Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-03-24 | ANDROID: Cleanup | dhewg | |
2011-03-22 | ANDROID: Fix timer frequency to match SDL | dhewg | |
2011-03-20 | ANDROID: Trust ASCII kbd codes on unknown keys | dhewg | |
2011-03-19 | ANDROID: Add port specific README | dhewg | |
First version, just describing the controls and related hacks | |||
2011-03-19 | ANDROID: Implement OSystem::getSystemLanguage() | dhewg | |
2011-03-19 | ANDROID: Log some system properties | dhewg | |
2011-03-18 | ANDROID: Cleanup | dhewg | |
2011-03-18 | ANDROID: Seperate DPAD codes | dhewg | |
2011-03-18 | ANDROID: Implement trackball click | dhewg | |
2011-03-17 | ANDROID: Fix KeyEvent NullPointerException | dhewg | |
Could happen with some special symbols from the virtual keyboard | |||
2011-03-17 | ANDROID: Increase default touchpad mode scale | dhewg | |
aka my display is bigger than yours | |||
2011-03-17 | ANDROID: Ignore the slop area on all touch scrolls | dhewg | |
Prevents initial cursor jumps | |||
2011-03-17 | ANDROID: Get rid of more gfx glitches | dhewg | |
2011-03-17 | ANDROID: Init vars to match with the defaults | dhewg | |
The feature flags are set too late, so lets fix that here | |||
2011-03-17 | ANDROID: Fix cursor visibility | dhewg | |
2011-03-17 | ANDROID: Log ASCII code of invalid keycodes | dhewg | |
2011-03-17 | ANDROID: Plug RGB cursor memleak | dhewg | |
2011-03-16 | ANDROID: Disable game/overlay blending | dhewg | |
Doesn't work on some drivers, need to do it differently | |||
2011-03-16 | ANDROID: Input system overhaul | dhewg | |
Rewritten input system with many new feature. Fixed related bugs and shortcomings on the way. | |||
2011-03-16 | ANDROID: Constify getDrawRect() | dhewg | |
2011-03-16 | ANDROID: Cleanup and extend chooseEglConfig | dhewg | |
Add more checks and log all possible configs | |||
2011-03-15 | ANDROID: Add missing cases to getFeatureState() | dhewg | |
2011-03-15 | ANDROID: Cleanup | dhewg | |
2011-03-14 | ANDROID: Halve the audio buffer size | dhewg | |
Also, run into the blocking audio write without sleep. This hopefully fixes audio hickups on slow devices. | |||
2011-03-14 | ANDROID: Cleanup | dhewg | |
Removed not required checks since we now buffer texture contents | |||
2011-03-14 | ANDROID: Fade out the game screen when the overlay is visible | dhewg | |
2011-03-14 | ANDROID: Remove clearBuffer() | dhewg | |
Not required. Why did i add that again? | |||
2011-03-14 | ANDROID: Clear fake palette after allocating | dhewg | |
Gets rid of funky gfx artifacts on the overlay | |||
2011-03-14 | ANDROID: Implement grabOverlay() | dhewg | |
2011-03-14 | ANDROID: Extend clearScreen to take care of all cases | dhewg | |
Hopefully that'll help me to not forget about the double buffering. This fixes some gfx leftovers when not running games in fullscreen mode. | |||
2011-03-14 | ANDROID: Update screen rects on surface changes | dhewg | |
Fixes regression introduced with 4267011e | |||
2011-03-13 | ANDROID: Clip mouse coordinates | dhewg | |
2011-03-13 | ANDROID: Don't merge mouse move events | dhewg | |
Breaks more than it solves | |||
2011-03-13 | ANDROID: Center mouse on overlay visibility changes | dhewg | |
2011-03-13 | ANDROID: Add graphics mode for linear filtering | dhewg | |
2011-03-13 | ANDROID: Fix texture clear color | dhewg | |
2011-03-13 | ANDROID: Remove leftover TODO | dhewg | |
Resolved with a93229c and 2721e28 | |||
2011-03-13 | ANDROID: Add support for video feature flags | dhewg | |
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported now. The former prevents scaling to the full display - it scales one axis and keeps the game AR. | |||
2011-03-13 | ANDROID: Some texture convinience functions | dhewg | |
2011-03-13 | ANDROID: Add missing updateScreen() calls | dhewg | |
2011-03-13 | ANDROID: Prevent unnecessary reallocs | dhewg | |
2011-03-13 | ANDROID: Buffer 16bit texture contents | dhewg | |
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. | |||
2011-03-13 | ANDROID: Don't use compressed textures for the game screen | dhewg | |
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. | |||
2011-03-12 | ANDROID: Convinience make target for testing | dhewg | |
2011-03-12 | ANDROID: Use 16bit pixel formats on CLUT8 textures | dhewg | |
This reduces the CPU usage on 640x480 games by ~5% on my droid when reuploading the textures to the GPU | |||
2011-03-12 | ANDROID: Cleanup | dhewg | |
2011-03-12 | ANDROID: Remove redundant variable | dhewg | |
2011-03-12 | ANDROID: Add more paletted texture types | dhewg | |
2011-03-12 | ANDROID: Cleanup paletted textures | dhewg | |
2011-03-12 | ANDROID: Get rid of ugly casts | dhewg | |