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path: root/engines/cine/gfx.cpp
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2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-01-11CINE: Fix for Operation Stealth assertion when caught by rat in Scene 8 ↵David Turner
Rats' Maze. This converts the assertion on selection of null background into a test and warning. svn-id: r55201
2010-08-09CINE: eliminate global variablesEugene Sandulenko
svn-id: r51937
2010-06-24Fixed use of uninitialized variable.Johannes Schickel
svn-id: r50250
2010-06-15CINE: Fix bug #2812694.Eugene Sandulenko
Bug #2812694: "CINE: Operation Stealth german crash". Our code assumed that there exists only 256-color version which is not the case for German version. Added code to store background format. Old savegames are broken and could not be fixed. Bumped savefile version. svn-id: r49699
2010-05-19Implement FR #2841494: FW: Pause doesn't workEugene Sandulenko
svn-id: r49095
2010-04-28CINE: Get rid of some global constructor usesMax Horn
svn-id: r48843
2010-04-21CINE: Change Doxygen commands to match our CFCMax Horn
svn-id: r48764
2010-03-18COMMON: Get rid of Common::StringListMax Horn
svn-id: r48287
2010-01-25Hopefully fix highlight background color in PC versions of CinE games.Johannes Schickel
svn-id: r47556
2010-01-25Strip trailing spaces/tabs.Johannes Schickel
svn-id: r47541
2010-01-07The default keycolor for mouse pointers used to be 255.Marcus Comstedt
This makes sense as a default for CLUT8 modes, but not really for anything else. As part of the gsoc2009-16bit merge, the default was changed to "all ones", with extra code in the SDL backend to truncate this to the depth of the mode. However, "all ones" (white) still isn't a very useful default for RGB modes. So rather than jumping through hoops to provide a bad default, it's better to remove the default altogether. Engines which relied on the old default of 255 have been updated to specify it explicitly. svn-id: r47118
2009-09-22Clear menu stack in FWRenderer deconstructor.Johannes Schickel
svn-id: r44264
2009-09-22Implement menu stack to support all menu color effects, specific to the ↵Johannes Schickel
Amiga version of the game. svn-id: r44263
2009-09-21Changed AMIGA menu code to closer match the original. (The menu item ↵Johannes Schickel
highlight selection is still wrong though.) svn-id: r44231
2009-09-21Fix box outline color for FW Amiga.Johannes Schickel
svn-id: r44229
2009-09-20Changed some type names to match our coding guidelines.Johannes Schickel
svn-id: r44224
2009-09-20Implement support for transparent dialgue boxes in the Amiga version of ↵Johannes Schickel
Future Wars. svn-id: r44222
2009-08-25Fix for bugs #2843081 "FW: Assert starting demo (regression)" and #2843080 ↵Johannes Schickel
"OS: Assert starting demo (regression)". svn-id: r43743
2009-06-11Fix Operation Stealth's 2nd arcade sequence's revolving doors.Kari Salminen
- Now the doors actually do revolve when before they didn't. - The fix was to alias the 9th background with the collision page directly when loading collision page data. This way changes written to the 9th background go to the collision page and vice versa (And there were changes in the labyrinth). - Also converted _bgTable from a pure array to a Common::Array svn-id: r41453
2009-06-08Convert FWRenderer and OSRenderer to use Cine::Palette.Kari Salminen
Also fix some bugs that came up in testing of Cine::Palette. svn-id: r41386
2009-01-01Whoa! Removing trailing spaces.Eugene Sandulenko
svn-id: r35648
2008-11-18Make the 256 color transformPaletteRange-function and Future Wars's ↵Kari Salminen
refreshPalette-function compliant with disassembly. svn-id: r35118
2008-10-22Remove unnecessary function overloadings for loadBg16 and loadBg256.Kari Salminen
svn-id: r34840
2008-10-22Make incrustMask and incrustSprite only draw to the current background in ↵Kari Salminen
Operation Stealth. svn-id: r34838
2008-08-25Added a warning to bug #2055912's fix committed in revision 34132.Kari Salminen
svn-id: r34146
2008-08-24Fix for bug #2055912: FW: incrustSprite fails on savegame loading.Kari Salminen
What little testing I did, this seems to work, but more testing would be nice. svn-id: r34132
2008-08-20Fix font loading:Kari Salminen
Fixes bug #2058539: OS: Assert starting demo (regression). May possibly also fix bug #2019344: FW: crash with Amiga Italian version (photocopy room), but not sure about that because I couldn't reproduce the bug myself. svn-id: r34065
2008-08-17Added some documentation about how data is unpacked in gfxConvertSpriteToRaw ↵Kari Salminen
(Learned this from trying to implement convertPI1_2 i.e. gfxConvertSpriteToRaw myself to see if that was the problem with the Operation Stealth's labyrinth arcade sequence). svn-id: r33976
2008-08-17Forwardport of branch-0-12-0's r33966: Fix to Future Wars's rendering of ↵Kari Salminen
type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly). svn-id: r33967
2008-08-14Moved showing of the collision page from Alt-key to F11-key because Alt ↵Kari Salminen
conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful. svn-id: r33877
2008-08-14Added debug showing of the collision page when pressing the Alt key. Alt ↵Kari Salminen
isn't used for anything else so one might as well use it for this. svn-id: r33871
2008-08-13Type 21 overlay comment update (Found the drawing routine in the disassembly ↵Kari Salminen
and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles). svn-id: r33826
2008-08-12Fixed drawPlainBox's boundary checking (It wrote outside the screen ↵Kari Salminen
occasionally). Now using the Common::Rect for clipping, yay! It's good. svn-id: r33811
2008-08-12Fix for GCC warning in OSRenderer::renderOverlay: declaration of 'len' ↵Kari Salminen
shadows a previous local. svn-id: r33808
2008-08-12Changed commandBuffer from a char[80] to Common::String and made ↵Kari Salminen
FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid. svn-id: r33793
2008-08-11Made Operation Stealth's action failure messages use a background color set ↵Kari Salminen
by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems. svn-id: r33792
2008-08-11Implemented drawMessage changes for Operation Stealth's timed cutscenes ↵Kari Salminen
(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn). svn-id: r33790
2008-08-11Moved fontParamTable inside TextHandler struct and made it a constant size ↵Kari Salminen
as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed. svn-id: r33786
2008-08-09Converted animDataTable from a plain array to a Common::Array. Should help ↵Kari Salminen
to catch out of bounds access errors which may cause memory corruption. svn-id: r33726
2008-08-09Converted objectTable from a plain array to a Common::Array. Should help to ↵Kari Salminen
catch out of bounds access errors that may cause memory corruption. svn-id: r33725
2008-08-09Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually ↵Kari Salminen
better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now). svn-id: r33722
2008-08-09Made drawPlainBox's effective width and height always at least one.Kari Salminen
- Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero. Made type 21 overlays be drawn as type 22 (Filled rectangle). - For an example the oxygen gauge during the first arcade sequence is a type 21 overlay. Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge. These features are quite WIP, they need testing to see if they're correct. svn-id: r33721
2008-08-09Added preliminary version of drawing type 22 overlays (Such overlays are ↵Kari Salminen
added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP! svn-id: r33713
2008-08-09Added updating of global variable var5 to Operation Stealth's renderOverlay ↵Kari Salminen
function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for). svn-id: r33712
2008-08-07Added precautionary tests to background scrolling function in Operation ↵Kari Salminen
Stealth to avoid possible memory corruptions. svn-id: r33688
2008-08-07Made drawPlainBox handle border cases so it won't corrupt memory so easily. ↵Kari Salminen
This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen. svn-id: r33687
2008-08-07Fix for popup boxes sometimes blocking animation when they shouldn't in ↵Kari Salminen
Operation Stealth: - Made waitForPlayerClick updating more like in the original. - Moved removeMessages to after the frame drawing in main loop hoping to be more like the original. - Added an additional test to Operation Stealth's implementation of overlay type 2 drawing. - Added an additional parameter incrementing and testing to Operation Stealth's removeMessages. Hopefully this won't cause any regressions in Future Wars! svn-id: r33686
2008-08-06Renamed page3Raw to collisionPage so it's more apparent what it does.Kari Salminen
svn-id: r33669