Age | Commit message (Collapse) | Author |
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I knew there were some, but I wanted to fix them once, instead of doing
it all the time.
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`false` everywhere by default, but works on Android (`true` if not
Wi-Fi).
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accidentally merged
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I manually resolved all conflicts, and inspected every single change.
Many were due to the version string mismatch and thus easily resolved.
The MSVC project files add in the 1-3-0 branch were not merged,
neither where the changes to gui/themes/translations.dat.
Conflicts:
NEWS
backends/base-backend.cpp
backends/graphics/samsungtvsdl/samsungtvsdl-graphics.cpp
backends/module.mk
backends/platform/ds/arm9/makefile
backends/platform/psp/README.PSP
backends/platform/samsungtv/main.cpp
backends/platform/samsungtv/samsungtv.cpp
backends/saves/posix/posix-saves.cpp
base/commandLine.cpp
base/internal_version.h
base/main.cpp
common/array.h
configure
devtools/create_project/create_project.cpp
dists/android/AndroidManifest.xml
dists/android/plugin-manifest.xml
dists/iphone/Info.plist
dists/irix/scummvm.spec
dists/macosx/Info.plist
dists/redhat/scummvm-tools.spec
dists/redhat/scummvm.spec
dists/scummvm.rc
dists/slackware/scummvm.SlackBuild
dists/wii/meta.xml
engines/sci/parser/vocabulary.cpp
engines/tinsel/handle.cpp
gui/themes/translations.dat
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Only on the stable branch, since this is unfinished and might wipe
savegames of the user.
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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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