Commit Graph

831 Commits

Author SHA1 Message Date
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
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
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
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
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
This might help get proper functionality without recoding in ruby
2017-08-09 14:31:21 +05:30
RadialApps 051cde9ff8 Add touch input support
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
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
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
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
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
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
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
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
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
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
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
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()
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