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AgeCommit message (Collapse)Author
2019-11-19GRAPHICS: Add interface for horizontal shakesluicebox
2017-10-15BACKENDS: Constify PaletteManager::grabPalette implementationsColin Snover
2016-01-07IPHONE: Make includes match our style.Johannes Schickel
2014-02-18IPHOME: Make GPL headers consistent in themselves.Johannes Schickel
2013-08-06IPHONE: Do not access Surface::pixels directly.Johannes Schickel
2013-08-03IPHONE: Take advantage of Surface::getPixels.Johannes Schickel
2013-01-14IPHONE: Recreate mouse texture on palette changes when needed.Johannes Schickel
This fixes the color of the cursor in the Eye of the Beholder menu.
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-06-20IPHONE: Replace OverlayColor uses with uint16.Johannes Schickel
2012-06-16ALL: Let overlay related methods in OSystem take a void * and use a proper ↵Johannes Schickel
pitch values. This is a first step to get rid of OverlayColor, which is a requirement for proper 4Bpp overlay support.
2012-06-16BACKENDS: Make OSystem::setMouseCursor take a "const void *" buffer.Johannes Schickel
This is mainly for consistency with OSystem::copyRectToScreen.
2012-06-16BACKENDS: Let copyRectToScreen take a "const void *" instead of "const byte ↵Johannes Schickel
*" as buffer. This removes the need to convert the parameter to copyRectToScreen to "const byte *", which is commonly used in games, which use Graphics::Surface to store their graphics data.
2012-06-03ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵Johannes Schickel
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there.
2012-03-29IPHONE: Add some more debug printfs to graphics related OSystem functionality.Johannes Schickel
2012-02-29IPHONE: Fall back to CLUT8 in case a non-supported screen mode is set up.Johannes Schickel
This makes the iPhone backend conform with the 16bpp API and thus no longer causes assertions to fail in case the client code tries to set up an unsupported game screen format.
2012-02-26IPHONE: Let hi-color games directly draw onto the screen texture buffer.Johannes Schickel
This avoids an unecessary copying step from the framebuffer to the texture buffer.
2012-02-26IPHONE: Implement 16bpp color support.Johannes Schickel
This feature is currently disabled by default.
2012-02-25IPHONE: Get rid of _gameScreenRaw, instead use _framebuffer internally.Johannes Schickel
2012-02-25IPHONE: Implement very basic GFX transaction support.Johannes Schickel
This allows for AR ratio correction changes to take place, even when the AR setting is set after initSize for example.
2012-02-24IPHONE: Only update on screen mouse coordinates when it's needed.Johannes Schickel
2012-02-24IPHONE: Cleanup mouse cursor handling slightly.Johannes Schickel
Now the scaling etc. will be precalculated instead of being done on every frame.
2012-02-24IPHONE: Add a mouse texture buffer surface to VideoContext.Johannes Schickel
2012-02-23IPHONE: Directly use the game screen's texture buffer.Johannes Schickel
This gets rid of another intermediate buffer.
2012-02-23IPHONE: Directly use the overlay's texture buffer instead of another ↵Johannes Schickel
intermediate buffer.
2012-02-23IPHONE: Move screen and overlay texture buffer to VideoContext.Johannes Schickel
2012-02-23IPHONE: Let iPhoneView and OSystem_IPHONE share the same VideoContext.Johannes Schickel
This allows for better sharing between the current video state in the view and the OSystem implementation. This also gets rid of most C interface functions for calling ObjC code.
2012-02-23IPHONE: Silence a few signed/unsigned integer comparison warnings.Johannes Schickel
2012-02-23IPHONE: Use VideoContext in OSystem_IPHONE.Johannes Schickel
2012-02-23IPHONE: Move graphics related OSystem code to a ObjC++ file.Johannes Schickel