Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-06 | GLK: FROTZ: Fix drawing position of pillars in Zork Zero | Paul Gilbert | |
2019-02-05 | GLK: Fix local types in Attribute color methods | Paul Gilbert | |
2019-01-31 | GLK: FROTZ: Fix writing transparently to header in Zork Zero | Paul Gilbert | |
2019-01-31 | GLK: Cleanups & fixes from color refactoring | Paul Gilbert | |
2019-01-31 | GLK: Change use of RGB tuplets to uint | Paul Gilbert | |
This has several advantages, such as simplifying copying and comparing colors. It will also make it easier to specify zcolor_Transparent as a color | |||
2019-01-31 | GLK: FROTZ: Cleanup of current fg/bg variables | Paul Gilbert | |
2019-01-29 | GLK: FROTZ: Fix rendering text to upper window in Zork Zero | Paul Gilbert | |
2019-01-29 | GLK: FROTZ: Make window transparent for V6 games to not obscure upper area | Paul Gilbert | |
2019-01-29 | GLK: FROTZ: Add 6x8 font for Infocom v6 games | Paul Gilbert | |
2019-01-29 | GLK: Fix Rect fromXYWH when W or H is negative | Paul Gilbert | |
2019-01-26 | GLK: FROTZ: Split BItmapFont into it's own file | Paul Gilbert | |
2019-01-19 | GLK: FROTZ: Implement setting mouse cursor visibility | Paul Gilbert | |
2019-01-19 | GLK: FROTZ: Wrap text around pictures added in text window | Paul Gilbert | |
2019-01-16 | GLK: Clean up use of TextBufferRow in buffer windows | Paul Gilbert | |
2019-01-16 | GLK: Constifying attribute, width calc methods | Paul Gilbert | |
2019-01-16 | GLK: Fix rendering of pictures in the text buffer window | Paul Gilbert | |
2019-01-15 | GLK: FROTZ: Route pictures drawn in window 0 to the text buffer window | Paul Gilbert | |
2019-01-06 | GLK: FROTZ: Fix text display for v6 games | Paul Gilbert | |
2019-01-06 | GLK: FROTZ: Set default colors for v6 games | Paul Gilbert | |
2019-01-06 | GLK: FROTZ: Default white color for v6 game background | Paul Gilbert | |
2019-01-06 | GLK: FROTZ: Force v6 games to 320x200 | Paul Gilbert | |
As much as I'd like to allow for variable resolution sizes, the graphics in Zork Zero are geared specifically for a 320x200 screen. Maybe in the future I can allow for automatic stretching to fit any screen size, but for now it's more important to get the v6 games working at all | |||
2019-01-06 | GLK: FROTZ: Fix #10869 Crash initializing undo data | Paul Gilbert | |
2019-01-06 | GLK: ALAN2: Resolve some TODOs. Some cleanup | Filippos Karapetis | |
2019-01-06 | GLK: ALAN2: Initialize game file name | Filippos Karapetis | |
2019-01-05 | GLK: FROTX: Draw pictures at the correct position | Paul Gilbert | |
2019-01-05 | GLK: FROTZ: Properly handle picture transparency | Paul Gilbert | |
2019-01-05 | GLK: FROTZ: Fix decoding of MG1 graphics | Paul Gilbert | |
The prior code was based on the Frotz decoder, which was partially written in PC assembly, so was hard to represent. This new version uses code from the ztools pix2gif code | |||
2019-01-04 | GLK: FROTZ: Only wait for keypress in Beyond Zork title if mg1 present | Paul Gilbert | |
2019-01-04 | GLK: FROTZ: Simplified getting/setting window properties | Paul Gilbert | |
2019-01-04 | GLK: FROTZ: Cleanup of image drawing code | Paul Gilbert | |
2019-01-04 | GLK: FROTZ: Refactor V6 window arrangements | Paul Gilbert | |
As I implement further code for Zork Zero, I'm becoming convinced that all of the windows 2+ are for graphics. A complication arose, though, that z_draw_picture doesn't have a window number specified. So creating Glk picture windows for each virtual window was somewhat redundant. The scheme I'm now going to move forward with is having a single picture wndow cover the entire screen in v6 mode, and the upper and lower panes on top of that. All other windows will not get an accompanying Glk window, and instead I'm caching all the window properties locally on the Frotz Window class, so that they can act like the simple placeholders I think they're intended as | |||
2019-01-04 | GLK: Properly fix window clicking crash | Paul Gilbert | |
2019-01-04 | GLK: Fix negative index crash when clicking in a window | Torbjörn Andersson | |
2019-01-04 | GLK: Fix comment typo | Torbjörn Andersson | |
2019-01-04 | GLK: FROTZ: Clarify comment about Unicode runes a bit. | Torbjörn Andersson | |
This started out as a typo fix. :-) | |||
2019-01-03 | GLK: FROTZ: Support using prior palette when a pic doesn't have one | Paul Gilbert | |
2019-01-03 | GLK: FROTZ: Fixes for picture decoding | Paul Gilbert | |
2019-01-03 | GLK: FROTZ: os_picture_data wasn't dividing by cell size | Paul Gilbert | |
2019-01-03 | GLK: FROTZ: Hooked up window property reading | Paul Gilbert | |
2019-01-02 | GLK: FROTZ: Keep mono & prop font sizes to be the same for v6 games | Paul Gilbert | |
2019-01-02 | GLK: Make a _gameFile field in the base Glk engine | Paul Gilbert | |
2019-01-02 | GLK: FROTZ: Window positions & sizes are in characters, not pixels | Paul Gilbert | |
2019-01-02 | GLK: Remove deprecated _cellW/_cellH from Conf | Paul Gilbert | |
2019-01-02 | GLK: FROTZ: Add support for pair windows to have more than 2 children | Paul Gilbert | |
This is primarily for the V6 games, which have up to 8 windows on-screen at the same time in arbitray positions ext | |||
2019-01-02 | GLK: FROTZ: Setting window positon & size, some property reading | Paul Gilbert | |
2019-01-01 | GLK: FROTZ: Beginnings of setting window positions and size | Paul Gilbert | |
2019-01-01 | GLK: FROTZ: Cleanup of incorrect namespace comments | Paul Gilbert | |
2019-01-01 | GLK: FROTZ: Compilation fix | Paul Gilbert | |
2019-01-01 | GLK: FROTZ: Added skeleton classes for ZMachine windows | Paul Gilbert | |
2019-01-01 | GLK: FROTZ: Fix #10843 Status bar disappearing when textbox is shown | Paul Gilbert | |