Commit graph

367 commits

Author SHA1 Message Date
Giulio Camuffo
b42bbe5259 TinyGL: Support for different color modes, part 2. 2012-01-24 21:36:47 +01:00
Giulio Camuffo
158a19df31 TinyGL: Support for different color modes, first part. 2012-01-24 21:36:46 +01:00
Paweł Kołodziejski
e350c7f777 renames 2012-01-06 23:29:45 +01:00
Pawe Koodziejski
a5479cfe83 sync with scummvm 2012-01-06 22:56:21 +01:00
Robert Biro
121428a329 SDL: Fixed antialiasing fallback for less tolerant OpenGL drivers. Fix #407 2011-11-30 18:05:31 +00:00
Robert Biro
56208e0ca0 SDL: Added antialiasing support. 2011-10-09 18:13:05 +01:00
Bastien Bouclet
6284ccbc3d SDL: Restore OpenGL's previous state after displaying the overlay 2011-09-18 09:41:42 +02:00
David-John Willis
69683b8ee0 SURFACESDL: Stop forceful resetting of _videoMode.hardware* when calling SurfaceSdlGraphicsManager::loadGFXMode() for the GPH backend.
* Note: This really should be cleaned up and all backends that have a custom loadGFXMode() really should setup their own _videoMode.hardware* settings. Assuming the overlay will always match the hardware is flawed logic on devices with fixed hardware screens.
* Just done for the GPH backend for now to cut down on the regresion risk to other backends near the 1.4.0 release cycle.
2011-10-03 12:24:25 +01:00
Bastien Bouclet
bb0e833fa7 SDL: Fix copying the screen to the overlay
- glReadPixels did not use the correct overlay height
- The copied image was flipped vertically
- Screen change ID was not updated, which prevented the theme engine
from detecting screen resolution changes
2011-08-29 21:44:40 +02:00
Johannes Schickel
0f6e231356 SDL: Implement a hellish workaround to fix bug #3368143.
The bug in question is "SDL/OpenGL: Crash when switching renderer backend". To
fix it I added a stupid graphics state copying to the SDL backend, in case the
graphics manager is switched. The implementation of this is considered a pure
workaround, no one should ever do it like this in reality... I just want to
die when looking at this... Not sure why I actually committed it.

Anyway it at least makes the OpenGL backend testable for those who do not
want to fiddle with the config file directly.
2011-08-11 04:28:44 +02:00
Johannes Schickel
fd61a83bb5 SDL: Slight clean up in the surface based graphics manager. 2011-08-09 00:04:19 +02:00
Johannes Schickel
04ab0e58b4 SDL: Take advantage of SdlGraphicsManager.
This gets rid of the hacks, where SdlEventSource added events with custom type
numbers to pass SDL_VIDEOEXPOSE and SDL_VIDEORESIZE to the graphics manager.

Furthermore it get rids of the uninituitive and hard to trace way of assigning
the proper mouse coordinates to mouse related events. Formerly it passed the
real screen coordinates through the even dispatching api to the graphics
manager (at least hopefully ;-) and let that handle creating a new event with
the proper coordinates. Now instead SdlEventSource handles the proper
coordinate setup itself.

Since this is a behavior change and I can not test all the SDL based small
devices ports this commit might break compilation for them and more serve it
might also break mouse position behavior. If any of that occurs I am sorry
about it.
2011-08-09 00:03:11 +02:00
Johannes Schickel
0630a88a04 SDL: Let SDL based graphics managers inherit from SdlGraphicsManager.
This also adapts port I can not test (not even the compilation). So if this
breaks anything I am sorry about it.
2011-08-09 00:03:11 +02:00
Pawel Kolodziejski
5bf4f9316b sync with scummvm dated 03 july 2011 2011-07-20 06:58:19 +02:00
Bastien Bouclet
0b1cb0ebbb SDL: Remove an unnecessary memset 2011-07-02 22:14:13 +02:00
Bastien Bouclet
a360a64dd7 SDL: Set a black palette by default.
This fixes white flashing screens when using SDL 1.3.
SDL 1.3 palettes are all white by default, whereas
SDL 1.2 palettes are all black ...
2011-07-02 22:01:45 +02:00
Johannes Schickel
1c21232416 SDL: Rename SdlGraphicsManager to SurfaceSdlGraphicsManager to reflect its purpose.
Hopefully I catched all uses of the old name in our ports...
2011-06-19 20:10:21 +02:00
Renamed from backends/graphics/sdl/sdl-graphics.cpp (Browse further)