Johannes Schickel
83c638ad02
OPENGL: Setup the correct header size for BMP screenshots.
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This fixes an color bug in the resulting screenshots.
2011-03-17 21:20:20 +01:00
Johannes Schickel
8d35d91bdf
OPENGL: Cleanup switchDisplayMode.
2011-03-17 21:20:20 +01:00
Johannes Schickel
f490e6f361
OPENGLSDL: More refactoring to avoid direct access of OpenGlGraphicsManager's members.
2011-03-17 21:20:20 +01:00
Johannes Schickel
83b199e921
OPENGL: Move setFullscreenMode to OpenGLGraphicsManager.
2011-03-17 21:20:20 +01:00
Johannes Schickel
8d87a460b0
OPENGLSDL: Handle active fullscreen mode OPENGLSDL internal.
2011-03-17 21:20:20 +01:00
Johannes Schickel
c9f6136110
OPENGLSDL: Cleanup.
2011-03-17 21:20:20 +01:00
Johannes Schickel
daf6050d7c
OPENGL: Make setScale non-virtual.
2011-03-17 21:20:20 +01:00
dhewg
0eb5352290
ANDROID: Increase default touchpad mode scale
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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
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Prevents initial cursor jumps
2011-03-17 21:01:49 +01:00
Johannes Schickel
758aa78acc
OPENGL: Get rid of _aspectRatioCorrection.
2011-03-17 19:55:06 +01:00
Johannes Schickel
96979f73fc
OPENGL: Slight refactoring.
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First step into making all state variables of the OpenGL backend private, to
help making the backend more maintainable, by disallowing subclasses to just
mess with everything...
2011-03-17 19:55:06 +01:00
dhewg
70e2c4266b
ANDROID: Get rid of more gfx glitches
2011-03-17 19:35:58 +01:00
dhewg
82bcddf8da
ANDROID: Init vars to match with the defaults
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The feature flags are set too late, so lets fix that here
2011-03-17 19:35:58 +01:00
dhewg
f4fd9e8b50
ANDROID: Fix cursor visibility
2011-03-17 19:35:58 +01:00
dhewg
23213d23dc
ANDROID: Log ASCII code of invalid keycodes
2011-03-17 19:35:57 +01:00
dhewg
2ea6380040
ANDROID: Plug RGB cursor memleak
2011-03-17 19:35:57 +01:00
Johannes Schickel
42d3b8fcbd
OPENGL: Fix compilation when USE_OSD is not defined.
2011-03-17 18:35:32 +01:00
Johannes Schickel
372af10a7b
OPENGL: Update the OSD texture when visible while the output mode changes.
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This fixes annoying graphics glitches, which occured sometimes when resizing
the Window.
2011-03-17 18:35:32 +01:00
Johannes Schickel
3c656916f1
OPENGL: Always properly set the overlay dimensions in loadGFXMode.
2011-03-17 18:35:32 +01:00
Johannes Schickel
019aa63b15
OPENGL: Fix "Original" mode by setting up the corret screen dimensions.
2011-03-17 18:35:18 +01:00
Johannes Schickel
e08683d939
OPENGL: Refactor warpMouse.
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Now subclasses will not need to worry about the scaling logic themselves, but
just need to implement setInternalMousePosition, which should handles setting
the system's mouse coordinates.
2011-03-17 17:37:42 +01:00
Johannes Schickel
cb6f02f7ef
Merge branch 'sdl-focus-rect' of https://github.com/lordhoto/scummvm
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Conflicts:
backends/graphics/sdl/sdl-graphics.cpp
2011-03-17 16:48:55 +01:00
dhewg
093b74e405
ANDROID: Disable game/overlay blending
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Doesn't work on some drivers, need to do it differently
2011-03-16 23:57:00 +01:00
dhewg
adef4c3f42
ANDROID: Input system overhaul
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Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
2011-03-16 20:54:49 +01:00
dhewg
e71c2cf850
ANDROID: Constify getDrawRect()
2011-03-16 20:54:25 +01:00
dhewg
6b346c1fe0
ANDROID: Cleanup and extend chooseEglConfig
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Add more checks and log all possible configs
2011-03-16 20:54:25 +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
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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
f706b1568d
ANDROID: Cleanup
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Removed not required checks since we now buffer texture contents
2011-03-14 20:10:41 +01:00
dhewg
d060b597c3
ANDROID: Fade out the game screen when the overlay is visible
2011-03-14 19:35:36 +01:00
dhewg
6389e70e45
ANDROID: Remove clearBuffer()
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Not required. Why did i add that again?
2011-03-14 19:35:36 +01:00
dhewg
5b94159f40
ANDROID: Clear fake palette after allocating
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Gets rid of funky gfx artifacts on the overlay
2011-03-14 19:35:36 +01:00
dhewg
f587b6ee04
ANDROID: Implement grabOverlay()
2011-03-14 19:35:36 +01:00
dhewg
e1575e57f8
ANDROID: Extend clearScreen to take care of all cases
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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
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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
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Breaks more than it solves
2011-03-13 23:31:07 +01:00
dhewg
ecd265b539
ANDROID: Center mouse on overlay visibility changes
2011-03-13 23:31:04 +01:00
dhewg
df9167c6b3
ANDROID: Add graphics mode for linear filtering
2011-03-13 23:30:17 +01:00
dhewg
c63c2a9e59
ANDROID: Fix texture clear color
2011-03-13 23:30:17 +01:00
dhewg
2dd669d808
ANDROID: Remove leftover TODO
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Resolved with a93229c and 2721e28
2011-03-13 23:30:17 +01:00
dhewg
79d991081d
ANDROID: Add support for video feature flags
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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
4267011e3a
ANDROID: Some texture convinience functions
2011-03-13 23:30:15 +01:00
dhewg
787b27a4b1
ANDROID: Add missing updateScreen() calls
2011-03-13 16:50:48 +01:00
dhewg
fa51d82639
ANDROID: Prevent unnecessary reallocs
2011-03-13 16:50:48 +01:00
dhewg
2721e287e5
ANDROID: Buffer 16bit texture contents
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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
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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
429b091ed1
ANDROID: Convinience make target for testing
2011-03-12 09:36:23 +01:00
dhewg
0cdaff65c1
ANDROID: Use 16bit pixel formats on CLUT8 textures
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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