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| author | Max Horn | 2007-11-13 09:42:42 +0000 |
|---|---|---|
| committer | Max Horn | 2007-11-13 09:42:42 +0000 |
| commit | d665b808ae7ab7dd65e2b054abf527bc200e787b (patch) | |
| tree | bbc6bb9428e91fbbb5a69a8de9e049d0fee2d0e1 /common | |
| parent | 3d796f4b53ab7bc34fa912855a7eb9ea62f65e51 (diff) | |
| download | scummvm-rg350-d665b808ae7ab7dd65e2b054abf527bc200e787b.tar.gz scummvm-rg350-d665b808ae7ab7dd65e2b054abf527bc200e787b.tar.bz2 scummvm-rg350-d665b808ae7ab7dd65e2b054abf527bc200e787b.zip | |
Slightly extended/clarified two OSystem doxygen comments
svn-id: r29490
Diffstat (limited to 'common')
| -rw-r--r-- | common/system.h | 11 |
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 |
