Age | Commit message (Collapse) | Author |
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This reverts commit b6f7d697090ca6f90d20f0f2d5661cc4c8b71bf2. This actually
breaks fullscreen mode cycling.
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git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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* It definately does not exist in the GLES implementations I can test with.
* Don't configure if USE_GLES is set.
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* This is needed on the hacked SDL on the GP2X after any
call to SDL_SetVideoMode. It does not impact other GPH devices.
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* I did not mean to commit any of the GPH backend with the OP stuff. Cleanup of this backend will follow later.
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* Also remove some old cruft in the form of commented code.
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* Fixes a bug that can occur on load.
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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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This was likely a hack to work around an alpha blending bug in the
gui vector renderer.
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The errors fixed are inaccessible base class when trying to set the
_graphicsManager and a pure virtual function when trying to create
the NullGraphicsManager instance.
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Altering the fullscreen state will automatically force a refresh now.
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This also makes getGlErrStr use Common::String::format instead of snprintf.
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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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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.
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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.".
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Formatting Conventions.
* No functional changes.
* Automated astyle pass.
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* No functional changes.
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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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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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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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The port wasn't keeping track of the CursorPalette feature
correctly. This should fix it for good.
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