Age | Commit message (Collapse) | Author |
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This mode should *not* be used by any new engines/code. If someone is going
to use it and says it works with the OpenGL output, please make them wear a
red uniform and beam them onto a remote planet.
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Formerly, we required that the OpenGL mode was fixed at compile time. Now we
allow the code to work with whatever it is given at runtime.
It is still possible to force a context type on compile time.
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This used to be used by Sword25. Since it is not supported by GLES and no
engine code uses it we drop support. Hopefully, this helps people to realize
they should not use that format in their engine.
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Formerly we relied on static linkage. However, in the presense of modern
OpenGL (ES) implementations it is not easily identifable which library to link
against. For example, on Linux amd64 with nVidia drivers and SDL2 setup to
create a GLES 1.1 context one would need to link against libGL.so. However,
traditionally GLES 1.1 required to link against libGLESv1_CM.so. To prevent a
huge mess we simply resolve the OpenGL functions on run-time now and stop
linking against a static library (in most cases).
GLES support needs to be enabled manually on configure time for now.
Tizen changes have NOT been tested.
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debug.h is now always included and all calls should be made through GLCALL.
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This can and will be used for future extension usage support.
Tizen changes have been untested.
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Now we rely on highres feature of the backends
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Fluidsynth is too problematic, stutters with some games,
so disabling it for the time being.
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The roles of the pattern and filename were reversed, so fixed that.
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We introduced a new pattern '#' in 06641f29a7bdcda280b0291f215193f055c83969.
Starting from that commit all backends were supposed to support it. Dreamcast
was missed. To support it in Dreamcast we now use Common::String::matchString
to do pattern matching.
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holding
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Bug is: "IRIX: X BadMatch when trying to start any 640x480 game".
40e019efd45a02261a7dbc69ceaa9188d8c7a269 introduced resetting the pixel depth
when unloading modes for SDL output. This was required to make mode listing
for OpenGL work on Win8+.
This causes issues on non-Win32 platforms though. SDL might not give us a valid
a pixel depth, causing the resetting to fail. A particular example is X11 on
IRIX, when only 16bit output modes work. Initially SDL tells us that the pixel
depth is 32bit. Trying to set this up causes a crash though.
Since there is no way to validate SDL's return value, we simply limit the reset
to platforms where it is actually required, i.e. Win32.
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As pointed out by Raziel^.
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AmigaOS's Rexx interpreter seems to have problems with './' in the path to the
Rexx script. We work around this by copying it to the cwd and using it from
there.
Manual merge of PR #669 "AMIGAOS: Fix amigaos.mk to make the rexx script work
on local builds".
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The language code for Swedish is "sv", not "se".
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The country code for Denmark is DK, not DA.
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JANITORIAL: Typos detected with lintian & grep
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This allows running "make -j4" and similar as part of dpkg-buildpackage
without editing the makefile.
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This code depended on the off by one
bug fixed in 9b8b737
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This is what the XDG Base Directory Specification suggests to use. We still
use ~/.scummvm as default path in case the directory exists.
This tackles an aspect of bug #6036 "POSIX: Use XDG dirs instead of HOME".
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'$XDG_CONFIG_HOME/scummvm/scummvm.ini'.
This is what the XDG Base Directory Specification suggests to use. We still
use the old location of '~/.scummvmrc' in case that is present.
This tackles an aspect of bug #6036 "POSIX: Use XDG dirs instead of HOME".
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This makes use use the XDG Base Directory Specification for the log file path.
This tackles one part of bug #6036 "POSIX: Use XDG dirs instead of HOME".
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This is kind of like 'mkdir -p' now. But the permissions are different from
standard POSIX behavior.
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