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2017-02-10AGI: Make MH1 nightclub arcade sequence slower for AppleIIgsMartin Kiewitz
Thanks waltervn for pointing this issue out AppleIIgs adjustment tables had to be extended, because the first 3 arcade sequences were running way too fast, while the last one ran fine and all of those are part of one single room.
2016-02-02AGI: Fix formatting.Johannes Schickel
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
2016-01-31AGI: fix warningsMartin Kiewitz
2016-01-29AGI: graphics rewrite + cleanupMartin Kiewitz
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
2014-02-18AGI: Make GPL headers consistent in themselves.Johannes Schickel
2012-01-07AGI: Fix bug #3451122 - "AGI-FANMADE: Nick's Quest hangs ScummVM upon starting"Filippos Karapetis
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2010-01-03Reduce header dependencies for AGI engine.Eugene Sandulenko
svn-id: r46942
2009-06-06CleanupEugene Sandulenko
svn-id: r41251
2007-11-25Switch AGI to common drawLine() as wellEugene Sandulenko
svn-id: r29636
2007-11-22Refactore the AGI floodfill codeMax Horn
svn-id: r29600
2007-11-21CleanupFilippos Karapetis
svn-id: r29592
2007-09-21The animation of the crystals in Mickey is shown correctly nowFilippos Karapetis
svn-id: r29003
2007-09-20Implement inventory in Troll's TaleEugene Sandulenko
svn-id: r28987
2007-09-18Fix picture drawing in Troll's Tale. Implement room navigation.Eugene Sandulenko
svn-id: r28946
2007-09-18WIP for Troll's TaleEugene Sandulenko
svn-id: r28939
2007-09-11PreAGI does not need an AGI resource loader, as it only needs to load ↵Matthew Hoops
pictures and doesn't use directories. So, this allows Winnie to decode pictures without using the loader svn-id: r28893
2007-09-06Some updates for decoding Disney's BCG logo in MickeyFilippos Karapetis
svn-id: r28869
2007-09-06Objects in Mickey are shown correctly now. Also, reduced the places where ↵Filippos Karapetis
the screen gets updated svn-id: r28862
2007-09-05Move static variables to class.Eugene Sandulenko
svn-id: r28855
2007-09-05Some updates for Mickey:Filippos Karapetis
- Click to move functionality (improvement over the original game). It's now possible to navigate around using the mouse as well, together with the menu commands. The mouse cursor changes when the player hovers it at the picture's edges, towards a direction where Mickey is able to move to (north, south, east or west) - waitAnyKey has been moved into Mickey's code (because of the animation part) - Implemented the circle flag for AGI picture decoding svn-id: r28853
2007-09-03Some updates for Mickey: objects are shown now (though still incorrectly), ↵Filippos Karapetis
implemented some incomplete code for the ship's blinking lights, implemented the scene animation function svn-id: r28848
2007-09-02The dimensions of the picture resources in preagi games is different for ↵Filippos Karapetis
each game. Mickey's pictures are shown correctly now svn-id: r28819
2007-09-02The picture files in Mickey have a different widthFilippos Karapetis
svn-id: r28818
2007-09-02Fix compile.Travis Howell
svn-id: r28814
2007-09-02Merged all the different picture decoding functionsFilippos Karapetis
svn-id: r28811
2007-09-01An early WIP of PreAGI (TrollVM) supportEugene Sandulenko
svn-id: r28787
2007-09-01Add older picture formats parsersEugene Sandulenko
svn-id: r28784
2007-06-20Add AGI256 picture resource decoding support to PictureMgr::decodePicture.Kari Salminen
svn-id: r27568
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-02-20More header consistency fixes. (Actually, there was nothing at all to keepTorbjörn Andersson
font.h from being included multiple times.) svn-id: r25744
2007-01-16Formating names in source codePaweł Kołodziejski
svn-id: r25101
2007-01-06Removed almost all the remaining hires code.David Symonds
svn-id: r25037
2007-01-06Start removing hires code from AGI engine.David Symonds
svn-id: r25033
2006-12-06first phase of objectisation of agi enginePaweł Kołodziejski
svn-id: r24808
2006-05-24Fixed most - not all - GCC warnings.Torbjörn Andersson
svn-id: r22614
2006-05-24From what I understand, the __ prefix is generally reserved for system headers,Torbjörn Andersson
so I've removed most of them. There's still some in list.h, but that should probably be replaced by our own list handler some day. svn-id: r22611
2006-05-23imported AGI enginePaweł Kołodziejski
svn-id: r22588