Commit graph

25 commits

Author SHA1 Message Date
NepDisk
2f84779d41 Update rest of the existing files to use blankart branding 2025-07-01 00:23:30 -04:00
GenericHeroGuy
4be55967f4 ASan kakkoii desu 2025-06-23 17:29:56 +02:00
NepDisk
dd176a9efd Clang fixes 2025-05-01 15:16:53 -04:00
Alug
d8b6b8e981 make a backup of save data before writing to it 2025-04-19 14:18:18 -04:00
GenericHeroGuy
a609c7b5ce Replace prevmenu with menustack
menustack[0] replaces both menuactive and activeMenuId
Hopefully this is the last major change to the codebase...
2025-03-23 01:47:19 +01:00
GenericHeroGuy
65a86671fe Menuitem names, GO! 2025-03-20 01:35:30 +01:00
GenericHeroGuy
15e12d2c96 Fix default controls and loading controls 2025-03-13 02:44:17 +01:00
GenericHeroGuy
b3ce5c8a85 Prettier default controls table
See if you can spot the new default controls I added :^)
(i needed an excuse to put a KEY_AXIS1 in there in case these get updated)
2025-03-13 00:44:03 +01:00
GenericHeroGuy
0859c8a710 Use defaults behavior instead of hardcoded keys for most controls
Same behavior if you leave the controls at their defaults or unbind them,
but now if you bind them to some other key then the default keys they use
are freed up (a bit jank tho for screenshot keys...)
2025-03-13 00:11:28 +01:00
Sally Coolatta
e1ffc206e7 Finish some unused SDL hat input support to use events rather than polling all of the time 2025-03-11 15:17:51 +01:00
GenericHeroGuy
84850ba8a3 Update input handling in menus to use key bindings (port-ish of f17b9484)
G_GetControlForKey -> G_ControlBoundToKey, to make it usable everywhere
2025-03-07 18:12:59 +01:00
GenericHeroGuy
f419ccee57 New input handling (port of cd8862f0)
More or less a port with gamecontrols left untouched.

Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
  check which of data2/3 is INT32_MAX and which one isn't
  (pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault

Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
  after the removal of axis cvars (gamepad select and deadzone)

See cd8862f0's message for more details
2025-03-07 00:05:35 +01:00
James R
b31e79b742 Kill last of DJGPP, WATTCP, _WINDOWS (ol' DirectDraw) 2025-02-25 00:42:42 +01:00
toaster
8ed510ca88 Precalculate as much shared minimap/automap data on level load as possible
- `P_InitMinimapInfo`
    - Writes to `p_local.h` extern struct
    - Handles everything previously distributed across multiple K_drawKartMinimapIcon calls (and most of AM_findMinMaxBoundaries)
- Reduces complexity of drawKartMinimapIcon significantly
- Last prerequisite before implementing user-placable minimap boundaries...
2025-02-18 23:48:18 +01:00
toaster
ab58883d85 minigen command: Support -m(ultiplier) parameter
Supports values between 1 and 10, with 1 being the default.
If a multiplier greater than 1 is provided, the filename will take the form "MINIMAP-%d.png", where %d is the multiplier.
2025-02-18 23:48:18 +01:00
toaster
5cd0f14345 Add an explicit error for attempting to generate a preliminary minimap while the automap is open. 2025-02-18 23:48:18 +01:00
toaster
073c3ed4c2 Refactor in preperation for scaling feature
Return a `minigen_t` struct with explicit width and height instead of extending the UINT8 buffer by 2 to provide that information in a very datatype-limited way.
2025-02-18 23:48:18 +01:00
toaster
017e62f4b2 New console command "minigen"
- Generates "MINIMAP.png" in your srb2home
- Uses inherited automap code to render to a temporary buffer
    - Because am_map.c is a mess of filescope static variables right now, this only works when the automap is disabled.
- Currently an equal alternate method to SLADE's map image export, but because we're in control, additional features can be added later...
    - TODO: Off vertically by one pixel on GHZ. Otherwise effectively identical in shape
    - TODO: the colours are rancid, I wonder if they were even updated for the 2.2 palette

Related:
- Use identical linear-time mechanisms for detecting borders of map geometry between automap and minimap
    - Automap was previously using iteration over all vertices
    - Minimap was previously pointlessly writing min/max values twice
2025-02-18 23:48:18 +01:00
GenericHeroGuy
723164152f Salvage the remaining parts of 8f68a21
I'm keeping the screenshot mapname tho :^)
2025-02-17 21:51:31 +01:00
GenericHeroGuy
c93fa43f24 xva: dynamically allocated va 2025-02-17 21:51:31 +01:00
NepDisk
3350b02cc8 Long Map Names Port pt 1. 2025-02-05 17:46:21 -05:00
NepDisk
84320a7e39 windows compile fix #4
I hate windows
2025-01-08 18:03:18 -05:00
NepDisk
6ca8fa92b2 windows compile fix #3
I hate windows
2025-01-08 18:03:18 -05:00
NepDisk
2d3042239d windows compile fix #2 2025-01-08 18:03:18 -05:00
Eidolon
ece92bbbc9 Convert m_misc.c to .cpp 2024-12-29 15:11:39 -05:00
Renamed from src/m_misc.c (Browse further)