Commit graph

22 commits

Author SHA1 Message Date
dhewg
801f576f9c ANDROID: Log the ScummVM version 2011-04-03 16:39:56 +02:00
dhewg
adef4c3f42 ANDROID: Input system overhaul
Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
2011-03-16 20:54:49 +01:00
dhewg
79d991081d ANDROID: Add support for video feature flags
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
2011-03-13 23:30:16 +01:00
dhewg
1f90d232e3 ANDROID: Save the game when the process is paused
The OS can kill the activity at will after onPause() or onStop()
to free up memory for other application. Provide a parachute when
the engine allows it.
2011-03-07 19:56:29 +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
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
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
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
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
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
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