Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2011-02-26 | ANDROID: Allow softkeybd on all devices | dhewg | |
2011-02-25 | ANDROID: Remove weird workaround in clearScreen() | dhewg | |
This resulted in flickering all over the GUI | |||
2011-02-24 | ANDROID: Check thread origin when debugging GL | dhewg | |
2011-02-24 | ANDROID: Disable zoning for now | dhewg | |
2011-02-24 | ANDROID: Deuglify overlay gfx | dhewg | |
Use the native surface resolution of the device if its not too big. If it is, use a clean scale factor of 2 to prevent eyecancer. | |||
2011-02-24 | ANDROID: Let's not do that on the stack | dhewg | |
2011-02-24 | ANDROID: We are not a text editor | dhewg | |
This was probably set to ensure onCreateInputConnection() gets called, but it is regardless of this flag. Now the soft keyboard doesn't show up on startup on devices without physical keyboard, which prevents unnecessary surface changes. | |||
2011-02-24 | ANDROID: Move rest of everything JNI | dhewg | |
2011-02-24 | ANDROID: Wrap JNI code in a class | dhewg | |
2011-02-24 | ANDROID: Move the global back reference to jni.cpp | dhewg | |
2011-02-24 | ANDROID: Remove unused jmethod Object.wait() | dhewg | |
2011-02-24 | ANDROID: Split code into multiple files | dhewg | |
And get rid of unnecessary JNI calls to get a pointer to g_system | |||
2011-02-24 | SDL: Prevent graphics manager hotswapping on startup. (This time for real) | Johannes Schickel | |
2011-02-24 | SDL: Prevent unnecessary gfx manager hotswap | dhewg | |
2011-02-24 | SYMBIAN: Changed sound path to audio. | anotherguest | |
Signed-off-by: anotherguest | |||
2011-02-20 | DS: Disable symbol garbage collection | dhewg | |
Only applies when using loadable modules. This requires a second compile run or black voodoo linker tricks. Not implemented at this time. Disable it, so we get DS build failure reports from buildbot (which are useful with all the DISABLE_EVERYTHING defines). The resulting binary might be too big to be usable. | |||
2011-02-19 | ANDROID: Fix cursor scaling | dhewg | |
2011-02-19 | ANDROID: Fix cursor when hotspot coords > 0 | dhewg | |
2011-02-19 | Merge branch 'osystem-palette' of https://github.com/lordhoto/scummvm into ↵ | Johannes Schickel | |
master Conflicts: backends/platform/android/android.cpp engines/sci/graphics/screen.cpp engines/sci/graphics/transitions.cpp | |||
2011-02-19 | ANDROID: Move helper defines in a new header file | dhewg | |
- added a few macros for convinience - use them - replaced CHECK_GL_ERROR with GLCALL - spam GLCALL | |||
2011-02-19 | ANDROID: inline some GLESTexture members | dhewg | |
2011-02-19 | ANDROID: Supress warning | dhewg | |
2011-02-19 | ANDROID: Formatting | dhewg | |
2011-02-19 | ANDROID: Fix make dependencies for parallel builds | dhewg | |
2011-02-18 | ANDROID: Remove outdated build instructions | dhewg | |
See http://wiki.scummvm.org/index.php/Compiling_ScummVM/Android | |||
2011-02-18 | ANDROID: Formatting | dhewg | |
maybe now? | |||
2011-02-18 | ANDROID: Formatting | dhewg | |
and hoping for buildbot to pick up the toolchain now | |||
2011-02-18 | ANDROID: dist target for buildbot | dhewg | |
2011-02-18 | DC: Don't use $(VER_REV) with git | Marcus Comstedt | |
It seems unlikely that git will ever be able to produce a $(VER_REV) of 6 characters or less (the requirement for the version field in IP.BIN), so don't even try to use it. | |||
2011-02-18 | Merge branch 'dhewg-android' | dhewg | |
2011-02-16 | N64: revert fix in svn r55745 and added a FIXME | Fabio Battaglia | |
The sign comparison fix requires a little more work than int->uint change, else it throws an exception on the N64 |