Varun Patil
9b9d3e42b2
Prevent touch from leaking out of window
...
This has some bizzare results if allowed
2019-05-27 16:30:46 +05:30
Varun Patil
0f4de4b5f7
Process only animated tiles
...
Trying to make copies of static tiles and animating
them has bad results on some GLES devices
2019-05-12 22:25:49 +05:30
Varun Patil
bcdd187f69
Allow using multiple ttf files with separate styles
...
This is done by keeping a BoostHash of all the styles we have
and their corresponding paths, and passing the style when
we want to get the font.
2019-05-12 21:21:40 +05:30
Varun Patil
33c8a42d88
Merge remote-tracking branch 'upstream/master'
2018-04-29 20:05:49 +05:30
ReinUsesLisp
b5e5a26d8b
Config: Set debug editor's debug variables into ruby
2018-02-22 09:08:45 +01:00
Jonas Kulla
9f44ee5068
FileSystem: Fix while termination condition
2018-01-22 10:54:21 +01:00
Jonas Kulla
183ebbed65
RGSSAD: Fix parsing of top level directory entries
...
We were spamming every path into the hash (including the top
level ones) without noticing... oh well.
2017-12-12 22:46:25 +01:00
Jonas Kulla
7902d0942d
Filesystem: Properly iterate top level dir entries
...
"." seemed to have worked in earlier PhysFS versions,
but it was never the correct way.
2017-12-12 22:45:01 +01:00
Jonas Kulla
947974cac6
Config: Properly use windowTitle everywhere instead of game.title
2017-12-12 17:57:02 +01:00
Jonas Kulla
2f81fbbf4b
Fix ordering
2017-12-11 00:51:21 +01:00
Jonas Kulla
7d9a85dbbd
Config: Add entry to override the game window title
2017-12-11 00:48:35 +01:00
Carsten Teibes
d427df0c2b
Adapt RGSS archivers and filesystem to physfs 3.0 API
2017-10-12 14:27:19 +02:00
Carsten Teibes
b1bdf1e445
Fix CMake build, only use `resource.h` on Windows
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This was broken in commit 01e17ed5c6
(move windows specific files).
2017-08-18 22:42:27 +02:00
Carsten Teibes
fde6a92197
Fix deprecation warning on build with MRI>2.3
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Fixes #158 .
The old alias is deprecated since: ruby/ruby@fdb957925f .
2017-08-18 22:41:16 +02:00
RadialApps
84226422b5
Fix font search on Android
2017-08-12 19:32:41 +05:30
RadialApps
d7c9dfe2de
Specify first argument as path to config for android
2017-08-11 14:17:17 +05:30
RadialApps
eef8e2c24c
Fixed compilation
2017-08-11 02:53:55 +05:30
RadialApps
e4ca2c4e66
Merge remote-tracking branch 'upstream/master'
2017-08-11 02:34:24 +05:30
RadialApps
a53185187e
Remove Android.mk, make_xxd.sh
2017-08-11 02:19:11 +05:30
Marty Plummer
01e17ed5c6
windows: move windows specific files
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Moved the windows-specific files into their own subdir for
cleanliness's sake and mesonbuild organization.
Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-08-10 21:58:31 +02:00
Jonas Kulla
f172f58c74
Sprite: Fix regression with "mirror" attribute
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FloatRect::hFlipped() returns a rectangle with negative width,
which was clobbered by the clamping further down.
Regression introduced in 55cec53911
.
2017-08-10 21:39:17 +02:00
RadialApps
40f2cc28e9
Added preprocessor directives to most Android-specific changes
2017-08-09 16:05:10 +05:30
RadialApps
3482ec01b7
Blacklist all Adreno devices for enableBlitting
2017-08-09 14:31:54 +05:30
RadialApps
1a6ad68352
Make physical back button act as left mouse
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This might help get proper functionality without recoding in ruby
2017-08-09 14:31:21 +05:30
RadialApps
051cde9ff8
Add touch input support
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Touch input works as a drop-in replacement to the mouse. Touch will be
disabled automatically on overlays to prevent conflicting functions.
2017-08-08 20:42:56 +05:30
RadialApps
5354acca30
Committed incorrect Android.mk :D
2017-08-08 16:36:37 +05:30
RadialApps
98e3005616
Disable alpha and don't add text to tainted area
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While definitely not recommendable, this improves performance
drastically while rendering text on many devices, especially when lots
of text is render one character at a time.
2017-08-08 16:27:42 +05:30
RadialApps
290833c94f
Switch color space to 24-bit
2017-08-08 16:27:11 +05:30
RadialApps
70bf373271
Fix things for Android
2017-08-08 16:07:43 +05:30
RadialApps
085534ee72
Merge branch 'master' of https://github.com/Ancurio/mkxp
2017-08-06 19:04:17 +05:30
Jonas Kulla
fba20e6294
Sprite: Check for disposed state before accessing bitmap
2017-07-30 23:00:18 +02:00
RadialApps
e0d97d42dd
Allow Downsizing Textures
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For some reason, this leads to a huge performance benefit on mobile
devices, especially when using MegaSurface
2017-06-14 15:50:16 +05:30
Marty Plummer
f5c30affaa
mingw-w64: allow cmake cross-compile
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Tested on gentoo with x86_64-w64-mingw32 toolchain and libraries.
Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-05-25 13:01:11 +02:00
Jonas Kulla
bd694f9f99
Graphics: Remove superfluous TEXFBOs while reusing existing ones
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While the PingPong buffers were always texture-backed, currentScene
and transBuffer used to be backed by renderbuffers, which might have
been more optimized as render targets on older hardware; but since
all buffers in Graphics got switched to being texture backed to allow
blitting via rendering (when hardware blitting isn't available or broken,
eg. on mobile platforms), their reason to exist vanished.
For transBuffer, we can reuse the backbuffer of the PingPong structure,
while currentScene might have been useless from the start.
2017-05-11 12:37:15 +02:00
Jonas Kulla
cab453ac3a
Graphics: Use proper resizing function for TEXFBOs
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Manually resizing the contained TEX objects skips updating the
width/height TEXFBO properties, which GLMeta::blit relies on.
2017-05-11 12:32:56 +02:00
Jonas Kulla
006f701fec
Config: Add "enableBlitting" entry to toggle GL_EXT_framebuffer_blit
2017-04-23 14:32:11 +02:00
Jonas Kulla
1478e1e0f9
Config: Add "maxTextureSize" entry to artificially limit texture sizes
2017-04-23 14:10:54 +02:00
Jonas Kulla
06feafe9ef
Add missing include
2017-04-08 20:06:12 +02:00
Jonas Kulla
e4079d5738
Fix build on OSX after 60e967e3b7
2017-04-08 19:13:31 +02:00
Jonas Kulla
0481f920b0
Input: Remove ugly [-20,-20] mouse position hack
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This was supposed to disappear shortly after To the Moon's release,
but it unfortunately survived a bit longer :)
The status of the mouse cursor being inside / outside the game window
is now properly exposed (in MRI) via MKXP.mouse_in_window.
2017-04-08 18:45:24 +02:00
Jonas Kulla
3ea24bd757
EventThread: Make system cursor visible over black aspect ratio bars
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Should be less confusing for the player.
2017-04-08 18:45:24 +02:00
Marty Plummer
60e967e3b7
Add icon and resource files for windows
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Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-03-09 08:24:13 +01:00
Jonas Kulla
0f9b5f274a
Filesystem: Search for "Fonts/" with case-insensitivity
2017-03-08 16:30:07 +01:00
Jonas Kulla
6349146e01
main: Only set window icon on Linux
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OSX carries high-resolution icons in its bundles, and windows uses
windres to embed .ico files, so don't interfere with those.
2017-03-04 11:04:02 +01:00
Jonas Kulla
c4dd3ffaf6
Config: Use set for preloadScripts
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Would probably make sense for all other string vectors too.
2017-03-03 19:37:19 +01:00
Jonas Kulla
55cec53911
Sprite: Clamp src_rect to bitmap bounds
2017-02-17 19:29:38 +01:00
Jonas Kulla
541e24f678
Bitmap: Use more accurate HSV-based hue shift algorithm
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The previously YIQ-based algorithm turned out to be both slow,
and horribly inaccurate.
Another algorithm based on rotating the color value in the
RGB cube along the diagonal axis was also considered, which was
acceptable in terms of accuracy, and very fast.
In the end, I decided on a HSV-based one, because it is by far
the most accurate one, while still being a tad faster than the
YIQ solution.
Algorithm source: gamedev.stackexchange.com/a/59808/24839
A very simple GPU time benchmark when shifting a 2048^2 bitmap:
YIQ rot RGB rot HSV shift
radeon 13.4 ms 2.8 ms 11.4 ms
intel 13.0 ms 6.0 ms 10.5 ms
radeon: HD 3650 mobility
intel: N3540 integrated (Baytrail)
However hue shifting has never shown up as a bottleneck before,
so these are more academic.
2016-10-30 08:50:45 +01:00
Jonas Kulla
0ec1fce4ac
MRI: Bind Audio.setup_midi
2016-09-12 20:20:56 +02:00
Jonas Kulla
d4e09f55bd
WindowVX: Fix move() not setting the correct dirty flags
2016-07-27 12:03:45 +02:00
Jonas Kulla
e98c2e0535
Bitmap: Don't throw away cached surface in setPixel()
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Instead, update the surface with the same change. For many
consecutive getPixel() -> setPixel() calls on the same bitmap,
this avoids calling glReadPixels at every iteration.
2016-07-27 11:59:08 +02:00