Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
I think these are the last one that were already flagged as being
deliberate.
|
|
Previously we were clearing the whole backbuffer for 3 frames after a
window size change, and then only clearing the game area. This assumes
the OpenGL driver uses at most 3 render buffer and uses them in
sequential order. This does not seem to be the case on Linux when using
an Intel integrated GPU.
Instead we now clear the whole backbuffer on each frame to make sure
there are no leftovers remaining on the screen. All semi-recent GPUs
should have hardware clear anyway so this should not impact negatively
performance.
Possibly fixes #10025.
|
|
The thread locale concerns display options (e.g. date formatting) not
the display language. There are typically, but not necessarily the same,
as Windows allows them to be configured separately.
|
|
The call to SDL_SetWindowSize works around a macOS specific SDL2 bug.
Fixes the window not restoring to its previous position when exiting
fullscreen on Linux/X11.
|
|
When updating or recreating the window, if we changed the window
size at the same time we also toggle between OpenGL and non
OpenGL mode, or toggle fullscreen mode, we may have a pending
SDL resize event with the wrong size. So we need to make sure to
append another one with the correct size to end up with the correct
size. This fixes bug #9971.
|
|
|
|
This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
|
|
This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
|
|
|
|
Destroying and recreating the SDL window whenever the video mode
changes in SDL2 is not necessary and causes several problems:
1. In windowed mode, the game window shifts position;
2. In fullscreen mode in macOS, every time the window is
recreated, it causes the OS to play its switch-to-fullscreen
animation again and emit system alert noises;
3. The window content flickers; and
4. The engine loses events from the old destroyed window.
This patch changes the SDL backend code to avoid destroying and
recreating the SDL window when using SDL2, except when switching
OpenGL modes, since there is no way to change the OpenGL feature
of a window.
There are still some outstanding issues with OpenGL where window
size ends up getting reset even though the user has resized it;
this will probably need to be addressed at some point in another
patch.
Thanks to @bgK and @criezy for their feedback which made this
patch much better.
Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
|
|
|
|
|
|
Closes gh-948.
|
|
Updating the cursor's texture is not necessary if it is not going to be drawn.
Fixes glDrawArrays sometimes failing due to using a framebuffer with an
incomplete color attachment. In SCI32 games, the framebuffer is incomplete
because the engine does not define pixel data for the cursor.
|
|
|
|
When using SDL to save the screenshot, using a told results in
an error.
|
|
|
|
|
|
|
|
This broke compilation on buildbot as ShlObj.h cannot be found.
A developer that has access to Windows should take a look to
properly fix this.
|
|
In particular this adds a warning when failing to save a screenshot
in OpenGL mode (there was already one in SurfaceSDL mode).
|
|
There is no GUI option to set the screenshot directory, but this
allows power users to set it if they don't want to use the default.
|
|
This is consistent with the OS shortcut (Crtl+Shift+3) to take a
screenshot.
|
|
|
|
This fixes bug #9701: WINDOWS: Flow of taking screenshots
on Windows is broken
|
|
|
|
The setting was already respected on SDL < 2.0.4 (such as SDL1).
If the OS inverts the scrolling direction, this is reflected on the sign
of the y value of the SDL event. Since version 2.0.4 the SDL event
also had a flag to indicate if the direction is flipped and we were
using it to change back the y sign. That means the OS scrolling
direction setting was not respected. With this commit we now have
a consistent behaviour with all SDL versions (the OS scroll direction
setting is respected).
If our wheel events are used for something other than scrolling
however, we might want to get the actually wheel move direction
(i.e. use a Common::EVENT_WHEELDOWN when moving the wheel
down even if the OS scroll setting is to flip it). In such a case we
might want to revert this change and instead add an additional flag
to the event so that we know the scroll direction should be flipped
and use it in places where the event is used for scrolling.
|
|
|
|
|
|
|
|
|
|
PSP2: Add Playstation Vita support
|
|
|
|
|
|
|
|
No <ifaddrs.h> available on Android, thus fixed similarly to https://github.com/zlargon/lssdp/commit/9b4568
|
|
|
|
This variable is not used as the constructors for the storage type
classes store the resulting objects into the Cloud Manager using
replaceStorage(this) instead.
|
|
|
|
SDL: Fix erratic analog pointer + control options
|
|
Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
|
|
ANDROIDSDL: changed filename in assets file with scummvm-data for replace old data files
|
|
old data-files
|
|
WII: Fix compiler warnings
|
|
ANDROIDSDL: added tab Control in main Options menu for switching some features
|
|
|