Thomas "elfprince13" Dickerson
9fbea728d7
Merge branch 'development' of github.com:GarageGames/Torque3D
2017-03-07 20:08:17 -05:00
Thomas "elfprince13" Dickerson
849a1c1eb1
merged numerous changes from upstream
2017-03-03 21:17:07 -05:00
Areloch
c91c900e19
Does better sanity checking on cleanup for the splash screen closing with SDL. Could erroneously get called a second time and if we'd already cleared the images and textures, it could crash.
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This fixes that.
2017-03-02 00:02:28 -06:00
Areloch
48bd911dcb
Made sure the old code was still there for non-SDL usage.
2017-01-29 04:12:32 -06:00
Areloch
a8f2fc567b
Fixes up the handling of accelerator keybinds for SDL - specifically compound ones with several modifier keys, ie ctrl-alt-shift-up.
2017-01-29 03:22:25 -06:00
Areloch
f02d0d6c4e
Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
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Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Areloch
170cdadf60
Fixes window icons with SDL, hooking it through the var $Core::windowIcon as the path.
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Also adjusted the splash window icon to use the var $Core::splashWindowImage for it's path.
2016-12-22 00:52:34 -06:00
Jeff Hutchinson
3ecbb4b7e5
fix bug with SDL text input that occurs when multiple responders occur on the screen. (Tested with 2 responders.)
2016-12-11 19:11:32 -05:00
Jeff Hutchinson
f6b8ef126d
fix SDL text events from generating a ~ key when opening the console
2016-12-11 13:53:11 -05:00
Glenn Smith
ad30641499
SDL/Mac report going into the background
2016-12-04 17:24:27 -05:00
Areloch
5fbc24d9e2
Also adds a sanity check in the event a splash image isn't found.
2016-11-27 16:21:52 -06:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
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while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Areloch
c0a46ec1f1
Makes sure the key modifiers are passed along with mouse move and wheel inputs when using SDL.
2016-09-14 02:18:21 -05:00
James Urquhart
639b397394
Disable input focus disable to preserve sanity (temp)
2016-09-11 22:42:42 +01:00
Areloch
6f72c7b119
Implements the splash screen window to the SDL platform stuff.
2016-08-27 17:47:03 -05:00
Areloch
95ae0b9863
Removes the old component code and moves the IProcessInput interface file into platform/input/ directory.
2016-05-12 23:31:15 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Anis
7aeec65a3b
Update win32Window.cpp
2016-02-13 20:27:30 +01:00
Areloch
a90eb9762b
Re-submission of the Volumetric Fog PR, with cleanup.
2015-12-01 00:10:13 -06:00
Areloch
9f7513dc0b
Further fixes to work around certain accelerators being missed, and additional command bleed-through.
2015-09-27 15:43:47 -05:00
Areloch
4c13906865
Corrects input issues when typing into text fields and it bleeding through to player inputs.
2015-09-21 00:14:16 -05:00
Areloch
5efc04dd47
Also apply scroll strength to horizontal scrolling.
2015-08-06 22:18:10 -05:00
Areloch
68a2c9fa89
Added a default value just in case the pref is not defined.
2015-08-06 18:29:01 -05:00
Areloch
8248ecdeac
Looks like WHEEL_DELTA is defined for win and osx, but not linux. Retooling to utilize a $pref instead, as that will let the scroll speed be modifiable for any projects that need it.
2015-08-05 17:44:55 -05:00
Areloch
3aba4a7259
SDL mouse wheel speed fix.
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Default scroll speed wasn't delta-modified, so scroll gui controls were very slow when scrolled via mouse wheel.. This corrects the issue.
2015-08-04 23:01:59 -05:00
Areloch
2695a2aeae
Merge pull request #1383 from Azaezel/MangledMouse
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sdl2 mouse wheel scrolling
2015-07-30 09:24:38 -05:00
Azaezel
4a8f6737b6
Mouse wheel check has to occur before mouse motion. Apparently the one is a subset of the other. also thanks @dottools for the proper codeline.
2015-07-29 20:36:33 -05:00
Azaezel
98d48b6011
Fatality Fix: need to account for 64 bit windows as well.
2015-07-29 11:50:47 -05:00
Azaezel
06f6819d63
sdl2 mouse wheel scrolling rev1
2015-07-29 11:24:48 -05:00
Areloch
6a418d4d7f
Merge pull request #1037 from Lopuska/patch-9
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Black screen fix
2015-07-22 11:54:35 -05:00
Daniel Buckmaster
c2e5dc3345
Merge remote-tracking branch 'bpay/clang-cl-build-fixes' into development
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Conflicts:
Engine/source/T3D/shapeBase.h
2015-07-17 16:55:12 +10:00
Areloch
2002d74b78
Issue found with PVS-Studio:
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Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00
Ben Payne
4386ababbe
Character type fixes for building with clang-cl
2015-03-04 19:25:10 -05:00
Ben Payne
7d809a0d28
Fix ill-formed sizeof's
2015-03-04 19:25:08 -05:00
LuisAntonRebollo
6d1ef41c69
Changed some size_t to uintptr_t.
2015-02-07 16:41:54 +01:00
Ben Payne
ae94fc4e46
Fix mem leak discovered during previous commit
2015-01-26 16:52:07 -05:00
Ben Payne
fcf52fb5e0
Rename the memory allocating versions to make prev error less likely
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The behavior is different enough that these shouldn't be overloaded
with the non-allocating verions. Also makes it more obvious what is
going on to the caller.
2015-01-26 16:52:06 -05:00
Luis Anton Rebollo
6492028bb2
Merge pull request #1035 from bpay/memfixes
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Memfixes
2015-01-25 13:42:32 +01:00
LuisAntonRebollo
3336bffad2
Changes for Linux.
2015-01-19 01:44:36 +01:00
LuisAntonRebollo
aa35157eef
PlatformSDL implementation.
2015-01-19 01:17:37 +01:00
LuisAntonRebollo
21d58bb191
Modified files for SDL2.
2015-01-19 00:33:23 +01:00
Bruno Gonzalez
046f4e4e2d
Fix off-by-one error in cursor hiding/showing function
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Incorrect API use according to msdn.
Source: http://msdn.microsoft.com/en-us/library/windows/desktop/ms648396%28v=vs.85%29.aspx
"cursor is displayed only if the display count is greater than or equal to 0"
2014-12-12 16:53:07 +01:00
Anis
1131bdd5ab
Black screen fix
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black screen wasn't properly fixed in certain situation.
Now it's fixed!
2014-12-12 15:27:49 +01:00
Ben Payne
d4b4320f45
More uninitialized variables
2014-12-11 18:06:24 -05:00
LuisAntonRebollo
98e3651db5
Merge pull request #940 from BeamNG/add_opengl_support
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Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
7184e36928
Merge pull request #961 from BeamNG/fix_opengl_fullscreen
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Fix OpenGL fullscreen on win32
2014-11-30 02:24:19 +01:00
Anis
72c06401c0
black screen bug fix
2014-11-27 20:26:50 +01:00
Anis
7a8719dfbc
Update win32Window.cpp
2014-11-27 20:26:49 +01:00
Anis
3495bd56ca
Update win32Window.cpp
2014-11-27 20:26:48 +01:00
Anis
f1fa36fe60
no need SetDisplayDefaults
2014-11-27 20:26:47 +01:00
Anis
971a354ebe
forgot void SetDisplayDefaults() to make it compile!
2014-11-27 20:26:46 +01:00
Anis
6a89b2ab65
Update win32Window.cpp
2014-11-27 20:26:45 +01:00
Anis
2eb1238648
added fullscreen support for opengl (win32)
2014-11-27 20:26:44 +01:00
LuisAntonRebollo
dd08fd2e7d
Add OpenGL support.
2014-11-08 20:21:50 +01:00
Daniel Buckmaster
2f416290ab
Merge pull request #788 from eightyeight/return-status-code
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Allow return status to be specified using quitWithStatus
2014-10-24 00:31:05 +11:00
LuisAntonRebollo
535f56af6e
Merge pull request #801 from eightyeight/gtest-tests
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Googletest tests
2014-10-02 01:31:13 +02:00
Daniel Buckmaster
9f47032522
Allow return status to be specified using quitWithStatus.
2014-09-24 09:24:29 +10:00
LuisAntonRebollo
fcf7bee64a
Fix x64 problems for WIN64.
2014-09-14 21:42:51 +02:00
LuisAntonRebollo
8ed0f508ca
Minimal changes to compile T3D on WIN64.
2014-09-14 21:39:56 +02:00
Daniel Buckmaster
fbd97b0cf8
Ported non-interactive window manager test.
2014-09-01 08:19:13 +10:00
Areloch
0878f005c0
Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
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Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.
This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Areloch
2864edf291
Fixed spacing
2014-07-15 17:52:27 -05:00
Areloch
c2da67d473
Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads.
2014-07-15 17:44:19 -05:00
Thomas Fischer
08e6b261a3
Merge pull request #628 from BeamNG/fix_cmake_crash_on_t3d_exit
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Fix crash on exit T3D when build with CMake.
2014-05-13 09:12:33 +02:00
LuisAntonRebollo
881d578aae
Fix crash on exit T3D when build with CMake.
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Process::_signalProcess is destroyed first, and then Win32WindowManager::~Win32WindowManager() try to remove from deleted Signal causing a crash.
SlotSignal handle this automatically.
2014-04-23 21:17:15 +02:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Thomas Fischer
6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
2014-03-15 15:10:14 +01:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
DavidWyand-GG
0d77cdc270
GFX now handles non-default adapters
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The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one. Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.
The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager. These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00
DavidWyand-GG
2824bcf649
Remove hard coded paths pass 1
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- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
2013-01-30 14:09:23 -05:00
DavidWyand-GG
539efcb1e1
Input event changes
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- New InputEventManager class. It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
2013-01-22 18:17:41 -05:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00