Second attempt at fixing #6956
"ScummVM returned with unfreed signals (AmigaOS4)"
This only runs the cleanup code if the OSystem_AmigaOS
instance has not been destroyed already.
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.
Left mouse clicks are generated by tap gestures. To protect against
false mouse clicks the tap gesture is cancelled if the finger is
moved. Normally a tap gesture is generating a touchesBegan event
but doesn't generate any touchesMoved events. But for some devices,
not sure if it's the device or if the screen is broken, a false
touchesMoved event can be triggered even though the coordinates
aren't changed at all.
Add a check to see if the coordinate has changed from when the touch
began to see if the tap gesture should be cancelled or not.
The backend options widget is now in a scrollcontainer widget.
Change the options widget to not be scrollable since the parent
widget is and remove unnecessary padding.
Make .rh files dependent on their contents (maybe they should be deps of the .rc file?)
Make .rh files dependent on the .mk file that their item lists come from
Fix .rh files not creating destination directory
Fix .rh dependencies of .rc file being source-relative instead of build-relative
Fix .rh clean paths being source-relative instead of build-relative
Fix .rh generation appending to the old .rh instead of overwriting
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
Now double-click works also on really slow hardware. And Hatari.
Also, partially revert commit 01a2d2ed because events can't be passed
to the (multitasking) OS. So basically let's hope that it works fine now
even without handling IKBD overruns. I'm not able to replicate the issue
with Hatari + FF + slow UI + mouse movement anymore.
This helps to solve the issue when one pushes 'Return' immediately after
Hatari's start. This issue appeared after introducing the
interrupt-driven audio mixer.
Not sure whether this was a real bug but it's much cleaner
implementation now anyway.
- 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)
This not only decreases the amount of XBIOS calls but also avoids
repeating the sample buffer in case of a heavier CPU load.
Also clean up the mixer code.
Use the helper function to create an array of UIKeyCommands for the
END, HOME, PAGE UP, PAGE DOWN and the ESC keys. Add a generic handler
function that decides which action for which key.
This allows the application to register key presses of these keys,
however some of them requires iOS 13.4 or later.
Use the helper function to create an array of UIKeyCommands for the
Fn keys. Add a generic handler function that decides which action
for which key.
This allows the application to register key presses of the Fn keys,
however only supoorted in iOS 13.4 and later.
Use the helper function to create an array of UIKeyCommands for the
number keys. Add a generic handler function that decides which action
for which key.
Since not all keyboards have the function keys, Fn1-Fn12, e.g. the
Apple Magic Keyboard for iPads, map these keys to the number keys
when pressed together with the CMD modifier key. Fn11 and Fn12
requires CMD + Shift as modifier keys.
Use the helper function to create an array of UIKeyCommands for the
roman letter keys. Since most of the games supports input of roman
letters, overload these keys. Keys with other characters than these
are not overloaded and will therefore trigger the call to the
delegate function:
"textField:shouldChangeCharactersInRange:replacementString:"
and will therefore still be passed to the IOS7 event handler.
However no modifier flags will be passed for those and they will not
support repeated presses.
Add a generic handler function that decides which action
for which key.
Use the helper function to create an array of UIKeyCommands for the
arrow keys. Add a generic handler function that decides which action
for which key.
Since not all keyboards have the PAGE UP/DOWN nor HOME/END keys,
e.g. the Apple Magic Keyboard for iPads, map these keys to the arrow
keys when pressed together with the CMD modifier key.
Currently the key inputs are sent to the IOS7 event handler on calls
to the delegate function:
"textField:shouldChangeCharactersInRange:replacementString:"
So when typing on either the software keyboard or a connected HW
keyboard the input is handled by the hidden textfield that is in
focus. The delegate is called on each key input and the character
typed is passed to the IOS7 event handler.
Doing as above has the drawback that if they user holds down a key,
common in games when shooting or moving, the key event is only sent
once. The delegate function is only called once per distinct key
press.
By implementing the keyCommands function and create UIKeyCommands
for a set of keys, the system will call a defined callback function.
This also enables repeatedly calls as long as the key is held down.
Modifier keys can also be configured to create UIKeyCommands to
trigger custom actions. This way we can overload the key functions
when they are pressed at the same time as a modifier key.
Add helper funtions that can be used to create UIKeyCommands for
a set of keys. Keys are represented by their input, e.g. the key
for the character 'c' is defined as a string with only one char,
the 'c', while special keys are represeented by strings defined
by the OS.
Register UIKeyCommands for all types of modifier keys and add a
function that can convert system modifier flags to flags used by
ScummVM.