Commit Graph
8933 Commits
Author SHA1 Message Date
Cameron Cawley 62f8419fdc MACOSX: Fix compilation with older SDKs 2021-08-25 13:10:20 +01:00
Cameron Cawley c9411bcace AMIGAOS/MORPHOS: Avoid copying the entire doc directory when packaging 2021-08-25 11:55:11 +02:00
Cameron Cawley 69db8b9b33 DS: Fix compiler warning 2021-08-25 01:18:39 +01:00
Cameron Cawley 659ee35acd DS: Avoid deleting the mixer twice 2021-08-25 01:05:01 +01:00
Cameron Cawley 18b4f15eb9 ANDROID3D: Fix compilation 2021-08-24 23:51:55 +01:00
Le Philousophe a318d14b66 DREAMCAST: Fix build by defining missing function
Function has been defined pure virtual in 8c86319923
2021-08-24 19:08:46 +02:00
Cameron Cawley 3c5d806894 3DS: Log all messages to a file 2021-08-24 01:51:59 +02:00
sluicebox 386c5659ec BASE: Purge keyboard/mouse events before running Engine
Fixes GUI events leaking into engines at startup. This caused
Phantasmagoria 1 to skip its introduction if the game was started from
the ScummVM GUI with a keyboard (Enter) but not with a mouse because
the key-down event started the engine and the key-up event remained
in the queue.

This also purges and mouse events since we happen to already have a
purgeMouseEvents() method. We may want to also clear joystick inputs,
or possibly the entire event queue, but that can be done after the
upcoming release. For now, the known bug is fixed.
2021-08-23 15:46:33 -05:00
SupSuper c9d67e48a9 BACKENDS: Use FSNode::getName in string operations 2021-08-23 21:22:27 +01:00
SupSuper 8c86319923 BACKENDS: Use U32String for FSNode::getDisplayName 2021-08-23 21:22:27 +01:00
Orgad Shaneh a0c818bde6 COMMON: Introduce SaveFileManager::exists
Checks if a savefile with given name exists.

Implement on all backends.
2021-08-23 13:34:35 +02:00
Orgad Shaneh fb8f233ed7 BACKENDS: Replace virtual with override in SaveFileManager subclasses 2021-08-23 13:34:35 +02:00
Martin Gerhardy 60111294a0 BACKENDS: moved the audio cd track path assembly into one location
also added m4a audio cd support as it is supported in openStreamFile() which
is called in DefaultAudioCDManager::play()
2021-08-23 00:09:03 +03:00
Martin Gerhardy dcaad26e86 ENGINES: keep existExtractedCDAudioFiles in sync with DefaultAudioCDManager::play()
out of sync since: f5164c9117
2021-08-23 00:09:03 +03:00
Thierry Crozat 0d8b9d272c OS7: Fix calling UI API on a background thread
This occured for example whenever showing the GMM in a game and
could cause various issues.
2021-08-22 19:45:19 +01:00
Fiodar Stryzhniou 872947f7c9 SYMBIAN: Avoid printf() usage 2021-08-21 09:08:17 +03:00
Fiodar Stryzhniou 89a052c53f SYMBIAN: Allow usage by default OSystem_SDL_Symbian::openUrl() 2021-08-21 09:08:17 +03:00
Thierry Crozat dc7a09fdd1 SDL: Cleanup HiDPI macOS hacks
The SDL library handles HiDPI differently depending on the system.
On some systems, such as macOS, the drawable area and the SDL window
have a different size (the window is on low-dpi size) while on
other systems such as Windows they have the same size. Because of
that we sometimes need to scale sizes or coordinates between the
two, and sometimes we don't.

This was handled in two different ways. This commit change the code
to handle it consistently everywhere, and also should be more future
proof should SDL change the way it handles HiDPI in the future (as
we now query the size from SDL itself to find out if the scaling is
needed).
2021-08-20 22:10:26 +02:00
Christian Kündig 8af8ac2e08 OPENGL EMSCRIPTEN: clean up ifdefs, fix opengl in main menu, remove 10ms delay in GRIM main loop 2021-08-20 21:13:49 +02:00
Christian Kündig b7a2e22b0a DISTS: New Emscripten/WebAssembly dists target
This is an initial version of the emscripten build/dist target.
Many things are still missing, see dists/emscripten/README.md for
a detailed summary of what this provides and still misses
2021-08-20 21:13:49 +02:00
Fiodar Stryzhniou a6b97165ed SYMBIAN: Fix command order 2021-08-20 19:45:01 +02:00
Fiodar Stryzhniou b74448f679 SYMBIAN: Avoid compiling ARM assembly for x86 emulator 2021-08-20 19:45:01 +02:00
Fiodar Stryzhniou 12aa035034 SYMBIAN: Add ARM assembly to project file from Scumm engine 2021-08-20 19:45:01 +02:00
Thierry Crozat 9449e177f4 SDL: Fix warping mouse on macOS HiDPI screens
This fixes bug #12822.
2021-08-20 00:16:03 +01:00
Thierry Crozat feac996b50 SDL: Move code to handle cursor coordinate HiDPI scale to SdlWindow
SDL handles HiDPI scaling differently depending on the system. On
macOS for example the SDL window size and SDL drawable area have a
different size (factor 2 usually) while on Windows they are the
same. When HiDPI is disabled (for the SDL Surface mode for example)
they are always the same.

We need to appl this scaling when converting cursor position between
the drawable area and the SDL window.
2021-08-20 00:12:51 +01:00
SupSuper dafb8fe3d5 SDL: Return exact scales from getDpiScalingFactor 2021-08-19 21:55:14 +01:00
Fiodar Stryzhniou 861c0f4cf9 SYMBIAN: Fix counless warnings from GCC 11.2 2021-08-19 00:47:49 +03:00
Fiodar Stryzhniou a88a754de6 SYMBIAN: Fix generation package(PKG) file 2021-08-18 15:34:33 +03:00
Fiodar Stryzhniou ed5a7bcc0e SYMBIAN: Add missed library 2021-08-18 15:34:09 +03:00
Fiodar Stryzhniou f45e3184ba SYMBIAN: Fix wrong command order 2021-08-18 14:09:16 +03:00
Eugene Sandulenko df1341ae6a BACKENDS: Display OSD message on saved screenshots 2021-08-16 14:19:07 +02:00
Thierry Crozat 0aa68d419e JANITORIAL: Add override keyword for OSystem_MacOSX 2021-08-15 17:52:45 +01:00
Thierry Crozat f2bc7c8874 MACOSX: Use OpenGL graphics mode by default 2021-08-15 17:52:45 +01:00
Thierry Crozat 7c9761b2da SDL: Fix switching to the <default> graphics mode
The OSystem_SDL::getDefaultGraphicsMode  was returning the
default for the current graphics manager and not the default
for the OSystem_SDL instance. So for example if the default
is SDL Surface when starting ScummVM with the gfx_mode not
set in the config file, and then the user selects the OpenGL
graphics mode, getDefaultGraphicsMode() would now return the
OpenGL mode (the default the OpenGLGraphicsManager). As a
result changing the graphics mode back to <default> and
applying the change would not switch back to Surface SDL
until you restart ScummVM or start a game.

This commit also change how the SDL backends can specify which
graphics mode to use by default. They no longer have to assume
they know the names of the graphics modes in the graphics manager.
2021-08-15 17:43:43 +01:00
athrxx 95f1b010f8 SDL: avoid assert with SDL debug builds 2021-08-15 16:18:16 +02:00
Lothar Serra Mari 900d763264 BACKENDS: OPENGLSDL: Enlarge window if stored dimensions are not sufficient 2021-08-15 13:58:48 +01:00
Lothar Serra Mari 1aaab76b44 BACKENDS: OPENGLSDL: Fix aspect ratio on auto-calculated window sizes 2021-08-15 13:58:48 +01:00
Lothar Serra Mari 51cff582b5 BACKENDS: OPENGLSDL: Disable storing and restoring window sizes for SDL1
The previous implementation was already broken, since the values were never stored in the config file
since that part was already guarded by SDL_VERSION_ATLEAST.

Since we have no way to properly determine if a window is maximized or not for
SDL1, I recommend skipping this part in the compilation.

Now, the function at least works properly for SDL2 - it was broken on _both_ versions before.
2021-08-15 13:58:48 +01:00
Lothar Serra Mari 8a8557e94d BACKENDS: OPENGLSDL: Fix logic errors in window size management 2021-08-15 13:58:48 +01:00
Thierry Crozat 6fcfdb0514 SDL: Fix handling of cursor position on Windows HiDPI 2021-08-14 19:11:11 +01:00
Cameron Cawley c4699cb280 SDL: Move getDisplayDpiFromSdl and getDpiScalingFactor into the SdlWindow class 2021-08-14 19:09:33 +01:00
antoniou79 4c163d99ad ANDROID: Set gui-scale to Large by default 2021-08-14 19:18:54 +03:00
antoniou 2782b1265d ANDROID: Remove set default gui_scale code
This causes a crash, so it needs another approach
2021-08-14 11:22:08 +03:00
antoniou 6ab16e6ea9 ANDROID: Fix build after PR #3264
And set default scale to 0 (very large) for now
2021-08-14 10:39:04 +03:00
Thierry Crozat 4d59d40f32 OPENGLSDL: Fix compilation with SDL1 2021-08-14 03:25:43 +01:00
Thierry Crozat c9682dfbcf OPENGLSDL: Fix changing scaler with hotkey in games
Also improve decreasing the scaler when using a custom window size.
2021-08-13 23:58:34 +01:00
Thierry Crozat 5caacb763b SDL: Change signature of getDpiScalingFactor to return the result 2021-08-13 21:41:33 +01:00
Thierry Crozat abf782c670 COMMON: Remove kFeatureHiDPI from OSystem and use getHiDPIScreenFactor instead 2021-08-13 21:41:33 +01:00
Thierry Crozat 4ad54446f8 SDL: Get accurate HiDPI scaling on macOS
This fixes incorrect scaling on some non-retina screens that were
detected as HiDPI.
2021-08-13 21:41:33 +01:00
Thierry Crozat fe377775d6 ANDROID: Implement getHiDPIScreenFactor
This is a placeholder implementation that preserves the current
behaviour (asusmes a scaling of 2). But since the Android API
provides a way to get an accurare device-dependent scaling, this
should probably be used.
2021-08-13 21:41:33 +01:00