Chris Taylor
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5dc76799f2
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Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editor
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2011-10-09 18:32:53 +08:00 |
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zicodxx
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097dd32c5a
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New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
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2011-02-12 23:58:41 +01:00 |
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zicodxx
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c7a65c9313
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Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
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2011-02-03 11:48:27 +01:00 |
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zicodxx
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70e43722e1
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In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors
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2010-12-22 01:11:14 +01:00 |
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Chris Taylor
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3ef5dff1a6
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Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though)
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2010-12-05 21:51:34 +08:00 |
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kreatordxx
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046ef88c77
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Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
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2010-04-04 09:41:53 +00:00 |
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kreatordxx
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9e6815c51b
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Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip
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2010-03-17 09:44:19 +00:00 |
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kreatordxx
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f687fc9bd0
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Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
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2010-02-08 06:08:55 +00:00 |
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kreatordxx
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5adb2fb3fb
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Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriate
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2010-02-05 14:05:57 +00:00 |
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kreatordxx
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98d5b76928
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Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
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2010-02-02 07:52:03 +00:00 |
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kreatordxx
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eb92f445ca
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Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
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2010-02-02 03:38:29 +00:00 |
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kreatordxx
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3f90a9cb41
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Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
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2010-01-28 03:27:49 +00:00 |
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kreatordxx
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c50b954c00
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Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
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2010-01-20 05:10:32 +00:00 |
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kreatordxx
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8f9d869452
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Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
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2009-12-02 13:49:54 +00:00 |
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kreatordxx
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ceb4ff38fc
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Make the game screen into a \'window\', handling events through event_process
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2009-08-10 10:47:17 +00:00 |
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kreatordxx
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692a8ffa1e
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Add include directives for last commit (whoops)
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2009-05-22 10:53:14 +00:00 |
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kreatordxx
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a1c9e3986e
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Add new window system, not used yet
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2009-05-21 12:16:39 +00:00 |
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