This is based on a patch supplied by dam-soft. A new graphics mode is
added to the PSP port. The graphics mode is called '4:3 Aspect Ratio'
and fixes the incorrect AR. The older modes are also still present and
behave as before.
Mouse focus events are also sent by SDL when the mouse is warped outside
of the window area. App suspended / resumed are now used. These are only
sent by SDL when opening / closing the XMB on the PS3.
Fixes#10340.
If the call used to open the browser does not return until the
browser is closed, this would previously cause ScummVM to hang.
Since we are using waitpid now, we can avoid hanging by telling
waitpid to not block on a child which has not exited.
When a 32-bit cursor has the same size as an 8- or 16-bit cursor,
the mouse surfaces were not being regenerated even though the
32-bit cursors have a different memory requirement. This lead to
memory corruption as an inappropriate surface would be used for
the other type of cursor.
The shoe-horned 32-bit cursor support is clearly showing its
scrappy nature here and probably ought to be revisited in the
future if the SurfaceSdl graphics manager sticks around.
Fixes Trac#10349, Trac#10350, Trac#10351.
If a game is doing a screen shake (for example, DOTT when the
stereo is on), and the user does an RTL, the screen shake offset
may get stuck if the engine does not reset it on shutdown. To
avoid this in all cases, just always reset the screen shake
whenever the graphics manager is told to switch to a new graphics
mode.
Normally, notifyMousePosition converts real mouse events into the
virtual coordinate system, but events only get sent through
notifyMousePosition if they are real events from SDL since that
method also decides if the real mouse is inside the content area or
not. As such, these fake events need to be pre-converted to virtual
coordinates or else the wrong values are sent through to the engine
when a scaler or AR correction is in use.
This reverts commit 6b4195a542.
There seemed to be no clear benefit in using RLE for transparent
surfaces, and there were a few reports that it might cause crashes
on Windows. So to be on the safe side I prefer to revert this
commit.
- Flag them as repeat events
- Disable ScummVM's own repeat event generation
This fixes keyboard repeat events not being flagged as such with SDL2,
and complies with the user's operating system preferences regarding key
repeat timings.
SDL does not like this and will raise an assertion when built with
internal SDL assertions turned on. With internal assertions turned
off, it will still call SDL_SetError any time a null pointer is
passed, though it will not raise an assertion or crash.