Hubert Maier
e0c6a23c04
JANITORIAL: Fix arbitary typo in ios-graphics3d.h
2024-05-18 13:52:31 +02:00
Eugene Sandulenko
34be774f4b
BACKENDS: IMGUI: Bump ImGui to v1.90.6
2024-05-17 22:19:46 +02:00
Eugene Sandulenko
4cd62e3398
BACKENDS: IMGUI: Renamed modified files to minimize diff with upstream
2024-05-17 01:46:45 +02:00
scemino
8e07681356
BACKENDS: Update setImGuiRenderCallback in OSystem
2024-05-03 20:04:30 +02:00
Le Philousophe
7a4f6aa2af
OPENGLSDL3D: Make ImGui init and deinit variableless
...
It is inited only when context is created and deinited when it is
destroyed
2024-04-28 21:48:10 +02:00
Le Philousophe
e6a7d6bc9b
OPENGLSDL: Don't compile code when not on SDL 2.0
2024-04-28 21:48:10 +02:00
scemino
b721f95ffe
BACKENDS: Add imgui in OpenGL backend
2024-04-28 13:59:31 +02:00
Hubert Maier
794f292b5d
AMIGAOS: Use compiler defines
2024-03-16 01:59:27 +02:00
Lars Sundström
69554e0e52
IOS7: Fix memory leak when switching 3D framebuffers
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When a 3D game does not support arbitrary resolutions a framebuffer
has to be created. The initSize method can be called multiple times
with different resolutions. Make sure to delete any existing
framebuffer before creating a new.
2024-03-15 14:26:51 +01:00
scemino
9ff903dd75
BACKENDS: Fix imgui width sdl1
2024-03-07 20:08:26 +01:00
scemino
8807ab74db
BACKENDS: New imgui proposition
2024-03-07 20:08:26 +01:00
scemino
9c7098fb84
BACKENDS: Fix regression imgui windows not visible
2024-03-07 20:08:26 +01:00
scemino
b917604200
BACKENDS: Fix create random IniFilename
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This was due to a pointer not kept in memory
2024-03-07 20:08:26 +01:00
scemino
0cba66b204
TWP: Move ImGui to backends
2024-03-07 20:08:26 +01:00
Christian Kündig
7bdadaefae
EMSCRIPTEN: GRAPHICS: Fix screenshots
2024-02-27 17:07:13 +01:00
Le Philousophe
27c7572bd7
ANDROID: Get HiDPI density from Android metrics
2024-01-24 21:53:07 +01:00
Cameron Cawley
5b1b14ad80
COMMON: Mark more symbols as const
2023-12-26 20:23:59 +01:00
Le Philousophe
e689166a2c
BACKENDS: Make screenshots use the Path class
2023-12-24 13:19:25 +01:00
Le Philousophe
2097e32e3d
ANDROID: Check for initSurface failures
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Without a surface we can't do anything, so error out
2023-12-10 17:39:46 +01:00
Le Philousophe
0ea1b5aef6
GRAPHICS3D: Clear screen while hiding overlay
2023-11-26 16:12:14 +01:00
Le Philousophe
eae8491722
GRAPHICS3D: Properly disable scissor test while rendering surfaces
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Restore it afterwards for the engine.
2023-11-26 13:02:33 +01:00
Eugene Sandulenko
b391fb261e
Revert "IOS: Remove unnecessary include"
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This reverts commit a5794a6953 .
2023-11-16 11:44:00 +01:00
Eugene Sandulenko
a5794a6953
IOS: Remove unnecessary include
2023-11-16 02:05:43 +01:00
Cameron Cawley
bcc9259382
BACKENDS: Report if the backend supports cursors with alpha channels
2023-10-29 02:02:11 +02:00
Lars Sundström
a705235d1a
IOS7: Add touch mode configurations in menu, 2D & 3D games
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In the Android port it's possible to configure differnet touch modes
in ScummVM menus, 2D games and 3D games. Add the same possibility in
the iOS port. In Android it's possible to configure a touch based
game controller as well. That's not in scope for iOS in this commit
but can be added in the future.
2023-10-10 20:55:48 +02:00
antoniou79
525d4ae46c
ANDROID: GRAPHICS3D: Fix typo for virtual method
2023-08-07 08:52:15 +03:00
Cameron Cawley
d8cca29783
BACKENDS: Allow filling part of the screen with OSystem::fillScreen
2023-08-06 23:03:46 +02:00
Le Philousophe
e3877d2606
ANDROID: Move game at the top of screen when keyboard is shown
2023-07-09 11:48:27 +02:00
Lars Sundström
6a74f7b32b
IOS7: Implement iOSGraphics3dManager
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Add a graphic manager rendering 3D graphics for engines supporting
3D games. The manager is implemented using the 3D graphic managers
for Android and SDL as models.
Most probably Android and iOS can share much more of the code, but
that will be a separate work to refactor.
The iOSGraphics3dManager handles resize since the screen dimension
changes on rotation.
Games not supporting arbitary resolutions, e.g. Grim, are rendered
on an intermediate framebuffer with the size requested by the
engine and then rendered to the backbuffer (a framebuffer bound to
the renderbuffer) and stretched to the screen resolution off the
device.
This commit just adds the manager. It will be utilised in next
commit.
Update gitlab ci worker and update documentation.
2023-07-03 21:50:32 +02:00
Le Philousophe
ce5427960c
ANDROID: Remove leftover declaration
2023-07-01 17:52:30 +02:00
Le Philousophe
d371b50d30
ANDROID: Add setting to to disable screen rotation
2023-07-01 16:26:19 +02:00
Le Philousophe
3a838c99f9
ANDROID: Various small fixes
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- Comment and space fixes
- Remove outdated setting
2023-07-01 16:26:19 +02:00
Le Philousophe
1cffb9c86a
ANDROID: Don't make GL calls when there is not context
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This is forbidden by EGL specification
2023-06-26 15:25:27 +03:00
Le Philousophe
79da015e8f
ANDROID: Various fixes to textures
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- Don't create texture in constructor: it's called before the context is
created
- Don't leak texture names when calling reinit()
- Fix allocBuffer return condition
- Don't call GL if there is no texture object
- Make sure all textures are released and inited
2023-06-26 15:25:27 +03:00
Le Philousophe
bc438d078a
ANDROID: When resizing don't reset everything
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Only reinitialize the needed bits.
EGLSurface needs to be reset to take the new size into account.
GLSurfaceView in AOSP does the same thing.
2023-06-26 15:25:27 +03:00
Le Philousophe
560793e571
ANDROID: Don't warp mouse when showing overlay in game
2023-06-26 15:25:27 +03:00
Le Philousophe
14d57b2b61
ANDROID: Don't use a framebuffer when it's not needed
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This also fixes a bug in frame buffer placement in vertical aspect ratio
2023-06-26 15:25:27 +03:00
Le Philousophe
c04313ba9f
ANDROID: Fix overlay background capture
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In GLES2, only RGBA8888 support is guaranteed.
Texture needs to be recreated on GPU before use and is already flipped.
2023-06-26 15:25:27 +03:00
Le Philousophe
6ee040ee55
ANDROID: Fix glClearColor call
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This function takes floats between 0 and 1 and not integers
2023-06-04 18:22:59 +02:00
Antoniou Athanasios
8ce6a32ac2
ANDROID: Clean up log code and use Backends::Log
2023-03-26 12:05:12 +03:00
elasota
0a32f23bd6
BACKENDS: ANDROID: Update log message for setMouseCursor
2023-02-19 23:51:09 +01:00
elasota
3db67a33ac
GRAPHICS: Add support for pixels with masks and inverted pixels
2023-02-19 23:51:09 +01:00
Cameron Cawley
138a983d80
COMMON: Refactor VSync handling to match the other options
2023-01-16 18:09:53 +01:00
Cameron Cawley
7f2d9fd0fd
GRAPHICS: Split conversion.cpp into multiple files
2022-12-22 23:45:14 +01:00
Paweł Kołodziejski
18f75444b2
BACKENDS3D: Revert my changes to Framebuffer viewport state.
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It's useless for backend code flow.
Instead move into UpdateScreen() as short time solution.
2022-11-15 23:23:50 +01:00
Le Philousophe
87bad2cc7d
COMMON: Allow games to use overlay for something else than GUI
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This can be used for subtitles without changing the mouse coordinates.
2022-11-12 19:12:05 +01:00
Cameron Cawley
252d9f20e3
OPENGL: Fix crash in forced GLES2 mode
2022-09-24 09:14:08 +02:00
Cameron Cawley
350e21ba58
SDL: Better workaround for enabling the system cursor
2022-08-26 21:47:49 +01:00
Cameron Cawley
4f8962bff9
OPENGL3D: Restore support for aspect ratio correction
2022-08-26 21:47:11 +01:00
Le Philousophe
a13d0879f2
ANDROID: Convert mouse coordinates between screen ones and virtual ones
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In 2D graphical backend it's handled in the WindowedGraphicsManager
which we inherit from through OpenGLGraphicsManager
2022-08-15 20:19:08 +02:00