Age | Commit message (Collapse) | Author |
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Before the limit was arbitrary. Now we check the proper location on screen and move in increments relative to the size on screen.
svn-id: r53918
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Sometimes we can have an 8bit file for example that has a palette of 16 colors or less, so we need to go by the bit depth rather than inferring the bit depth from the palette size.
svn-id: r53917
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Not deallocating it before loading the next image causes fragmentation in memory which eventually prevents big things from being loaded into memory.
svn-id: r53873
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svn-id: r53809
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It seems some Android versions and devices (eg Droid) don't implement
eglChooseConfig according to spec and the first result isn't the best
choice. Implement our own filtering / scoring to workaround this.
svn-id: r53808
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The new one copies into a temp buffer and only does one
glTexSubImage2D. I'm led to believe that this is faster on some
devices (but slower on others). Disabled for now, but someone might
want to try both versions on their slow device.
Also manually set glColor before calling DrawTexiOES, following
mention of a bug in a discussion I stumbled across. DrawTexiOES-use
is disabled for now, so this is a noop.
svn-id: r53803
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This appears to work around a blank screen bug Nexus1. I never
tracked it down, but as far as I can tell it is triggered by multiple
overlapping updates before flushing the texture to screen. This
condition only happens in the overlay atm so an extra redraw isn't the
end of the world.
(Also remove an unused _full_screen_dirty property)
svn-id: r53801
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svn-id: r53768
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feature is currently commented out - waiting till discussion has ended
svn-id: r53767
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The only real way to pause the game is to take over the event loop, which is a little sad... Also fixed a possible crash when loading an image that was to big, by only rendering when we have _init set.
svn-id: r53741
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svn-id: r53728
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svn-id: r53661
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svn-id: r53641
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GP2X: Cleanup Readme.
SDL: Change a few backend defines to GPH_DEVICE from the device name (blocking main and loadGFXMode so they can be written elsewhere).
svn-id: r53639
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svn-id: r53635
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svn-id: r53601
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Almost all places where we used XMLParser::parseIntegerKey were using
it like this:
XMLParser::parseIntegerKey(str.c_str(), ...)
Since this makes the code harder to read, I overloaded the method to
also accept Commmon::String directly.
Also removed all .c_str() invocations where necessary.
svn-id: r53479
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svn-id: r53462
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svn-id: r53460
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svn-id: r53455
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Also added support for stretching images, and fixed up displaying of large images as well as PNG files
svn-id: r53454
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svn-id: r53443
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svn-id: r53395
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* Ooops, forgot to sync this with HEAD. Sorry about that.
svn-id: r53162
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svn-id: r53160
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svn-id: r53108
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The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI)
svn-id: r53042
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svn-id: r52993
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Also backport fix from branch on translation of default title for key mapping
dialog.
svn-id: r52959
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svn-id: r52939
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svn-id: r52935
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not sure, somebody should verify)
svn-id: r52934
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svn-id: r52894
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Bad timing can cause stereo status not to be picked up if at some point a MAD _header is not initialized.
svn-id: r52890
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svn-id: r52882
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Without this fix, the ME allocates more and more memory with every seek until it can't work.
svn-id: r52868
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properly. (Instead of using extrapath)
svn-id: r52864
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svn-id: r52863
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svn-id: r52862
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svn-id: r52854
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svn-id: r52853
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svn-id: r52840
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The advantage is that we get to do inlining and even use lwl and lwr instructions where appropriate. We have to do it ourselves because the PSP doesn't tolerate built-in instructions, but also we have a more efficient memcpy than the lib's.
svn-id: r52817
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PspMemorySwap is more specific ie. it only needs to be known by PSP files. It could be put in another file, but not worth the effort.
svn-id: r52816
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It didn't really belong in memory.cpp and we're going to want to include memory.h everywhere.
* * *
PSP: more Vram Allocator cleanup
svn-id: r52815
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52773
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Add an almost empty readme for dingux, to be filled soon.
svn-id: r52745
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Add a wrapper to set HOME var when running scummvm on dingux.
svn-id: r52744
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BufferedSeekableReadStream
As Max pointed out to me, one can't really use virtual functions called from constructors/destructors.
svn-id: r52722
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