Age | Commit message (Collapse) | Author |
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Those outdated resize events are sent from SDL_DestroyWindow when the
window is fullscreen and doesn't have the SDL_WINDOW_FULLSCREEN_DESKTOP
flag (thus Surface SDL is not affected). Switching resolutions in fullscreen, or
switching from fullscreen to windowed will therefore cause a resize event to
be received with the former fullscreen resolution after we have already setup
the window to use the new resolution. If we don't ignore this event we end up
with a texture size and a window size that are not consistent and for example
see only a part of the texture (if the old resolution is bigger than the new one.
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Compatibility profiles only exist in modern OpenGL and we request an ancient
version.
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This mode should *not* be used by any new engines/code. If someone is going
to use it and says it works with the OpenGL output, please make them wear a
red uniform and beam them onto a remote planet.
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Formerly, we required that the OpenGL mode was fixed at compile time. Now we
allow the code to work with whatever it is given at runtime.
It is still possible to force a context type on compile time.
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This used to be used by Sword25. Since it is not supported by GLES and no
engine code uses it we drop support. Hopefully, this helps people to realize
they should not use that format in their engine.
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This can and will be used for future extension usage support.
Tizen changes have been untested.
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Formerly we did not initialize the mouse emulation from SdlEventSource
properly. Now hopefully joysticks etc. should work fine with the SDL OpenGL
output too.
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Subclasses of OpenGLGraphicsManager are now supposed to supply a refreshScreen
function which handles actual screen updating (for example, buffer swapping).
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It can be returned when there are no dimensions available for the currently selected pixel format
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This is based upon skristiansson's change set to make ScummVM work with SDL2.
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Thanks to fuzzie for noticing this.
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Otherwise we can end up with the wrong resolution when we make
multiple resizes in quick succession.
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This makes sure the default mode also works for OpenGL ES contexts.
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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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