Bart Trzynadlowski
21f813ad3e
Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi.
2017-08-16 00:58:39 +00:00
Ian Curtis
0efd4dac39
Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
2017-08-15 23:21:57 +00:00
Ian Curtis
b1cc9a615d
With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.
2017-08-15 20:50:36 +00:00
Ian Curtis
2422caadc6
Pad struct and align on 4 byte boundary.
2017-08-15 20:45:08 +00:00
Ian Curtis
eac76f0908
simplify
2017-08-14 23:30:34 +00:00
Ian Curtis
81188bee07
fixed shading doesn't effect the alpha channel
2017-08-14 16:10:26 +00:00
Ian Curtis
c12e4c3215
Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader.
2017-08-14 09:14:06 +00:00
Ian Curtis
8f622714a7
Fix attribute locations. glBindAttribLocation must be called linking
2017-08-11 11:59:41 +00:00
Bart Trzynadlowski
a315627401
Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
2017-08-11 00:41:10 +00:00
Ian Curtis
7dc1eac614
make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
2017-08-10 15:59:16 +00:00
Ian Curtis
d7403afda6
use generic vertex attributes
2017-08-10 15:43:03 +00:00
Ian Curtis
57d0a513fd
Technically matrix casts are only allowed in glsl 1.2 and later
2017-08-09 23:25:01 +00:00
Ian Curtis
063b7d3ea4
Remove debug code
2017-08-09 21:40:48 +00:00
Ian Curtis
5709ee2659
Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware.
2017-08-09 16:56:56 +00:00
Ian Curtis
1d338877fc
cosmetic
2017-08-03 11:05:04 +00:00
Ian Curtis
3fc28159eb
Add the unclamped light model we know exists to the shaders.
2017-08-03 10:41:18 +00:00
Ian Curtis
b1bd877b82
Ski champ for some reason is passing denormalised numbers for the modelscale. This is causing a NaN in our shader killing the lighting for these models, so we simply skip these, since they are essentially zero anyway. Thanks to Harry for finding this bug :)
2017-08-01 23:48:53 +00:00
Ian Curtis
9aa3f13777
We were force normalising the result of matrix * normal, which looked correct in most cases. But this didn't preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On it's own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3's lighting model.
2017-07-29 16:30:30 +00:00
Ian Curtis
a9b49c1676
Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.
2017-07-22 17:15:14 +00:00
Ian Curtis
2335f3173b
Use c++11 raw string literals
2017-07-08 10:55:14 +00:00
Ian Curtis
3efb055344
Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading.
2017-06-29 19:05:30 +00:00
Ian Curtis
9e9a549283
remove WIP code
2017-06-25 20:09:45 +00:00
Ian Curtis
ec3872d108
convert sun angle coordinate system outside of the shader
2017-06-25 19:50:02 +00:00
Ian Curtis
97781108e8
A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find.
2017-06-21 17:04:53 +00:00
Ian Curtis
1532168af7
fix double offset
2017-06-20 21:44:58 +00:00
Ian Curtis
b00315b072
Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings.
2017-06-20 20:13:42 +00:00
Ian Curtis
bb3c538808
remove debug code
2017-06-20 19:46:06 +00:00
Ian Curtis
260daa1b91
Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade.
2017-06-17 16:05:54 +00:00
Ian Curtis
73a7d2760d
cosmetic
2017-06-07 23:16:22 +00:00
Ian Curtis
1193069709
Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout.
2017-06-07 23:14:01 +00:00
Ian Curtis
45741b24d2
rewrite scroll fog logic
2017-05-06 16:47:31 +00:00
Ian Curtis
80004b0dad
Remove debug code
2017-04-25 00:31:39 +00:00
Ian Curtis
7694e4eb0c
minor culling node optimisations
2017-04-25 00:10:55 +00:00
Ian Curtis
ff936c588b
don't need cast, conversion is implicit
2017-04-20 19:46:40 +00:00
Ian Curtis
912bb0e7cf
better state handling
2017-04-20 19:43:41 +00:00
Ian Curtis
9b226ed478
parse out some culling node values
2017-04-17 10:40:07 +00:00
Ian Curtis
3c78571615
There are 2 bits in the polyheader labelled discard. When both are set ie in sega rally, the polygons are totally discarded. Scud seems to set bit 1 which seems halve the opacity.
2017-04-15 19:00:46 +00:00
Ian Curtis
21836c088c
The real3d has a flag that allows the hw to skip polygons so that they aren't rendered. Sega rally2 uses this for the dust effects. Triangles or quads that have this flag are junk, and look like random corruption if you try to draw them. We assumed polys that shared vertices with these bad polygons were also bad. It turns out the last few shared vertices in these polys were in fact valid, and thus the entire quad/triangle strip should be drawn and not discarded.
2017-04-14 23:41:11 +00:00
Ian Curtis
fc50bdee98
light parameters must be clamped (HarryTuttle)
2017-04-14 00:08:17 +00:00
Ian Curtis
391aafd4c1
Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue.
2017-04-12 15:47:57 +00:00
Bart Trzynadlowski
4a70d5ec9a
Updated Util::Config::Node unit tests with multiple leaf node test
2017-04-12 02:41:02 +00:00
Ian Curtis
e462fbeda0
remove unused variable
2017-04-11 11:11:45 +00:00
Bart Trzynadlowski
76817790d4
Extended -gfx-state to produce culling node analysis
2017-04-11 07:03:47 +00:00
Bart Trzynadlowski
9dd2b24729
Fixed behavior of Util::Config::Node when adding nested nodes (only leaf level can be duplicated; e.g., foo/bar and foo/bar will create one foo with two bar children, rather than two foo each with one bar).
2017-04-11 07:03:10 +00:00
Bart Trzynadlowski
901b8c3fa4
Spindizzi's SCSP DSP fix for the VF3TB cave stage
2017-04-09 15:27:43 +00:00
Bart Trzynadlowski
9989eae8aa
Hooked up the command line help options (thanks, Spindizzi!) and updated copyright info
2017-04-09 15:08:02 +00:00
Ian Curtis
06cb5708e3
add missing include
2017-04-08 21:01:11 +00:00
Bart Trzynadlowski
a649a0d36b
Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load.
2017-04-08 18:30:29 +00:00
Bart Trzynadlowski
86ffda66d8
Updated help text to include -game-xml-file option
2017-04-08 18:28:49 +00:00
Ian Curtis
788a480ff3
add missing include
2017-04-07 15:47:36 +00:00
Bart Trzynadlowski
006260be47
Harry Tuttle's fixes to fishing controls: invert fishing rod y and fishing stick y axis values so setting a negative axis is not necessary. Also changed reel to an analog input (similar to a pedal), whose neutral position is 0.
2017-04-07 04:42:04 +00:00
Bart Trzynadlowski
4ca7d5ef0e
Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though)
2017-04-07 04:30:27 +00:00
Bart Trzynadlowski
205282a758
Removed unused file: Game.cpp
2017-04-06 03:23:32 +00:00
Ian Curtis
101e43213e
cosmetic
2017-04-05 19:32:01 +00:00
Ian Curtis
edfb521a9b
Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours.
2017-04-05 17:57:38 +00:00
Bart Trzynadlowski
cc32e0bf8e
Removed last vestiges of CINIFile from input system and removed Games.cpp, INIFile.cpp, and ROMLoad.cpp
2017-04-05 16:19:08 +00:00
Bart Trzynadlowski
df283d9aa3
Using Game::INPUT_* instead of obsolete GAME_INPUT_*
2017-04-05 16:17:57 +00:00
Bart Trzynadlowski
c013eab711
Changes by Harry Tuttle: game list more accurately reflects MAME's, added a root level XML "games" node, print ROM version along with title
2017-04-05 05:35:45 +00:00
Bart Trzynadlowski
f6707ecfba
Fixed graphics state analyzer
2017-04-04 23:28:06 +00:00
Bart Trzynadlowski
c4bf565a1a
Added cstring
2017-04-04 23:27:39 +00:00
Ian Curtis
4ebcf5865a
more whitespace ..
2017-04-03 12:02:49 +00:00
Ian Curtis
a141635be6
white space ..
2017-04-03 12:01:37 +00:00
Ian Curtis
c617a453fa
Cache dereferenced values. Cuts loading time from 15 to 5 seconds in debug mode :)
2017-04-03 12:00:25 +00:00
Bart Trzynadlowski
5aafbbf936
Included cstring for memcpy
2017-04-03 05:34:23 +00:00
Bart Trzynadlowski
2aa9dc7967
Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer.
2017-04-03 01:03:38 +00:00
Ian Curtis
f0e00c5dc7
Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
2017-04-02 21:03:59 +00:00
Bart Trzynadlowski
07660be0df
Fixed missing file detection (set_difference requires inputs sorted by desired key) and improved error reporting
2017-04-01 05:08:50 +00:00
Bart Trzynadlowski
68ebf35aac
Removed TODO comment
2017-03-31 05:23:34 +00:00
Bart Trzynadlowski
b0957e6459
Smarter game selection when a zip file contains multiple games (prefer child when parent is also present in zip)
2017-03-31 05:23:04 +00:00
Bart Trzynadlowski
e40d268214
Warn about parent ROM sets having parent defined (not allowed)
2017-03-31 04:44:45 +00:00
Bart Trzynadlowski
47ce132292
Print missing files from games
2017-03-31 04:27:09 +00:00
Bart Trzynadlowski
fd0f7ec6d1
Support loading of parent ROM sets (e.g., scudp will load scud)
2017-03-30 06:17:34 +00:00
Ian Curtis
cd1a551e4b
compile fixes
2017-03-28 22:28:46 +00:00
Ian Curtis
1a766843b5
MSYS2 compile fix (HarryTuttle)
2017-03-28 21:02:14 +00:00
Ian Curtis
69eac95846
Replace glsl 3 function. Apparently this doesn't work on OS X.
2017-03-28 20:24:44 +00:00
Ian Curtis
70259eec34
fix compile warnings
2017-03-28 19:33:16 +00:00
Bart Trzynadlowski
318f4cf6dc
Sort games found in zip file by descending order of matching files so that game with the *most* matching files is picked
2017-03-28 04:03:38 +00:00
Ian Curtis
ddbf08ac73
don't ask
2017-03-27 22:06:23 +00:00
Ian Curtis
f320af2049
fix project files
2017-03-27 22:01:31 +00:00
Ian Curtis
3fefff36c2
fix multiple default constructors
2017-03-27 18:15:15 +00:00
Ian Curtis
5c15dac16f
add missing include
2017-03-27 14:14:36 +00:00
Bart Trzynadlowski
f34e25dfc7
Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/
2017-03-27 03:19:15 +00:00
Bart Trzynadlowski
26a4417a5f
Cosmetic: renamed step to stepping
2017-03-27 03:13:34 +00:00
Bart Trzynadlowski
10befe4938
No need to enclose values in quotes when writing INI file. Print that file was saved to console and log.
2017-03-27 03:10:36 +00:00
Bart Trzynadlowski
35d9842dd8
Added a TODO list
2017-03-27 03:09:24 +00:00
Bart Trzynadlowski
c4a63821c3
Encapsulated zip file handling and added a "parent" member to the Game struct
2017-03-27 02:02:22 +00:00
Bart Trzynadlowski
ba3a0b5e2a
Checking in GameLoader.cpp, GameLoader.h, and ROMSet.h (not currently used in build) because I need to make a substantial modification in my local tree
2017-03-26 16:38:55 +00:00
Ian Curtis
ff624afb4d
The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
2017-03-25 00:06:24 +00:00
Ian Curtis
06c1cdcf94
Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.
2017-03-24 20:54:12 +00:00
Ian Curtis
98d56ff011
cosmetic
2017-03-24 17:43:07 +00:00
Ian Curtis
82ac030dff
calculate the correct number of mipmap textures
2017-03-24 16:51:52 +00:00
Ian Curtis
17f878421b
Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)
2017-03-24 13:38:20 +00:00
Ian Curtis
17f7c2d9f6
use 32bit types
2017-03-23 17:18:33 +00:00
Bart Trzynadlowski
61159c07f8
Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem.
2017-03-23 04:22:25 +00:00
Ian Curtis
9fb6acc92d
fix scissor code for native resolution (thanks HarryTuttle)
2017-03-22 20:38:44 +00:00
Ian Curtis
519cce34f5
remove debug code
2017-03-19 09:54:51 +00:00
Ian Curtis
9780f333b4
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
2017-03-19 01:33:45 +00:00
Ian Curtis
b19ceb0b6a
Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.
2017-03-13 00:59:35 +00:00
Ian Curtis
dcd018ab7e
Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)
2017-03-12 19:00:00 +00:00
Ian Curtis
732e3ef51f
More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)
2017-03-11 12:55:47 +00:00
Ian Curtis
6636776f03
Fix microtexture texture coordinates (thanks HarryTuttle)
2017-03-11 01:18:43 +00:00
Ian Curtis
503c88df11
fix the bad projection matrix in dirt devils and lost world
2017-03-07 01:29:07 +00:00
Ian Curtis
f173c3c3ce
The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header.
2017-02-21 23:35:40 +00:00
Ian Curtis
5b9741bd5d
Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley.
2017-02-20 17:22:32 +00:00
Ian Curtis
2ae2010ee4
Add high priority poly function. Used by harley.
2017-02-18 23:58:08 +00:00
Ian Curtis
4a116190b5
When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils.
2017-02-16 17:20:42 +00:00
Ian Curtis
7407d03036
Put a check in there, in case near values come out really close to zero. Fixes a slight corner case in lemans24. A check probably should have been there originally :)
2017-02-08 16:14:50 +00:00
Ian Curtis
24cbeed526
Dynamically calculate near/far frustum planes for each viewport priority layer by clipping the overlapping meshes with the 4 frustum planes. A bit brute forcy, but the results are great.
2017-02-07 14:05:03 +00:00
Ian Curtis
144125a62e
mark the nodes without valid distances set
2017-02-05 15:36:05 +00:00
Ian Curtis
c82dc55485
cosmetics
2016-12-22 22:11:19 +00:00
Ian Curtis
72dd0dbf98
only need to cull against 4 clipping planes
2016-12-22 22:09:13 +00:00
Ian Curtis
20a9514aa2
For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode
2016-12-15 19:27:08 +00:00
Ian Curtis
ca7046729e
properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona
2016-12-15 12:10:52 +00:00
Ian Curtis
f355e2d062
fix microtexture colours
2016-12-15 00:45:32 +00:00
Ian Curtis
89e75a9803
Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging.
2016-12-14 19:57:05 +00:00
Ian Curtis
707e945db9
delete unused files
2016-12-09 14:15:11 +00:00
Ian Curtis
2c23268d88
Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess.
2016-12-09 14:13:46 +00:00
Ian Curtis
da8b63b44b
The model3 shares vertices between polygons. But it also seems to do this for polygons with different textures. This means the texture coordinate for potentially different sizes textures is shared. Currently this was broken leading to some corrupted looking textures. The fix is to simply cache the old texture coordinates, and recalculate the normalised coordinates in the new texture coordinate space.
2016-12-06 14:39:46 +00:00
Ian Curtis
10a5d2c0e1
refactor
2016-12-06 12:25:34 +00:00
Ian Curtis
eece2d75b4
tweak scroll fog logic
2016-12-04 22:37:49 +00:00
Ian Curtis
adbebb0204
clean up
2016-12-04 22:37:22 +00:00
Ian Curtis
a310e8e5cf
minor optimisations
2016-11-28 17:32:25 +00:00
Ian Curtis
abc8c24b69
Only check the geometry for culling with valid node distances. We will need this later.
2016-11-27 19:30:46 +00:00
Ian Curtis
fe60d115d2
Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
2016-11-26 01:19:51 +00:00
Ian Curtis
665fa90425
Get clipping planes directly from the viewport data. Also no need to clip against a far plane
2016-11-26 01:12:08 +00:00
Ian Curtis
54c405709f
Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout.
2016-11-22 20:30:10 +00:00
Ian Curtis
84ae8f035c
Skip processing the mipmap section of memory. The real3d doesn't create mipmaps down to 1x1 that is needed to do mipmapping properly on modern hardware anyway.
2016-11-21 09:04:56 +00:00
Ian Curtis
2ddc8a30e0
Clear queued texture uploads after processing them. Saves re-uploading the same textures whilst paused
2016-11-20 17:02:59 +00:00
Ian Curtis
10dd530cde
More accurate 2D colours. White should map to 255 not 248
2016-11-15 12:44:47 +00:00
Ian Curtis
483ba2f398
Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
2016-11-11 17:50:27 +00:00
Ian Curtis
0a7c0d0864
change throttle logic for smoother playback, we could get closer to 60fps if SDL timers weren't so lame
2016-10-21 00:04:12 +00:00
Ian Curtis
2f49012786
change scroll fog logic to parse the lower priority viewports first
2016-10-09 18:10:57 +00:00
Ian Curtis
f0a15febd1
implement scroll fog, fixes a tonne of missing fx
2016-10-09 16:34:12 +00:00
Ian Curtis
ef11990d19
Parse out scrollfog value used for blending over the 2d background.
2016-10-08 15:41:16 +00:00
Ian Curtis
33e795de9b
Fix scenes with missing fog in ocean hunter. The game was passing negative fog densities. The sign seems to be ignored by the model 3.
2016-10-08 15:15:25 +00:00
Ian Curtis
9eeb81ac69
same fix for legacy engine
2016-10-08 12:10:47 +00:00
Ian Curtis
33cf6c89d1
our scratch mem must match correct max texture size
2016-10-08 11:59:25 +00:00
Ian Curtis
c472d90fb9
Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture.
2016-10-06 20:10:45 +00:00
Ian Curtis
c3581c9fe8
Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway.
2016-10-06 01:37:29 +00:00
Bart Trzynadlowski
e21ea93319
Added RGBA4 format to BMP file writer
2016-09-07 01:25:27 +00:00
Bart Trzynadlowski
3df3610361
Made parsing of hex values more robust
2016-08-25 04:54:08 +00:00
Bart Trzynadlowski
458684eb22
Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
2016-08-24 22:21:18 +00:00
Bart Trzynadlowski
4b184b05dc
Updated game loader to make use of latest changes to config tree: generic value types and eliminated pointers
2016-08-24 04:13:23 +00:00
Bart Trzynadlowski
c2f80cef6b
Support for hex numbers in string to integer conversions (with '0x' prefix) and special keywords in string to bool conversions (true/false/on/off/yes/no)
2016-08-24 04:11:52 +00:00
Bart Trzynadlowski
f08ad1584f
Added Util::Stricmp() and small tweak to serialization of Util::Format
2016-08-24 04:10:20 +00:00
Bart Trzynadlowski
2efe18b525
Added support for multiple value types in config nodes.
...
Removed Ptr_t and ConstPtr_t from public interface, moved config tree builders into their own file, and made them pass by reference and value.
Exceptions can be thrown now on lookup failures.
Removed s_empty_node -- failed lookups in [] operator create a permanent "hidden" child.
Updated comment in NewConfig.cpp.
2016-08-21 22:22:45 +00:00
Bart Trzynadlowski
01a6ad1596
Added copy constructor and assignment operator using C++11 move semantics
2016-08-19 00:01:45 +00:00
Bart Trzynadlowski
a9816467d8
Defined inputs
2016-08-18 04:19:36 +00:00
Bart Trzynadlowski
fbeeb3c922
Support for deep copies via assignment operator. This will pave the way for elimination of Ptr_t and ConstPtr_t.
2016-08-18 04:14:36 +00:00
Bart Trzynadlowski
5652aab91f
Added Write() method to write buffer to an ostream, and added an ostream operator overload
2016-08-18 04:13:50 +00:00