Age | Commit message (Collapse) | Author |
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These were the remaining memset on non-trivial structure warnings.
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This fixes these, but adding constructors causes further memset usage
warnings on the structures which are now "non-trivial" due to the addition
of constructors. Should be able to fix by repeating this process to remove
further memset usage.
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These were associated with memset() of Mouse structure which now has
a constructor method to do this instead.
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- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
upper Y instead of lower Y. Original AGI uses lower Y, but
upper Y makes upscaling way easier.
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
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moved font stuff into GfxFont class
removed Mickey Mouse font data (is loaded from mickey.exe)
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- 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
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custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
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This fixes a leak in PreAGI games (which never deleted their
RandomSource), ensures that PreAGI's RandomSource has a name (and hence
is registered with the event recorder) and even slightly simplifies the
AgiEngine destructor.
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Some backends may break as I only compiled SDL
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Using the timer mechanism for just a simple counter is not just
overkill, its also inaccurate. When using a call frequency of x,
and waiting for y callbacks, the passed time will not be x*y.
The problem amplifies on slower platforms and/or fair thread
schedulers.
Use absolute times instead. Most notably, the walking speed of
the avatar is now smooth on android, but probably on all other
handhelds we support too.
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svn-id: r55850
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svn-id: r50128
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svn-id: r48935
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svn-id: r48821
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svn-id: r48637
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svn-id: r48279
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svn-id: r47182
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svn-id: r46942
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svn-id: r45259
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svn-id: r41254
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svn-id: r41239
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svn-id: r39241
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svn-id: r36142
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svn-id: r34916
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svn-id: r34310
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svn-id: r32984
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svn-id: r32956
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constructor
svn-id: r30871
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svn-id: r30478
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svn-id: r29916
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svn-id: r29617
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speaker handle is freed
svn-id: r29573
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