Age | Commit message (Collapse) | Author |
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Session allows to reuse SessionRequests to the same host by making them
keeping alive connection. Turns out, though, that libcurl already does
that for us, and we didn't gain any speedup we thought we'd get.
Usage:
```
Networking::Session s;
Networking::SessionRequest *request = s.get(url);
request->startAndWait();
warning("HTTP GET: %s", request->text());
s.close();
```
You can still use SessionRequest without Session (but you can't put them
on stack!):
```
Networking::SessionRequest *request = new
Networking::SessionRequest(url);
request->startAndWait();
warning("HTTP GET: %s", request->text());
request->close();
```
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It is to be used in a Session, though it might be used separately. It
must implement keep-alive, but it does not yet.
You must not put it to ConnMan by yourself (instead, use start()) and
you must call close() after you've finished using this request.
You can either work with it in callback, or wait() and simply use its
methods (check it's success() and then, for example, use text()). Like
this:
```
Networking::SessionRequest *rq = new Networking::SessionRequest(url);
rq->startAndWait();
if (rq->success())
warning("HTTP GET: %s", rq->text());
rq->close();
```
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Error messages for failed requests are now printed as warnings.
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This patch alters the way the .cia is build. It removes the need for 3dstool.
Instead of first generating a .romfs file using 3dstool, let makerom generate the romfs while building the .cia.
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Also added macros for the plain (non-SDL) Android port __ANDROID_PLAIN_PORT__ and ANDROID_PLAIN_PORT
The workaround of this commit uses the same logic as for the Nintendo Switch port and should suffice for testing purposes. It should be replaced by more elaborate code of installing and maintaining a certificates pem file.
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* OPENGL: Implement high DPI support on Android
* PSP2: Fix build
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So rendering waits for the textures to finish uploading before using
them. Fixes glitchy mouse pointer in Riven.
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backends/platform/3ds/shader.shbin (byproduct of "make"),
backends/platform/3ds/shader_shbin.h (byproduct of "make"),
$(TARGET).smdh (aka scummvm.smdh, byproduct of "make scummvm.3dsx"),
$(TARGET).bnr (aka scummvm.bnr, byproduct of "make scummvm.cia")
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* AMIGAOS4: Update amigaos.mk
- reorg
- add stripping/copying engine plugins
- add Ext_Ins_so.rexx
* Ext_Inst_so.rexx
Add script to extract and install all compiled-in shared libraries to a local sobjs/ dir.
Reason is that not every AmigaOS4 installation, especially vanilla ones, feature all mandatory libraries (which has led to many bug reports and lots of gathering of the correct libraries for users in the past)
* AMIGAOS4: RM2AG.rexx
- Add automatic installation to the correct path
- Add deleting the temp file
- Typos and rewording
- Add I/O panic switches
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Fixes the regular pop sounds caused by buffer underruns / clobbering of
the previous implementation.
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Fixes the overlay dirty buffer being visible for a frame when opening
the GUI while in-game.
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This makes the annoying white line at the bottom of the screen go away
on newer (home button-less) iPhones.
https://developer.apple.com/documentation/uikit/uiviewcontroller/2887510-prefershomeindicatorautohidden
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These are flagged by GCC if -Wswitch-default is enabled.
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Fixes the transparency effects in the GUI.
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- Reordering, restructuring and updating
- Added shared library plugins copying, if available
- Added copying doc / subdir
- Changed copying DIST_FILES_DOCS to doc/ subdir
- Added some comments
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Otherwise both dos.library and it's interface will remain open in the rare (?) occasion of p.size <= 0,
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Fixes building for mingw-w64 on case sensitive file systems
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TTS libraries can now be used in default Mingw-w64 environments.
- Removes reference to sapiddk.h which isn't used and isn't in Mingw-w64
- Defines guids whose symbols are missing from Mingw-w64
- Restores TTS detection to configure script
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That let's close virtual keyboard file.
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