Age | Commit message (Collapse) | Author |
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This avoids too big cursors when the screen resolution is really high.
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This makes the overlay looking nicer in fullscreen mode.
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Most games register a music channel, and when there is no music,
they still stream silence (and run through all the Converter::flow
code!). Scan the buffer for that to pause the AudioTrack. Ugly, but
worth it - reduces CPU usage on many games and hence saves battery life.
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Only works in situations without any registered channels (or all paused)
at the mixer (like on the launcher or GMM).
CPU usage before (Galaxy Tab):
~5% scummvm
~15% mediaserver
After:
~2% scummvm
0% mediaserver
;)
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Move the audio thread to the bright side
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All backends that derive from BaseBackend are consoles and/or portables
without any connection from graphics modes to scalers.
The default implementation of resetGraphicsScale() is now a noop, which
seems correct for all current backends.
This fixes unwanted mode changes since 93fdcbfa.
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Resets defaultTo1XScaler when going back to the launcher
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Currently all the cursor data is converted to RGBA8888 to allow for
easy colorkeying.
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This resulted in flickering all over the GUI
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Use the native surface resolution of the device if its not too big.
If it is, use a clean scale factor of 2 to prevent eyecancer.
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This was probably set to ensure onCreateInputConnection() gets called,
but it is regardless of this flag. Now the soft keyboard doesn't show
up on startup on devices without physical keyboard, which prevents
unnecessary surface changes.
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And get rid of unnecessary JNI calls to get a pointer to g_system
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Signed-off-by: anotherguest
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This fixes a segfault when trying to use the OpenGL backend with 16bpp games,
however this does not make Last Express nor Loom PC-Engine Japanese work for
me. They now fail with a "Pixel format not supported" error.
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When doing glTexSubImage2D we do not need to assure that the source data has
the same width as the texture when we want to update the data, we just need
to assure that the width * Bpp cound matches the pitch.
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If we do not do this, we might end up with a default alignment of 4, which will
fail (as in the graphics will be messed up) in case the screen resolution is
not divisible by 4.
Thanks to digitall for noticing this problem and finding out about
GL_UNPACK_ALIGNMENT.
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This fixes messed up graphics, when SDL decides to add padding bytes to the
lines of an SDL_Surface. Formerly the code always calculated the pitch via
w*bpp, which of course does not work in all cases.
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Only applies when using loadable modules.
This requires a second compile run or black voodoo linker tricks.
Not implemented at this time. Disable it, so we get DS build failure
reports from buildbot (which are useful with all the DISABLE_EVERYTHING
defines).
The resulting binary might be too big to be usable.
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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change.
This fixes a slight move of the mouse cursor when the hardware mouse position
is at a subpixel from the logical coordinates.
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Rather than that I introduced a function which converts hardware screen
coordinates to overlay / game screen coordinates.
The logic which converts mouse movement events with hardware screen
coordinates to overlay / game screen coordinates is now inside notifyEvent.
This is still broken design, since one should not abuse an observer for that.
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- added a few macros for convinience
- use them
- replaced CHECK_GL_ERROR with GLCALL
- spam GLCALL
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See http://wiki.scummvm.org/index.php/Compiling_ScummVM/Android
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maybe now?
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