Age | Commit message (Collapse) | Author | Files | Lines |
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Tested-by: Frost.
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Reviewed-by: Thorbjørn Lindeijer.
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Reviewed-by: Thorbjørn Lindeijer.
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And removed the unused TabbedArea.
Reviewed-by: Erik Schilling
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They allowed using gcn::Image, which in turns allows using gcn::Icon
and gcn::ImageFont, but none of this is actually used anymore.
Reviewed-by: Erik Schilling
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Actually neither glFlush nor glFinish need to be called manually [1].
However, the rendering pipeline is then free to queue up future frames
which can cause a lag which is especially noticable with mouse movement.
To avoid this lag, we call glFinish after SDL_GL_SwapBuffers. This makes
sure processing of the next frame does not start before the current
frame is being displayed.
[1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
Reviewed-by: Yohann Ferreira
Sounded-fine-to: Erik Schilling
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Reviewed-by: Erik Schilling
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It was also setting the screenshot directory.
Reviewed-by: Erik Schilling
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Reviewed-by: Erik Schilling.
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Reviewed-by: Erik Schilling.
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An optimization in the tile layer rendering code meant for drawing
repeated tiles faster was not taking into account the case where the
tile width does not match the width of the tile grid.
Reviewed-by: Stefan Beller
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Reviewed-by: Erik Schilling
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Actually we're not depending on this library.
Reviewed-by: Erik Schilling
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Before it was only enabled by default for Mac.
Reviewed-by: Erik Schilling
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Maybe it used to be necessary for these methods to be virtual, but this
is no longer the case. Hence we can avoid wasting CPU ticks searching
through virtual function tables, especially for frequently used methods
like getWidth, getHeight and setAlpha.
MapLayer::getTile was inlined.
Reviewed-by: Erik Schilling
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Instead, support for dynamically adjusting layout was added to the
Container class.
Various other places were also adapted to use the new layout support in
Container.
Reviewed-by: Erik Schilling
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When uploading an SDL surface to an OpenGL texture, it was always making
a copy that had the desired size and pixel format. Now this copy is no
longer being made when the existing surface already has the target size
and pixel format.
In fact most images are already in 32-bit RGBA format after loading them.
Reviewed-by: Erik Schilling
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While simply specifying "4 components" works, it is preferred to specify
the actual image format like GL_RGBA8 in our case.
http://www.opengl.org/wiki/Common_Mistakes#Image_precision
Reviewed-by: Erik Schilling
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If the graphics driver supports this, there is no need to create
textures with power-of-two dimensions. It is then also preferred to use
regular textures than relying on the older GL_ARB_texture_rectangle
extension.
Reviewed-by: Erik Schilling
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* Removed empty and unused function `setTargetPlane`
* Removed duplicated enabling of `GL_VERTEX_ARRAY`
* Removed strange smoothing code from `drawRescaledImage`
Reviewed-by: Erik Schilling
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Textures were not rendering correctly on cards that did not support the
GL_ARB_texture_rectangle extension, since the alternative code path was
passing ints as floats and floats as ints to OpenGL.
Reviewed-by: Erik Schilling
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Reviewed-by: Stefan Beller
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This reverts commit 4eea727b7649726670d8963d11ab4fd429624b3e.
It broke the overrides of the virtual functions and leaves the Graphics
API in inconsistent state with some Image* being const and others not.
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Reviewed-by: Ablu
Conflicts:
src/gui/viewport.cpp
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Acked-by: Erik Schilling
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It does not know 'ushort', and this variable should be 'size_t' anyway.
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Actually we're not depending on this library.
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The class DebugSwitches is a derived class from Container, 'which
automatically deletes its child widgets, so there is no need for
such fragile cleanup code.'
acked-by: bjorn
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Reviewed-by: Ablu
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Throw away the old layout rather than trying to reuse it and crashing
cause of collisions.
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Hacked Graphics::drawRescaledImage a bit to make it work...
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Before it was only enabled by default for Mac.
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Added some margin and made the shortcut window not movable/resizable.
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This does not seem like a good idea at the moment.
This reverts commit 7d0ba78e45a6f8d0e99dcde2a2f06fa98dfbee83.
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Moved it to the top-right.
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Moved player status bars to the top-right, next to the window menu. Used
the layout for dynamic adjustments to screen resolution.
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Just in case I don't get around to do anything better...
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Qualifying enum values by the name of the enumeration is a C++11
feature.
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