As discussed in pull #582, there are some rough edges to this feature.
Hide the option, but not the functionality, from users until these can
be corrected. Users who want to experiment with the feature can access
it through the command-line or the in-game hotkeys in any build. This
change only hides the help text, to prevent users from finding it and
expecting it to be fully finished.
The fallthrough appears to be intentional. Add an annotation to allow
it.
Fixes: 6bc0e822d2 ("Handle HUD overlays in separate screen rects for stereo renderings.")
Used 1x VR_eye_offset to track image shift adjustments via OGL frustum planes
instead of 2x VR_eye_offset used in Descent 1.5 image shift adjustments.
Without any HUD rect offset, HUD overlays would appear to match the zero-parallax
view plane instead of appearing in an out-of-screen parallax view plane.
Note since ogl_stereo_frame() is only ever called once per ogl_start_frame()..
ogl_end_frame() instance, only the active stereo eye view needs to be handled.
Implies that separate left/right viewport/transform caches are redundant.
Equivalent to legacy Descent 1.5 pixel shift methods for stereo formats.
Since Descent is rendering viewpoint differences for left/right eyes,
pixel shifting via display viewport is sufficient adjustment.
Since OGL layer here is essentially handling display output surfaces,
the OGL projection transform is not useful for stereo parallax effects
as when used for 3D scenes.
Enable stereo mode when launched via -gl_stereo option.
GL_STEREO quad buffering may not be available unless OGL layer
supports stereo pixel format descriptors.
Half-height viewport rendering for above/below format.
Half-width viewport rendering for side/by/side formats.
HUD & cockpit elements disabled when stereo views active.
OGL layer used for rendering surfaces, so using left/right viewports absent stereo quad buffers.
Using legacy Descent +/- eye offset method for left/right stereo perspective rendering passes.
fbd05a1592 dropped an include of "jukebox.h" as unnecessary. jukebox
was almost unnecessary, but jukebox includes physfsx, and physfsx
includes stdexcept. stdexcept is necessary. Include stdexcept
directly.
Fixes: fbd05a1592 ("optimize include files (include what you use)")
Commit e6875641c9 moved allowed_chars from global scope into
individual newmenu_item entries. However, it did not enforce that this
field be initialized, and some callers failed to do so. The save game
menu was such a caller, and crashed when using an uninitialized value as
the allowed_chars pointer. There is no character restriction here, so
explicitly set the pointer to nullptr.
Reported-by: kitelessd <https://github.com/dxx-rebirth/dxx-rebirth/issues/571>
Fixes: e6875641c9 ("Move Newmenu_allowed_chars into individual newmenu_item")
clang warns for an unused constexpr global variable. gcc does not.
Move the affected variable into the same #if that guards the use of the
variable.
Fixes: 4a8d7c7574 ("Default to 1024x768 for new users, not 640x480")
640x480 is too small to render some dialogs correctly, and is much
smaller than even a small laptop screen. Smaller resolutions are still
supported, if the user chooses to switch.
When the user opens the menu via the mouse, grd_curcanv points to a
canvas other than the top level canvas. When the user opens the menu
via the keyboard, grd_curcanv points to the top level canvas. For this
menu, the top level canvas must be used in order to get correct
alignment. Switch the constructor to always use the top level canvas.
Reported-by: dimag0g <https://github.com/dxx-rebirth/dxx-rebirth/issues/564>
Fixes: e45ba0b4a9 ("Make new game menu inherit from newmenu")