* This better reflects the supported devices
from GPH (GamePark Holdings), namely the
GP2XWiz, Caanoo and merging in of the old
GP2X backend.
svn-id: r52648
* Add support for TouchScreen 'Tap Modes'
Left Click, Right Click and Hover.
* Rename OSystem_GP2XWIZ to OSystem_GPH to
start the work on supporting a unified
backend codebase for the GP2X, Wiz and
Caanoo.
* Sort out bugs in Caanoo input code.
* Rework GP2XWiz input code to support
switching new TouchScreen modes.
svn-id: r52619
Overload of the SDL backend.
Basic functional backend with support for most main ScummVM features and engines.
Supports building to a .PND OpenPandora bundle for ease of use on the device.
svn-id: r52598
Starting with r52503 the graphics manager's only initialize their event
observer when initEventObserver is called. It seems like it was an
oversight that this was not done in OSystem_SDL::setGraphicsMode, when a new
graphics manager was initialized.
This should fix window resizing with the OpenGL graphic's manager and mouse
movement.
svn-id: r52506
The problem that caused the crash in BS2 had to do with GCC making improper assumptions about our code. Specifically, the alignment trick we use for READ_UINT32/16 allows some targets(e.g. MIPS) to generate better code, but it also goes against ANSI C aliasing rules, which prohibit the sharing of addresses between a struct and another variable value. Using -fno-strict-aliasing tells GCC not to assume strict ANSI C aliasing and also unfortunately prevents it from making some good optimizations.
This change is probably needed for other platforms as well -- the crash on the PSP was simply a very rare coincidence.
svn-id: r52473
updateScreen() itself skips redraws when called too frequently. With
the right timing and number of consecutive calls this can result in
missing gfx updates, so lets abuse pollEvent() to check for overdue
redraws.
svn-id: r52456
Most of the codebase is the same, but the toolchain and libs are different.
Support for Caanoo specific features will follow, I just want to get the build support into trunk for now.
svn-id: r52400
The last PSP optimization made reading much faster, but writing isn't buffered so saving the config file was VERY slow.
I decided the cleanest way to do this would be to add BWS and use BSRS.
svn-id: r52327
MAD doesn't give enough information to decide the length of the PCM data -- it provides the Layer but not the MPEG version. I had to read the MP3 header directly to figure it out. This fixes issues with any MP3 files that might be used in any of the games.
svn-id: r52191