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authorJody Northup2009-07-06 07:40:28 +0000
committerJody Northup2009-07-06 07:40:28 +0000
commit22e09bedaaf125365c6905187db80e939a86df53 (patch)
tree641adbed4e6034a2e7bee4f0290090633b0be58d /common/system.h
parentf63b02b9200606069a605e27d828f4c8c59119fc (diff)
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Updated doxygen comments on API functions
svn-id: r42166
Diffstat (limited to 'common/system.h')
-rw-r--r--common/system.h14
1 files changed, 10 insertions, 4 deletions
diff --git a/common/system.h b/common/system.h
index 6f3dc6b6c8..b37797811a 100644
--- a/common/system.h
+++ b/common/system.h
@@ -376,8 +376,10 @@ public:
*
* @see Graphics::PixelFormat
*
- * @note All backends supporting RGB color must be able to accept game data
- * in RGB color order, even if hardware uses BGR or some other color order.
+ * @note Backends supporting RGB color should accept game data in RGB color
+ * order, even if hardware uses BGR or some other color order.
+ *
+ * @see convertScreenRect
*/
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
#else
@@ -412,7 +414,7 @@ public:
* This is the pixel format for which the client code generates data;
* this is not necessarily equal to the hardware pixel format. For example,
* a backend may perform color lookup of 8-bit graphics before pushing
- * a screen to hardware, or correct the ARGB color order.
+ * a screen to hardware, or correct the ARGB color order via convertScreenRect.
*
* @param width the new virtual screen width
* @param height the new virtual screen height
@@ -1026,6 +1028,8 @@ public:
private:
/**
* Convert a rectangle from the screen format to the hardware format.
+ * Expected usage is for this to be called in copyRectToScreen when
+ * conversion is necessary.
*
* @param dstbuf the buffer which will recieve the converted graphics data
* @param srcbuf the buffer containing the original graphics data
@@ -1040,7 +1044,9 @@ private:
* @note This implementation is slow. Please override this if
* your backend hardware has a better way to deal with this.
* @note This implementation requires the screen pixel format and
- * the hardware pixel format to have a matching bytedepth
+ * the hardware pixel format to have a matching bytedepth.
+ * @note This is meant for RGB modes only, do not attempt
+ * to use it when running in 256 color mode.
*/
virtual bool convertScreenRect(byte *dstbuf, const byte *srcbuf, int dstpitch, int srcpitch,
int w, int h, Graphics::PixelFormat hwFmt) {