aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2011-03-17HUGO: renamed guard #definesEugene Sandulenko
2011-03-17HUGO: Initial work on user input dialogEugene Sandulenko
2011-03-17HUGO: Renamed menu.* to dialogs.*Eugene Sandulenko
2011-03-16ANDROID: Disable game/overlay blendingdhewg
Doesn't work on some drivers, need to do it differently
2011-03-16CINE: Add Opcode 0x40 (o1_closePart) to Operation Stealth.D G Turner
This silences the warnings and a basic playtest has shown no issues.
2011-03-16AGI: Remove newlines from debug()dhewg
2011-03-16ANDROID: Reindentdhewg
2011-03-16ANDROID: Input system overhauldhewg
Rewritten input system with many new feature. Fixed related bugs and shortcomings on the way.
2011-03-16ANDROID: Constify getDrawRect()dhewg
2011-03-16ANDROID: Cleanup and extend chooseEglConfigdhewg
Add more checks and log all possible configs
2011-03-16MOHAWK: Warn only when anims reference named sound files.Alyssa Milburn
2011-03-16GIT: Ignore Code::Blocks project filesLittleboy
2011-03-15ANDROID: Add missing cases to getFeatureState()dhewg
2011-03-15ANDROID: Cleanupdhewg
2011-03-14SCI: Remove a space at the end of a warningMatthew Hoops
2011-03-14SCI: Fix the screen height of SQ1 MacMatthew Hoops
2011-03-14TOON: Fix more dirty rect issuessylvaintv
Especially not refreshing pictures when viewing inventory items and corrupted last line of the screen.
2011-03-14SCI: Add code to enumerate shadowed selectorsWillem Jan Palenstijn
If an object defines more variables than its base class, some method selectors may be hidden. This code tries to enumerate the affected selectors. It may be useful for mass-scanning objects using 'find_callk Dummy'. It's disabled by default currently since it does things to partially uninitialized objects that I can't guarantee are 100% safe at this point.
2011-03-14SCI: Fixed find_callkmd5
Create a custom segment manager within find_callk, so that the game's segment manager won't be affected by loading and unloading scripts in there
2011-03-14ANDROID: Halve the audio buffer sizedhewg
Also, run into the blocking audio write without sleep. This hopefully fixes audio hickups on slow devices.
2011-03-14ANDROID: Cleanupdhewg
Removed not required checks since we now buffer texture contents
2011-03-14ANDROID: Fade out the game screen when the overlay is visibledhewg
2011-03-14ANDROID: Remove clearBuffer()dhewg
Not required. Why did i add that again?
2011-03-14ANDROID: Clear fake palette after allocatingdhewg
Gets rid of funky gfx artifacts on the overlay
2011-03-14ANDROID: Implement grabOverlay()dhewg
2011-03-14ANDROID: Extend clearScreen to take care of all casesdhewg
Hopefully that'll help me to not forget about the double buffering. This fixes some gfx leftovers when not running games in fullscreen mode.
2011-03-14ANDROID: Update screen rects on surface changesdhewg
Fixes regression introduced with 4267011e
2011-03-14SCI: Got rid of VERIFY() and removed some newlines in error messagesmd5
2011-03-14SCI: Ignore some more leftovers scripts in the find_callk console commandmd5
2011-03-14SCI: Removed obsolete comment about kDoBresen()md5
2011-03-13SCI: Add workaround for a QFG1 VGA Mac kFormat bugMatthew Hoops
Also, fix the kernel signature for kFormat to require two parameters
2011-03-13ANDROID: Clip mouse coordinatesdhewg
2011-03-13ANDROID: Don't merge mouse move eventsdhewg
Breaks more than it solves
2011-03-13ANDROID: Center mouse on overlay visibility changesdhewg
2011-03-13ANDROID: Add graphics mode for linear filteringdhewg
2011-03-13ANDROID: Fix texture clear colordhewg
2011-03-13ANDROID: Remove leftover TODOdhewg
Resolved with a93229c and 2721e28
2011-03-13ANDROID: Add support for video feature flagsdhewg
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported now. The former prevents scaling to the full display - it scales one axis and keeps the game AR.
2011-03-13ANDROID: Some texture convinience functionsdhewg
2011-03-13TOON: Add more dirtyRect checkssylvaintv
2011-03-13SCI: Fixed version and scene transitions for SCI1 Mac gamesmd5
2011-03-13SCI: Fixed the flashing icon bar in the Mac version of Castle of Dr. Brainmd5
Thanks to waltervn for his work and help on this
2011-03-13SCI: Cleanupmd5
2011-03-13SCI: Fixed regression of rev b1055a3c86. Japanese games should work againmd5
2011-03-13SCI: Add reference to related bug to commentWillem Jan Palenstijn
2011-03-13ANDROID: Add missing updateScreen() callsdhewg
2011-03-13ANDROID: Prevent unnecessary reallocsdhewg
2011-03-13ANDROID: Buffer 16bit texture contentsdhewg
Same issue as in the last commit: glTexSubImage2D is slow, so cache all copyRect*() calls in a buffer, and update the dirty rect once when drawing. Reduces CPU usage on 16bit games significantly. Also, lockScreen() returns now pixel data for non-CLUT8 games instead of asserting.
2011-03-13ANDROID: Don't use compressed textures for the game screendhewg
Some GLES drivers suck so much that uploading data to the GPU takes ages. CLUT8 games now use a faked paletted texture, which internally uses a RGB565 hardware texture (Android's native pixel format). This seems to be the only way to efficiently implement constant changing textures with GLES1 - at the cost of extra buffers. Then again, we can now use glTexSubImage2D to only update the dirty rects, which wasn't possible before because glCompressedTexSubImage2D is only usable on GLES2. This commit does exactly that. Overall, the CPU usage is massively reduced for CLUT8 games.
2011-03-13SCI: Restore full object state after collision in DoBresenWillem Jan Palenstijn
This makes the workaround for the hang in the Colonel's Bequest shower scene (bug #3122075) unnecessary.