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- Remove outdated setting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
Le Philousophe
98c306376f
OPENGL: Merge both OpenGL shaders objects
2022-06-26 18:32:10 +02:00
Le Philousophe
4ab044a254
OPENGL: Merge both OpenGL contexts
2022-06-26 18:32:10 +02:00
Paweł Kołodziejski
e9dc4afe89
BACKENDS: SDL3D: Put debug messages to specified level
2022-06-19 08:08:32 +02:00
Cameron Cawley
60c7372198
OPENGL3D: Make use of the active rect provided by WindowedGraphicsManager
2022-06-18 19:33:27 +01:00
Le Philousophe
57e27dcf12
ANDROID: Let user customize its preferred touch modes
...
There are 3 settings: in menus, in 2D games, in 3D games
2022-06-14 00:08:04 +03:00
Le Philousophe
31caab89e1
SDL: Make sure a context exists when calling SDL_GL_GetAttribute
2022-05-28 15:49:54 +02:00
Le Philousophe
c9b4949746
AMIGAOS: Improve shader compatibility
...
OGLES2 doesn't support uniform booleans so we use macros to make it use
integers in this case. For other platforms, this change should be a
noop.
OGLES2 doesn't like float suffix for constants, remove it as well.
2022-04-17 12:34:38 +02:00
Le Philousophe
7061b4109e
AMIGAOS: Remove outdated ifdefs
...
We now link with OpenGL dynamically so symbols are provided by GLAD.
If it's not supported pointer will be null.
OGLES2 should support these functions so they must be removed
2022-04-17 12:34:38 +02:00
Le Philousophe
1c18c269dc
ANDROID: Add GLAD support
2022-01-18 16:49:03 +01:00
Le Philousophe
d9b4e457e8
ALL: Remove USE_GLES2 define
...
Replace it with USE_FORCED_GLES2
2022-01-18 16:49:03 +01:00
Cameron Cawley
a14c5a4a53
SDL: Replace gfx_mode with scale_factor in initSizeHint()
2022-01-16 13:22:37 +02:00
Paweł Kołodziejski
4f0e5ed3c0
GRAPHICS: Moved shader code where it's actually used
2022-01-10 03:34:48 +01:00
Paweł Kołodziejski
3dd3e76bc2
BACKENDS3D: Shader code files shouldn't be moved
2022-01-10 02:38:44 +01:00
Paweł Kołodziejski
27773309b7
BACKENDS: Corrected include paths for Android
2022-01-10 02:23:17 +01:00
Paweł Kołodziejski
f24bffc8cf
BACKENDS: Drop glBegin/glEnd
2022-01-10 02:13:40 +01:00
Paweł Kołodziejski
d1d77f887e
BACKENDS3D: Moved Surfaces and Texture specific backend code to backends
2022-01-10 01:21:49 +01:00
Paweł Kołodziejski
d054f7785c
GRAPHICS3D: MorphOS special code case is no longer needed
2022-01-03 14:29:32 +01:00
Le Philousophe
92dd9c0911
ANDROID: Keep last touch mode when displaying overlay
2022-01-02 17:45:32 +01:00
Le Philousophe
b6c0a1c6c8
ANDROID: Refactor touch controls to be graphics backend agnostic
2022-01-02 17:45:32 +01:00
Le Philousophe
7b36b56925
ANDROID: Rework Android 3D texture interfaces
2022-01-02 17:45:32 +01:00
Cameron Cawley
21b0d6ded1
BACKENDS: Replace GLEW with GLAD, part of PR #3463
2021-12-30 14:53:48 +01:00
Cameron Cawley
43d87cb029
BACKENDS: Support detecting OpenGL ES 2 at runtime for 3D games
2021-12-30 13:57:50 +01:00
Paweł Kołodziejski
20cb0ae228
ALL: Cleanup ResidualVM -> ScummVM
2021-12-26 21:19:38 +01:00
Eugene Sandulenko
abea37c9bb
ALL: Update ScummVM project license to GPLv3+
2021-12-26 18:48:43 +01:00
Le Philousophe
6aea08860f
ANDROID: Chooose the best surface formats offered by the system
2021-12-16 00:09:25 +01:00