This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
`ioctl` and `ioctlsocket` take two different types of arguments but worked in the past due to
long being 32-bit. However, ioctl functionality is non-standard and should not be used in
code written after **1997** in order to make sockets non-blocking. This functionality was
standardized as part of fcntl.
* Using the new function `make_nonblocking` to make socket nonblocking
D3 used to support Aureal 3-Dimensional sound cards, providing 3D spatial audio. The hardware and drivers is outdated, so all support in code has been removed, including UI mixer setting.
Read more about A3D here: https://en.wikipedia.org/wiki/Aureal_Semiconductor#A3D
Join the license header with historical comments using a separator so IDEs can correctly parse the initial header.
Also use .gitattributes to ensure all files are LF.
This is all in unused/unnecessary/leftover code, but the code wouldn't
build without Xlib headers on the system, which was forcing the Mac builds
to install xquartz.
This also removes renderer/SoftwareOpenGL*, which was _not_ a
software-rendered OpenGL, but just an older version of the same code that's
in HardwareOpenGL.cpp--old enough to still talk to glX directly, which is
what caught my attention.
The vast majority of this is fixing up `char *` that should be `const char *`
but a handful of other fixes, like potential buffer overflows that GCC
noticed, etc, were applied as well.
This removes `-Wno-write-strings` from CMakeLists.txt, as it is no longer
necessary, as there is no longer a flood of compiler warning spam when
building.
This does not fix all compiler warnings; there are still a handful, and they
are legitimate, but they can be dealt with in a future commit.