dhewg
3df060b656
ANDROID: Rename member vars according to our style
2011-03-03 20:47:32 +01:00
dhewg
a7a7542d1d
ANDROID: Remove an indirection when pausing
2011-03-03 20:47:27 +01:00
dhewg
1e3c96b3ef
ANDROID: Formatting/whitespaces
2011-03-03 20:46:49 +01:00
dhewg
719d22918d
ANDROID: Respect the pause level.
2011-03-02 23:41:59 +01:00
dhewg
2d4a64d184
ANDROID: Properly release texture resources
...
When calling glDeleteTextures() we need a valid surface.
2011-03-02 23:18:36 +01:00
dhewg
c2d4cce429
ANDROID: On pause, put all threads in a coma
...
Since not every engine respects pauseEngine(), or they're in a state
where it simply gets ignored, put all threads in a group coma. Without
this, code still kept looping and wasting cpu cycles, while the user
might want to do use her/his droid for something else.
2011-03-02 23:18:35 +01:00
dhewg
25ef065a41
ANDROID: Implement pause/resume
...
Don't just kill the whole process when the Activity is stopped. Instead,
use its events to pause or resume audio and the running engine (if any).
Of course not every engines implements that... but at least an incoming
call doesn't kill the game now (lol).
2011-03-02 23:18:35 +01:00
dhewg
ccfe427eb5
ANDROID: Check for a surface in updateScreen()
2011-03-02 23:18:35 +01:00
dhewg
d6e838e1b3
ANDROID: Merge FIND_METHODs
2011-03-02 23:18:35 +01:00
dhewg
82a9beff2b
ANDROID: Move swapBuffers to the native side
2011-03-02 23:18:34 +01:00
dhewg
bd7e3e9bb2
ANDROID: cleanup
2011-03-02 23:18:34 +01:00
dhewg
2333a32697
ANDROID: Untangle JNI interweaving
...
- make the startup sequence more linear
- use SurfaceHolder events
- get rid of the surface lock
- remove unnecessary JNI calls
- make the ScummVM class implement Runnable
- cleanup
2011-03-02 23:18:34 +01:00
dhewg
2f008d0cd6
ANDROID: Don't use warning() in JNI functions
2011-03-02 23:18:33 +01:00
dhewg
807971f8af
ANDROID: Don't use warning()/error() in a thread
2011-03-02 23:18:33 +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
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
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
dhewg
3fb85835a1
ANDROID: Allow softkeybd on all devices
2011-02-26 11:20:23 +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
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
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
dhewg
f80d993860
ANDROID: Wrap JNI code in a class
2011-02-24 23:18:32 +01:00
dhewg
c4706733d4
ANDROID: Move the global back reference to jni.cpp
2011-02-24 23:18:32 +01:00
dhewg
4af28f96ab
ANDROID: Remove unused jmethod Object.wait()
2011-02-24 23:18:31 +01:00
dhewg
257913676d
ANDROID: Split code into multiple files
...
And get rid of unnecessary JNI calls to get a pointer to g_system
2011-02-24 23:18:31 +01:00
dhewg
90fa5087dc
ANDROID: Fix cursor scaling
2011-02-19 23:25:05 +01:00
dhewg
6c123974c0
ANDROID: Fix cursor when hotspot coords > 0
2011-02-19 23:24:59 +01:00
Johannes Schickel
e21d6e0d11
Merge branch 'osystem-palette' of https://github.com/lordhoto/scummvm into master
...
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
2011-02-19 21:46:45 +01:00
dhewg
adf2225eb4
ANDROID: Move helper defines in a new header file
...
- added a few macros for convinience
- use them
- replaced CHECK_GL_ERROR with GLCALL
- spam GLCALL
2011-02-19 20:15:51 +01:00
dhewg
229e3ca5bf
ANDROID: inline some GLESTexture members
2011-02-19 20:15:51 +01:00
dhewg
435069fe4a
ANDROID: Supress warning
2011-02-19 20:15:50 +01:00
dhewg
feb0efe767
ANDROID: Formatting
2011-02-19 20:15:50 +01:00
dhewg
d7422de7f7
ANDROID: Fix make dependencies for parallel builds
2011-02-19 18:05:36 +01:00
dhewg
3a86b5f285
ANDROID: Remove outdated build instructions
...
See http://wiki.scummvm.org/index.php/Compiling_ScummVM/Android
2011-02-18 22:27:06 +01:00
dhewg
84e632cc9d
ANDROID: Formatting
...
maybe now?
2011-02-18 21:38:26 +01:00
dhewg
106253b8b9
ANDROID: Formatting
...
and hoping for buildbot to pick up the toolchain now
2011-02-18 21:32:37 +01:00
dhewg
1b41de4ad8
ANDROID: dist target for buildbot
2011-02-18 20:18:13 +01:00
dhewg
ad94ac343a
ANDROID: Adapt to [set|grab]Palette RGBA->RGB change.
2011-02-14 20:26:35 +01:00
dhewg
2586e15e4e
ANDROID: Fix JNI calls for the timer thread
...
JNI calls can happen through the timer mechanism (hence from another
thread). Attach the timer thread to the VM to prevent assert()s
2011-02-14 18:58:56 +01:00
dhewg
ea2cfc44c0
ANDROID: Fix assert() to log output
...
add bionic replacement __assert2(), so we actually see what's happening
2011-02-14 18:58:56 +01:00
dhewg
21c2dda5ba
ANDROID: Use and reinit texture on screen changes
...
- EVENT_SCREEN_CHANGED must happen _after_ we have a new surface,
not when the the old surface vanishes. fixes port on galaxy tab
- textures have to be redefined with glTexImage2D() to make
glTexSubImage2D() not fail on screen changes
2011-02-14 18:58:56 +01:00