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2011-02-26SCI: Cleanupmd5
2011-02-26SCI: Removed the SCI32 version of kernelDrawCel() and placed its code inside ↵md5
the debug function cmdDrawCel, as it was hacked together to be used specifically in that command (thanks to salty-horse for spotting this)
2011-02-26SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if ↵md5
it happens in the original version
2011-02-26SCI: Fixed a memory leak. Thanks to digitall for finding this using Valgrindmd5
2011-02-26SCI: Some slight fixes for the code that reads the LSL2 early MT32.DLL ↵md5
driver, thanks to waltervn
2011-02-26HUGO: Fix graphic glitches in DOS versionsstrangerke
2011-02-26AGOS: Respect the screen pitch for moviesdhewg
Fixes DXA and Smacker movies on Android
2011-02-26ANDROID: Allow softkeybd on all devicesdhewg
2011-02-26MOHAWK: Correction for uninitialized read in Myst Cabin Door State.D G Turner
2011-02-26BASEBACKEND: Remove resetGraphicsScale() hackdhewg
All backends that derive from BaseBackend are consoles and/or portables without any connection from graphics modes to scalers. The default implementation of resetGraphicsScale() is now a noop, which seems correct for all current backends. This fixes unwanted mode changes since 93fdcbfa.
2011-02-26OPENGL: Fix 16bit cursorsdhewg
2011-02-26SCI2+: Mention that the actual problem with text wrapping happens because of ↵md5
the unimplemented kTextSize kernel call in SCI32
2011-02-26SCI: Added support for reading data off the MT32.DRV driver found in LSL2 ↵md5
early (bug #3192627)
2011-02-26SCI: Slight cleanup in the animate codemd5
2011-02-25OPENGL: Reset the scale on mode changesdhewg
Resets defaultTo1XScaler when going back to the launcher
2011-02-25ENGINES: We have resetGraphicsScale(), lets use itdhewg
If highres games pass defaultTo1XScaler=true to initGraphics(), use resetGraphicsScale() instead of hardcoding "1x" (which doesn't exist on the OpenGL backend) If an OpenGL mode is selected, it now doesn't switch back to plain SDL now for those games.
2011-02-25SCI: Changed the fix for the intro of Longbow (bug #3044844) into a hack for ↵md5
that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this.
2011-02-25OPENGL: Cleanup cursor refresh code a bit.Johannes Schickel
2011-02-25OPENGL: Implement support for non CLUT8 cursor.Johannes Schickel
Currently all the cursor data is converted to RGBA8888 to allow for easy colorkeying.
2011-02-25OPENGLSDL: Add RGB555 to the supported format list.Johannes Schickel
2011-02-25OPENGL: Add support for RGB555 output format.Johannes Schickel
2011-02-25ANDROID: Remove weird workaround in clearScreen()dhewg
This resulted in flickering all over the GUI
2011-02-25Revert "GUI: Properly clear the screen buffer"dhewg
This reverts commit c8551b80dd917c35d367c1f15f4b9c2618da3684. Turns out the flicking comes from an updateScreen() call in android's clearScreen(). Besides, this broke GMM... a little
2011-02-24GUI: Fix two-step renderingdhewg
This is used when changing directories in the 'add game' dialog or when choosing another tab in the option dialog. Only blit to the overlay on the final pass. Gets rid of highly annoying flickers on androids
2011-02-24GUI: Properly clear the screen bufferdhewg
Don't operate on the overlay, it might be a pointer to a texture used by the hardware. This get's rid of some annoying flickers on androids
2011-02-24ANDROID: Check thread origin when debugging GLdhewg
2011-02-24ANDROID: Disable zoning for nowdhewg
2011-02-24ANDROID: Deuglify overlay gfxdhewg
Use the native surface resolution of the device if its not too big. If it is, use a clean scale factor of 2 to prevent eyecancer.
2011-02-24ANDROID: Let's not do that on the stackdhewg
2011-02-24GUI: Make the ThemeParser less dumbdhewg
Instead of running into assert()s due to dumb parser decisions, use 'less than' and 'greater than' width/height conditions on the 'resolution' tags. Seems better than listing >9000 different android resolutions.
2011-02-24ANDROID: We are not a text editordhewg
This was probably set to ensure onCreateInputConnection() gets called, but it is regardless of this flag. Now the soft keyboard doesn't show up on startup on devices without physical keyboard, which prevents unnecessary surface changes.
2011-02-24ANDROID: Move rest of everything JNIdhewg
2011-02-24ANDROID: Wrap JNI code in a classdhewg
2011-02-24ANDROID: Move the global back reference to jni.cppdhewg
2011-02-24ANDROID: Remove unused jmethod Object.wait()dhewg
2011-02-24ANDROID: Split code into multiple filesdhewg
And get rid of unnecessary JNI calls to get a pointer to g_system
2011-02-24SDL: Prevent graphics manager hotswapping on startup. (This time for real)Johannes Schickel
2011-02-24SCI: Added an initial implementation of RemapByPercent, which fixes the ↵md5
palette in the PQ:SWAT demo
2011-02-24SCI: Fixed video playing in the PQ:SWAT demomd5
2011-02-24SDL: Prevent unnecessary gfx manager hotswapdhewg
2011-02-24GIT: Simplify and improve filters for MSVCstrangerke
2011-02-24HUGO:strangerke
- Increase savegame version, as it has changed due to RGBa->RGB modification - Fix regression in restorePal() - Implement load from GMM
2011-02-24SYMBIAN: Changed sound path to audio.anotherguest
Signed-off-by: anotherguest
2011-02-24OPENGL: Set _gameTexture to 0 after deleting it.Johannes Schickel
This fixes a segfault when trying to use the OpenGL backend with 16bpp games, however this does not make Last Express nor Loom PC-Engine Japanese work for me. They now fail with a "Pixel format not supported" error.
2011-02-24OPENGL: Prefer single operation texture updates.Johannes Schickel
When doing glTexSubImage2D we do not need to assure that the source data has the same width as the texture when we want to update the data, we just need to assure that the width * Bpp cound matches the pitch.
2011-02-24SCI: Added a workaround for script bug #3044500 - "SQ1EGA: Skimmer-Buyer ↵md5
Dialogue Portrait Backwards Anim"
2011-02-24NEWS: Added news entry for the enhanced music support in the DW1 German CD ↵md5
"Neon Edition"
2011-02-24TINSEL: Added enhanced music support for the German CD "Neon Edition" ↵md5
re-release of DW1 (bug #2827022)
2011-02-24OPENGL: Properly setup pixel data alignment.Johannes Schickel
If we do not do this, we might end up with a default alignment of 4, which will fail (as in the graphics will be messed up) in case the screen resolution is not divisible by 4. Thanks to digitall for noticing this problem and finding out about GL_UNPACK_ALIGNMENT.
2011-02-24SDL: Use the SDL_Surface's pitch in copyRectToScreen.Johannes Schickel
This fixes messed up graphics, when SDL decides to add padding bytes to the lines of an SDL_Surface. Formerly the code always calculated the pitch via w*bpp, which of course does not work in all cases.