Age | Commit message (Collapse) | Author |
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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The PSP HW wasn't able to calculate the proper stretching when given the whole image size on a huge image. This is also a better way to do it because we're not overwriting tiles of the texture.
svn-id: r54190
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my implementation of romfs_seek is based on lseek, not on fseek,
so it returns the offset on successful completion, not 0, corrected
the check in RomfsStream::seek().
svn-id: r54151
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54089
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* Remove DLObject virtual methods allocSegment and freeSegment.
As long as all DLObject implementations use memalign + free to
allocate/release segments, there is no point in wrapping those.
This enables further simplifications.
* Add TemplatedELFPlugin template class. Use this instead of explicit
ELFPlugin subclasses.
* Rename DLObject::discard_symtab to discardSymtab
svn-id: r54082
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svn-id: r54081
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svn-id: r54064
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svn-id: r54060
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way of reducing dynamic size
svn-id: r54059
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svn-id: r54058
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The deletePointer() method approach cannot work, as it is called
by the destructor of the base class.
A possible correct solution would be to enhance ScopedPtr with a
"deleter" object like SharedPtr. But this seems overkill as long as we
need it in only one place.
svn-id: r54057
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This merge was extremely difficult to carry out. It wasn't entirely SVN's fault -- there were several merges to the branch that were done by hand. Please check for any issues and regressions. Also note that the DS makefile was not copied over since the "one at a time" plugin mode currently has too much fragmentation ie. it doesn't work.
svn-id: r54051
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svn-id: r54046
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forbidden symbols.
svn-id: r54041
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of producing incorrect code
svn-id: r54005
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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svn-id: r53982
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svn-id: r53980
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svn-id: r53979
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I tried to untangle the header interdependencies a bit, but this
is still quite a mess.
This commit also fixes some warnings.
svn-id: r53978
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svn-id: r53977
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svn-id: r53976
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svn-id: r53972
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svn-id: r53971
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svn-id: r53970
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svn-id: r53969
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svn-id: r53968
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svn-id: r53964
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svn-id: r53963
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svn-id: r53962
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A new header file common/forbidden.h is included by scummsys.h and it
re-#defines numerous symbols like fopen(), fread(), system(), etc. with
garbage, in order to provoke compile errors in any code using them.
If a .cpp file really *must* use any of these (e.g. because it is a
backend file), then these redefinitions can be disabled by #defining
FORBIDDEN_SYMBOL_ALLOW_ALL as the first thing in the .cpp file. Whenever
this is done, an explanatory comment should be added.
Note that this system cannot catch all "bad" usages (notably the Lua
code in the sword25 engine), as it can only work if scummsys.h is
included.
svn-id: r53961
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Before the limit was arbitrary. Now we check the proper location on screen and move in increments relative to the size on screen.
svn-id: r53918
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Sometimes we can have an 8bit file for example that has a palette of 16 colors or less, so we need to go by the bit depth rather than inferring the bit depth from the palette size.
svn-id: r53917
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Not deallocating it before loading the next image causes fragmentation in memory which eventually prevents big things from being loaded into memory.
svn-id: r53873
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svn-id: r53809
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It seems some Android versions and devices (eg Droid) don't implement
eglChooseConfig according to spec and the first result isn't the best
choice. Implement our own filtering / scoring to workaround this.
svn-id: r53808
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The new one copies into a temp buffer and only does one
glTexSubImage2D. I'm led to believe that this is faster on some
devices (but slower on others). Disabled for now, but someone might
want to try both versions on their slow device.
Also manually set glColor before calling DrawTexiOES, following
mention of a bug in a discussion I stumbled across. DrawTexiOES-use
is disabled for now, so this is a noop.
svn-id: r53803
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This appears to work around a blank screen bug Nexus1. I never
tracked it down, but as far as I can tell it is triggered by multiple
overlapping updates before flushing the texture to screen. This
condition only happens in the overlay atm so an extra redraw isn't the
end of the world.
(Also remove an unused _full_screen_dirty property)
svn-id: r53801
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svn-id: r53768
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feature is currently commented out - waiting till discussion has ended
svn-id: r53767
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The only real way to pause the game is to take over the event loop, which is a little sad... Also fixed a possible crash when loading an image that was to big, by only rendering when we have _init set.
svn-id: r53741
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Moved events related code to backends/events/dinguxsdl/*
and move graphics related code to backends/graphics/dinguxsdl/*
Subclass OSystem_POSIX instead of OSystem_SDL
svn-id: r53730
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svn-id: r53728
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SdlEventSource.
Derived backends are allowed to overwrite that member in case they need special
handling of SDL events.
svn-id: r53675
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svn-id: r53661
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svn-id: r53641
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GP2X: Cleanup Readme.
SDL: Change a few backend defines to GPH_DEVICE from the device name (blocking main and loadGFXMode so they can be written elsewhere).
svn-id: r53639
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svn-id: r53635
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svn-id: r53601
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