| @@ -7,8 +7,6 @@ | |||||
| # Vim doesn't like CRLF, even on Windows | # Vim doesn't like CRLF, even on Windows | ||||
| *.vim eol=lf | *.vim eol=lf | ||||
| # Bison doesn't like CRLF | |||||
| external/*/share/bison/* eol=lf | |||||
| # Source files should be normalised in the repository | # Source files should be normalised in the repository | ||||
| *.c eol=lf | *.c eol=lf | ||||
| @@ -15,7 +15,7 @@ | |||||
| <!-- We should use %(RelativeDir) here but for some reason it's an _absolute_ dir. WTF. --> | <!-- We should use %(RelativeDir) here but for some reason it's an _absolute_ dir. WTF. --> | ||||
| <ObjectFileName>$(IntDir)/%(Directory)/</ObjectFileName> | <ObjectFileName>$(IntDir)/%(Directory)/</ObjectFileName> | ||||
| <AdditionalIncludeDirectories>$(SolutionDir)\..\src;$(SolutionDir)\..\src\bullet;$(SolutionDir)\..\tools\lolunit;$(PegtlIncludes);$(ImguiIncludes);$(FlexIncludes);$(BtPhysIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | |||||
| <AdditionalIncludeDirectories>$(SolutionDir)\..\src;$(SolutionDir)\..\src\bullet;$(SolutionDir)\..\tools\lolunit;$(PegtlIncludes);$(ImguiIncludes);$(BtPhysIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | |||||
| <AdditionalIncludeDirectories Condition="'$(Platform)'=='Win32'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | <AdditionalIncludeDirectories Condition="'$(Platform)'=='Win32'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
| <AdditionalIncludeDirectories Condition="'$(Platform)'=='x64'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | <AdditionalIncludeDirectories Condition="'$(Platform)'=='x64'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> | ||||
| <PreprocessorDefinitions>NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | <PreprocessorDefinitions>NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | ||||
| @@ -4,10 +4,6 @@ | |||||
| <PropertyGroup Label="UserMacros"> | <PropertyGroup Label="UserMacros"> | ||||
| <ExternalDir>$(SolutionDir)\..\external</ExternalDir> | <ExternalDir>$(SolutionDir)\..\external</ExternalDir> | ||||
| <!-- Flex & Bison --> | |||||
| <FlexDir>$(ExternalDir)\flex-2.5.35</FlexDir> | |||||
| <FlexIncludes>$(FlexDir)\include</FlexIncludes> | |||||
| <!-- PEGTL --> | <!-- PEGTL --> | ||||
| <PegtlDir>$(ExternalDir)\pegtl-0.32</PegtlDir> | <PegtlDir>$(ExternalDir)\pegtl-0.32</PegtlDir> | ||||
| <PegtlIncludes>$(PegtlDir)\include</PegtlIncludes> | <PegtlIncludes>$(PegtlDir)\include</PegtlIncludes> | ||||
| @@ -115,8 +111,6 @@ | |||||
| <ItemGroup> | <ItemGroup> | ||||
| <BuildMacro Include="ExternalDir"><Value>$(ExternalDir)</Value></BuildMacro> | <BuildMacro Include="ExternalDir"><Value>$(ExternalDir)</Value></BuildMacro> | ||||
| <BuildMacro Include="FlexDir"><Value>$(FlexDir)</Value></BuildMacro> | |||||
| <BuildMacro Include="FlexIncludes"><Value>$(FlexIncludes)</Value></BuildMacro> | |||||
| <BuildMacro Include="PegtlDir"><Value>$(PegtlDir)</Value></BuildMacro> | <BuildMacro Include="PegtlDir"><Value>$(PegtlDir)</Value></BuildMacro> | ||||
| <BuildMacro Include="PegtlIncludes"><Value>$(PegtlIncludes)</Value></BuildMacro> | <BuildMacro Include="PegtlIncludes"><Value>$(PegtlIncludes)</Value></BuildMacro> | ||||
| <BuildMacro Include="ImguiDir"><Value>$(ImguiDir)</Value></BuildMacro> | <BuildMacro Include="ImguiDir"><Value>$(ImguiDir)</Value></BuildMacro> | ||||
| @@ -286,28 +286,6 @@ LOL_CHECK_OPENGL | |||||
| LOL_CHECK_SDL | LOL_CHECK_SDL | ||||
| dnl Use Flex's FlexLexer.h or ours? | |||||
| ac_cv_my_have_flexlexer_h="no" | |||||
| AC_LANG_PUSH(C++) | |||||
| AC_CHECK_HEADERS(FlexLexer.h, | |||||
| dnl Ensure that FlexLexer::yleng is of type int, and not size_t like | |||||
| dnl on recent Apple systems. It would break all our existing code. | |||||
| [AC_MSG_CHECKING(for FlexLexer.h validity) | |||||
| AC_COMPILE_IFELSE( | |||||
| [AC_LANG_PROGRAM([#include <FlexLexer.h> | |||||
| class Foo : public FlexLexer | |||||
| { | |||||
| Foo() { int &test = yyleng; } | |||||
| };], | |||||
| [])], | |||||
| [AC_MSG_RESULT(yes) | |||||
| ac_cv_my_have_flexlexer_h="yes"], | |||||
| [AC_MSG_RESULT(no)])]) | |||||
| AC_LANG_POP(C++) | |||||
| if test "x${ac_cv_my_have_flexlexer_h}" = "xno"; then | |||||
| LOL_CFLAGS="$LOL_CFLAGS -I\$(top_srcdir)/external/flex-2.5.35/include" | |||||
| fi | |||||
| dnl Use pegtl? Yes, always | dnl Use pegtl? Yes, always | ||||
| if true; then | if true; then | ||||
| @@ -18,7 +18,6 @@ | |||||
| #include <lol/engine.h> | #include <lol/engine.h> | ||||
| #include "scenesetup.h" | #include "scenesetup.h" | ||||
| #include "meshviewer.h" | |||||
| using namespace lol; | using namespace lol; | ||||
| @@ -26,7 +26,7 @@ int gNumObjects = 64; | |||||
| Nacl_PhysTest::Nacl_PhysTest(bool editor) | Nacl_PhysTest::Nacl_PhysTest(bool editor) | ||||
| { | { | ||||
| /* Register an input controller for the keyboard */ | /* Register an input controller for the keyboard */ | ||||
| m_controller = new Controller("Default", KEY_MAX, 0); | |||||
| m_controller = new Controller("Default"); | |||||
| m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up"); | m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up"); | ||||
| m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down"); | m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down"); | ||||
| m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left"); | m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left"); | ||||
| @@ -76,7 +76,7 @@ void Nacl_PhysTest::TickGame(float seconds) | |||||
| { | { | ||||
| WorldEntity::TickGame(seconds); | WorldEntity::TickGame(seconds); | ||||
| if (m_controller->GetKey(KEY_QUIT).IsReleased()) | |||||
| if (m_controller->IsKeyReleased(KEY_QUIT)) | |||||
| Ticker::Shutdown(); | Ticker::Shutdown(); | ||||
| } | } | ||||