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2013-10-26GRAPHICS: do not reset the extra parameters of IFFDecoder on destroy().peres
The two properties that control pixel packing and the size of the surface need to be preserved for loadStream() to work correctly. They are now under complete responsibility of the client.
2013-10-26Revert "GRAPHICS: do not clear the internal state of IFFDecoder on ↵peres
loadStream()." This reverts commit 92c1ff31d6d8d78e58caa4d123ceb0fea43a48ed.
2013-10-26GRAPHICS: Have TGA's loadStream() call destroy()Matthew Hoops
2013-10-26GRAPHICS: Clarify implicit destroy() usageMatthew Hoops
2013-10-26GRAPHICS: do not clear the internal state of IFFDecoder on loadStream().peres
This decoder needs to keep track of client parameters that control how the pixels are going to be packaged, so the responsibility for clearing the state has been moved on the client (using the destroy() method on ImageDecoder). As no client uses the IFFDecoder for more than one image at a time, this change does not require updates to the engines. The only effect is on Parallaction (BRA-Amiga), which can now control the way pixels are packaged in mask and path bitmaps.
2013-10-26AVALANCHE: Fix CID1109676 - Uninitialized scalar fields (in Dialogs)Strangerke
2013-10-25ZVISION: Actually change the cursor when ZGI mouse is pressedRichieSams
2013-10-25ZVISION: Create custom working window size for ZGIRichieSams
2013-10-25ZVISION: Change ZGI detection entry platform to Windows from DOSRichieSams
ZGI wasn't released on DOS
2013-10-25AVALANCHE: Fix CID 1109674 - Uninitialized variables in Avalanche.cppStrangerke
2013-10-25AVALANCHE: Fix 3 issues reported by Coverity.Strangerke
2013-10-25AMIGAOS4: Make use of updated function names (SDK53.24) and remove unused codeStrangerke
Courtesy of Raziel^
2013-10-25AVALANCHE: Fix out of bounds reads (CID 1109653-1109655)Strangerke
2013-10-25AVALANCHE: Fix one more out of bounds - CID 1109651Strangerke
2013-10-25AVALANCHE: Fix several other out of bounds access - CID 1109650Strangerke
2013-10-24TSAGE: Add in R2R screen border to scenes showing the user interfacePaul Gilbert
2013-10-25FULLPIPE: Implement StaticANIObject::updateStepPos()Eugene Sandulenko
2013-10-24AVALANCHE: Fix a couple of (theoretical) out of bounds accesses (CID 1109650)Strangerke
2013-10-24FULLPIPE: Implement MessageQueue::transferExCommands()Eugene Sandulenko
2013-10-23SDL: Reduce code duplication a bit.Johannes Schickel
Now instead of initializing this in OSystem_SDL::initSDL (and in subclasses overwriting this) we simply initialize it in OSystem_SDL::init.
2013-10-23SDL: Fix default graphics mode for switchable case.Johannes Schickel
The former code (incorrectly) assumed that the getDefaultGraphicsMode returns the index in the table returned by getSupportedGraphicsModes. Now the correct ID is searched and then used.
2013-10-23SDL: Do not require a static graphics mode list in OpenGL and SurfaceSDL.Johannes Schickel
2013-10-23SDL: Only allow switching of SurfaceSDL <-> OpenGL when no custom manager is ↵Johannes Schickel
used.
2013-10-23SDL: Make setupGraphicsModes non-virtual.Johannes Schickel
The logic of switching the managers is pretty much fixed at the same level and cannot be easily overwritten.
2013-10-23SDL: Simplify initial graphics manager selection for OpenGL.Johannes Schickel
2013-10-23SDL: Get rid of _glModesCount.Johannes Schickel
2013-10-23SDL: Get rid of loop in OSystem_SDL::setGraphicsMode.Johannes Schickel
2013-10-23SDL: Clean up graphics mode handling for OpenGL backend.Johannes Schickel
Instead of custom memory management Common::Array is used now.
2013-10-23SDL: Always initialize video subsystem in initSDL.Johannes Schickel
2013-10-23SDL: Clean up graphics manager switching slighty.Johannes Schickel
Sadly this also requires us to extend GraphicsManager for this SDL specific feature. However, since that's only used in the SDL backend and Tizen it should be fine for now...
2013-10-23FULLPIPE: Implement MovGraph::calcNodeDistancesAndAngles()Eugene Sandulenko
2013-10-23FULLPIPE: Implement MovGraph::calcOffset()Eugene Sandulenko
2013-10-22AVALANCHE: Fix CID 1109698 - Uninitialized scalar field in SequenceStrangerke
2013-10-22AVALANCHE: last modification wasn't in previous commit, fixed.Strangerke
2013-10-22Avalanche: Replace some British English by American EnglishStrangerke
pointed by clone2727
2013-10-21TSAGE: Fix for R2R conversations playing when playing voice without subtitlesPaul Gilbert
2013-10-22FULLPIPE: Implement MovGraph2::getShortSide()Eugene Sandulenko
2013-10-20TSAGE: Further R2R fixes for voice playback looking at hotspotsPaul Gilbert
2013-10-20TSAGE: Fix for R2R player sometimes appearing black after reloadingPaul Gilbert
2013-10-20TSAGE: Fix for correctly setting up playing voice numberPaul Gilbert
2013-10-20Merge pull request #408 from lordhoto/opengl-replacementJohannes Schickel
OpenGL revamp
2013-10-19NEVERHOOD: Fixes for museum walls in Russian versionEugene Sandulenko
2013-10-19OPENGL/SDL: Add screenshot support.Johannes Schickel
2013-10-19TIZEN: Add some further OpenGL related changes by Chris.Johannes Schickel
2013-10-19GUI: Check for screen change whenever an event is polled.Johannes Schickel
This should *hopefully* really fix all GUI crashes when resizing with OpenGL.
2013-10-19OPENGL: Limit maximum Surface size to maximum texture size.Johannes Schickel
This is mostly aimed at old graphics chips. For example, wjp's old laptop only supports 1024x1024 textures but has a 1280x800 screen. Switching to fullscreen would create a bigger overlay than supported. Now it will get limited to an smaller resolution and then scaled too. Alternatively we could think of tiling surfaces into textures. But then handling scaling would be more complicated since it might result in artifacts on texture tile borders.
2013-10-19SDL: Send EVENT_SCREEN_CHANGED after receiving SDL_VIDEORESIZE when necessary.Johannes Schickel
This fixes some ugly crashes when resizing the window in OpenGL mode.
2013-10-19BASE: Add hack to switch graphics manager in runGame.Johannes Schickel
This is a (temporary) hack to assure that when the launcher is set up as an SurfaceSDL graphics mode and the game is using an OpenGL graphics mode everything will work as expected.
2013-10-19TIZEN: Adapt to new OpenGL code.Johannes Schickel
Thanks to Chris Warren-Smith for testing this a bit.
2013-10-19OPENGL: Implement dirty rect handling.Johannes Schickel