Age | Commit message (Collapse) | Author |
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This was likely a hack to work around an alpha blending bug in the
gui vector renderer.
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This should hopefully make sure we are always having the correct alignment set
up. This might fix bug #3435655 "OpenGL display corruption with various Sierra
games Daily B.".
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Now only 320x200 and 640x400 will result in aspect ratio correction to be used
if the user requested it. This should fix some strechting in Myst/Riven.
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This gets rid of the hacks, where SdlEventSource added events with custom type
numbers to pass SDL_VIDEOEXPOSE and SDL_VIDEORESIZE to the graphics manager.
Furthermore it get rids of the uninituitive and hard to trace way of assigning
the proper mouse coordinates to mouse related events. Formerly it passed the
real screen coordinates through the even dispatching api to the graphics
manager (at least hopefully ;-) and let that handle creating a new event with
the proper coordinates. Now instead SdlEventSource handles the proper
coordinate setup itself.
Since this is a behavior change and I can not test all the SDL based small
devices ports this commit might break compilation for them and more serve it
might also break mouse position behavior. If any of that occurs I am sorry
about it.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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It should now accept strings encoded using the current
TranslationManaged charset (e.g. translated text).
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OSD is now using the kGUIFont instead. The main advantage is that
the kGUIFont can be used for translated text while only ASCII
characters were present in ScummFont.
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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byte depth.
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mode for it.
This partly fixes the OpenGL mode mess, but now OpenGL Normal and OpenGL
Conserve will feature the same semantics when aspect ratio correction is
enabled... That is still something to solve.
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This fixes an color bug in the resulting screenshots.
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First step into making all state variables of the OpenGL backend private, to
help making the backend more maintainable, by disallowing subclasses to just
mess with everything...
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This fixes annoying graphics glitches, which occured sometimes when resizing
the Window.
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Now subclasses will not need to worry about the scaling logic themselves, but
just need to implement setInternalMousePosition, which should handles setting
the system's mouse coordinates.
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This avoids too big cursors when the screen resolution is really high.
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This makes the overlay looking nicer in fullscreen mode.
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Resets defaultTo1XScaler when going back to the launcher
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Currently all the cursor data is converted to RGBA8888 to allow for
easy colorkeying.
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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.
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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.
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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Rather than that I introduced a function which converts hardware screen
coordinates to overlay / game screen coordinates.
The logic which converts mouse movement events with hardware screen
coordinates to overlay / game screen coordinates is now inside notifyEvent.
This is still broken design, since one should not abuse an observer for that.
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This actually still has the drawback that if one calls OSystem::updateScreen
from the sound thread that it might crash. Hopefully no code does this though...
svn-id: r54830
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