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path: root/engines/cge2/vga13h.h
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2014-08-12CGE2: Repair FXP's operator=().uruk
2014-08-11CGE2: Remove unnecessary commented out code.uruk
2014-08-11CGE2: Fix some more formatting in vga13h.h.uruk
2014-08-11CGE2: Fix formatting of operators' return values in vga13h.h.uruk
2014-08-11CGE2: Return value instead of reference in FXP's operator=.uruk
2014-08-11CGE2: Remove unused functions from V2D.uruk
2014-08-11CGE2: Remove unnecessary comments from vga13h.h.uruk
2014-08-01CGE2: Further fixes to FXP operators to fix pathfindingPaul Gilbert
2014-07-29CGE2: Fixes for the FXP classPaul Gilbert
2014-07-29CGE2: Implement setAutoColors().uruk
Add a redefinition of closest() to do so.
2014-07-29CGE2: Implement snCycle, add stub for Vga::rotate().uruk
2014-07-28CGE2: Keep in sync the in-game color blind option with the Launcher's.uruk
2014-07-14CGE2: Remove unused classes from vga13h.uruk
2014-07-07CGE2: Replace NULL with nullptr everywhere.uruk
2014-07-04CGE2: Partially working save/load system.uruk
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
2014-07-04CGE2: Heavily rework memory management of Sprites.uruk
Hopefully it will solve a bunch of memory leak problems. Now Spare is a central container, which stores pointers to every Sprite currently used by the engine. Because of that, there's no more need for Queue's clear(). In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
2014-06-29CGE2: Implement saving.uruk
2014-06-28CGE2: Fix formatting of FXP's operators.uruk
2014-06-28CGE2: Rework FXP::Joined().uruk
This commit hopefully silence a great wall of GCC warnings.
2014-06-27CGE2: Make Hero's expand() and contract() virtual.uruk
Now it mimics the original correctly.
2014-06-27CGE2: Add a virtual destructor in Choice, some minor cleanupStrangerke
2014-06-22CGE2: Some more formatting fix in FXP.uruk
2014-06-22CGE2: Fix formatting in FXP.uruk
2014-06-22CGE2: Fix mapCross().uruk
2014-06-15CGE: Remove (broken) variable length specificationStrangerke
2014-06-15CGE2: Rework Sprite::touch to use V2D for coords.uruk
2014-06-15CGE2: Change the Flags structure to make use of booleansStrangerke
2014-06-14CGE2: Fix loading of fixed-point integer valuesPaul Gilbert
2014-06-13CGE2: Rename setCave() to setScene().uruk
2014-06-13CGE2: Implement snKill().uruk
Add and implement Sprite::setCave() during the process.
2014-06-12CGE2: Fix FXP initialiation and division operatorPaul Gilbert
2014-06-12CGE2: Implement FXP code. Still WIP, loadTab to be fixedStrangerke
2014-06-06CGE2: Change BitmapPtr *_shpList -> BitmapPtr _shpList.uruk
Update rest of the code accordingly.
2014-06-05CGE2: Remove _m and xShow() from Bitmap, makeXlat() and killXlat() from Sprite.uruk
They are not used in CGE2 at all (or used differently).
2014-06-04CGE2: Get rid of _spareQ.uruk
CGE2 uses an instance of Spare instead of it.
2014-06-04CGE2: Remove useless 'void'Strangerke
2014-06-03CGE2: Fix some more GCC warningsStrangerke
2014-06-03CGE2: Silence some gcc warningsStrangerke
2014-06-01CGE2: Add display of mouse cursor.uruk
The actual click-handling is not working yet.
2014-05-26CGE2: Move things around to fix broken compilation of cross-includes.uruk
V2D and V3D are moved to vga13h.h
2014-05-23CGE2: Add mainLoop() and handleFrame().uruk
Also implement connecting things.
2014-05-19CGE2: Implement feedSnail().uruk
2014-05-18CGE2: Initialize _actions[] in SprExt's constructor.uruk
2014-05-17CGE2: Reimplement backShow().uruk
2014-05-17CGE2: Revise Queue.uruk
2014-05-13CGE2: Implement Sprite::setShapeList().uruk
2014-05-13CGE2: More revision and stubbing in Sprite.uruk
2014-05-13CGE2: Rework SprExt, stub more functions of Sprite.uruk
2014-05-10CGE2: Rework Sprite a bit, make _eye an engine variable.uruk
Also move screenToGround() during the process.
2014-05-09CGE2: Implement CGE2Engine::loadSprite().uruk
Add Snail during the process and revise or expand a lot of other parts of the engine.