Age | Commit message (Collapse) | Author |
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This allows to start a recently played game directly from the dock. The
ScummVM.app application should have been permanently added to the
dock and the menu is only present when ScummVM is not running. The
list of recently played game is written by the taskbar code in ScummVM.
The Dock Tile Plugin only reads that list to populate the menu.
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OpenGLGraphicsManager: Revamp
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Formerly, we required that the OpenGL mode was fixed at compile time. Now we
allow the code to work with whatever it is given at runtime.
It is still possible to force a context type on compile time.
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Formerly we relied on static linkage. However, in the presense of modern
OpenGL (ES) implementations it is not easily identifable which library to link
against. For example, on Linux amd64 with nVidia drivers and SDL2 setup to
create a GLES 1.1 context one would need to link against libGL.so. However,
traditionally GLES 1.1 required to link against libGLESv1_CM.so. To prevent a
huge mess we simply resolve the OpenGL functions on run-time now and stop
linking against a static library (in most cases).
GLES support needs to be enabled manually on configure time for now.
Tizen changes have NOT been tested.
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We hardcoded the path as /Developer/Tools, but that path changed
with more recent versions of Xcode. There is actually a command line
tool to get this path, so use that. But also add an undocumented
configure option to allow specifying the path manually.
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The msys shell can be run in both msys and in mingw mode. We don't
support it when in msys mode, as this mode seems to be intended as a
cygwin-like compatibility layer, instead of for native Windows
applications.
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Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).
Instead of manually updating the list of engines, we now introduce
a new dependency.
I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
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On request of Vanfanel.
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Also add missing cc_check_clean after fluid synth check.
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1. We use actual FluidSynth symbols in our test program now. This assures
that linking actually checks for presence of symbols. Which in turn checks
that the library linked can be used with our link configuration.
2. Add simple hardcoded list of FluidSynth dependencies. This helps detection
of statically built FluidSynth.
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Ooops.
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This is actually a bit abusive of the --static option. However, it works and
prevents a lot of hassle to setup building when FreeType2 was built with
--disable-shared.
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AMIGAOS: Static builds preferred
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The "iphone" backend is the support for the old iPhones.
The "ios7" backend is for the new iPhones.
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Reasons:
- Shared objects aren't really shared on AmigaOS
(Once two programs load the same .so, it will be loaded twice into memory instead of sharing the already available one)
- To make the program run for everyone i need to provide a subdir (SObjs/) which holds all the .so's used while compiling, otherwise some people have to go hunting for the correct .so's online.
(That completely defies the use of "shared objects")
Even worse is the fact that, if users have older .so's installed, they might experience crashes.
- There is no benefit in building ScummVM with shared objects, because even *if* a new lib version is available as an .so it won't be mandatory to immediately switch to it, because the code probably won't take advantage of it as fast.
In short:
Switchting to static builds to reduce user grief, crash reports and as a bonus have ScummVM start a little faster.
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Thanks criezy.
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Our previous code printed the gcc version clang is pretending to be.
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This fixes configure if icc is set to gcc-compatibility mode, which
is the default.
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The feature is currently broken (see bug #6957 "AUDIO: ARM ASM sound code causes distorted audio on 32 bit armv6").
Fixing the feature looks highly non-trivial and since nobody volunteered so
far it's unlikely we will see any fix soon.
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This version, available at https://bitbucket.org/bgK/sdl_psl1ght, is based on SDL 2.0.3.
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