Struma
268bd5ca83
Take aspect ratio into account when screenshotting
2020-02-26 17:34:54 -05:00
Struma
78bf355573
Set and update scissorbox based on current render resolution
2020-02-26 13:28:51 -05:00
Struma
e2503509a8
Set screenshot resolution based on window size
2020-02-26 09:24:55 -05:00
Inori
7af4026999
Play nice with Marin's experiments
2019-09-19 03:32:50 -04:00
Inori
dd9c0c50f8
add Bitmap.to_file
2019-09-06 18:30:37 -04:00
Inori
b6a0f24d73
Run Graphics.update before capturing screenshots
2019-09-06 16:23:56 -04:00
Inori
17b07a41e8
Add MKXP.power_state
2019-09-06 02:36:19 -04:00
Inori
22af5bf0f5
Gifs are just a mistake actually
2019-09-05 21:10:00 -04:00
Inori
3b447e5efb
Experimental giflib support
2019-09-05 17:54:28 -04:00
Inori
1e3661fdee
Give Discord.user_avatar an optional size argument
2019-09-05 03:26:21 -04:00
Inori
6268dfc27c
Add DiscordActivity bindings
2019-09-04 13:07:38 -04:00
Inori
7f29278bbc
Begin implementing Discord
2019-09-04 05:48:23 -04:00
Inori
8f6b0775b6
add libtool to macOS dependencies in README
2019-08-31 20:11:38 -04:00
Inori
cd3626c16f
Set macOS deployment target to 10.10
2019-08-31 19:12:54 -04:00
Inori
6b007ed8d9
Implement Graphics.center
2019-08-31 12:55:03 -04:00
Inori
3c157daf34
Reposition window from event thread
2019-08-31 00:31:17 -04:00
Inori
8f6a2d285d
Implement Graphics.scale
2019-08-31 00:02:09 -04:00
Inori
3db00ee316
Only flip screenshots outside of Windows
2019-08-27 11:01:40 -04:00
Inori
6757e90927
Fix SpriteResizer large and fullscreen
2019-08-27 10:21:14 -04:00
Inori
8cb94f3f81
Add more Win32API information
2019-08-26 21:13:13 -04:00
Inori
98f3ac6442
Vertically flip screenshots
2019-08-26 20:05:51 -04:00
Inori
35b7ef0b3f
Changes to runtime configuration options
2019-08-20 13:22:07 -04:00
Inori
28b60eb9fb
Add Graphics.screenshot
2019-08-19 08:59:35 -04:00
Jonas Kulla
ae59fcd112
Graphics: Fix transition when new scene has gray tone effect
...
Rendering the scene may cause PingPong swaps of front / backbuffer,
so don't take references to those buffers until after rendering.
Fixes #199
2018-05-21 12:22:23 +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
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
Mook
8e411cbcfe
Graphics: Stub out play_movie
...
Some people are using it to detect the RGSS version.
2015-10-30 08:01:36 -07:00
Jonas Kulla
384249c31a
Unify float literals to use f suffix and avoid double promotions
...
I might have missed some.
2015-07-21 12:13:24 +02:00
Jonas Kulla
9acdd206f6
Vec4: Rename 'xyzHasEffect()' to something that makes sense
2015-07-07 16:07:04 +02:00
Jonas Kulla
6e176a454c
Constify
2015-07-07 16:06:45 +02:00
Jonas Kulla
afab51279e
Graphics: Fix viewport color/flash effectiveness calculation
...
Fixes #121 .
2015-07-07 16:06:11 +02:00
Jonas Kulla
6380a93cec
Graphics: Fix ::transition() "filename" default value
...
The default value is an empty string, which triggers the simple
transition. Passing null is not legal (and wasn't possible in
mkxp from Ruby side anyway).
Fixes #108 .
2015-06-10 13:30:26 +02:00
Jonas Kulla
7cbe1eef94
Graphics: Improve transition "vague" parameter accuracy
2015-01-15 08:26:33 +01:00
Jonas Kulla
7c6a2b2c62
Pause RGSS execution when moving into background on Android
...
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
146e0294b4
Add option to fix the framerate to the native screen refresh rate
...
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
3411435138
Factor out some thread communication code (window size, bindings)
2015-01-02 01:41:23 +01:00
Jonas Kulla
373b90af00
Graphics: Optimize Viewport effect rendering
...
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
d223d83cbf
Implement F12 game reset (MRI only)
...
Can be disabled with "enableReset=false".
While at it, also replace the flakey volatile bool flags
with proper atomics.
2014-09-26 06:25:47 +02:00
Jonas Kulla
81ac0780f8
Revert Disposable concept back into core
...
Pretty much a revert of
e858bbdcf5
.
We need this in core to properly implement F12 reset.
2014-09-23 21:12:58 +02:00
Jonas Kulla
55f1542c76
Merge separate RGSS version build configs into one
...
Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.
This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).
This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
2014-08-28 23:22:05 +02:00
Jonas Kulla
b1981055e1
Core: Remove ifdefs that don't influence RGSS specific behavior
...
This is the first step in eliminating the build time RGSS
versioning.
2014-08-28 19:43:13 +02:00
Jonas Kulla
3968ebb538
Graphics: Transition without previous freeze is a noop
2014-08-23 21:26:50 +02:00
Jonas Kulla
b751858b16
Graphics: Fadein/out should interpolate from current brightness
2014-08-22 23:57:12 +02:00
Jonas Kulla
50e393fe6e
Graphics: Fix resize_screen
2014-08-22 23:57:12 +02:00
Jonas Kulla
52e2f2304a
Spacing
2014-08-17 00:27:08 +02:00
Jonas Kulla
8d375b5cac
Graphics: Execute one frame reset at construction
...
Fixes RGSS3 title screen transition looking skipped
2014-08-16 06:04:02 +02:00
Jonas Kulla
150c280c1e
Graphics: Default framerate in RGSS2 is 60
2014-08-16 06:04:02 +02:00
Jonas Kulla
3550cc0ff5
Use correct default resolution for RGSS2/3 (544x416)
2014-08-12 22:21:57 +02:00
Jonas Kulla
27b7815f52
GLState: Remove 'BlendNone' mode in favor of disabling blending alltogether
2014-07-20 13:17:12 +02:00