Jonas Kulla
a4b1be1da5
Remove superfluous lines
2015-02-10 15:53:58 +01:00
Jonas Kulla
c328ebee04
Typo
2015-02-10 15:53:12 +01:00
Jonas Kulla
713ea07558
SDL hints need to be set before initialization
2015-02-10 15:51:33 +01:00
Jonas Kulla
b2631d4c23
Bitmap: Fix scaled blit from mega surface to texture
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SDL's default blend mode for surfaces (SDL_BLENDMODE_BLEND)
renders the source surface unusable for further use.
2015-02-10 15:34:42 +01:00
Jonas Kulla
4864f63c6c
Sprite: Fix visibility calculation
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The previous code assumed the scene origin to always be 0,0.
2015-02-04 15:17:45 +01:00
Jonas Kulla
e339964076
MidiSource: Fix some channels being mute after looping
2015-01-22 13:13:57 +01:00
Jonas Kulla
64a3ac3769
README: Add soundfont link and mark font outlines as done
2015-01-21 14:58:54 +01:00
Jonas Kulla
fa0459ad93
Fix code formatting
2015-01-15 11:09:12 +01:00
Jonas Kulla
74f8c91bf4
Oops
2015-01-15 09:05:51 +01:00
Jonas Kulla
7cbe1eef94
Graphics: Improve transition "vague" parameter accuracy
2015-01-15 08:26:33 +01:00
Jonas Kulla
f6604a88b8
sdl-util.h: Consider physical filesystem when opening raw files
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This is necessary so games stored on external SD cards can be
run under Android.
2015-01-15 08:11:01 +01:00
Jonas Kulla
c92df0ce3a
EventThread: Pause OpenAL device when entering background
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This requires ALC_SOFT_pause_device to be present. It stops the
alc thread from needlessly consuming CPU resources.
2015-01-15 08:07:22 +01:00
Jonas Kulla
7c6a2b2c62
Pause RGSS execution when moving into background on Android
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Assuming that there is enough memory for mkxp to stay in the
background and that the OS doesn't kill the process, this should
allow smooth resuming after moving back into the foreground.
For now, EGL context loss is not handled.
2015-01-15 08:02:21 +01:00
Jonas Kulla
012d87d05a
Disable accelerometer joystick emulation on Android
2015-01-15 07:21:07 +01:00
Jonas Kulla
f1da585f33
Be explicit about how relative paths are resolved in mkxp.conf
2015-01-15 07:18:02 +01:00
Jonas Kulla
a05a3deff6
EventThread: Factor out event discarding code
2015-01-03 20:48:31 +01:00
Jonas Kulla
6f88ddc51c
Config: Move default entry values into PO_DESC macro list
2015-01-03 19:28:23 +01:00
Jonas Kulla
7003039e56
EventThread: Track touch state (maximum 4 fingers)
2015-01-03 19:18:52 +01:00
Jonas Kulla
146e0294b4
Add option to fix the framerate to the native screen refresh rate
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Useful on mobile devices where using non-standard framerates
looks absolutely horrible and screen refresh rates vary highly.
2015-01-03 18:58:13 +01:00
Jonas Kulla
4fb94aaf10
FileSystem: Add fallback to wrapped SDL_RWops if normal mounting fails
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Makes it easy to mount archives on Android residing in "assets/".
2015-01-02 14:50:14 +01:00
Jonas Kulla
3411435138
Factor out some thread communication code (window size, bindings)
2015-01-02 01:41:23 +01:00
Jonas Kulla
c63a8947ce
Tilemap: Don't emit draw with zero quads
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This is illegal on some mobile drivers.
2015-01-02 00:09:53 +01:00
Jonas Kulla
b42725ea20
Add config option working around buggy graphics drivers
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"subImageFix=true" should fix missing text on radeonsi fglrx
as well as most mobile drivers. Also fixes tileset atlas on
mobile.
2015-01-01 23:38:11 +01:00
Jonas Kulla
9122446b23
EventThread: Discard fake mouse events on mobile
2014-12-31 18:52:21 +01:00
Jonas Kulla
7cbf81c83a
Add 'printFPS' config entry to continuously print FPS to console
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Useful on platforms that don't have window decorations.
2014-12-31 18:52:21 +01:00
Jonas Kulla
b4bca7ea3b
GLState: Constify
2014-12-31 18:52:21 +01:00
Jonas Kulla
725af97e7b
gl-util.h: Unify function qualifier use
2014-12-31 18:52:21 +01:00
Jonas Kulla
35077793a0
Add std::streambuf wrapper around SDL_RWops for boost
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Also add SDL_RWops version of the readFile utility function.
2014-12-31 18:52:21 +01:00
Jonas Kulla
5974d05380
Create OpenAL device in main() and store in RGSSThreadData
2014-12-31 18:52:21 +01:00
Jonas Kulla
3596fc568d
main.cpp: Immediately query the actual window size after creation
2014-12-31 18:52:21 +01:00
Jonas Kulla
69795be30b
Android uses the Linux shared object naming convention
2014-12-31 18:52:21 +01:00
Jonas Kulla
0a484c8a31
std::string constructor doesn't like null pointers
2014-12-31 18:52:20 +01:00
Jonas Kulla
4560589e25
Audio: Set overall volume of OpenAL output to 0.8
2014-12-31 18:52:20 +01:00
Jonas Kulla
4b08d82ea4
MRI: dataDirectory: Return "." if customDataPath is not defined
2014-12-31 18:52:20 +01:00
Jonas Kulla
88c41bcc62
Debug: Use native logging on Android
2014-12-31 18:52:20 +01:00
Jonas Kulla
a112529f53
Use compile time strlen
2014-12-31 18:52:20 +01:00
Jonas Kulla
b963c67339
SharedState: Don't reallocate global tex on every bind
2014-12-31 18:52:20 +01:00
Jonas Kulla
ee17bb2137
Call glReleaseShaderCompiler on GLES
2014-12-31 18:52:20 +01:00
Jonas Kulla
3fb4108306
gl-fun.h: Add some enums missing in gl2.h
2014-12-31 18:52:20 +01:00
Jonas Kulla
fcfa079e7b
Perform chdir(gameFolder) early in main()
2014-12-31 18:52:20 +01:00
Jonas Kulla
03a6c657c4
main.cpp: Always display errors in a message box
2014-12-31 18:52:20 +01:00
Jonas Kulla
b39964a49a
MRI: Make error handling during script load more robust
2014-12-31 18:52:20 +01:00
Jonas Kulla
2f95c0613a
Shaders: Prefer arithmetic conditionals to branching
2014-12-31 18:52:20 +01:00
Jonas Kulla
373b90af00
Graphics: Optimize Viewport effect rendering
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Using the kitchen sink plane shader for viewport effects, even
if only a small part of them are active, incurs great performance
loss on mobile, so split the rendering into multiple optional
passes which additionally use the blending hardware for faster
mixing (lerping).
Also, don't mirror the PingPong textures if the viewport effect
covers the entire screen area anyway.
2014-12-31 18:52:19 +01:00
Jonas Kulla
3c0a530eba
Sprite: Add special case shader for translucent effect
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Translucent sprites (opacity < 255) are very common,
so using a custom shader instead of the full blown effect one
helps a lot, especially on mobile.
2014-12-31 18:52:19 +01:00
Jonas Kulla
a53163660f
Shader: Refine preprocessing on GLES platform
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Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.
Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00
Jonas Kulla
a501e4f22f
Add ruby patch for statically linking zlib extension
2014-12-31 18:52:19 +01:00
Jonas Kulla
02f19c03c9
Merge pull request #86 from Daverball/controller-fix
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Xbox controllers require JoyHat events to be tracked on windows
2014-12-31 18:50:57 +01:00
David Salvisberg
90e1c09711
Added support for JHat events.
2014-12-31 16:39:28 +01:00
Jonas Kulla
d18e3e6a53
Merge pull request #84 from Daverball/hue-shader-fix
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hue shader turns pure white pixels black on some GPUs.
2014-12-31 16:12:08 +01:00