Age | Commit message (Collapse) | Author |
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- replace sprintf with snprintf and obey MAXPATHLEN
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Prevents the save/load dialog from refreshing and loosing the selection
when there is no file to download.
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Use Common::FSNode to test for screenshot existence instead of
SDL_RWFromFile(). SDL does different character encoding conversions
which fail on Windows when a unicode character is in the path.
Fixes bug #11118
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For translated message text. Android expected UTF-8 format for the message
Also makeToast for OSD needed to be run from the main UI thread
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Trac #10368
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- Fix clipping the cursor position
- Ensure the mouse has the same vertical and horizontal speed
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- Remove sphelper-scummvm.h
- Use default audio quality instead of lowest
- Add HRESULT tests
- Fix new[]/free() mismatches
- Fix voice description memory leak
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So the game remains interactive while OSD message are displayed.
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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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