Age | Commit message (Collapse) | Author |
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JNI calls can happen through the timer mechanism (hence from another
thread). Attach the timer thread to the VM to prevent assert()s
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add bionic replacement __assert2(), so we actually see what's happening
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- EVENT_SCREEN_CHANGED must happen _after_ we have a new surface,
not when the the old surface vanishes. fixes port on galaxy tab
- textures have to be redefined with glTexImage2D() to make
glTexSubImage2D() not fail on screen changes
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adb logcat ScummVM:\* \*:S
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get rid of -DANDROID and -DANDROID_BACKEND
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- move all android specific make stuff from module.mk to android.mk
- don't create automatically generated files in the source tree
- don't fail when building outside of the source tree
- clean android build files on "make clean"
- cleanup
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this gets rid of the "no plugins found, go to market, kthx" message,
which doesn't make sense on monolithic builds (market only has
ancient apk's anyway)
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svn-id: r55898
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svn-id: r55888
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svn-id: r55857
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svn-id: r55851
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svn-id: r55850
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svn-id: r55808
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svn-id: r55807
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svn-id: r55806
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svn-id: r55785
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svn-id: r55745
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svn-id: r55743
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handleKeyDown()
Fixes bug #3166522 at the SDL level (fix 1/2)
svn-id: r55567
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svn-id: r55248
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svn-id: r55243
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svn-id: r55236
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svn-id: r55173
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svn-id: r55172
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svn-id: r55171
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This fixes some hangs when calling the GMM while running Fascination.
svn-id: r55166
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Add an object with an empty .ctors and .dtors section to the build
of each plugin. This ensures that there will be an output section
.ctors and one .dtors in the output file (they could be empty though).
If these output sections were to be removed, the symbols defined inside
by the linker script could disappear as well, and we don't want that.
svn-id: r55149
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Make sure that all the required symbols exist in generated plugins.
If not, the strip command may have removed them...
svn-id: r55144
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svn-id: r55082
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ONE_PLUGIN_AT_A_TIME is too long.
svn-id: r55064
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After searching for the right plugin once, the filename will be saved to the config file under the domain 'plugin_files'. The key is the gameid and the value is the plugin file. The backup mechanism is searching plugin by plugin.
svn-id: r55061
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The leaky file handles didn't show up when debugging using the shell since that uses the Windows file handles, of which there are many more.
svn-id: r55048
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svn-id: r55029
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memory manager
uint32 is all we need since we only handle ELF32 anyway.
svn-id: r55012
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loader is enabled.
This should fix compilation on desktop systems, where for example memalign
is not present.
svn-id: r55011
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svn-id: r55010
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Following lordhoto's suggestion, I implemented a simple allocator that grabs the size of the biggest available plugin in memory. This is an elegant solution to the fragmentation problem, with the caveat that memory is wasted. As such, it's not suited for the DS, so I added a #define to disable it there.
svn-id: r55009
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Save the exact palette and return it when grabPalette is called,
The less precise 16bit conversion is still used inside though.
svn-id: r54981
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The problem was that I was allowing changes to the palette (in this case) even before the separate display thread, which is synchronized to vsync, was done drawing. This caused the palette to change mid-render.
The fix is a semaphore synchronizing the threads.
svn-id: r54942
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This actually still has the drawback that if one calls OSystem::updateScreen
from the sound thread that it might crash. Hopefully no code does this though...
svn-id: r54830
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I added an comment explaining why OSD is broken currently. The basic problem is
that OpenGL is not thread safe, thus in case we try to display any message on
the OSD from the sound thread for example it will result in crashes.
svn-id: r54829
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svn-id: r54828
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svn-id: r54756
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svn-id: r54755
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svn-id: r54754
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svn-id: r54753
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svn-id: r54752
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Don't distinguish between simplified and traditional Chinese in the
language tag, as suggested by LordHoto.
svn-id: r54751
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