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authorMax Horn2007-11-13 09:42:42 +0000
committerMax Horn2007-11-13 09:42:42 +0000
commitd665b808ae7ab7dd65e2b054abf527bc200e787b (patch)
treebbc6bb9428e91fbbb5a69a8de9e049d0fee2d0e1
parent3d796f4b53ab7bc34fa912855a7eb9ea62f65e51 (diff)
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Slightly extended/clarified two OSystem doxygen comments
svn-id: r29490
-rw-r--r--common/system.h11
1 files changed, 7 insertions, 4 deletions
diff --git a/common/system.h b/common/system.h
index f19f6efc2c..a55bc2b543 100644
--- a/common/system.h
+++ b/common/system.h
@@ -214,9 +214,9 @@ public:
* game layer. Let W and H denote the width and height of the
* game graphics.
*
- * Before the user sees these graphics, they may undergo certain
- * transformations; for example, the may be scaled to better fit
- * on the visible screen; or aspect ratio correction may be
+ * Before the user sees these graphics, the backend may apply some
+ * transformations to it; for example, the may be scaled to better
+ * fit on the visible screen; or aspect ratio correction may be
* performed (see kFeatureAspectRatioCorrection). As a result of
* this, a pixel of the game graphics may occupy a region bigger
* than a single pixel on the screen. We define p_w and p_h to be
@@ -229,7 +229,7 @@ public:
* by S.
*
* Putting this together, a pixel (x,y) of the game graphics is
- * transformed to a rectangle of height p_h and widht p_w
+ * transformed to a rectangle of height p_h and width p_w
* appearing at position (p_w * x, p_hw * (y + S)) on the real
* screen (in addition, a backend may choose to offset
* everything, e.g. to center the graphics on the screen).
@@ -245,6 +245,9 @@ public:
* graphics have a resolution of 320x200; then the overlay shall
* have a resolution of 640x400, but it still has the same
* physical size as the game graphics.
+ * The overlay usually uses 16bpp, but on some ports, only 8bpp
+ * are availble, so that is supported, too, via a compile time
+ * switch (see also the OverlayColor typedef in scummsys.h).
*
*
* Finally, there is the mouse layer. This layer doesn't have to