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The register keyword was deprecated from the C++11 standard,
<http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2014/n4193.html#809>,
and removed from the C++17 standard,
<http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4340>, so
cannot exist in a well-formed C++17 program.
It has never done anything in GCC
<https://gcc.gnu.org/ml/gcc/2010-05/msg00113.html>
and because of the way it is specified in the standard, it is “as
meaningful as whitespace”
<http://www.drdobbs.com/keywords-that-arent-or-comments-by-anoth/184403859>.
The one remaining use of the register keyword is in the DS backend,
where it is used to create a local register variable using the
non-standard GCC Extended Asm feature.
Closes gh-1079.
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This reverts commit 6b4195a542083c97f696c843b9823d578b018996.
There seemed to be no clear benefit in using RLE for transparent
surfaces, and there were a few reports that it might cause crashes
on Windows. So to be on the safe side I prefer to revert this
commit.
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SDL2: Improve handling of keyboard repeat events
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General consensus on the ML was that people wanted to do this.
http://lists.scummvm.org/pipermail/scummvm-devel/2017-November/012008.html
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- Flag them as repeat events
- Disable ScummVM's own repeat event generation
This fixes keyboard repeat events not being flagged as such with SDL2,
and complies with the user's operating system preferences regarding key
repeat timings.
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We were already doing it for SDL1.2, but with SDL2 the SDL_RLEACCEL
is not passed to SDL and instead we need to call SDL_SetSurfaceRLE.
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Folks are confused about the new behaviour where the mouse is not
restricted to the game area in fullscreen, which is understandable.
This changes mouseIsGrabbed to use SDL directly in order to avoid
making changes to the user preference in the _inputGrabState.
Otherwise we'd either clobber the user's previous windowed mouse
grab preference, or require maintaining a second variable just to
track the original state, when we can have SDL do that for us.
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Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.
Refs Trac#9689.
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This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
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This matches the other ScummVM and SDL APIs for mouse warp.
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This change allows:
* Engines to update their target rendering surface/size and pixel
format with the backend multiple times during gameplay;
* Users to resize the ScummVM window without having it reset
size/position every time an engine updates its target surface
format;
* Conversions/scaling to continue to run efficiently in hardware,
instead of requiring engines to pick their maximum possible
output format once and upscale inefficiently in software;
* The window to reset size once when an engine calls to set its
initial output size, and to reset again once ScummVM returns to
the launcher.
This is relevant for at least SCI32 and DreamWeb engines, which
perform graphics mode switches during games.
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The use of DoubleBufferSDLMixerManager in the OpenPandora backend was
removed in commit b157269 but the include for it was left behind.
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The use of DoubleBufferSDLMixerManager in the GPH backend was removed
in commit 3b6398c but the include for it was left behind.
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Since the macosx backend now does the same as the base SDL backend
we can just let the base class do its stuff.
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This mixer type was added in
943b4c2036002454b276e0190dfc2c8919fb0cbf because "anything which
produces sampled data with high latency (like the MT-32 emulator)
will sound terribly", but as far as I can see (or reproduce), this
mixer doesn't do anything that would solve that problem, except
that it effectively doubles the size of the audio buffer so there's
less chance of an underflow due to slower-than-realtime synthesis
by the softsynth. But you don't need the overhead of a separate
thread to do that, you just need to increase the buffer size.
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When -Wundeclared-selector is enabled (recommended by Apple), the
calls to the setBadgeLabel selector in MacOSXTaskbarManager are
warned on because NSDockTile declarations are not included because
they do not exist in macOS 10.4 and earlier. While I don't know
that we are even supporting such old macOS versions these days, it
is simple enough to fix this problem when compiling to modern
macOS versions by conditionally including the necessary header.
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The thread locale concerns display options (e.g. date formatting) not
the display language. There are typically, but not necessarily the same,
as Windows allows them to be configured separately.
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The call to SDL_SetWindowSize works around a macOS specific SDL2 bug.
Fixes the window not restoring to its previous position when exiting
fullscreen on Linux/X11.
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When updating or recreating the window, if we changed the window
size at the same time we also toggle between OpenGL and non
OpenGL mode, or toggle fullscreen mode, we may have a pending
SDL resize event with the wrong size. So we need to make sure to
append another one with the correct size to end up with the correct
size. This fixes bug #9971.
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This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
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This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
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Destroying and recreating the SDL window whenever the video mode
changes in SDL2 is not necessary and causes several problems:
1. In windowed mode, the game window shifts position;
2. In fullscreen mode in macOS, every time the window is
recreated, it causes the OS to play its switch-to-fullscreen
animation again and emit system alert noises;
3. The window content flickers; and
4. The engine loses events from the old destroyed window.
This patch changes the SDL backend code to avoid destroying and
recreating the SDL window when using SDL2, except when switching
OpenGL modes, since there is no way to change the OpenGL feature
of a window.
There are still some outstanding issues with OpenGL where window
size ends up getting reset even though the user has resized it;
this will probably need to be addressed at some point in another
patch.
Thanks to @bgK and @criezy for their feedback which made this
patch much better.
Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
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When using SDL to save the screenshot, using a told results in
an error.
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This broke compilation on buildbot as ShlObj.h cannot be found.
A developer that has access to Windows should take a look to
properly fix this.
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