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2018-01-12GRAPHICS: Fix rounding error when using non-integral scalingTarek Soliman
When a non-integral scaling was being used, x and/or y cursor position would be one less than what it should be. Fixes Trac#10401 Thanks snover!
2018-01-05PSP: fix bit shifts of cursor x/y, fix too-slow cursorrsn8887
2018-01-04PSP: adjust cursor refresh to better match speed it had before it became smoothrsn8887
2018-01-04PSP: support mouse speed/joy deadzone options and smooth cursor motionrsn8887
2018-01-03PSP: Use aspect correction checkbox instead of extra graphics modesrsn8887
2018-01-03Merge pull request #1090 from bgK/remove-zaurus-yopyBastien Bouclet
PORTS: Remove the Zaurus and Yopy ports
2018-01-01ALL: Bump copyright year. 2018!Eugene Sandulenko
2017-12-29PSP: Fix bug #10239: PSP port incorrect 4:3 aspect ratioD G Turner
This is based on a patch supplied by dam-soft. A new graphics mode is added to the PSP port. The graphics mode is called '4:3 Aspect Ratio' and fixes the incorrect AR. The older modes are also still present and behave as before.
2017-12-27SDL: Add debug traces for joystick hotplugBastien Bouclet
2017-12-26PS3: Stop using SDL mouse focus events to detect the XMBBastien Bouclet
Mouse focus events are also sent by SDL when the mouse is warped outside of the window area. App suspended / resumed are now used. These are only sent by SDL when opening / closing the XMB on the PS3. Fixes #10340.
2017-12-26PSP2: Add controller config, remove joystick event handlingrsn8887
2017-12-26SDL: Add support for joystick hotplugBastien Bouclet
Fixes #10366.
2017-12-26SDL: Only enable joystick related features when joysticks are enabledBastien Bouclet
Fixes #9714.
2017-12-26PSP2: Remove identical to base class joystick axis event handlingBastien Bouclet
2017-12-26SDL: Cleanup joystick deadzone handlingBastien Bouclet
2017-12-26SDL: Move the non analog joystick code to the Symbian portBastien Bouclet
Symbian was the only user of that code.
2017-12-26PS3: Remove gamepad button mappingBastien Bouclet
SDL_PSL1GHT now supports the GameController API. ScummVM's default mapping is now used.
2017-12-26SDL: Initial support for game controllersBastien Bouclet
The button mapping is that of the Vita port Co-Authored-By: rsn8887 <rsn8887@users.noreply.github.com>
2017-12-19PORTS: Remove the Zaurus portBastien Bouclet
There was never an official release. The last unofficial release of ScummVM was 0.6.0. Production ceased in 2007.
2017-12-19PORTS: Remove the Yopy PDA portBastien Bouclet
No official release was ever done for that platform. Production ceased in 2005.
2017-12-15BUILD: Check if posix_spawn is available in configureThierry Crozat
2017-12-14POSIX: Fix compilation with some old macOS SDKsThierry Crozat
2017-12-14POSIX: Do not hang ScummVM when opening a browserColin Snover
If the call used to open the browser does not return until the browser is closed, this would previously cause ScummVM to hang. Since we are using waitpid now, we can avoid hanging by telling waitpid to not block on a child which has not exited.
2017-12-14POSIX: Fix CVE-2017-17528Colin Snover
2017-12-13MAEMO: Update debian/changelogTarek Soliman
2017-12-10SDL: Enable the startup fullscreen hack for X11 onlyBastien Bouclet
It causes problems on AmigaOS and Linux/SDL2/Vivante
2017-12-03ALL: Remove obsolete register keywordColin Snover
The register keyword was deprecated from the C++11 standard, <http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2014/n4193.html#809>, and removed from the C++17 standard, <http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4340>, so cannot exist in a well-formed C++17 program. It has never done anything in GCC <https://gcc.gnu.org/ml/gcc/2010-05/msg00113.html> and because of the way it is specified in the standard, it is “as meaningful as whitespace” <http://www.drdobbs.com/keywords-that-arent-or-comments-by-anoth/184403859>. The one remaining use of the register keyword is in the DS backend, where it is used to create a local register variable using the non-standard GCC Extended Asm feature. Closes gh-1079.
2017-12-03SDL: Fix memory corruption when switching to/from 32-bit cursorsColin Snover
When a 32-bit cursor has the same size as an 8- or 16-bit cursor, the mouse surfaces were not being regenerated even though the 32-bit cursors have a different memory requirement. This lead to memory corruption as an inappropriate surface would be used for the other type of cursor. The shoe-horned 32-bit cursor support is clearly showing its scrappy nature here and probably ought to be revisited in the future if the SurfaceSdl graphics manager sticks around. Fixes Trac#10349, Trac#10350, Trac#10351.
2017-12-02PSP2: fix clipping and display quality for odd resolutions (Phantasmagoria)rsn8887
2017-12-02PSP2: fix odd resolutions on PSP2, fixes Phantasmagoriarsn8887
2017-12-01BACKENDS: Fix shake position getting stuckColin Snover
If a game is doing a screen shake (for example, DOTT when the stereo is on), and the user does an RTL, the screen shake offset may get stuck if the engine does not reset it on shutdown. To avoid this in all cases, just always reset the screen shake whenever the graphics manager is told to switch to a new graphics mode.
2017-11-29MAEMO: Update debian/changelogTarek Soliman
2017-11-30RELEASE: This is 2.1.0gitThierry Crozat
2017-11-29SDL: Don't use the window size hint for fullscreenBastien Bouclet
Prevents the opengl backend from changing mode when entering fullscreen for games with a window size hint. Fixes #10335. Closes gh-1074.
2017-11-28RISCOS: Improve detection of absolute pathsCameron Cawley
2017-11-28RISCOS: Fix using filenames with spacesCameron Cawley
2017-11-28EVENTS: Delay initializing the virtual keyboardBastien Bouclet
The virtual keyboard requires the backend to be fully initialized because it needs the display size. Fixes #10338.
2017-11-27SDL: Store fake mouse warp event in virtual coordinatesColin Snover
Normally, notifyMousePosition converts real mouse events into the virtual coordinate system, but events only get sent through notifyMousePosition if they are real events from SDL since that method also decides if the real mouse is inside the content area or not. As such, these fake events need to be pre-converted to virtual coordinates or else the wrong values are sent through to the engine when a scaler or AR correction is in use.
2017-11-25ANDROID: Fix illegal-in-C++11 narrowing conversionsColin Snover
2017-11-26Revert "SDL: Use RLE acceleration for SDL2 transparent surfaces"Thierry Crozat
This reverts commit 6b4195a542083c97f696c843b9823d578b018996. There seemed to be no clear benefit in using RLE for transparent surfaces, and there were a few reports that it might cause crashes on Windows. So to be on the safe side I prefer to revert this commit.
2017-11-24Merge pull request #1063 from bgK/keyboard-repeatBastien Bouclet
SDL2: Improve handling of keyboard repeat events
2017-11-21RELEASE: 1.10 will henceforth be known as 2.0Colin Snover
General consensus on the ML was that people wanted to do this. http://lists.scummvm.org/pipermail/scummvm-devel/2017-November/012008.html
2017-11-19EVENTS: Fix one ms error in repeat event generation time checkBastien Bouclet
2017-11-19SDL: Improve handling of SDL2 keyboard repeat eventsBastien Bouclet
- Flag them as repeat events - Disable ScummVM's own repeat event generation This fixes keyboard repeat events not being flagged as such with SDL2, and complies with the user's operating system preferences regarding key repeat timings.
2017-11-19EVENTS: Allow disabling repeat event generationBastien Bouclet
2017-11-19EVENTS: Move key repeat handling to its own methodBastien Bouclet
2017-11-19EVENTS: Rename synthetic to kbdRepeatBastien Bouclet
2017-11-17SDL: Grab mouse when ScummVM is started in fullscreen modeColin Snover
2017-11-15SDL: Don't pass null pointers to SDL_DestroyTexture/SDL_DestroyRendererColin Snover
SDL does not like this and will raise an assertion when built with internal SDL assertions turned on. With internal assertions turned off, it will still call SDL_SetError any time a null pointer is passed, though it will not raise an assertion or crash.
2017-11-11SDL: Fix assertion when using 4bpp cursors with a key colorBastien Bouclet
Myst ME uses such cursors.