:50 +01:00
Nicolas Hake 059e9e7060 C4Surface: Explicitly mark copy ctor/assignment op deleted 2016-02-08 17:36:50 +01:00
Nicolas Hake 5fe327663f Fix signed int overflow in BltAlpha (#1661)
The red color channel calculation could overflow into the sign bit,
which is undefined behavior. At least one compiler takes advantage of
this and assumes it cannot happen, resulting in incorrect results.

BltAlphaAdd looks similar, but does in fact not have this bug because it
shifts the color channel far enough that multiplication can't overflow.
2016-02-08 02:39:54 +01:00
Nicolas Hake 4fdafbc78a Move StdColors.h ref from C4Surface.h to files that actually need it
C4Surface.h doesn't require anything from StdColors.h, so there's no
reason to reference the latter there.
2016-02-08 02:13:18 +01:00
David Dormagen 59739b5cf6 script GUIs: do not catch mouse-up without prior mouse-down (#1327)
Otherwise, you could open a menu on mouse-down, which would then block the mouse-up event. The control system (not the script but the engine!) would then never know that the button was released and issue a key event with repeated=1 when you pressed the button the next time.
This could lead to issues.
2016-02-07 10:47:33 +01:00
Sven Eberhardt 439b1f481c Register Objects.c script as global constant to make it accessible from outside 2016-02-06 21:12:22 -05:00