Age | Commit message (Collapse) | Author |
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We can do this now that we can use virtual inheritance and dynamic_cast
because we enabled RTTI.
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Sadly this also requires us to extend GraphicsManager for this SDL specific
feature. However, since that's only used in the SDL backend and Tizen it
should be fine for now...
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The hooking code is nearly exactly the old hooking code. Only the OpenGL SDL
creation has been adapted since it uses a different constructor now.
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This breaks our Tizen port.
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This reverts commit b6f7d697090ca6f90d20f0f2d5661cc4c8b71bf2. This actually
breaks fullscreen mode cycling.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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Altering the fullscreen state will automatically force a refresh now.
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Formerly they always used a height of 240 * scaleFactor, which would for
exmaple make the games requesting a 1x scaler use a height of 240 if AR
is enabled.
This was a regression from b8dcd9a25eb27ef40aa5535fc83879d20db7e10c.
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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 should help fix a lock up on window managers, which will try to force the
ScummVM window to a certain size, by just requesting the same size over and
over again.
Now we get black borders even in windowed mode when the aspect of the window
does not match the aspect of the game screen (and we are not in "normal" mode),
but that is usually the same in video players too, so shouldn't be too bad.
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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 also adapts port I can not test (not even the compilation). So if this
breaks anything 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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Right now, a few places in the frontend code still use printf and
consorts. We mark the affected files with a FIXME for now, and
add a dedicated exception for each. To be fixed!
Also tweak FORBIDDEN_SYMBOL_REPLACEMENT to hopefully really always
enforce a compiler error
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Some backends may break as I only compiled SDL
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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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OpenGlGraphicsManager's members.
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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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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 makes the overlay looking nicer in fullscreen mode.
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change.
This fixes a slight move of the mouse cursor when the hardware mouse position
is at a subpixel from the logical coordinates.
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svn-id: r54756
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svn-id: r54754
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svn-id: r54573
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svn-id: r54572
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svn-id: r54542
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svn-id: r54531
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svn-id: r52502
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Now the previous aspect ratio modes are handled as GFX modes. The previous
GFX modes were for scaling, but are removed now. A new 4/3 display mode
added. Added Ctrl-Shift-A for backward switching through display modes, and
Ctrl-Alt-<number key> for switching to a specific GFX mode.
Window resizing now is available for all display modes, and will
automatically change the scale factor as well as maintain the aspect ratio
when needed.
svn-id: r52501
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