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2016-11-20OPENGLSDL: Fix signed/unsigned comparisonColin Snover
2016-11-13CHEWY: Plug memory leaksEugene Sandulenko
2016-11-12Merge pull request #853 from criezy/ios-no-sleepEugene Sandulenko
IOS: Disable idle timer while an engine is running
2016-11-12Merge pull request #811 from susnux/masterEugene Sandulenko
BACKENDS: timidity: Get rid of gethostbyname, use getaddrinfo.
2016-11-08Merge pull request #777 from m-kiewitz/masterEugene Sandulenko
SDL: Fix keyboard on macOS, when using SDL2, fix directional keypad
2016-10-29OPENGL: Remove hack to avoid issues with OSD messages from other threadsThierry Crozat
2016-10-29CLOUD: Use OSDMessageQueue to post OSD messages from the cloud threadThierry Crozat
2016-10-25BACKENDS: timidity: Get rid of gethostbyname, use getaddrinfo.Ferdinand Thiessen
2016-10-23ANDROIDSDL: default storage-sdcard directory location getting direct from ↵lubomyr
libSDL wrapper
2016-10-23ANDROIDSDL: back button re-mapped to F13 keycode. F13 keycode assigned to ↵lubomyr
call scummvm in-game menu. CONTROL key now can be uses with games
2016-10-22SDL: Fix typosOri Avtalion
2016-10-22DC: Add Dreamcast specific clean targetMarcus Comstedt
2016-10-21IOS: Add support for filtering featureThierry Crozat
2016-10-20IOS: Disable idle timer while an engine is runningThierry Crozat
2016-10-20CLOUD: Don't error out when PNG support is not enabledBastien Bouclet
2016-10-18SDL: Fix typo in function nameOri Avtalion
2016-10-18UPDATES: Give feedback on OS X when using the Check now buttonThierry Crozat
Checking updates from the menu was giving feedback when no update was found, but checking updates from the Check now button in the options was only giving feedback if a new version was found. Now it also tell us when ScummVM is up to date.
2016-10-17ALL: Fix compilation with disabled cloud but enabled libcurlEugene Sandulenko
2016-10-16Merge pull request #847 from criezy/sdl-filteringThierry Crozat
Add graphics linear filtering feature
2016-10-16PSP: Added release building scriptEugene Sandulenko
2016-10-13SURFACESDL: Improve toggling filtering on/offThierry Crozat
We don't need to recreate the window when turning filtering on or off. Only the texture needs to be recreated.
2016-10-13SURFACESDL: Add hotkey to enable/disable filteringThierry Crozat
2016-10-13OPENGLSDL: Add hotkey to enable/disable filteringThierry Crozat
Crtl-Alt-f now enables/disables filtering instead of changing the graphics mode. Since there is only one graphics mode now, a hotkey to change it is a bit useless.
2016-10-13SURFACESDL: Add support for filtering feature when using SDL2Thierry Crozat
This implements the request from ticket #9573: SDL1/2: Different rendering/filtering?
2016-10-13OPENGL: Add support for filtering featureThierry Crozat
This replaces the two graphics modes "OpenGL (No filtering)" and "OpenGL". Now there is a single "OpenGL" mode and filtering is controlled by the kFeatureFilteringMode.
2016-10-13OPENGLSDL: Make some OSD messages translatableThierry Crozat
Also change some OSD messages to be the same or similar to messages used by the Surface SDL code.
2016-10-10ANDROIDSDL: Update port settingsEugene Sandulenko
2016-10-09GCW0: Fixed wording in the READMEEugene Sandulenko
2016-10-09GCW0: Mention that only 320x240 games are supportedEugene Sandulenko
2016-10-09JANITORIAL: Remove more trailing spacesEugene Sandulenko
2016-10-03SDL: Switch to full screen updates when the OSD is transparentBastien Bouclet
Previous releases also did full screen updates for transparent OSD messages. There should be no performance regression with that regard. Computing smaller update rects is non trivial, but should be looked into if performance is an issue for OSD icons. Fixes #9598
2016-09-28MAEMO: Update debian/changelogTarek Soliman
2016-09-28DC: Fix indentationMarcus Comstedt
2016-09-27DC: Ignore case for VM filenamesMarcus Comstedt
2016-09-27DC: Implement atexit handling for pluginsMarcus Comstedt
2016-09-27DC: Update versions of dependencies in READMEMarcus Comstedt
The new GCC and Newlib are required for correct atexit handling in plugins. The new Ronin is required to support the Newlib upgrade, and also for custom filename handling on VM saves.
2016-09-26RELEASE: This is 1.10.0gitEugene Sandulenko
2016-09-23Merge pull request #834 from lubomyr/masterEugene Sandulenko
ANDROIDSDL: fixed switching to capital letter
2016-09-21ANDROIDSDL: fixed switching to capital letterlubomyr
2016-09-20SDL: mapKey changed as virtual functionlubomyr
2016-09-18OPENGL: Make sure the cloud icon is cleared immediatly after it is hiddenBastien Bouclet
2016-09-18SDL: Make sure the cloud icon is cleared immediatly after it is hiddenBastien Bouclet
2016-09-18OPENGL: Remove multithread support from displayActivityIconOnOSDBastien Bouclet
It is no longer being called by another thread.
2016-09-18CLOUD: Change the cloud icon to be updated by the main threadBastien Bouclet
The cloud manager registers itself as an event source as a mean to be polled periodically by the GUI or engine code. The periodical polling is used to update the OSD icon indicating background sync activity. Also move the cloud icon from ConnectionManager to CloudManager, allowing to decouple icon handling from network connections updates.
2016-09-18ALL: Homogeneize use of 'saved game' in messagesThierry Crozat
2016-09-18Merge pull request #830 from lubomyr/masterEugene Sandulenko
ANDROIDSDL: set default gfx_mode to 2x
2016-09-18ANDROIDSDL: set default gfx_mode to 2xlubomyr
2016-09-18BACKEND: When removing a save files also remove entry from timestamps fileThierry Crozat
2016-09-18BACKENDS: Ignore timestamps for inexistent files in DefaultSaveFileManagerThierry Crozat
This fixes a bug in the synchronisation of the save files to the cloud when the timestamps file contains entries for files that do no longer exist. In such a case the synchronisation would fail.
2016-09-18SDL: Ignore outdated SDL resize event in OpenGL modeThierry Crozat
Those outdated resize events are sent from SDL_DestroyWindow when the window is fullscreen and doesn't have the SDL_WINDOW_FULLSCREEN_DESKTOP flag (thus Surface SDL is not affected). Switching resolutions in fullscreen, or switching from fullscreen to windowed will therefore cause a resize event to be received with the former fullscreen resolution after we have already setup the window to use the new resolution. If we don't ignore this event we end up with a texture size and a window size that are not consistent and for example see only a part of the texture (if the old resolution is bigger than the new one.