revert -O2 when non matching,fix EU compile,disable cursor in fullscreen
- O2 caused problems with audio on US builds when targeting generic systems - compiling an EU version previously caused problems due to race condition in the Makefile - not being able to see the cursor on a small window is annoying, only hide on fullscreen
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11
Makefile
11
Makefile
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@ -254,7 +254,7 @@ endif
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endif
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# Use a default opt flag for gcc
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ifeq ($(NON_MATCHING),1)
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ifeq ($(COMPILER),gcc)
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OPT_FLAGS := -O2
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endif
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@ -644,17 +644,22 @@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h t
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$(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/
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$(TEXTCONV) charmap.txt $@ $@
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O_FILES += $(wildcard $(BUILD_DIR)/bin/$(VERSION)/*.o)
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ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_ASM_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION)
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# Make sure build directory exists before compiling anything
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DUMMY != mkdir -p $(ALL_DIRS)
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$(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h
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ifeq ($(VERSION),eu)
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$(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
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$(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
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$(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
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O_FILES += $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
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else
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$(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h
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$(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h
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$(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h
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endif
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################################################################
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# TEXTURE GENERATION #
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@ -80,7 +80,6 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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static void gfx_sdl_init(void) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_ShowCursor(SDL_DISABLE); // Removes the cursor from view when upon the game's window.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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@ -105,6 +104,7 @@ static void gfx_sdl_init(void) {
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if (configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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SDL_GL_CreateContext(wnd);
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@ -159,10 +159,12 @@ static void gfx_sdl_onkeydown(int scancode) {
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if (!configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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}
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configFullscreen = !configFullscreen;
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@ -170,6 +172,7 @@ static void gfx_sdl_onkeydown(int scancode) {
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else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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configFullscreen = false;
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}
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}
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