Age | Commit message (Collapse) | Author |
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This is based upon skristiansson's change set to make ScummVM work with SDL2.
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Enable RTTI and clean up the code by exploiting the availability of dynamic_cast.
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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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Formerly the function created a SDL_Surface by hand. Instead now it uses
SDL_CreateRGBSurface (which is used in the SDL backend anyway and yields
the same results).
This should fix PS3 port compilation.
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pitch values.
This is a first step to get rid of OverlayColor, which is a requirement for
proper 4Bpp overlay support.
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This is mainly for consistency with OSystem::copyRectToScreen.
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*" as buffer.
This removes the need to convert the parameter to copyRectToScreen to
"const byte *", which is commonly used in games, which use Graphics::Surface
to store their graphics data.
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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This does not change the use of defined for some NDS source files, since they
seem to be (based on?) third party code.
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SurfaceSdlGraphicsManager::loadGFXMode() for the GPH backend.
* Note: This really should be cleaned up and all backends that have a custom loadGFXMode() really should setup their own _videoMode.hardware* settings. Assuming the overlay will always match the hardware is flawed logic on devices with fixed hardware screens.
* Just done for the GPH backend for now to cut down on the regresion risk to other backends near the 1.4.0 release cycle.
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The bug in question is "SDL/OpenGL: Crash when switching renderer backend". To
fix it I added a stupid graphics state copying to the SDL backend, in case the
graphics manager is switched. The implementation of this is considered a pure
workaround, no one should ever do it like this in reality... I just want to
die when looking at this... Not sure why I actually committed it.
Anyway it at least makes the OpenGL backend testable for those who do not
want to fiddle with the config file directly.
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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 fixes white flashing screens when using SDL 1.3.
SDL 1.3 palettes are all white by default, whereas
SDL 1.2 palettes are all black ...
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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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purpose.
Hopefully I catched all uses of the old name in our ports...
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