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2012-02-15OPENGLSDL: Remove HACK in fullscreen toggle mode.Johannes Schickel
Altering the fullscreen state will automatically force a refresh now.
2012-02-15OPENGL: Prevent access to a few more members in the SDL OpenGL code.Johannes Schickel
2012-02-15OPENGL: Use tabs instead of spaces for indentation.Johannes Schickel
2012-02-15OPENGLSDL: Don't cast EventType into int for switch.Johannes Schickel
2012-02-15OPENGL: Use C-style casts.Johannes Schickel
2012-02-15OPENGL: Let getGlErrStr return a Common::String.Johannes Schickel
This also makes getGlErrStr use Common::String::format instead of snprintf.
2012-02-15OPENGL: Slight formatting fixes.Johannes Schickel
2012-02-15OPENGL: Make all GLTexture members private.Johannes Schickel
2012-02-15OPENGL: Unvirtualize all GLTexture methods.Johannes Schickel
2012-02-15OPENGL: Remove redundant check in adjustMousePosition.Johannes Schickel
2012-01-03OPENGL: Fix mouse cursor scaling.Johannes Schickel
2011-12-15OPENGLSDL: Simplify the code a bit.Johannes Schickel
2011-12-15OPENGLSDL: Fix video mode initialization for 640x400 games with AR enabled.Johannes Schickel
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.
2011-11-29MAEMO: Fix zoom key capture on N900 (fixes bug#3443037)Tarek Soliman
This was semi-intentionally skipped in the intial port revival because the focus was on N810 at the time. This is mostly copied from the old 1.2.1 port and then cleaned up.
2011-11-29MAEMO: Add basic graphics managerTarek Soliman
2011-11-09OPENGL: Always set the unpack alignment when refreshing the textures.Johannes Schickel
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.".
2011-10-10OPENPANDORA: Cleanup the format of code a little to match our Code ↵David-John Willis
Formatting Conventions. * No functional changes. * Automated astyle pass.
2011-10-03GPH: Cleanup the format of code to match our Code Formatting Conventions.David-John Willis
* No functional changes.
2011-10-03GPH: Cleanup loadGFXMode().David-John Willis
2011-10-03SURFACESDL: Stop forceful resetting of _videoMode.hardware* when calling ↵David-John Willis
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.
2011-09-23OPENGLSDL: Make fullscreen mode switching work again.Johannes Schickel
2011-08-21BADA: Remove incorrect BADA defined checkChris Warren-Smith
2011-08-21BADA: Fix formatting and non bada host compile errorChris Warren-Smith
2011-08-21BADA: Initial BADA port implementationChris Warren-Smith
2011-08-18SDL: Fix typo.Johannes Schickel
2011-08-12OPENGL: Fix aspect ratio correction behavior.Johannes Schickel
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.
2011-08-12OPENGLSDL: Do not change requested window size on resize.Johannes Schickel
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.
2011-08-11SDL: Implement a hellish workaround to fix bug #3368143.Johannes Schickel
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.
2011-08-09BACKENDS: Fix compilation.Johannes Schickel
2011-08-09DINGUX: hopefully fix the cursor palette problemFabio Battaglia
The port wasn't keeping track of the CursorPalette feature correctly. This should fix it for good.
2011-08-09DINGUX: fix compilationFabio Battaglia
2011-08-09OPENGL: Add include guard to gltexture.hJohannes Schickel
2011-08-09OPENGL: Added a temporary hack to fix compilation under Windows, after the ↵Filippos Karapetis
latest changes to the SDL interface layer
2011-08-09SDL: Slight clean up in the surface based graphics manager.Johannes Schickel
2011-08-09SDL: Take advantage of SdlGraphicsManager.Johannes Schickel
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.
2011-08-09SDL: Let SDL based graphics managers inherit from SdlGraphicsManager.Johannes Schickel
This also adapts port I can not test (not even the compilation). So if this breaks anything I am sorry about it.
2011-08-09SDL: Add a new base class for graphics managers utilizing SDL.Johannes Schickel
2011-08-09BACKENDS: Add PaletteManager interface as comments to GraphicsManager.Johannes Schickel
This should be a little more comfortable about finding out what's needed to implement a new graphics manager.
2011-08-07JANITORIAL: Remove trailing empty lines.Christoph Mallon
2011-07-02SDL: Remove an unnecessary memsetBastien Bouclet
2011-07-02SDL: Set a black palette by default.Bastien Bouclet
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 ...
2011-06-27WINCE: Added option to disable panel toggling with double tap on top of screenCeRiAl
2011-06-25WINCE: Hide toolbar when returning to game listCeRiAl
2011-06-20ALL: Remove trailing whitespacesMax Horn
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]*$//'
2011-06-19SDL: Replace some SdlGraphicsManager uses with SurfaceSdlGraphicsManager.Johannes Schickel
2011-06-19SDL: Rename SdlGraphicsManager to SurfaceSdlGraphicsManager to reflect its ↵Johannes Schickel
purpose. Hopefully I catched all uses of the old name in our ports...
2011-06-19OPENGLSDL: Add FIXME about desktop resolution retrieving.Johannes Schickel
2011-06-19OPENGL: Clarify OSD rect color in a comment.Johannes Schickel
2011-06-19SDL: Formatting fixes.Johannes Schickel
2011-06-19OPENGL: Formatting fixes.Johannes Schickel