Age | Commit message (Collapse) | Author |
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
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Better handling of joypad device IDs.
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Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
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Replace misuse of list iteration
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Windows: Close audiodriver sooner on exit
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modified files)
-.pck and .zip exporting redone, seems to be working..
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In #7839 I see the same error that was fixed in #7833 occuring on the
Windows platform. This moves the audio driver closing to the same place
in OS_Windows::finalize() as it is in OS_X11::finalize()
This fixes #7839
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TCP/UDP listen bind to address and bugfixes
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Fix relative cursor data in CAPTURED mouse mode on Windows.
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Close out audio drivers when exiting on Windows.
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Removed DX9 Rasterizer in windows
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Windows.
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Prevents a crash when closing the project manager.
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This doesn't seem to be needed anymore and the code to free the unused
rasterizer was throwing a memory violation since it was getting set to a
value somehow.
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mode (#7162)
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We were reserving 12 bytes from the buffer for ip, port, and length, but since
IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)
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We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.
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The ring buffer for receiving packets was not resized in constructor
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TCP status polling is always performed as non blocking.
Trying to put a packet on a connecting socket will fail immediately.
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- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
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Fix gibberish output for windows/mingw.
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
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%ls should be used instead of %s or %S to speficy narrow/wide charstring
in wprintf fwprintf
Fixes #6252
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Bug introduced when implementing TCP disconnection detection.
(too much yank-paste).
Fixes #7545
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TCP connect always opens the correct socket type
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Bug introduced in dcb95ec1473eff3f455909cd81c3cd50b1e1159b.
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added a check to detect this case in the future
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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TCP client connections does not need to rely on ipv6 dual stack sockets
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Detect bits when building with MinGW
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Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^
I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad
mappings.
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Some parts were forgotten in 547a577.
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