* android build support
* Update es_compatibility.h
* Support reporting flags in android
* include pref_path in json v2
* add vulkan headers
* shaderc includes
* remove headers
* force use prebuilt vulkan
* fix vulkan inverted screen
* fix find sdl3 precompiled android
* Update CMakeLists.txt
* replace sdl2 android function names for sdl3 versions
* change sdl includes in osapi
* fix sdl3 includes, again
* rename function to sdl3 name
* remove unused definition
* copy libshaderc_shared.so to output in android
* do not look for vulkan-loader in android
* revert changes to SDL2.cmake
* add comment to vulkan pretransform setup
* cleanup maxsize function
* rename new android functions in osapi
* android trap back button
* Remove calculate_max_resize_max_size
* touch ui opacity control
* change opacity control to int
* fix opacity slider
* Corrected android working folder fallback and set borderless mode as default
* Implement shared helper for JNI calls
* Add version tag and sha256 to android prebuilt libs
* vulkan android check eSuboptimal
* An already requested rebuild also avoids redundant Android surface queries
* add cache bool to cmakelist
* set string ids
* initial changes
* add GLAD_ES loader
* Implement basic es compatibility header
* re-add accidentally deleted break
* Add GLES BC7 extension to glad and improve extension support report
* fix some enum mappings
* Use the ARB name for geo shader check
* Add es espand shader includes
* Fix glbufferstorage mapping
* fix some gl errors on opengl es
* Enable GL_CLIP_DISTANCE
* Add format conversions
* add bgba 8888 to rgba 8888 converter
* disable GLAD_GL_ARB_timer_query
* Properly handle wgl + opengl es on windows
* initial enable imgui gles
* add GL_BGR to GL_RGBA conversion
* inform opengl es on menu
* small corrections to the es header
* small refactor of glTexSubImage3D
* remove expandincludes, existing code already did that better
* change default graphic values for opengl es
* compile imgui with opengl es 3 on linux
* allow qtfred to run on opengl es
* improve es compatibility header and remove shader precision quantification
* add compiler hints
* remove unused structs
* Fix imgui crashing on windows with gles, use angle lib
* Do not use MSAA under OpenGL ES, at least for now
MSAA will need an alternative path for GL ES using GL_EXT_multisampled_render_to_texture and GL_EXT_multisampled_render_to_texture2
* add missing profile handler
* cleanup
* revert color_attachment_4/5 fbo workarounds
* Adjustments to log output and enable GL_BLEND
* Implement glGetQueryObjectui64v on es layer
* Fix deferred and decals support
Also added glGetTexImage(), glQueryCounter() and some additional comments
* Revert changes to default values of graphics options
* Minor improvements to glTexSubImage3D()
`os_ignore_events()` deferred events instead of ignoring them. The
player could accidentally skip a cutscene at the loading screen and
not see any indication there was a cutscene.
This only removes deferred skip-cutscene key events, except ESC, right
before the cutscene plays. This makes it less likely for a player to
accidentally skip the cutscene.
This also renames `buffered_events` to `deferred_events` and
`os_ignore_events()` to `os_defer_events_on_load_screen()`, which more
accurately describes the behavior.
Fixes#4419.
This adds a new graphics type for the Vulkan graphics API. All this does
is to create a vulkan instance and a presentation surface with the help
of SDL.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
There were some reports that using a newer launcher together with an
outdated launcher was causing some issues since the new launcher would
write the new config file which would cause FSO to ignore the changes of
the old launcher since the new config file already exists.
This fixes that by adding a check for when the config locations were
last modified. On Linux and Mac it checks when the old config locations
were modified last while on Windows it checks the registry to determine
if there was a change after the new config file was created.
FSO now allows the window title to be specified via game_settings.tbl, some never-used function arguments were pruned at the same time, and fred.rc now receives version information (for the About dialogue and the title bar) from a cmake-generated header, so the version numbers get filled in properly. Speaking of FRED's About dialogue, it now displays the copyright symbol properly.
This makes the debug window resizable and also reduces the default size
to ~80% of the used display. This also makes sure that the main window
has input focus after the debug window was created.
This allows to use a different method of creating and managing the
OpenGL context. This is needed of wxFRED where the OpenGL context is
created by wxWidgets. This will probably also fix#753 since it uses the
old wgl based method of creating an OpenGL context in FRED.
The documentation says that the SDL OpenGL attributes need to be
initialized before a window is created. These changes implement that by
moving the actual SD_Window creation inside the OpenGL setup. FRED only
sets the native window handle to the correct HWND and gropengl uses
that.
SDL2 support multiple windows and differentiates the events for the
individual windows using the windowID field in the events. These changes
check if that window ID belongs to our main window and ignores any
events that don't belong to it. This allows to add another window
without screwing up the rest of FSO with its input.
This will use SDL_GetPrefPath to determine a suitable config directory which will be used for all runtime writing. Additionally all platforms will now use the configuration ini files, the Windows registry will be deprecated. For better compatibility with current installs there is a "legacy mode" which will work like the current install. It will be used as long as the launcher doesn't write the configuration file to the new location. Migrating old installs requires copying the existing pilot files to the new location and copying any existing configuration data.
SDL2 Everywhere, from me and Flaming_Sword. Outstanding issues: FRED integration, project file updates, cleanup.
git-svn-id: svn://svn.icculus.org/fs2open/branches/antipodes@10062 387891d4-d844-0410-90c0-e4c51a9137d3
make sure that we handle background clearing ourselves, fixes several little issues
fix popup warnings to work a bit better and not screw up the game so much or make it difficult to interact with them