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authorEugene Sandulenko2005-02-20 00:17:22 +0000
committerEugene Sandulenko2005-02-20 00:17:22 +0000
commit27469a1896f08c6d32df1778dc7e9cce28c2bec4 (patch)
tree173e32cafae393fd7bcf2d7eb4e81932c5cd2b95 /scumm/charset.h
parent3184c2de34c89a1b380fffa9f9ac83f53dc062d7 (diff)
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Patch #1121337 (CGA rendering in early LEC titles).
Differences against patch: o Updated documentation o Fixed text colors o Implemented Hercules dithering Ditherers are based on loom ega and monkey ega, so for zak and mm they're wrong, i.e. these games look better than with original ditherers. TODO: Proper ditherers for zak & MM EGA ditherers for VGA SCUMM v5 games svn-id: r16816
Diffstat (limited to 'scumm/charset.h')
-rw-r--r--scumm/charset.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/scumm/charset.h b/scumm/charset.h
index e546d16b73..dbadc1a2c3 100644
--- a/scumm/charset.h
+++ b/scumm/charset.h
@@ -92,6 +92,7 @@ public:
int getStringWidth(int a, const byte *str);
void addLinebreaks(int a, byte *str, int pos, int maxwidth);
+ void translateColor();
virtual void setCurID(byte id) = 0;
int getCurID() { return _curId; }
@@ -99,7 +100,7 @@ public:
virtual int getFontHeight() = 0;
virtual int getCharWidth(byte chr) = 0;
- virtual void setColor(byte color) { _color = color; }
+ virtual void setColor(byte color) { _color = color; translateColor(); }
};
class CharsetRendererCommon : public CharsetRenderer {