44250 Commits

Author SHA1 Message Date
Lars Skovlund
65b9e1784d SCI: Detect the version of PQ SWAT from gog.com 2011-02-27 15:20:02 +01:00
md5
37d610efd3 SCI: Improved the readability of the kDoBresen code a bit 2011-02-27 16:15:33 +02:00
Willem Jan Palenstijn
db89e9a42c SCI: Don't set b_movCnt to moveSpeed while walking
This fixes moonwalking in LSL1 and movement speed in KQ5.
It appears to be have been a RE bug.
2011-02-27 14:52:13 +01:00
dhewg
24a332bd22 ANDROID: Prevent AudioTrack unpause on startup 2011-02-27 14:15:47 +01:00
dhewg
72889ee24f ANDROID: Remove dead code 2011-02-27 14:15:47 +01:00
strangerke
02e51f9de5 HUGO: Set all the palette instead of only one color in remapPal.
This fixes the palette issue after the cave in H3
2011-02-27 11:10:09 +01:00
dhewg
aa2a2e046b SWORD2: Reduce overhead 2011-02-27 10:13:18 +01:00
dhewg
1c95d47cfa SWORD2: Respect screen pitch while postprocessing
Fixes subtitles on androids
2011-02-27 10:10:44 +01:00
dhewg
a73b2ec972 ANDROID: Remove unnecessary code 2011-02-27 09:04:38 +01:00
dhewg
d4c0501d1f ANDROID: Check audio buffer for silence
Most games register a music channel, and when there is no music,
they still stream silence (and run through all the Converter::flow
code!). Scan the buffer for that to pause the AudioTrack. Ugly, but
worth it - reduces CPU usage on many games and hence saves battery life.
2011-02-27 09:04:37 +01:00
dhewg
0e869a5cf0 ANDROID: Pause the AudioTrack when possible
Only works in situations without any registered channels (or all paused)
at the mixer (like on the launcher or GMM).

CPU usage before (Galaxy Tab):
~5% scummvm
~15% mediaserver

After:
~2% scummvm
0% mediaserver

;)
2011-02-27 09:04:37 +01:00
dhewg
bea57f6950 AUDIO: Make mixCallback return the sample count
The RateConverter::flow result was never used, pipe it through
Channel::mix to MixerImpl::mixCallback, so backends can decide
if they want to waste cpu cycles while playing empty buffers.
2011-02-27 09:04:36 +01:00
dhewg
25d895b859 ANDROID: Rework audio system
Move the audio thread to the bright side
2011-02-27 09:04:36 +01:00
dhewg
983e16b36a ANDROID: Formatting 2011-02-27 09:04:31 +01:00
dhewg
6b1c575d1d ANDROID: Remove another weird workaround 2011-02-27 09:04:31 +01:00
strangerke
a99b394836 HUGO: Better fix for graphics glitches in DOS versions, fix H3 ending animation 2011-02-27 01:04:49 +01:00
Ori Avtalion
da62869baf SCI: Avoid hiding overloaded virtual methods 2011-02-26 21:22:03 +02:00
Ori Avtalion
765540a5fd GOB: Avoid hiding overloaded virtual methods 2011-02-26 20:25:44 +02:00
md5
9bd5e8ff15 SCI: Cleanup 2011-02-26 19:10:12 +02:00
md5
fe04339909 SCI: Removed the SCI32 version of kernelDrawCel() and placed its code inside the debug function cmdDrawCel, as it was hacked together to be used specifically in that command (thanks to salty-horse for spotting this) 2011-02-26 19:07:31 +02:00
md5
ab256842e4 SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if it happens in the original version 2011-02-26 18:47:23 +02:00
md5
49f3f5e1e8 SCI: Fixed a memory leak. Thanks to digitall for finding this using Valgrind 2011-02-26 16:30:47 +02:00
md5
88235cee7c SCI: Some slight fixes for the code that reads the LSL2 early MT32.DLL driver, thanks to waltervn 2011-02-26 15:27:01 +02:00
strangerke
756a343cb8 HUGO: Fix graphic glitches in DOS versions 2011-02-26 14:06:30 +01:00
dhewg
bd191e1787 AGOS: Respect the screen pitch for movies
Fixes DXA and Smacker movies on Android
2011-02-26 11:58:41 +01:00
dhewg
3fb85835a1 ANDROID: Allow softkeybd on all devices 2011-02-26 11:20:23 +01:00
D G Turner
f78f2dff49 MOHAWK: Correction for uninitialized read in Myst Cabin Door State. 2011-02-26 10:18:36 +00:00
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 c8551b80dd917c35d367c1f15f4b9c2618da3684.

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