Age | Commit message (Collapse) | Author |
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Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
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kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
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The OS can kill the activity at will after onPause() or onStop()
to free up memory for other application. Provide a parachute when
the engine allows it.
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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.
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Don't just kill the whole process when the Activity is stopped. Instead,
use its events to pause or resume audio and the running engine (if any).
Of course not every engines implements that... but at least an incoming
call doesn't kill the game now (lol).
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- 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
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Only works in situations without any registered channels (or all paused)
at the mixer (like on the launcher or GMM).
CPU usage before (Galaxy Tab):
~5% scummvm
~15% mediaserver
After:
~2% scummvm
0% mediaserver
;)
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Move the audio thread to the bright side
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And get rid of unnecessary JNI calls to get a pointer to g_system
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