Age | Commit message (Collapse) | Author |
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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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purpose.
Hopefully I catched all uses of the old name in our ports...
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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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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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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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Found by GCC 4.6's -Wunused-but-set-variable
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Conflicts:
backends/graphics/sdl/sdl-graphics.cpp
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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.
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Sadly it seems the engines do not care whether their focus rect really fits
inside the game screen. To ease finding such instances (which might cause odd
clipping by the backend) I added a warning for them.
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The variable is named "use_sdl_debug_focusrect" for now. The debug code is
still only enabled, when a ScummVM debug version is built though.
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This implementation currently draws a rect frame around the focus rect area.
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svn-id: r55806
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svn-id: r54583
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svn-id: r54579
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svn-id: r54573
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svn-id: r54572
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svn-id: r54531
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svn-id: r54518
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Moved events related code to backends/events/dinguxsdl/*
and move graphics related code to backends/graphics/dinguxsdl/*
Subclass OSystem_POSIX instead of OSystem_SDL
svn-id: r53730
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svn-id: r53435
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Formerly SdlEventManager was a subclass of DefaultEventManager but did not
really have anything in common with the idea of our EventManager interface.
Now I made a new object SdlEventSource which only subclasses EventSource
and which is responsible for obtaining events from SDL (and processing them).
svn-id: r53433
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r52503
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svn-id: r52029
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svn-id: r51752
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svn-id: r51587
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svn-id: r51495
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OSystem_SDL will create a merged list of all graphics modes from SDL and OpenGL. When the user changes the graphics mode in options and restarts ScummVM should switch to that graphics mode in the corresponding graphics manager.
svn-id: r51493
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This fixes a hack for resetting the graphics scale to x1 when starting games that have a large screen size. The SDL graphics manager should now scale back to x1 without changing the current scaler in use, as well as the OpenGL graphics manager.
svn-id: r51492
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switching. Fix cursor scaling bug.
Now the hotkey Ctrl-Alt-Enter will switch between all available fullscreen modes. Alt-Enter will only switch to the best mode available, and exit fullscreen mode if already on it.
The different aspect ratios can be switched with Ctrl-Alt-A. The normal mode will stretch the contents to the screen, while other modes will stretch only one dimension to the screen size, and maintain the aspect ratio for the other dimension.
svn-id: r51346
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svn-id: r51300
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svn-id: r51295
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svn-id: r51015
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svn-id: r50954
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svn-id: r50905
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svn-id: r50902
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