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2011-03-22ANDROID: Fix timer frequency to match SDLdhewg
2011-03-20ANDROID: Trust ASCII kbd codes on unknown keysdhewg
2011-03-19ANDROID: Add port specific READMEdhewg
First version, just describing the controls and related hacks
2011-03-19ANDROID: Implement OSystem::getSystemLanguage()dhewg
2011-03-19ANDROID: Log some system propertiesdhewg
2011-03-18ANDROID: Cleanupdhewg
2011-03-18ANDROID: Seperate DPAD codesdhewg
2011-03-18ANDROID: Implement trackball clickdhewg
2011-03-17ANDROID: Fix KeyEvent NullPointerExceptiondhewg
Could happen with some special symbols from the virtual keyboard
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: Get rid of more gfx glitchesdhewg
2011-03-17ANDROID: Init vars to match with the defaultsdhewg
The feature flags are set too late, so lets fix that here
2011-03-17ANDROID: Fix cursor visibilitydhewg
2011-03-17ANDROID: Log ASCII code of invalid keycodesdhewg
2011-03-17ANDROID: Plug RGB cursor memleakdhewg
2011-03-16ANDROID: Disable game/overlay blendingdhewg
Doesn't work on some drivers, need to do it differently
2011-03-16ANDROID: Input system overhauldhewg
Rewritten input system with many new feature. Fixed related bugs and shortcomings on the way.
2011-03-16ANDROID: Constify getDrawRect()dhewg
2011-03-16ANDROID: Cleanup and extend chooseEglConfigdhewg
Add more checks and log all possible configs
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: Cleanupdhewg
Removed not required checks since we now buffer texture contents
2011-03-14ANDROID: Fade out the game screen when the overlay is visibledhewg
2011-03-14ANDROID: Remove clearBuffer()dhewg
Not required. Why did i add that again?
2011-03-14ANDROID: Clear fake palette after allocatingdhewg
Gets rid of funky gfx artifacts on the overlay
2011-03-14ANDROID: Implement grabOverlay()dhewg
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: Center mouse on overlay visibility changesdhewg
2011-03-13ANDROID: Add graphics mode for linear filteringdhewg
2011-03-13ANDROID: Fix texture clear colordhewg
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: Some texture convinience functionsdhewg
2011-03-13ANDROID: Add missing updateScreen() callsdhewg
2011-03-13ANDROID: Prevent unnecessary reallocsdhewg
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: Convinience make target for testingdhewg
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
2011-03-12ANDROID: Cleanupdhewg
2011-03-12ANDROID: Remove redundant variabledhewg
2011-03-12ANDROID: Add more paletted texture typesdhewg
2011-03-12ANDROID: Cleanup paletted texturesdhewg
2011-03-12ANDROID: Get rid of ugly castsdhewg
2011-03-07ANDROID: Move misplaced assertdhewg
Leftover from the recently introduced 16bit support