* macOS build fixes (#1773)
* macOS build fixes
Add missing headers
Threads_Pthreads: do not call pthread_setname_np() on macOS as it does not do
the same as on Linux
DebugStr() -> os_log()
* Make the project build with Makefiles on macOS
* Fix getting modifier key state on Mac (#1774)
We really need to clean up all Carbon calls here (many will go away when the
project switches to SDL2 for all platforms)
* Fix Xcode build; bump minimum version of macOS (#1775)
* Build fixes for the "Unix Makefiles" generator
Pass CMAKE_BUILD_TYPE to the external projects
* Fix indent
* Fix setting CFBundleExecutable value
* Improve handling of system libpng
Header mismatch can cause a crash, so force the non-system png.h
if WITH_SYSTEM_PNG=no
* Better handling of TRUE/FALSE with newer versions of jpeglib
* Add JPEG include directory
* macOS build fixes (#1773)
* macOS build fixes
Add missing headers
Threads_Pthreads: do not call pthread_setname_np() on macOS as it does not do
the same as on Linux
DebugStr() -> os_log()
* Make the project build with Makefiles on macOS
* Fix getting modifier key state on Mac (#1774)
We really need to clean up all Carbon calls here (many will go away when the
project switches to SDL2 for all platforms)
* Fix Xcode build; bump minimum version of macOS (#1775)
* Build fixes for the "Unix Makefiles" generator
Pass CMAKE_BUILD_TYPE to the external projects
* Fix indent
The X11 XKeyEvent structure (and others) include a timestamp
field, with 1ms resolution.
This was previously ignored causing the input timestamps to be
set to the middle of each frame.
If the timestamps are passed through then the event timestamps are
not coupled to the framerate and the polling issues are resolved.
* Initialise variables to ensure input thread is started
m_bShutdown was not initialised. This meant that the input
thread would never be started seemingly at random.
In my case m_bShutdown was always false when running in fullscreen
but not in windowed mode for some reason
* Avoid crash in ~LightsDriver_SystemMessage
This will avoid a crash caused by the fact LIGHTSMAN is destroyed
after the other MAN objects
* Rework code path for turning lights off on exit
Calls to LightsDriver::reset removed from each driver to avoid any crashes
LightsDriver::reset renamed to Rest to match surrounding style
Added LightsManager::TurnOffAllLights, called before XXXMAN objects are deleted
Currently only identical glyphs are merged into one DrawQuads call.
This fixes the comparison so that all glyphs with the same texture can
be merged, which greatly improves the font rendering performance.
* Add timeout to smo sockets
Without this sometimes an attempt at a connection hangs and completely stops the program (VERY annoying in fullscreen) in the recv function.
* Fix typo from previous commit
* Change smo timeout to 5
* Add LightsDriver::reset
Function will reset all lights to off
Function needs to be called by each of the driver implementations
as needed during destruction
* Reset lights to off on exit