Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-07-03 | GUI: Add blipClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add blitAlphaBitmapClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add fillSurfaceClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawCrossClip() | Alexander Tkachev | |
2016-07-03 | GUI: Fix drawRoundedSquareClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawTabClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawBeveledSquareClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawLineClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawCircle() | Alexander Tkachev | |
2016-07-03 | GUI: Add drawSquareClip() | Alexander Tkachev | |
2016-07-03 | GUI: Add VectorRendererSpec::drawTriangleClip() | Alexander Tkachev | |
2016-07-03 | GUI: Fix TabWidget's padding in layout_lowres.stx | Alexander Tkachev | |
2016-07-03 | GUI: Add ThemeLayoutTabWidget | Alexander Tkachev | |
2016-07-03 | GUI: Fix Dialog's and TabWidget's reflowLayout() | Alexander Tkachev | |
2016-07-03 | GUI: Hide scrollbar in ScrollContainerWidget when needed | Alexander Tkachev | |
2016-07-03 | GUI: Fix ScrollContainerWidget's reflowLayout() | Alexander Tkachev | |
2016-07-03 | GUI: Update ScrollContainerWidget | Alexander Tkachev | |
2016-07-03 | GUI: Fix ScrollContainerWidget look a bit | Alexander Tkachev | |
2016-07-03 | GUI: Add drawRoundedSquareShadowClip() | Alexander Tkachev | |
2016-07-03 | GUI: Remove unnecessary debug output | Alexander Tkachev | |
2016-07-03 | GUI: Make ScrollContainerWidget do full redraw | Alexander Tkachev | |
2016-07-03 | GUI: Fix ThemeItemTextData's dirty rectangle | Alexander Tkachev | |
2016-07-03 | GUI: Make ScrollContainerWidget hide children | Alexander Tkachev | |
2016-07-03 | GUI: Make PopUpWidget clip | Alexander Tkachev | |
2016-07-03 | GUI: drawRoundedSquareClip() | Alexander Tkachev | |
2016-07-03 | GUI: clippingRect propagated deeper | Alexander Tkachev | |
2016-07-03 | GUI: Prepare button to be clipped | Alexander Tkachev | |
2016-07-03 | GUI: Remove _clippingArea from ScrollContainer | Alexander Tkachev | |
2016-07-03 | GUI: Cleanup in ScrollContainer | Alexander Tkachev | |
2016-07-03 | GUI: Add ScrollContainer | Alexander Tkachev | |
2016-07-03 | GUI: Use boss's x/y/w/h instead of clippingArea | Alexander Tkachev | |
2016-07-01 | SCI32: Fix signed comparison warnings | Colin Snover | |
2016-07-01 | SCI32: Fix bad rendering of subtitle backgrounds in Torin | Colin Snover | |
The way dimensions of scaled screen items are calculated changed over the lifetime of SSCI. In early low-resolution and mixed-resolution games, scaled drawing needed to use at a global cadence across the entire screen to ensure proper alignment, but in later games (like Torin), local scaling of individual screen items seems to be the way scaling is performed. | |||
2016-07-01 | SCI32: Use better audio fading algorithm | Colin Snover | |
Using the one from SCI2.1mid makes fades very slow because SDL has a larger audio buffer than SSCI DOS. This new algorithm is based on wall time so will always fade at the correct speed, although the larger buffers will have a coarser granularity so the fades may not be as smooth as in the original engine. If anyone cares, the fade volume could be mixed into individual samples in `readBuffer` instead of applying just once per complete buffer. SSCI did not do this, however, so this implementation should be pretty accurate. | |||
2016-07-01 | SCI32: Fix audio fading | Colin Snover | |
2016-07-01 | SCI: Fix script patcher, so that it works on BE systems | Martin Kiewitz | |
2016-07-01 | Merge pull request #766 from OmerMor/qfg3_bounds | Filippos Karapetis | |
SCI: Script patch for QfG3 giant tree bounds | |||
2016-07-01 | Merge branch 'remap' | Willem Jan Palenstijn | |
2016-07-01 | SCI32: Fix broken Remap implementation | Colin Snover | |
Remap would crash SCI2.1early games with 19 remap slots, and did not actually work in most cases in SCI2.1mid+ games. 1. Avoid accidental corruption of values from the VM that may be valid when signed or larger than 8 bits 2. Fix bad `matchColor` function. 3. Remove unnecessary initialisation of SingleRemaps 4. Update architecture to more closely mirror how SSCI worked 5. Split large `apply` function into smaller units 6. Fix buffer overrun when loading a SCI2.1early game with remap 7. Warn instead of crashing with an error on invalid input (to match SSCI more closely) 8. Add save/load function | |||
2016-07-01 | SCI32: Move matchColor to GfxRemap32 | Colin Snover | |
2016-07-01 | SCI32: Separate remap types | Colin Snover | |
2016-07-01 | SCI32: Add missing remap CelObj calls | Colin Snover | |
2016-07-01 | SCI32: Move GfxRemap32 to separate files | Colin Snover | |
2016-07-01 | SCI32: Change kRemapColors naming for consistency | Colin Snover | |
2016-07-01 | Revert "SCI32: Fix broken Remap implementation" | Willem Jan Palenstijn | |
This reverts commit cfda8b9ecd8a6e3c003abe533ea2e2981d8ba984. This is only to re-apply it immediately in a series of smaller commits. | |||
2016-07-01 | Merge pull request #770 from OmerMor/kgettime | Filippos Karapetis | |
SCI: Fixed KGetTime with SYSDATE subop in SCI0-LATE. | |||
2016-06-30 | SCI32: Specify default hardware rates | Colin Snover | |
This normally happens in SSCI when the audio hardware is initialised. CID 1357048 | |||
2016-06-30 | SCI32: Add transparent pic plane type | Colin Snover | |
It is not clear if this is ever actually used by game scripts, though. | |||
2016-06-30 | SCI32: Clean-up pass on rendering pipeline | Colin Snover | |
This pass exposed two bugs, which have been fixed: 1. Checks of `_updated` and `_moved` were reversed in some areas, which lead to rendering bugs. In SQ6 the rendering bugs were subtle or non-existant, but in e.g. PQ:SWAT the Sierra logo and title screen animations were totally missing. 2. The renderer formerly kept reading from ScreenItemLists when new items were added in decrementScreenItemArrayCounts, but this was determined to be unnecessary. | |||
2016-06-30 | SCI32: Implement engine-accurate screen item list sorting | Colin Snover | |
It seems highly probable that there are later SCI games that use the "hi res" rendering path, so sorting and unsorting of ScreenItemLists needs to be accurate. |