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2017-09-03RISCOS: Add RISC OS supportcameron
2017-08-11NETWORKING: Fix warningEugene Sandulenko
2017-08-11NETWORKING: Fix data type cast in comparison. char is usually signedEugene Sandulenko
2017-08-11BACKENDS: SURFACESDL: Add missing break statementEugene Sandulenko
2017-08-06JANITORIAL: Silence some more GCC 7 fall through warningsTorbjörn Andersson
I think these are the last one that were already flagged as being deliberate.
2017-08-05OPENGL: Always clear the whole backbufferBastien Bouclet
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.
2017-08-01Windows: Use GetUserDefaultUILanguage() instead of GetThreadLocale().Frank Richter
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.
2017-07-29SDL: Make the window size when exiting fullscreen workaround macOS specificBastien Bouclet
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.
2017-07-27SDL: Make sure we get the correct window size with SDL2Thierry Crozat
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.
2017-07-17NETWORKING: fix missing SIOCGIFCONF for Haiku (#973)Schrijvers Luc
2017-07-10Revert "COMMON: Change way the Singleton instances are instantiated"Eugene Sandulenko
This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e. With this patch ConfigManager is broken.
2017-07-10COMMON: Change way the Singleton instances are instantiatedThierry Crozat
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.
2017-07-06SDL: Fix compilation with SDL1.2Colin Snover
2017-07-06SDL: Only recreate SDL2 window when necessaryColin Snover
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>
2017-06-25ANDROIDSDL: implemented checking and fixing sdcard pathlubomyr
2017-05-21MACOSX: Fix flipped return value of openUrlColin Snover
2017-05-21BACKENDS: Compress screenshots using PNG if availableColin Snover
Closes gh-948.
2017-05-08OPENGL: Don't update the cursor's texture when the cursor is invisibleBastien Bouclet
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.
2017-04-29CLOUD: Fix compilation with old curl vesionsThierry Crozat
2017-04-26MACOSX: Expand ~ in default screenshot pathThierry Crozat
When using SDL to save the screenshot, using a told results in an error.
2017-04-24WINDOWS: Fix warning under mingw-w64.Kirben
2017-04-24WINDOWS: Hopefully fix mingw compilation.Kirben
2017-04-24WIN32: Fix compilation of getScreenshotPath (missing parenthesis)Thierry Crozat
2017-04-24WIN32: Comment out code that gets the user My Pictures directoryThierry Crozat
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.
2017-04-24SDL: Improve debug and warning messages when saving screenshotsThierry Crozat
In particular this adds a warning when failing to save a screenshot in OpenGL mode (there was already one in SurfaceSDL mode).
2017-04-24SDL: Allow specifying the screenshot directory in the config fileThierry Crozat
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.
2017-04-24MACOSX: Create screenshot on DesktopThierry Crozat
This is consistent with the OS shortcut (Crtl+Shift+3) to take a screenshot.
2017-04-24SDL: Use dynamic cast instead of C cast to get screenshot pathThierry Crozat
2017-04-24WINDOWS: Change location where screenshot are savedPala
This fixes bug #9701: WINDOWS: Flow of taking screenshots on Windows is broken
2017-04-18JANITORIAL: Remove superfluous semicolonsTorbjörn Andersson
2017-03-21SDL: Respect OS setting for wheel scroll direction on SDL 2.0.4+Thierry Crozat
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.
2017-03-06PSP2: remove date from executable namersn8887
2017-03-06SDL: Fix trying to init non-supported shaders (#917)rsn8887
2017-03-05BACKENDS: Fix const'ness which led to warningsEugene Sandulenko
2017-03-05BACKENDS: Fix crash on startupEugene Sandulenko
2017-03-04Merge pull request #915 from rsn8887/vitaEugene Sandulenko
PSP2: Add Playstation Vita support
2017-03-04PSP2: Add Playstation Vita (PSP2) supportcpasjuste
2017-03-04CLOUD: Fix whitespaceWillem Jan Palenstijn
2017-03-04BACKENDS: NETWORKING: Fix warningEugene Sandulenko
2017-03-04CLOUD: Fix LocalWebserver::resolveAddress() on AndroidAlexander
No <ifaddrs.h> available on Android, thus fixed similarly to https://github.com/zlargon/lssdp/commit/9b4568
2017-03-01SDL: Always use sub-pixel joystick pointer resolutionrsn8887
2017-02-28CLOUD: Fix GCC Unused Variable Warning.D G Turner
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.
2017-02-27SDL: fix pointer speed setting 8 (was too slow)rsn8887
2017-02-24Merge pull request #908 from rsn8887/upstreamEugene Sandulenko
SDL: Fix erratic analog pointer + control options
2017-02-22SDL: Fix erratic analog pointer + control optionsrsn8887
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)
2017-02-22Merge pull request #909 from lubomyr/masterEugene Sandulenko
ANDROIDSDL: changed filename in assets file with scummvm-data for replace old data files
2017-02-22ANDROIDSDL: changed filename in asset file with scummvm-data for replacing ↵lubomyr
old data-files
2017-02-21Merge pull request #904 from AReim1982/DevKitPPC-R28Eugene Sandulenko
WII: Fix compiler warnings
2017-02-21Merge pull request #905 from lubomyr/masterEugene Sandulenko
ANDROIDSDL: added tab Control in main Options menu for switching some features
2017-02-18SDL: increase resolution of slow analog pointer motionrsn8887