Commit Graph
146 Commits
Author SHA1 Message Date
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
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
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
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
Restore it afterwards for the engine.
2023-11-26 13:02:33 +01:00
Eugene Sandulenko b391fb261e Revert "IOS: Remove unnecessary include"
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
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
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
- 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
This is forbidden by EGL specification
2023-06-26 15:25:27 +03:00
Le Philousophe 79da015e8f ANDROID: Various fixes to textures
- 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
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
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
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
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.
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
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
In 2D graphical backend it's handled in the WindowedGraphicsManager
which we inherit from through OpenGLGraphicsManager
2022-08-15 20:19:08 +02:00