Visual Studio Project Overhaul + Cleanup (#80)

* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
This commit is contained in:
Brent
2023-10-22 02:08:59 -05:00
committed by GitHub
parent 8b0eb798cd
commit f12a3c1c61
138 changed files with 9846 additions and 9382 deletions

View File

@@ -28,12 +28,8 @@
#include <unistd.h>
#include <sys/stat.h>
#define XPL_ACCESS access
#define XPL_MKDIR(path, mode) mkdir(path, mode)
#endif
#include "compat/GL.hpp"
// include zlib stuff
#include "zlib.h"
@@ -48,7 +44,7 @@ DIR* opendir(const char* name)
return NULL;
char buf[1024];
if (len >= 1024 - 5)
if (len >= sizeof(buf) - 5)
return NULL;
strcpy(buf, name);
@@ -64,6 +60,10 @@ DIR* opendir(const char* name)
memset(pDir, 0, sizeof * pDir);
// Stupid Unicode bullshit
//LPTSTR msBuff;
//mbstowcs(&msBuff, buf, sizeof(buf));
pDir->current = FindFirstFile(buf, &pDir->findData);
if (pDir->current == INVALID_HANDLE_VALUE)
{
@@ -91,7 +91,13 @@ dirent* readdir(DIR* dir)
return NULL;
}
strcpy(de.d_name, dir->findData.cFileName);
LPTSTR fileName = dir->findData.cFileName;
// Stupid Unicode bullshit
//char* fileName;
//wcstombs(fileName, fileNameMs, 255);
strcpy(de.d_name, fileName);
de.d_type = (dir->findData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? DT_DIR : DT_REG;
return &de;
@@ -313,33 +319,6 @@ void sleepMs(int ms)
#endif
void drawArrayVT(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglEnableClientState(GL_VERTEX_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawArrayVTC(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglDisableClientState(GL_COLOR_ARRAY);
}
float Max(float a, float b)
{
if (a < b)