It's not always set correctly by engines (AGS) and a fill call to clear
the screen will set it to 0 along with the other components.
Setting the framebuffer to some transparent value is not something we
intend to do as this let the content underneath the drawing texture
visible like it's the case on ChromeOS.
This has been reported here: https://forums.scummvm.org/viewtopic.php?p=99293
- every malloc is now aligned on 16 bytes
- no need for the hidden pointers
- ct60_vmalloc() is called only once, the rest is handled
by dlmalloc (SV XBIOS' vmalloc is pretty fragile)
Otherwise, the cursor scaler and standard scaler may be different types,
which can lead to scaling the cursor with a scaler that normally doesn't
allow it. In this particular bug report, it caused ScummVM to crash.
_offsettedSurf must have the original screen dimensions, similar as done in
AtariGraphicsManager::Screen::reset().
Strangely, this bug was reproducible only in MagiC and not in FreeMiNT+MP.
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.
- composer unaligned pitch fix
- error() doesn't work while in OSystem_Atari c-tor
- when a crash occurs, restore at least the cursor
- fix a crash when "data" doesn't exist
Similar to SuperVidel's but requires an additional C2P pass.
Also, a few optimizations added like cursor is being assumed to be in
a persistent memory so we don't copy it over. And it's using a mask
instead of key.
This graphics mode is not perfect though and works reliably only with
source surfaces allocated via Surface::init() otherwise wrong memory
location is being read.
Still, can gain quite a few CPU cycles, especially on 640x480 screens.
- surface setup for optimized 4-bit C2P routine wasn't properly detected
- STFA pretends to support Falcon sampling frequencies on TT leading to
suboptimal sample mixing
- delayMillis() should check also for other events (fixes Future Wars)
but avoid doing it for SCI as its MIDI timer would call itself in a
recursive loop
- SuperVidel doesn't need to use VsetScreen() in VBL anymore
- Wetlands, Teen Agent, Shivers and Private Eye need non-aligned
surface widths
- However Wetlands and Private Eye use setCursorPalette, see
https://bugs.scummvm.org/ticket/14524
- Added warning for Phantasmagoria's 630x450, nothing can be done there
as the game also requires non-aligned surfaces and at the same time
the buffer has to be aligned on 16 bytes.
- BDF scaling disabled by default
Determine in which archive the shader is located and load assets from
the same archive.
When using a FSNode, use the filesystem code to build the base path.
Use a Path object to store the base path to allow proper join of
components.
The ios7 backend implements the graphic handling in the backend code.
iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's
marked as deprecated but is still shipped with the SDKs for iPhoneOS
and tvOS and will hopefully be so for some time.
The ios7 backend can therefore utilize the OpenGLGraphicsManager to
handle all graphics.
Implement an iOSGraphicsManager class that can be used in the ios7
backend. The iOSGraphicsManager will require some callback functions
in the ios7 backend. createOpenGLContext() will be called to ask the
backend to create an OpenGL context in which the graphic manager can
draw. The function returns the ID of the renderbuffer which shall be
used when creating the framebuffer object this differ iOS from other
platforms). A custom RenderBufferTarget class is added to address
this.
destroyOpenGLContext() will be called to make sure that the old GLES
context is not reused. notifyContextDestroy() does call the function
OpenGLContext.reset() but that will not destroy the context.
refreshScreen() will be called to ask the backend to present the
drawn graphics on the screen. getSystemHiDPIScreenFactor() is called
to get the screen scaling factor. getScreenWidth() and
getScreenHeight() are called to get the width and height of the
surface to draw on.
This commit adds the class but the ios7 backend doesn't make use of
it quite yet. To use it require the ios7 to be a child class of the
ModularGraphicsBackend. That change requires a lot of changes which
will be targeted in separate commits.
Update docportal and github ci worker to only disable the feature
opengl_classic_game since opengl and opengl_shaders are required to
compile the OpenGLGraphicsManager.
Using the Ctrl+Alt+0 or 9 keymap
Also added a guard check for kFeatureScalers to allow the actions (kActionNextScaleFilter, kActionPreviousScaleFilter) to change scaler (but not scaler factor) in sdl/sdl-graphics.cpp
- Atari TT support
- all video and audio is now handled via XBIOS
- reworked IKBD handling using Kbdvbase vectors, esp. Kbdvec()
- video uses proper triple buffer
- arbitrary game screen size support
- many fixes and optimizations
This looks like an overlook since the creation of the backend.
Previous Android backend used this and it shouldn't harm other
platforms.
This should fix a bug on ChromeOS.
- "fat" version uses repacked (zip -0) archives; also separate "data"
and "themes" folders
- "slim" version doesn't use any external themes (for speed reasons)