Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2011-03-09 | WINCE: Run astyle over WinCE source files. | Johannes Schickel | |
2011-03-09 | WINCE: Cleanup WinCE event source a bit. | Johannes Schickel | |
2011-03-08 | WINCE: Silence/fix some warnings. | Johannes Schickel | |
2011-03-08 | WINCE: Add -fno-inline-functions to compiler arguments. | Johannes Schickel | |
WinCE is using -O3 by default, which includes -finline-functions, which in turn breaks SCI. By disabling that opimization we get SCI working fine again. | |||
2011-03-08 | WINCE: Make scummvm compile and run again for WinCE platform (patch #3202337) | Max Horn | |
2011-03-07 | ANDROID: Move misplaced assert | dhewg | |
Leftover from the recently introduced 16bit support | |||
2011-03-07 | ANDROID: Move the overlay initialization | dhewg | |
There's no point in doing that in initSize() every time | |||
2011-03-07 | ANDROID: Save the game when the process is paused | dhewg | |
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. | |||
2011-03-07 | ANDROID: Texture cleanup | dhewg | |
2011-03-05 | ANDROID: Fix warning | dhewg | |
2011-03-05 | ANDROID: Fix 16bit cursors | dhewg | |
I hate this code | |||
2011-03-05 | ANDROID: Proper fillBuffer() for non CLUT8 colors | dhewg | |
2011-03-05 | ANDROID: Rename function for less confusion | dhewg | |
2011-03-05 | ANDROID: Clear screen on initSize() | dhewg | |
2011-03-05 | ANDROID: Add initial 16bit gfx support | dhewg | |
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES) | |||
2011-03-05 | ANDROID: Reduce mem usage of fillBuffer() | dhewg | |
2011-03-05 | ANDROID: Merge updateTexture() | dhewg | |
2011-03-05 | ANDROID: Remove some vtable overhead on textures | dhewg | |
2011-03-04 | ANDROID: Clear game texture on initSize() | dhewg | |
Gets rid of leftovers | |||
2011-03-04 | ANDROID: Cleanup | dhewg | |
2011-03-04 | ANDROID: Fix slightly off while loop | dhewg | |
CursorMan allows to push cursors with a width/height of zero. If such a cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff times... This fixes delays of multiple minutes when closing GMM on groovie and sword. Also, I want that last hour of my life back. | |||
2011-03-03 | ANDROID: Don't wipe paletted textures on reinit | dhewg | |
The content of a paletted texture is in _surface.pixels. When recreating the surface, don't wipe its data unnecessarily. This fixes gfx garbage on CLUT8 games/cursors when leaving and going back to ScummVM | |||
2011-03-03 | ANDROID: Implement surface resizes | dhewg | |
Split surface code into helper functions to avoid code duplication, and distinguish between screen resizes and surface recreation. The former happens when toggling the softkeyb, where we just have to reset the viewport. Fixes garbled textures in those cases. | |||
2011-03-03 | ANDROID: Rename member vars according to our style | dhewg | |
2011-03-03 | ANDROID: Remove an indirection when pausing | dhewg | |
2011-03-03 | ANDROID: Formatting/whitespaces | dhewg | |
2011-03-02 | ANDROID: Respect the pause level. | dhewg | |
2011-03-02 | ANDROID: Properly release texture resources | dhewg | |
When calling glDeleteTextures() we need a valid surface. | |||
2011-03-02 | ANDROID: On pause, put all threads in a coma | dhewg | |
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. | |||
2011-03-02 | ANDROID: Implement pause/resume | dhewg | |
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). | |||
2011-03-02 | ANDROID: Check for a surface in updateScreen() | dhewg | |
2011-03-02 | ANDROID: Merge FIND_METHODs | dhewg | |
2011-03-02 | ANDROID: Move swapBuffers to the native side | dhewg | |
2011-03-02 | ANDROID: cleanup | dhewg | |
2011-03-02 | ANDROID: Untangle JNI interweaving | dhewg | |
- 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 | |||
2011-03-02 | ANDROID: Don't use warning() in JNI functions | dhewg | |
2011-03-02 | ANDROID: Don't use warning()/error() in a thread | dhewg | |
2011-02-27 | ANDROID: Prevent AudioTrack unpause on startup | dhewg | |
2011-02-27 | ANDROID: Remove dead code | dhewg | |
2011-02-27 | ANDROID: Remove unnecessary code | dhewg | |
2011-02-27 | ANDROID: Check audio buffer for silence | dhewg | |
Most games register a music channel, and when there is no music, they still stream silence (and run through all the Converter::flow code!). Scan the buffer for that to pause the AudioTrack. Ugly, but worth it - reduces CPU usage on many games and hence saves battery life. | |||
2011-02-27 | ANDROID: Pause the AudioTrack when possible | dhewg | |
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 ;) | |||
2011-02-27 | ANDROID: Rework audio system | dhewg | |
Move the audio thread to the bright side | |||
2011-02-27 | ANDROID: Formatting | dhewg | |
2011-02-27 | ANDROID: Remove another weird workaround | dhewg | |