the game_config_view object offers const
access to the game_config object, furthermore
it allows the game_config config object to be
replaced by a vector of config objects which
is what we will do later.
This was never fully implemented and has been essentially abandoned. If we want to
add this again, we should look to adding full game controller support (Steam controller,
for example), though I don't know how suited this game is for controller support. As for
as I can tell, the only working part was ever map scrolling.
Includes a sqrt -> std::sqrt conversion I forgot in this file awhile back.
A few catch blocks modify something in their exceptions, so those are kept non-const.
(cherry-picked from commit 2bf4d68c87b69256266b7745a9e3453693794e35)
It makes more sense as a game to start with fullscreen enabled. As for the default res,
it's unlikely to be used (only crops up if the saved resolution value is invalid), but
it makes sense to use a more modern widescreen resolution.
* Added a point ctor that takes an SDL_Point.
* Added a toggle_fullscreen function to CVideo.
* Change all management of resolution data to use point instead of std::pair<int, int>. This
shortens the code considerably.
* Cleaned up preferences_dialog::set_resolution_list
* Made CVideo::set_resolution return a bool indicating whether resolution was changed.
* Swapped which of the two set_resolution overloads contains the main implementation.
* Moved the events::raise_resize_event() call when setting resolution to the CVideo function
where it should have always been (instead of the prefs dialog callback). This is a pretty
essential component and having it localized in one place meant any other area of the code
that might have called set_resolution wouldn't have it.
@gfgtdf explained in IRC that it's often used to slow Wesnoth down (instead
of speeding it up, as I had assumed).
This should also allow unit tests to compile again.
The FPS cap, originally implemented in 2007, is very poorly done. It
doesn't take frame time variance into account, and is therefore almost
guaranteed to cause missed frames all the time. It doesn't increase timer
granularity on Windows, which causes SDL_Delay() to often take much longer
than intended. And it's hardcoded for 50 FPS, which fits poorly with 60 Hz
displays.
This new implementation fixes all those issues.
My experience is that the game feels much, much smoother with the new
implementation, perfectly competitive with 1.12. In my opinion, performance
is now at an acceptable level for a stable release.
The game now supports @ or = in usernames for the purpose of saving them to a file.
Though I don't think these are allowed currently, it's probably better to
support it from the start rather than having things break if they later
become allowed.