Commit Graph
75 Commits
Author SHA1 Message Date
Max Horn 3d4e9fe674 BACKENDS: Allow various files to use stuff from time.h 2011-05-03 11:27:44 +02:00
dhewg 8feac89bc7 ANDROID: Fix compilation some more 2011-04-28 20:02:01 +02:00
dhewg a565e63c48 ANDROID: Add multitouch support 2011-04-06 18:27:15 +02:00
dhewg 811b1fcc2a ANDROID: Use the manufacturer string for workarounds
Some fingerprints don't contain it, so this should be more reliable.
2011-04-05 19:10:35 +02:00
dhewg 507bff8233 ANDROID: Log device manufacturer, model and brand 2011-04-05 19:06:59 +02:00
dhewg ea253ff26d ANDROID: Use a faked paletted texture for CLUT cursors
Same change as for the game screen, reduces CPU usage a little
2011-04-05 15:07:07 +02:00
dhewg bceab2656b ANDROID: Attempt at working around some HTC fail 2011-04-02 13:32:03 +02:00
dhewg 5f96dc6867 ANDROID: Fix timer frequency to match SDL 2011-03-22 21:02:42 +01:00
dhewg 0d9a852f46 ANDROID: Implement OSystem::getSystemLanguage() 2011-03-19 12:36:27 +01:00
dhewg 69e271225f ANDROID: Log some system properties 2011-03-19 12:17:43 +01:00
dhewg 0eb5352290 ANDROID: Increase default touchpad mode scale
aka my display is bigger than yours
2011-03-17 21:01:49 +01:00
dhewg 8953581ec9 ANDROID: Ignore the slop area on all touch scrolls
Prevents initial cursor jumps
2011-03-17 21:01:49 +01:00
dhewg 82bcddf8da ANDROID: Init vars to match with the defaults
The feature flags are set too late, so lets fix that here
2011-03-17 19:35:58 +01:00
dhewg adef4c3f42 ANDROID: Input system overhaul
Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
2011-03-16 20:54:49 +01:00
dhewg 6e4af65be1 ANDROID: Add missing cases to getFeatureState() 2011-03-15 00:06:00 +01:00
dhewg 7b850c18c7 ANDROID: Cleanup 2011-03-15 00:05:59 +01:00
dhewg 9e7ee4953e ANDROID: Halve the audio buffer size
Also, run into the blocking audio write without sleep. This hopefully
fixes audio hickups on slow devices.
2011-03-14 20:26:35 +01:00
dhewg e1575e57f8 ANDROID: Extend clearScreen to take care of all cases
Hopefully that'll help me to not forget about the double buffering.
This fixes some gfx leftovers when not running games in fullscreen
mode.
2011-03-14 19:35:35 +01:00
dhewg 57635fe75c ANDROID: Update screen rects on surface changes
Fixes regression introduced with 4267011e
2011-03-14 19:35:35 +01:00
dhewg 4b6e5e7b06 ANDROID: Clip mouse coordinates 2011-03-13 23:45:52 +01:00
dhewg f82121d2a2 ANDROID: Don't merge mouse move events
Breaks more than it solves
2011-03-13 23:31:07 +01:00
dhewg df9167c6b3 ANDROID: Add graphics mode for linear filtering 2011-03-13 23:30:17 +01:00
dhewg 2dd669d808 ANDROID: Remove leftover TODO
Resolved with a93229c and 2721e28
2011-03-13 23:30:17 +01:00
dhewg 79d991081d ANDROID: Add support for video feature flags
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
2011-03-13 23:30:16 +01:00
dhewg 787b27a4b1 ANDROID: Add missing updateScreen() calls 2011-03-13 16:50:48 +01:00
dhewg 2721e287e5 ANDROID: Buffer 16bit texture contents
Same issue as in the last commit: glTexSubImage2D is slow, so cache
all copyRect*() calls in a buffer, and update the dirty rect once
when drawing. Reduces CPU usage on 16bit games significantly.
Also, lockScreen() returns now pixel data for non-CLUT8 games instead
of asserting.
2011-03-13 16:50:47 +01:00
dhewg a93229cae5 ANDROID: Don't use compressed textures for the game screen
Some GLES drivers suck so much that uploading data to the GPU takes
ages. CLUT8 games now use a faked paletted texture, which internally
uses a RGB565 hardware texture (Android's native pixel format).
This seems to be the only way to efficiently implement constant
changing textures with GLES1 - at the cost of extra buffers.
Then again, we can now use glTexSubImage2D to only update the dirty
rects, which wasn't possible before because glCompressedTexSubImage2D
is only usable on GLES2. This commit does exactly that.
Overall, the CPU usage is massively reduced for CLUT8 games.
2011-03-13 16:50:43 +01:00
dhewg 0cdaff65c1 ANDROID: Use 16bit pixel formats on CLUT8 textures
This reduces the CPU usage on 640x480 games by ~5% on my droid when
reuploading the textures to the GPU
2011-03-12 09:36:23 +01:00
dhewg e71fb5b0eb ANDROID: Move the overlay initialization
There's no point in doing that in initSize() every time
2011-03-07 23:42:20 +01:00
dhewg 94db3403a3 ANDROID: Add initial 16bit gfx support
Supported pixel formats: 565, 5551, 4444
Missing: 555 (doesn't exist on GLES)
2011-03-05 18:47:05 +01:00
dhewg 68378150be ANDROID: Remove some vtable overhead on textures 2011-03-05 11:00:36 +01:00
dhewg 7157454e9b ANDROID: Implement surface resizes
Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
2011-03-03 21:29:15 +01:00
dhewg a7a7542d1d ANDROID: Remove an indirection when pausing 2011-03-03 20:47:27 +01:00
dhewg 1e3c96b3ef ANDROID: Formatting/whitespaces 2011-03-03 20:46:49 +01:00
dhewg 2d4a64d184 ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
2011-03-02 23:18:36 +01:00
dhewg c2d4cce429 ANDROID: On pause, put all threads in a coma
Since not every engine respects pauseEngine(), or they're in a state
where it simply gets ignored, put all threads in a group coma. Without
this, code still kept looping and wasting cpu cycles, while the user
might want to do use her/his droid for something else.
2011-03-02 23:18:35 +01:00
dhewg ccfe427eb5 ANDROID: Check for a surface in updateScreen() 2011-03-02 23:18:35 +01:00
dhewg bd7e3e9bb2 ANDROID: cleanup 2011-03-02 23:18:34 +01:00
dhewg 2333a32697 ANDROID: Untangle JNI interweaving
- make the startup sequence more linear
- use SurfaceHolder events
- get rid of the surface lock
- remove unnecessary JNI calls
- make the ScummVM class implement Runnable
- cleanup
2011-03-02 23:18:34 +01:00
dhewg 807971f8af ANDROID: Don't use warning()/error() in a thread 2011-03-02 23:18:33 +01:00
dhewg 24a332bd22 ANDROID: Prevent AudioTrack unpause on startup 2011-02-27 14:15:47 +01:00
dhewg 72889ee24f ANDROID: Remove dead code 2011-02-27 14:15:47 +01:00
dhewg d4c0501d1f ANDROID: Check audio buffer for silence
Most games register a music channel, and when there is no music,
they still stream silence (and run through all the Converter::flow
code!). Scan the buffer for that to pause the AudioTrack. Ugly, but
worth it - reduces CPU usage on many games and hence saves battery life.
2011-02-27 09:04:37 +01:00
dhewg 0e869a5cf0 ANDROID: Pause the AudioTrack when possible
Only works in situations without any registered channels (or all paused)
at the mixer (like on the launcher or GMM).

CPU usage before (Galaxy Tab):
~5% scummvm
~15% mediaserver

After:
~2% scummvm
0% mediaserver

;)
2011-02-27 09:04:37 +01:00
dhewg 25d895b859 ANDROID: Rework audio system
Move the audio thread to the bright side
2011-02-27 09:04:36 +01:00
dhewg a636d41ca8 ANDROID: Check thread origin when debugging GL 2011-02-24 23:18:34 +01:00
dhewg 53b5808d4f ANDROID: Move rest of everything JNI 2011-02-24 23:18:32 +01:00
dhewg f80d993860 ANDROID: Wrap JNI code in a class 2011-02-24 23:18:32 +01:00
dhewg c4706733d4 ANDROID: Move the global back reference to jni.cpp 2011-02-24 23:18:32 +01:00
dhewg 257913676d ANDROID: Split code into multiple files
And get rid of unnecessary JNI calls to get a pointer to g_system
2011-02-24 23:18:31 +01:00