Commit Graph
86814 Commits
Author SHA1 Message Date
dhewg 8add05f9b3 BASEBACKEND: Remove resetGraphicsScale() hack
All backends that derive from BaseBackend are consoles and/or portables
without any connection from graphics modes to scalers.
The default implementation of resetGraphicsScale() is now a noop, which
seems correct for all current backends.
This fixes unwanted mode changes since 93fdcbfa.
2011-02-26 10:55:27 +01:00
dhewg f26707e353 OPENGL: Fix 16bit cursors 2011-02-26 08:56:49 +01:00
md5 8571083700 SCI2+: Mention that the actual problem with text wrapping happens because of the unimplemented kTextSize kernel call in SCI32 2011-02-26 06:13:08 +02:00
md5 318c51a202 SCI: Added support for reading data off the MT32.DRV driver found in LSL2 early (bug #3192627) 2011-02-26 05:22:10 +02:00
md5 67aee1ebd8 SCI: Slight cleanup in the animate code 2011-02-26 05:19:11 +02:00
dhewg a441069a49 OPENGL: Reset the scale on mode changes
Resets defaultTo1XScaler when going back to the launcher
2011-02-25 20:49:48 +01:00
dhewg 93fdcbfa05 ENGINES: We have resetGraphicsScale(), lets use it
If highres games pass defaultTo1XScaler=true to initGraphics(),
use resetGraphicsScale() instead of hardcoding "1x" (which doesn't
exist on the OpenGL backend)
If an OpenGL mode is selected, it now doesn't switch back to plain
SDL now for those games.
2011-02-25 20:49:48 +01:00
md5 8024f40638 SCI: Changed the fix for the intro of Longbow (bug #3044844) into a hack for that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this. 2011-02-25 21:45:39 +02:00
Johannes Schickel 63cc9de1df OPENGL: Cleanup cursor refresh code a bit. 2011-02-25 04:04:56 +01:00
Johannes Schickel f1b16fe084 OPENGL: Implement support for non CLUT8 cursor.
Currently all the cursor data is converted to RGBA8888 to allow for
easy colorkeying.
2011-02-25 04:01:37 +01:00
Johannes Schickel 4f3a244f16 OPENGLSDL: Add RGB555 to the supported format list. 2011-02-25 03:36:45 +01:00
Johannes Schickel 972cdaea35 OPENGL: Add support for RGB555 output format. 2011-02-25 03:35:55 +01:00
dhewg e06b7431e8 ANDROID: Remove weird workaround in clearScreen()
This resulted in flickering all over the GUI
2011-02-25 00:10:42 +01:00
dhewg ff11ab284a Revert "GUI: Properly clear the screen buffer"
This reverts commit c8551b80dd.

Turns out the flicking comes from an updateScreen() call in
android's clearScreen(). Besides, this broke GMM... a little
2011-02-25 00:08:46 +01:00
dhewg a017cb3d00 GUI: Fix two-step rendering
This is used when changing directories in the 'add game' dialog or when
choosing another tab in the option dialog. Only blit to the overlay on
the final pass. Gets rid of highly annoying flickers on androids
2011-02-24 23:18:34 +01:00
dhewg c8551b80dd GUI: Properly clear the screen buffer
Don't operate on the overlay, it might be a pointer to a texture
used by the hardware. This get's rid of some annoying flickers on
androids
2011-02-24 23:18:34 +01:00
dhewg a636d41ca8 ANDROID: Check thread origin when debugging GL 2011-02-24 23:18:34 +01:00
dhewg 36135443b9 ANDROID: Disable zoning for now 2011-02-24 23:18:33 +01:00
dhewg d8acbc0311 ANDROID: Deuglify overlay gfx
Use the native surface resolution of the device if its not too big.
If it is, use a clean scale factor of 2 to prevent eyecancer.
2011-02-24 23:18:33 +01:00
dhewg 867fa2696d ANDROID: Let's not do that on the stack 2011-02-24 23:18:33 +01:00
dhewg 50a682e7e1 GUI: Make the ThemeParser less dumb
Instead of running into assert()s due to dumb parser decisions, use
'less than' and 'greater than' width/height conditions on the
'resolution' tags.
Seems better than listing >9000 different android resolutions.
2011-02-24 23:18:33 +01:00
dhewg 0e9b4f3c50 ANDROID: We are not a text editor
This was probably set to ensure onCreateInputConnection() gets called,
but it is regardless of this flag. Now the soft keyboard doesn't show
up on startup on devices without physical keyboard, which prevents
unnecessary surface changes.
2011-02-24 23:18:32 +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 4af28f96ab ANDROID: Remove unused jmethod Object.wait() 2011-02-24 23:18:31 +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
Johannes Schickel f3ea868cf6 SDL: Prevent graphics manager hotswapping on startup. (This time for real) 2011-02-24 23:04:34 +01:00
md5 e0ce5a61b5 SCI: Added an initial implementation of RemapByPercent, which fixes the palette in the PQ:SWAT demo 2011-02-24 21:27:31 +02:00
md5 f890c1b6ed SCI: Fixed video playing in the PQ:SWAT demo 2011-02-24 21:27:30 +02:00
dhewg 273a324a71 SDL: Prevent unnecessary gfx manager hotswap 2011-02-24 20:24:58 +01:00
strangerke 2e1497d835 GIT: Simplify and improve filters for MSVC 2011-02-24 20:04:15 +01:00
strangerke fbf41fc66a HUGO:
- Increase savegame version, as it has changed due to RGBa->RGB modification
- Fix regression in restorePal()
- Implement load from GMM
2011-02-24 19:59:36 +01:00
anotherguest 3194d2dac6 SYMBIAN: Changed sound path to audio.
Signed-off-by: anotherguest
2011-02-24 18:55:10 +01:00
Johannes Schickel 020a413247 OPENGL: Set _gameTexture to 0 after deleting it.
This fixes a segfault when trying to use the OpenGL backend with 16bpp games,
however this does not make Last Express nor Loom PC-Engine Japanese work for
me. They now fail with a "Pixel format not supported" error.
2011-02-24 18:36:57 +01:00
Johannes Schickel d81bb9794f OPENGL: Prefer single operation texture updates.
When doing glTexSubImage2D we do not need to assure that the source data has
the same width as the texture when we want to update the data, we just need
to assure that the width * Bpp cound matches the pitch.
2011-02-24 17:10:49 +01:00
md5 8bd01f69b2 SCI: Added a workaround for script bug #3044500 - "SQ1EGA: Skimmer-Buyer Dialogue Portrait Backwards Anim" 2011-02-24 16:35:19 +02:00
md5 9748e2378b NEWS: Added news entry for the enhanced music support in the DW1 German CD "Neon Edition" 2011-02-24 14:56:53 +02:00
md5 a796f7843d TINSEL: Added enhanced music support for the German CD "Neon Edition" re-release of DW1 (bug #2827022) 2011-02-24 14:54:12 +02:00
Paul Gilbert 597984abc3 TSAGE: Bugfixes for Scene 60 - Flycycle Controls 2011-02-24 22:24:19 +11:00
Paul Gilbert 87a6398f62 TSAGE: Standardised class naming for game scene logic 2011-02-24 18:36:22 +11:00
Johannes Schickel f5e10f33f5 OPENGL: Properly setup pixel data alignment.
If we do not do this, we might end up with a default alignment of 4, which will
fail (as in the graphics will be messed up) in case the screen resolution is
not divisible by 4.

Thanks to digitall for noticing this problem and finding out about
GL_UNPACK_ALIGNMENT.
2011-02-24 05:11:00 +01:00
Johannes Schickel e04d983f68 SDL: Use the SDL_Surface's pitch in copyRectToScreen.
This fixes messed up graphics, when SDL decides to add padding bytes to the
lines of an SDL_Surface. Formerly the code always calculated the pitch via
w*bpp, which of course does not work in all cases.
2011-02-24 04:24:58 +01:00
Johannes Schickel 7f139f8dcf SDL: Output a warning in case the focus rect does not fit inside the screen.
Sadly it seems the engines do not care whether their focus rect really fits
inside the game screen. To ease finding such instances (which might cause odd
clipping by the backend) I added a warning for them.
2011-02-24 01:19:10 +01:00
md5 9ad4ad1abc SCI: Fixed two bugs related to music fading
- bug #3037594: "KQ5: Music not fading when brigands leave temple"
- bug #3044844: "LONGBOW: Intro skips each first verse of song"
2011-02-24 02:17:28 +02:00
Johannes Schickel 87f260a66c SDL: Add config file variable to enable the focus rect debug code.
The variable is named "use_sdl_debug_focusrect" for now. The debug code is
still only enabled, when a ScummVM debug version is built though.
2011-02-24 01:15:27 +01:00
Johannes Schickel 466030443a SDL: Add a debug focus rect implementation.
This implementation currently draws a rect frame around the focus rect area.
2011-02-24 01:11:16 +01:00
Johannes Schickel e2aafb603e SDL: Move focus rectangle dummy implementations to .cpp file. 2011-02-24 00:09:25 +01:00
md5 0f9ad1a52f SCI: Added a patch for script bug #3034579 - "KQ6CD: Missing speech" 2011-02-24 00:10:01 +02:00
Matthew Hoops 550cff84f8 GRAPHICS: Add support for PE FON files
This hopefully will work out of the box, but requires testing
2011-02-23 14:43:18 -05:00