Implement a Quartz 2D (aka Core Graphics) output renderer for the Wx
interface as a subclass of BasicDrawingPanel called
Quartz2DDrawingPanel.
Split BasicDrawingPanel's DrawArea() into DrawArea() and DrawImage(),
with DrawImage() receiving both the wxPaintDC and the wxImage, the
wxImage is created with a direct pointer to the frame buffer when
possible (24bpp).
Implement Quartz2DDrawingPanel in macsupport.mm based on the code here:
http://www.cocoabuilder.com/archive/cocoa/309165-how-to-quickly-paint-to-cocoa-view-from-bitmap-in-memory.html
and here:
http://stackoverflow.com/questions/2261177/cgimage-from-byte-array
the GetData() method of wxImage is used to avoid copying the frame
buffer.
Add RND_QUARTZ2D to the renderers enum and update all config stuff and
the XRC to support it. As well as the DrawingPanel instantiation code in
GameArea::OnIdle().
I'm not sure if this was changed in cmake recently, but "SYSCONFDIR" is incorrect. It should be SYSCONF_INSTALL_DIR.
As well CMAKE_INSTALL_PREFIX refers to /usr or /usr/local in linux, so installing it into ${CMAKE_INSTALL_PREFIX}/${SYSCONFDIR} would be incorrect. I've wrapped it in the existing IF( WIN32 ) to preserve the installation for windows, a window dev should fix that if it's incorrect.
Add ENABLE_LTO cmake option that defaults to ON except on GCC building
for AMD64 on Win32.
Also set the cmake variables AMD64 or X86_32 when one of these
architectures is detected.
Add support for Link Time Optimization (LTO) on gcc and Clang.
Link libssp only when it is on the system, some toolchains like Ubuntu's
do not require explicitly linking to libssp. On Win32 try to link it
statically.
In debug builds with GCC, use -ggdb3 -Og, otherwise use -g .
Two new cmake modules were written for this:
* FindSSP.cmake -- this is for finding libssp on the system.
* UseGCCBinUtilsWrappers.cmake -- this is for using gcc binutils
wrappers such as gcc-ar, which is required for gcc LTO to work.
These will be distributed separately as well.
* Bump minimum cmake required to 3.3.2, to make sure generator
expressions work.
* Force CMAKE_BUILD_TYPE to "Release" if unset, not sure if this
actually works.
* Merge the older compile flags block with the new one and use generator
expressions to make sure the relevant flags apply only to C, C++ or
nasm.
* Add -lssp to the end of the link commands for the -fstack-protector*
options, this is only needed/done for gcc.
* Add -lversion and -limm32 to SDL2_LIBRARY (Zach asked for this.)
* Builds on msys2 again!
Remove some redundant nasm-related code and an outdated comment.
Objective-C++ code is now separated into an .mm file and nothing is done
to change the compiler invocation for it.
I maintain it here:
https://github.com/rkitover/bin2c
In terms of functionality, this version is pretty much the same as the
original, just nicer argument handling, a usage screen, etc.
Make ASM_CORE, ASM_SCALERS and ENABLE_MMX the defaults for 32bit builds
on intel hosts (the host can be AMD64, as long as the target is 32bits.)
Move mac nasm search into the mac section of the cmake code and stop
defaulting to /usr/bin/nasm, this was screwing up the build on msys2.
Fix src/filters/2xSaImmx.asm to compile and link correctly.
Add nasm to list of mingw deps for ./installdeps-msys2 .
Tested that msys2-built Wx binary runs, including with 2xSaI.
Keyboard doesn't work yet on msys2 builds, but that's a completely
different issue.
* Enable ffmpeg by default only on linux and msys2, it will be disabled
for normal windows builds and on mac.
* Set SFML_STATIC_LIBRARIES only for normal non-msys2 windows builds,
because msys2 does not currently have static versions of the SFML
sub-libraries, e.g. system, network, etc.. Dynamic linking works fine
for now.
* Fix quoting for -DLOCALEDIR, on windows spaces were causing errors in
make on msys2.
* Update to upstream FindSFML.cmake .
* Add an ./installdeps-msys2 script to install all necessary tools and
libraries on msys2 for building both 64 and 32 bit windows Wx binaries.
* Add the dependencies/mingw-xaudio/include directory to
INCLUDE_DIRECTORIES so that XAudio compiles on msys2, as mingw-w64 does
not currently have XAudio headers. Also check that the user pulled the
git submodule in the process (the ./installdeps-msys2 script does this
for you.)
TODO:
* Generalize ./installdeps to work on more platforms.
* Make console Wx app in debug mode so that debug prints will work.
* Fix game keyboard input for msys2 builds.
* Add HiDPI support for Windows.
* Fix the -D*DIR defines to have the correct paths on windows.
Replace bin2c.cmake script with one written in C and compiled as an
intermediate target.
The C version is roughly 12000 times faster.
On msys2, the cmake version takes 7.5 minutes on this system, while the
C version takes 0.037 seconds.
Add GetRealPixelClientSize() method to HiDPIAware and implement using
wx GetClientSize() in panel.cpp for the generic version, and using
convertSizeToBacking: in macsupport.mm .
Add an AdjustViewport() method to GLDrawingPanel that sets glViewport()
using GetRealPixelClientSize(), and call it for the SIZE event. Debug
print the viewport size here instead of in DrawingPanelInit().
Build improvements:
* default to Cairo off for all platforms, currently libcairo2-dev does
not install on Ubuntu
* default to ON for ENABLE_LINK and ENABLE_FFMPEG (for game recording),
this will allow for more fully-featured default builds
* do not set SFML_STATIC_LIBRARIES on Mac because this is currently
broken
* fix the Mac bundling/linking script to deal with links in dependent
libs that already use @rpath (very minor change.)
Pass the keyboard modifiers to process_key_press so that it only
registers a game key if the modifiers match. That is, if e.g. ENTER is a
game key, then ALT+ENTER gets passed to other Wx controls and does not
register as a game key.
Move Objective-C++ Mac code for Wx into macsupport.mm with stub methods
in panel.cpp, and stop compiling all C++ as Objective-C++.
cmake -G Xcode # now works fine
Make a custom cstdint.h header file that includes <tr1/cstdint> if
<cstdint> is not available, because the clang 3.x used on Lion does not
have it. Change all references to <cstdint> to use it instead.
Add missing OpenGL header for older OS X in sdl/SDL.cpp .
When calling HiDPI methods, use respondsToSelector: to check if the
methods are available first.
Fix the bundling/linking script to support multiple copies of the same
dylib with different versions. Necessary to include both the Lion system
libpng and the brew libpng. Including the system libpng is necessary
because it is removed in later versions of OS X.
After creating the drawing panel, call SetFocus() on it and use
Connect() to bind keyboard events from it. Add the wxWANTS_CHARS flag to
all DrawingArea subclasses so that wxEVT_CHAR_HOOK can be used instead
of wxEVT_KEY_DOWN, because it is more general and catches more keys.
Change the process_key_press function to return a bool indicating
whether a game control is currently pressed or not, this is used in the
key events to determine whether the event should be propagated or not.
If in a game key, do not propagate the event, otherwise it hits one of
the other controls and generates a beep sound.
The menu open/closed/highlighted events had to be turned off for Mac,
because the menubar is catching all keyboard events for some reason even
before they reach the drawing panel event handler. So on Mac the game
will not be paused when the menu is being used, this is not really a big
deal and can be fixed later.
Other improvements:
* do not bundle and link dylibs when CMAKE_BUILD_TYPE is not "Release",
this makes for quicker debug builds
* finally make a generic PaintEv for the DrawingPanel abstract base
class using dynamic_cast<> and Bind(), unfortunately this is not wx
2.8 compatible
* set the default audio_buffers to 10 instead of 5, this completely or
almost completely fixes sound stuttering during normal game play on
Mac with OpenAL
* spew path info on startup only once
The resulting Mac wX .app build is now completely independent and
redistributable, only needs to be codesigned.
Necessary dylibs are bundled and linked in a POST_BUILD step using
third_party_libs_tool (included) for which I created a separate repo
here as well:
http://github.com/rkitover/mac-third-party-libs-tool
Turn off Cairo on Mac because it does not work for now.
Set RPATH on the executable to @loader_path/../Frameworks, the bundling
tool also does this.
Update .gitignore for Finder .DS_Store files.
TOOD:
* write a ./quickbuild for Mac and other platforms such as msys2 and
linux
Move closer to allowing an "out of the box" distributable build for Mac:
* fix the icon for the .app
* link SDL2 statically, a PR has been sent to the original repo here:
https://github.com/tcbrindle/sdl2-cmake-scripts/pull/9
* link SFML statically
TODO:
For a releasable build on OS X, system libs must be linked
dynamically while third party libs are linked statically or bundled. The
goal is to link them statically.
The two remaining libs that need static linking are PNG and wX.
For PNG a similar approach to the one used for SDL2 using pkg-config
should work fine and be simple to implement.
For wX things are more complicated. The default build of wX does not
include static libs, I will need to submit a PR for Homebrew to change
the default build to include both dynamic and static versions.