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path: root/backends/platform/android/android.cpp
AgeCommit message (Collapse)Author
2011-06-18ANDROID: Fix kFeatureCursorPalette.Alyssa Milburn
2011-06-08BACKENDS: Shuffle backends class hierarchy and module initializationMax Horn
2011-06-07ANDROID: Use OSystem's 'slots' for timer/savefile manager & fsfactoryMax Horn
2011-06-06BACKENDS: Unify AudioCD manager instantiationMax Horn
2011-06-06COMMON: Add kInfo LogMessageType.Alyssa Milburn
2011-06-04BACKENDS: Replace OSystem::disableCursorPalette by setFeatureState callsMax Horn
2011-06-04COMMON: Rename kFeatureCursorHasPalette -> kFeatureCursorPaletteMax Horn
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-03ANDROID: Fix various forbidden symbol clashesMax Horn
2011-05-03BACKENDS: Allow various files to use stuff from time.hMax Horn
2011-04-28ANDROID: Fix compilation some moredhewg
2011-04-06ANDROID: Add multitouch supportdhewg
2011-04-05ANDROID: Use the manufacturer string for workaroundsdhewg
Some fingerprints don't contain it, so this should be more reliable.
2011-04-05ANDROID: Log device manufacturer, model and branddhewg
2011-04-05ANDROID: Use a faked paletted texture for CLUT cursorsdhewg
Same change as for the game screen, reduces CPU usage a little
2011-04-02ANDROID: Attempt at working around some HTC faildhewg
2011-03-22ANDROID: Fix timer frequency to match SDLdhewg
2011-03-19ANDROID: Implement OSystem::getSystemLanguage()dhewg
2011-03-19ANDROID: Log some system propertiesdhewg
2011-03-17ANDROID: Increase default touchpad mode scaledhewg
aka my display is bigger than yours
2011-03-17ANDROID: Ignore the slop area on all touch scrollsdhewg
Prevents initial cursor jumps
2011-03-17ANDROID: Init vars to match with the defaultsdhewg
The feature flags are set too late, so lets fix that here
2011-03-16ANDROID: Input system overhauldhewg
Rewritten input system with many new feature. Fixed related bugs and shortcomings on the way.
2011-03-15ANDROID: Add missing cases to getFeatureState()dhewg
2011-03-15ANDROID: Cleanupdhewg
2011-03-14ANDROID: Halve the audio buffer sizedhewg
Also, run into the blocking audio write without sleep. This hopefully fixes audio hickups on slow devices.
2011-03-14ANDROID: Extend clearScreen to take care of all casesdhewg
Hopefully that'll help me to not forget about the double buffering. This fixes some gfx leftovers when not running games in fullscreen mode.
2011-03-14ANDROID: Update screen rects on surface changesdhewg
Fixes regression introduced with 4267011e
2011-03-13ANDROID: Clip mouse coordinatesdhewg
2011-03-13ANDROID: Don't merge mouse move eventsdhewg
Breaks more than it solves
2011-03-13ANDROID: Add graphics mode for linear filteringdhewg
2011-03-13ANDROID: Remove leftover TODOdhewg
Resolved with a93229c and 2721e28
2011-03-13ANDROID: Add support for video feature flagsdhewg
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported now. The former prevents scaling to the full display - it scales one axis and keeps the game AR.
2011-03-13ANDROID: Add missing updateScreen() callsdhewg
2011-03-13ANDROID: Buffer 16bit texture contentsdhewg
Same issue as in the last commit: glTexSubImage2D is slow, so cache all copyRect*() calls in a buffer, and update the dirty rect once when drawing. Reduces CPU usage on 16bit games significantly. Also, lockScreen() returns now pixel data for non-CLUT8 games instead of asserting.
2011-03-13ANDROID: Don't use compressed textures for the game screendhewg
Some GLES drivers suck so much that uploading data to the GPU takes ages. CLUT8 games now use a faked paletted texture, which internally uses a RGB565 hardware texture (Android's native pixel format). This seems to be the only way to efficiently implement constant changing textures with GLES1 - at the cost of extra buffers. Then again, we can now use glTexSubImage2D to only update the dirty rects, which wasn't possible before because glCompressedTexSubImage2D is only usable on GLES2. This commit does exactly that. Overall, the CPU usage is massively reduced for CLUT8 games.
2011-03-12ANDROID: Use 16bit pixel formats on CLUT8 texturesdhewg
This reduces the CPU usage on 640x480 games by ~5% on my droid when reuploading the textures to the GPU
2011-03-07ANDROID: Move the overlay initializationdhewg
There's no point in doing that in initSize() every time
2011-03-05ANDROID: Add initial 16bit gfx supportdhewg
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES)
2011-03-05ANDROID: Remove some vtable overhead on texturesdhewg
2011-03-03ANDROID: Implement surface resizesdhewg
Split surface code into helper functions to avoid code duplication, and distinguish between screen resizes and surface recreation. The former happens when toggling the softkeyb, where we just have to reset the viewport. Fixes garbled textures in those cases.
2011-03-03ANDROID: Remove an indirection when pausingdhewg
2011-03-03ANDROID: Formatting/whitespacesdhewg
2011-03-02ANDROID: Properly release texture resourcesdhewg
When calling glDeleteTextures() we need a valid surface.
2011-03-02ANDROID: On pause, put all threads in a comadhewg
Since not every engine respects pauseEngine(), or they're in a state where it simply gets ignored, put all threads in a group coma. Without this, code still kept looping and wasting cpu cycles, while the user might want to do use her/his droid for something else.
2011-03-02ANDROID: Check for a surface in updateScreen()dhewg
2011-03-02ANDROID: cleanupdhewg
2011-03-02ANDROID: Untangle JNI interweavingdhewg
- make the startup sequence more linear - use SurfaceHolder events - get rid of the surface lock - remove unnecessary JNI calls - make the ScummVM class implement Runnable - cleanup
2011-03-02ANDROID: Don't use warning()/error() in a threaddhewg
2011-02-27ANDROID: Prevent AudioTrack unpause on startupdhewg