Text mode is on by default. Calling SDL_StartTextInput() will start the
virual keyboard, but does not allow for a default value. Calling it as
well as switch_start_text_input() will start the keyboard a secound
time.
We still turn TextInput off on other platforms when it's not needed as
it can require additional resources.
Text mode is on by default. Calling SDL_StartTextInput() will start the
virual keyboard, but does not allow for a default value. Calling it as
well as switch_start_text_input() will start the keyboard a secound
time.
We still turn TextInput off on other platforms when it's not needed as
it can require additional resources.
The static bool means there's one copy of the variable per compilation
unit using the header. So changing its value in one compilation unit
doesn't affect the other compilation units. This is clearly not what is
wanted here.
Fixing this requires adding a CPP in SourceS. This is the first one
there, I hope it's not an issue. The sdl2_to_1_2_backports should only
be used with SDL1 so I only include it in the list of sources for SDL1
builds. I'm not familiar with cmake so I hope I don't do anything stupid
there!
The static bool means there's one copy of the variable per compilation
unit using the header. So changing its value in one compilation unit
doesn't affect the other compilation units. This is clearly not what is
wanted here.
Fixing this requires adding a CPP in SourceS. This is the first one
there, I hope it's not an issue. The sdl2_to_1_2_backports should only
be used with SDL1 so I only include it in the list of sources for SDL1
builds. I'm not familiar with cmake so I hope I don't do anything stupid
there!
Generator expressions are the only way to distinguish between build
types in multi-configuration builds (Visual Studio).
This adds generator expressions for some of build type dependent
values as a starting point.
See a more detailed explanation at:
https://cmake.org/cmake/help/latest/manual/cmake-buildsystem.7.html#build-specification-with-generator-expressions
Notably:
> Some buildsystems generated by cmake(1) have a predetermined build-configuration set in the CMAKE_BUILD_TYPE variable. The buildsystem for the IDEs such as Visual Studio and Xcode are generated independent of the build-configuration, and the actual build configuration is not known until build-time. Therefore, code such as
>
> string(TOLOWER ${CMAKE_BUILD_TYPE} _type)
> if (_type STREQUAL debug)
> target_compile_definitions(exe1 PRIVATE DEBUG_BUILD)
> endif()
>
> may appear to work for Makefile Generators and Ninja generators, but is not portable to IDE generators.
* mpqapi FStreamWrapper: Fix silly bugs
* mpqapi cleanup
1. Do not rely on stream positions for getting the initial file size.
2. Remove most `seek` calls that were unnecessary.
3. Replace magic numbers with constants.
4. A class to manage archive lifetime and all associated data.
* Revert "Revert "mpqapi: Log all fstream calls""
This reverts commit e08007670f.
* mpqapi: Fix saves on Amiga
Works around https://github.com/bebbo/libnix/issues/30
* mpqapi: Fix logging format specifiers
This fixes fstream logging on Amiga
* mpqapi: Do not ResizeFile unless it was modified
* Add tests for file_util
* mpqapi: Replace malloc/free with new[]/delete[]
* mpqapi: Keep track of size instead of using tellp
This reduces log noise and reliance on `tellp`.
* mpqapi: Refactor mpqapi_write_file_contents
* mpqapi: Ensure we don't seekp beyond EOF on Amiga
* mpqapi: Minor fixes
* mpqapi: Fix FSTREAM_CHECK on Windows
* mpqapi: Remove undefined methods from header
Skip trailing slash when creating dirs and append it afterwards, as
trailing slash gets treated as '..' on Amiga.
Append /.local/share/ only on UNIX systems.
Multiplayer save games from before 1.08 where using the system name as
the password, so they would need to be converted on the original machine
by 1.08-1.09b before they can be transfered to another system.
Tthis code simply logs the save time of a multiplayer game in the
register database, this was likly done as part of an anti cheat scheme
(the key was "Video Player"), but appears to have since been disabled.
Probably to allow moving save games between PC's which was supported
when better Windows 2000 support was added.
- Fix double events
- Fix ignored events
- Allow moving diagonal in the inventory
- Fix mouse wobbling in inventory when scalling
- Make controler actions cursor independants
- Make sure secoundery and primery key doesn't fire each others events
- Highlight both primary and secondary target
- Automatic switch between controller and keyboard+mouse
- Allow the user to change facing direction when blocked
- Make code event based instead of relying on time outs
Initial game controller support.
Actions are based on the Switch branch but the controller code itself is
implemented differently, allowing for easy remapping and minimizing
changes to the Source/ directory.
Many subtle and not so subtle controller bugs have been fixed
in this implementation, including:
1. Smoother & more responsive movement with the joysticks.
2. Consistent controls for all the menus in the game (stores, quest log,
etc).
3. Cursor appearance / disappearance at appropriate times.
Low-level controls are abstracted and 3 SDL interfaces are supported:
game controller, joystick, and keyboard. See SourceX/controls/ for more
details on this.
Wishlist for the future:
1. Primary button and use button should attack continously.
This is hard as it requires checking the cooldowns / attack speed.
2. Quick spell menu navigation is very buggy. It is also buggy in the
switch branch. I haven't had a change to investigate.