Commit Graph

18337 Commits

Author SHA1 Message Date
Michael Lutz
200be7d20c Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
01ef44fa4f Codechange: Allow blitter factories to decide at runtime if the blitter is usable. 2021-02-22 22:16:07 +01:00
Michael Lutz
d62e302768 Change: [Win32] Prioritize the OpenGL video driver over the GDI one. 2021-02-22 22:16:07 +01:00
Michael Lutz
6bcc4884c2 Add: [OpenGL] Accelerated mouse cursor drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz
d4dbb3f46e Fix: Don't trash video buffer alpha in SSE3/4 blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz
bcd15b4dd2 Codechange: [OpenGL] Initialize backing store to opaque alpha to allow blending effects. 2021-02-22 22:16:07 +01:00
Michael Lutz
1e1a9f3999 Add: A simple, templated cache map that uses a least recently used eviction strategy. 2021-02-22 22:16:07 +01:00
Michael Lutz
3e49aff35c Codechange: Allow video drivers to handle the cursor themselves. 2021-02-22 22:16:07 +01:00
Michael Lutz
6776229047 Codechange: Make the simple Malloc sprite allocator globally usable. 2021-02-22 22:16:07 +01:00
Michael Lutz
70aa3b4011 Codechange: Give sprite encoders a hint which colour components of a sprite are filled with useful information. 2021-02-22 22:16:07 +01:00
Michael Lutz
e7e5316340 Add: Allow sprite encoders (blitters) to specify an alignment for sprite width and height. 2021-02-22 22:16:07 +01:00
Michael Lutz
02e8741457 Codechange: Allow for using a sprite encoder that is not the currently active blitter when loading a sprite. 2021-02-22 22:16:07 +01:00
Michael Lutz
f94b2e73e1 Codechange: [Win32] Use an OpenGL core context instead of a compatibility one. 2021-02-22 22:16:07 +01:00
Michael Lutz
e8fc050b6e Add: [OpenGL] Support for 8bpp blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz
320072c8dc Codechange: [OpenGL] Explicitly assign which framebuffer target receives the colour values. 2021-02-22 22:16:07 +01:00
Michael Lutz
821f30f735 Codechange: [OpenGL] Use GLSL version 1.50 if available. 2021-02-22 22:16:07 +01:00
Michael Lutz
90fd8f8cda Codechange: [OpenGL] Use generic vertex attributes in the shader program. 2021-02-22 22:16:07 +01:00
Michael Lutz
acf59f6b68 Codechange: [OpenGL] Use shaders to display the video buffer on screen. 2021-02-22 22:16:07 +01:00
Michael Lutz
b181859629 Change: [Win32] Disable VSync for OpenGL by default. 2021-02-22 22:16:07 +01:00
Michael Lutz
9a069faa01 Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible. 2021-02-22 22:16:07 +01:00
Michael Lutz
a990c497b5 Codechange: [OpenGL] Use a pixel buffer object to store the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
5af0cfd902 Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
acf2ce35f7 Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
8706c36fc0 Codechange: [Win32] Move remaing global _wnd variables into the video driver. 2021-02-22 22:16:07 +01:00
Michael Lutz
d6b6775888 Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz
73ed748deb Codechange: [Win32] Move the global video buffer pointer into the driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
5ad545dcc1 Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. 2021-02-22 22:16:07 +01:00
Michael Lutz
3a77ade6b2 Codechange: [OpenGL] Enable driver debug messages if supported. 2021-02-22 22:16:07 +01:00
Michael Lutz
d7b96a424f Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0. 2021-02-22 22:16:07 +01:00
Michael Lutz
ef478ade64 Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to the screen. 2021-02-22 22:16:07 +01:00
Michael Lutz
af4d32357c Codechange: [Win32] Move common initialization and finalization to the video driver base class. 2021-02-22 22:16:07 +01:00
Michael Lutz
78b8fc3e4f Codechange: [Win32] Move GDI-specific variables and related functions into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
8b90d4abe0 Codechange: [Win32] Move GDI specific drawing code into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
59e0d9618b Codechange: [Win32] Split the video driver into a base class and a GDI backend class. 2021-02-22 22:16:07 +01:00
Patric Stout
78d96dad2a
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)
When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
  speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
  lagging behind.
- in title screen, moving your mouse gives you the idea it is
  jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
2021-02-22 21:17:55 +01:00
translators
c136dd2b32 Update: Translations from eints
english (us): 78 changes by 2TallTyler
polish: 1 change by yazalo
2021-02-22 19:01:17 +00:00
Charles Pigott
6af49b7885 Fix #8724: Got wrong DepotID/StationID for airports, causing crash 2021-02-22 14:20:21 +00:00
Charles Pigott
80fb1c74f0 Change: Make pathfinder account for maximum order speed, if set 2021-02-22 00:25:47 +00:00
translators
e74069e4c2 Update: Translations from eints
estonian: 19 changes by siimsoni
french: 3 changes by glx22
2021-02-21 19:00:19 +00:00
Charles Pigott
8157af6d68 Fix #8276: Crash when a NewGRF object's size was not set 2021-02-21 18:16:09 +00:00
Charles Pigott
3af407340e Fix #8349: Close depot vehicle list windows when closing the depot window 2021-02-21 17:58:19 +00:00
Patric Stout
88959f5595
Codechange: [OSX] remove final bits of old debugging code (#8714) 2021-02-21 15:58:26 +01:00
Charles Pigott
1d6a0c7b52 Fix: [YAPF] Road pathfinder did not account for length of tunnel/bridge in path cost
Copy calculations from the rail pathfinder
2021-02-21 10:53:25 +00:00
Charles Pigott
c461999b2b Fix #8594: [NRT] Road pathfinder did not account for roadtype speed limits 2021-02-21 10:53:25 +00:00
Patric Stout
e1b1608dc6
Fix ec1dd0bf: missing override causing compiler warnings (#8708) 2021-02-20 22:14:26 +01:00
Michael Lutz
d16dc22fdf Codechange: Use C++-ism for zeroing. 2021-02-20 21:14:44 +01:00
Michael Lutz
5ca979b1e2 Fix: [OSX] Don't wait on the event loop for drawing. 2021-02-20 21:14:44 +01:00
Michael Lutz
f3c192c63d Codechange: [OSX] Only keep a total dirty rect for drawing.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20 21:14:44 +01:00
translators
61275df7da Update: Translations from eints
estonian: 62 changes by siimsoni
korean: 1 change by telk5093
russian: 2 changes by Ln-Wolf
finnish: 2 changes by hpiirai
2021-02-20 19:00:44 +00:00
frosch
d9b4413bc9
Codechange: rename sound ids to make more sense. (#8701) 2021-02-20 19:01:04 +01:00
SamuXarick
cb95b1d2e7 Codechange: Apply coding style 2021-02-20 17:59:04 +00:00
Patric Stout
058f13bdf9 Remove: [SDL] SDL 1.3 never happened, so remove all the special code for it 2021-02-20 17:08:44 +01:00
Patric Stout
0e76d965f1 Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place
hoping it is less likely to break.
2021-02-20 17:08:44 +01:00
Patric Stout
7996fadb91 Change: [Win32] Remove force_full_redraw and display_hz settings
These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
2021-02-20 17:08:44 +01:00
Patric Stout
23d6f4eac9 Codechange: [Win32] simplify when/where GdiFlush() is called 2021-02-20 17:08:44 +01:00
Patric Stout
ec1dd0bf61 Codechange: be consistent in what CheckPaletteAnim() does and when it is called
Additionally, make sure this is a class method. Later commits
will make use of this.
2021-02-20 17:08:44 +01:00
Patric Stout
790fa7102e Codechange: be consistent in naming the paint function Paint()
Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
2021-02-20 17:08:44 +01:00
Patric Stout
761efbb457 Codechange: use (Un)LockVideoBuffer() to manage video buffer 2021-02-20 17:08:44 +01:00
Patric Stout
661eb39ecc Codechange: move all input-handling of video-drivers into InputLoop 2021-02-20 17:08:44 +01:00
Patric Stout
38b4ae1c0e Codechange: [Win32] make fast-forward check the same as with other drivers
It was of all the drivers the only one doing this slightly different.
When trying to unify more code, that was rather annoying.
2021-02-20 17:08:44 +01:00
Joe Stringer
d21442941c Fix: [Cygwin] Fix missing uint definition
In file included from src/settingsgen/../string_func.h:30,
                 from src/settingsgen/settingsgen.cpp:11:
src/settingsgen/../core/bitmath_func.hpp:34:15: error: 'uint' does not name a type; did you mean 'uint8'?
   34 | static inline uint GB(const T x, const uint8 s, const uint8 n)
      |               ^~~~
      |               uint8
2021-02-20 14:54:57 +00:00
Patric Stout
08821f82b6 Fix: [Win32] run InteractiveRandom() once every tick, not once every message
Win32 was the only video driver doing this. It is just a bit too
much random.
2021-02-20 14:25:56 +01:00
Patric Stout
19fdbac287 Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT
WM_PAINT hits when-ever Windows feels like, but always after we
marked the screen as dirty. In result, it was lagging behind,
giving a sub-60fps experience.

With the new draw-tick there is no longer a need to be driven by
WM_PAINT, so it is better anyway to drive the drawing ourself. As
an added bonus this makes the win32 driver more like the others.
2021-02-20 14:25:56 +01:00
translators
5fc983a1bb Update: Translations from eints
german: 1 change by Wuzzy2
russian: 11 changes by Ln-Wolf
catalan: 2 changes by J0anJosep
spanish: 14 changes by perezdidac
2021-02-19 19:01:10 +00:00
Patric Stout
8bf8c0f251 Fix d437445c: also use std::chrono for the GRFFileScanner modal window
For some reason I only converted one of the two modal windows we
have, and completely forgot the other.

While at it, synchronize the way those two modal windows work
in terms of "next_update".
2021-02-19 19:56:40 +01:00
Patric Stout
932abe6d5c Fix fa170b9: [SDL2] forgot to use GetGameInterval where needed 2021-02-19 11:34:00 +01:00
Patric Stout
15a0ac2735 Fix cd4f0f95: [Allegro] driver failed to build because of missing include 2021-02-19 11:34:00 +01:00
Patric Stout
c4df0f95ae Fix: during switching of game-mode, drawing could show closed windows that shouldn't be closed yet
The higher your refresh-rate, the more likely this is. Mostly you
notice this when creating a new game or when abandoning a game.

This is a bit of a hack to keep the old behaviour, as before this
patch the game was already freezing your mouse while it was changing
game-mode, and it does this too after this patch. Just now it
freezes too a few frames earlier, to prevent not drawing windows
people still expect to see.
2021-02-19 10:43:15 +01:00
Patric Stout
fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
2021-02-19 10:43:15 +01:00
Patric Stout
eb9b1ad68d Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.

But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
2021-02-19 10:43:15 +01:00
Patric Stout
ae7a2b9f02 Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.

Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.

This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
2021-02-19 10:43:15 +01:00
Patric Stout
c81c6e5eb7 Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.

To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.

By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
2021-02-19 10:43:15 +01:00
Patric Stout
5bfa014505 Codechange: track _realtime_tick more accurate
_realtime_tick was reset every time the diff was calculated. This
means if it would trigger, say, every N.9 milliseconds, it would
after two iterations already drift a millisecond. This adds up
pretty quick.
2021-02-19 10:43:15 +01:00
Patric Stout
25f6851ca1 Codechange: switch all video drivers to std::chrono for keeping time
On all OSes we tested the std::chrono::steady_clock is of a high
enough resolution to do millisecond measurements, which is all we
need.

By accident, this fixes a Win32 driver bug, where we would never
hit our targets, as the resolution of the clock was too low to
do accurate millisecond measurements with (it was ~16ms resolution
instead).
2021-02-19 10:43:15 +01:00
Patric Stout
d437445c67 Codechange: use std::chrono to track time in modal windows
Adding to _realtime_ticks in a random place is a bit of a hack,
and by using modern C++, we can avoid this hack.
2021-02-19 10:43:15 +01:00
Tegas Aziz
1f6fb8c290
Add: Indonesia Rupiah as in-game currency (#8616)
The exchange rate is actually more like 19,000, but OpenTTD
doesn't handle such high exchange rates kindly.
2021-02-19 10:27:41 +01:00
Didac Perez Parera
96990b2ea7
Feature: Object class selection string filtering (#8603) 2021-02-19 10:26:54 +01:00
SamuXarick
7577dfa575 Codechange: Apply coding style 2021-02-19 00:14:30 +00:00
translators
259c04f41c Update: Translations from eints
russian: 1 change by Ln-Wolf
polish: 2 changes by yazalo
2021-02-18 19:01:52 +00:00
Tyler Trahan
fa88cb62e1
Fix cc39fa9: New orders are non-stop by default (#8689) 2021-02-18 18:42:28 +01:00
Jonathan G Rennison
15b99f2e7a
Fix: Whole status bar instead of money widget refreshed on money change (#8692)
This could result in the rest of the status bar being
redrawn unnecessarily frequently
2021-02-18 12:29:30 +01:00
Jonathan G Rennison
55ed7d16f7
Fix: Unnecessary status bar redraws when there is no news to show (#8691)
InvalidateWindowData with mode SBI_NEWS_DELETED was called on the
status bar when checking for a new item of news to be shown in the
ticker, even if there is no news queued and no change occurs.
2021-02-18 12:17:51 +01:00
Jonathan G Rennison
e059a88533
Fix: Autorenew failure advice due to bad refit being shown to all companies (#8681) 2021-02-18 10:50:33 +01:00
Tyler Trahan
d5e18feed9
Change: Darken graph grid lines for legibility (#8690) 2021-02-18 10:15:58 +01:00
Wuzzy
27b4d6390b
Change: "(Business/Chair)man" to "...person" (#8659) 2021-02-17 21:34:31 +01:00
Patric Stout
8e0d48a0f6
Fix: [SDL2] simplify what to redraw to prevent tearing (#8685)
When there are a lot of rects to redraw, of which one of the last
ones is almost the full screen, visual tearing happens over the
vertical axis. This is most visible when scrolling the map.

This can be prevented by using less rects. To simplify the situation,
and as solutions like OpenGL need this anyway, keep a single rect
that shows the biggest size that updates everything correctly.

Although this means it needs a bit more time redrawing where it
is strictly seen not needed, it also means less commands have
to be executed in the backend. In the end, this is a trade-off,
and from experiments it seems the approach of this commit gives
a better result.
2021-02-17 21:19:32 +01:00
Michael Lutz
8bd2349ab6 Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings. 2021-02-17 21:01:21 +01:00
Michael Lutz
00c66e7096 Codechange: Allow early-load settings that are not misc settings. 2021-02-17 21:01:21 +01:00
translators
8f5b8fd769 Update: Translations from eints
german: 2 changes by Wuzzy2
slovak: 5 changes by FuryPapaya
dutch: 4 changes by LouisDeconinck
spanish: 1 change by MontyMontana
2021-02-17 18:54:08 +00:00
Patric Stout
6de188d025
Fix 52317bb7: [SDL2] ensure we don't try to blit out of bounds (#8684)
During resizing, there can still be dirty-rects ready to blit based
on the old dimensions. X11 with shared memory enabled crashes if
you try to do this. So, instead, if we resize, reset the dirty-rects.

This is fine, as moments later we mark the whole (new) screen as
dirty anyway.
2021-02-17 14:06:12 +01:00
Patric Stout
7bdb2e79ed
Fix: framerate window showed a slightly higher rate than actually measured (#8682)
The first point was counted, but also initialized as "last". As
such, it didn't add to "total", but did add to "count", which made
the "count" 1 more than the total actually represents.
2021-02-16 20:37:58 +01:00
translators
c9bcc12265 Update: Translations from eints
korean: 2 changes by telk5093
indonesian: 11 changes by dimaspaf14
russian: 2 changes by Ln-Wolf
finnish: 3 changes by hpiirai
french: 4 changes by glx22
2021-02-16 19:01:08 +00:00
translators
db246b82ac Update: Translations from eints
korean: 2 changes by telk5093
german: 56 changes by Wuzzy2
finnish: 2 changes by hpiirai
catalan: 2 changes by J0anJosep
polish: 9 changes by yazalo
2021-02-15 19:01:52 +00:00
glx22
45e8b7a5bd Add: Allow translation of "(Directory)" and "(Parent directory)" 2021-02-15 00:08:37 +01:00
Tyler Trahan
ce06b03fac
Fix: Stopped ships shouldn't block depots (#8578) 2021-02-14 23:42:29 +01:00
dP
91cc414588 Feature: [GS] Allow non-question type windows to have no buttons 2021-02-14 23:21:43 +01:00
milek7
751f595bb6 Fix: VkMapping declarations violated C++ ODR rule. 2021-02-14 23:19:50 +01:00
frosch
5a1fa18509 Change: move the 'road drive side' selection to settings tree, and give it the same 'basic' visibilty as 'signal side'. 2021-02-14 23:14:07 +01:00
frosch
c71d0f5e7f Change: move townname generator selection to mapgen GUI. 2021-02-14 23:14:07 +01:00
frosch
f513a807db Codechange: move non-GUI code to non-GUI source files. 2021-02-14 23:14:07 +01:00
frosch
4ce941bbc2 Codechange: turn a constant variable into a real constant. 2021-02-14 23:14:07 +01:00
frosch
d17226910d Codechange: minor rearrangement of settings in random map and heightmap GUI. 2021-02-14 23:14:07 +01:00
frosch
81e47277e7 Change: move the 'tree placer algorithm' selection to the settings tree window, and give it the same 'basic' visibility as 'in-game tree placement'. 2021-02-14 23:14:07 +01:00
translators
6b04b7cf18 Update: Translations from eints
slovak: 13 changes by FuryPapaya
catalan: 7 changes by J0anJosep
french: 1 change by arikover
2021-02-14 19:01:09 +00:00
Michael Lutz
8d780e0607 Add: [OSX] Automatic zoom level suggestion for Cocoa video driver. 2021-02-14 14:16:40 +01:00
Michael Lutz
f175e38666 Add: [Win32] Automatic zoom level suggestion for Win32 video driver.
The zoom level suggestion is based on the DPI scaling set in Windows.
We use 150% scaling as the threshold for 2X zoom and 300% scaling
as the threshold for 4X zoom.
2021-02-14 14:16:40 +01:00
Michael Lutz
f137b3057a Codechange: [Win32] Increase SDK version for 32-bit target.
Use the same Windows XP target as for 64-bit. Current MSVC version will
not produce a binary that works on anything earlier anyway.
2021-02-14 14:16:40 +01:00
Michael Lutz
33099355b8 Codechange: Re-init GUI zoom only when really changed. 2021-02-14 14:16:40 +01:00
Michael Lutz
22f5aeab07 Feature: Automatic UI and font zoom levels when supported by the OS. 2021-02-14 14:16:40 +01:00
Michael Lutz
a2c3197f42 Codechange: Make the settings for min/max zoom early load settings. 2021-02-14 14:16:40 +01:00
Michael Lutz
f5555a6d26 Fix 9c872192: [OSX] Clear mouse button emulation flag. 2021-02-14 12:58:45 +01:00
Michael Lutz
e5c3253642 Add: [OSX] Setting to disable HiDPI graphics rendering. 2021-02-14 11:50:18 +01:00
Michael Lutz
0fc763bc55 Change: [OSX] Render screen in full native resolution on HiDPI displays. 2021-02-14 11:50:18 +01:00
Michael Lutz
8906e9e0fd Codechange: Consistently use screen size and not driver resolution for determining window sizes. 2021-02-14 11:50:18 +01:00
Michael Lutz
b66e977acd Change: [OSX] When auto-detecting a font, try for sans-serif first.
On a display, especially with small fonts or low pixel sizes, sans-serif
fonts are usually easier to read than serif fonts.
2021-02-14 11:48:58 +01:00
Michael Lutz
6755ff63e1 Add: [OSX] Native font rendering without using FreeType. 2021-02-14 11:48:58 +01:00
Michael Lutz
21a2cd7bc3 Codechange: Replace magic numbers by constants. 2021-02-14 11:48:58 +01:00
Charles Pigott
8121706b89 Fix #8620: Scale spacing between date & news in history window according to font scaling 2021-02-13 22:15:25 +00:00
Charles Pigott
2b08f21625 Fix #8625: Wrong ending year was displayed in highscore table 2021-02-13 22:15:16 +00:00
Charles Pigott
f1fc083f2b Change: Make order window hotkeys toggle for load & unload variants 2021-02-13 22:14:58 +00:00
Michael Lutz
acca56b6a5 Cleanup: [OSX] Improve some comments. 2021-02-13 22:21:17 +01:00
Michael Lutz
c78e559e88 Codechange: [OSX] Remove unused 'app active' flag. 2021-02-13 22:21:17 +01:00
Michael Lutz
9c8721922b Fix: [OSX] An emulated right mouse down event has to be followed by right mouse up. 2021-02-13 22:21:17 +01:00
Michael Lutz
649ff5f9f9 Codechange: [OSX] Use relative mouse handling during scrolling. 2021-02-13 22:21:17 +01:00
Michael Lutz
43326d11d8 Change: [OSX] Use a layer-backed view to speed up drawing. 2021-02-13 22:21:17 +01:00
Michael Lutz
2a8c3a2cf6 Codechange: [OSX] Align backing buffer pitch for a tiny bit performance. 2021-02-13 22:21:17 +01:00
Michael Lutz
94b76ce9a4 Cleanup: [OSX] Move event loop into video driver file. 2021-02-13 22:21:17 +01:00
Michael Lutz
23389e9491 Remove: [OSX] Startup splash screen.
It wasn't displayed anyway as it was never copied to the bundle.
2021-02-13 22:21:17 +01:00
Michael Lutz
063b90b97d Codechange: [OSX] Move key event handling to our view. 2021-02-13 22:21:17 +01:00
Michael Lutz
f4bd54fedd Codechange: [OSX] Move mouse event handling to our NSView. 2021-02-13 22:21:17 +01:00
Michael Lutz
bd42fc94cc Codechange: [OSX] Move some things from video driver to our NSView. 2021-02-13 22:21:17 +01:00
Michael Lutz
965ce12947 Codechange: [OSX] Use newer mouse tracking API. 2021-02-13 22:21:17 +01:00
Michael Lutz
42af13c141 Codechange: [OSX] Split drawing into its own subview.
This allows the drawing backend code to be independent
of any event or command handling.
2021-02-13 22:21:17 +01:00
Michael Lutz
60f30036f1 Codechange: [OSX] Drain autoreleased objects in each game loop cycle. 2021-02-13 22:21:17 +01:00
Michael Lutz
8aaf4ea098 Codechange: [OSX] Split Window and back buffer creation in Cocoa video driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
0eff7de659 Cleanup: [OSX] Doxygen comment style in video driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
8ced72ab10 Codechange: [OSX] Inline some functions that are used in only one place. 2021-02-13 22:21:17 +01:00
Michael Lutz
13134f9d64 Codechange: [OSX] Replace #define with modern code. 2021-02-13 22:21:17 +01:00
Michael Lutz
88f6c7a9f3 Codechange: [OSX] Fold remaining Cocoa video subdriver into the main driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
e6bea3961f Change: [OSX] Replace screen resolution list with suggested window sizes.
We never change the real screen resolution on OSX. As such, offering a list
of resolutions is pointless. Instead of that, offer the user a list of
commonly used window sizes up to the current screen size.
2021-02-13 22:21:17 +01:00
Michael Lutz
4db7837d06 Codechange: [OSX] There is only one subdriver left, remove virtual dispatch. 2021-02-13 22:21:17 +01:00
Michael Lutz
63ed3f3575 Codechange: Move Fontconfig-specific code to a seperate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
f2294851e6 Codechange: [OSX] Move OSX-specific font code to a separate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
c6af8f16f6 Codechange: [Win32] Move Win32-specific font code to a seperate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
5ad1640984 Codechange: Make OS font handle of the FontCache read-only. 2021-02-13 20:09:14 +01:00
Michael Lutz
2b0200d429 Codechange: OS-specific data for font search is not used outside of searching. 2021-02-13 20:09:14 +01:00
Michael Lutz
84636fc2af Codechange: Remove all remaining uses of cpp_offset. 2021-02-13 20:08:53 +01:00
Michael Lutz
7845434270 Codechange: Don't use cpp_offsetof in the save/load code.
Many of the member variables that are used in save/load are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.

Unfortunately, the trickery employed for saving linkgraph settings causes quite some
clutter in the settings ini files.
2021-02-13 20:08:53 +01:00
Michael Lutz
9c9292949f Codechange: Don't use cpp_offsetof in the TTO/TTD savegame loader.
Many of the member variables that are used in the oldloader are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.
2021-02-13 20:08:53 +01:00
translators
0f621b4956 Update: Translations from eints
portuguese (brazilian): 36 changes by AKANexus
2021-02-13 18:59:59 +00:00