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path: root/engines/kyra/screen.cpp
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2019-03-06KYRA: cleanup dirathrxx
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
2018-11-14KYRA: (EOB) - add support for FM-Towns version of EOB IIathrxx
2018-11-14KYRA: add 16bit mode required for EOB II FM-TOWNSathrxx
2018-11-14KYRA: implement SJIS features required for EOB II FM-Townsathrxx
- low res font drawing for intro and outro texts - fat print mode for ingame texts
2018-11-14KYRA: minor cleanupathrxx
(rename some variables in Screen::drawShape for better readability)
2018-10-28KYRA: (LOL) - fix for ticket #9831 (Lands of Lore: Japanese text is ↵athrxx
displayed overlapping) It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2014-02-18KYRA: Make GPL headers consistent in themselves.Johannes Schickel
2014-01-18KYRA: Let the VQA decoder draw directly to the backendTorbjörn Andersson
As an alternative to using the Screen class's functions, we can let the VQA decoder draw directly to the backend. This won't work if the game uses "hi-res mode", but I don't think that's ever the case for Malcolm's Revenge. I believe the KyraEngine_MR::playVQA() function ensures that the screen is properly updated after the movie has finished. This almost limits the VQA rewrite to vqa.cpp and vqa.h. Whether it's better this way than changing the Screen functions to take a 'pitch' parameter...? I don't know. But it's an alternative.
2014-01-18KYRA: Rewrite the VQA decoder, using the VideoDecoder classesTorbjörn Andersson
There isn't really a lot of benefit to this, but I think it's nicer if all our video decoders at least try to use the same infrastructure.
2013-08-12KYRA: Fix palette glitch when quitting while viewing the family album in Kyra3.Johannes Schickel
Thanks to eriktorbjorn for noticing.
2013-07-01KYRA: Fix (a few) font checks for systems with unsigend char.Johannes Schickel
Thanks to wjp for reporting those. This only affects games with SJIS font use.
2013-01-09KYRA: (LOL/FM-TOWNS) - adjust sjis font settings, spacing, etc.athrxx
2013-01-09KYRA: Make all hex constants use uppercase letters.Johannes Schickel
Done with: git ls-files "*.cpp" *".h" | xargs sed -i -e 's/0x\([0-9a-f]*\)/0x\U\1/g'
2012-11-18KYRA: (EOB) - implement simplified EGA dithering for EOB IIathrxx
2012-11-18KYRA: (EOB) - cleaning up CGA/EGA graphics codeathrxx
- fix some glitches in CGA rendering mode - revert most of 66da4777d476c6a9fc2a13351e3b30afc748fd94 (instead of having lots of EGA dithering routines throughout the whole EOB code we're going to implement some post-processing code in updateScreen())
2012-07-03KYRA: Get rid of unused private class members.Johannes Schickel
Thanks to salty-horse for pointing at these.
2012-06-13KYRA: Reduce amount of updateScreen calls.Johannes Schickel
This fixes some slowdowns in Kyra2 with the OpenGL backend for me. Most of the updateScreen calls saved were introduced by us implementing the original behavior of hiding the mouse before drawing onto the screen and showing it again afterwards, since the mouse cursor is not drawn on the game screen in our implementation (and unlike in the original) this is not necessary.
2012-04-24KYRA: Fix crahes in Kyra 1-3 and LoL when EGA/CGA graphics mode is selected.Johannes Schickel
This is a regression from 86a817beb5eef248c5f5e28f18133db802a59c2e. Formerly Kyra always queried the render_mode and initializes its Screen functionality accordingly, even when the game actually only supported VGA. While in the "Edit game..." options only VGA was selectable, the global options still allowed for example EGA to be selected and thus messing up the internal state. I only check the render_mode setting for EoB 1 and 2 now, which are the only games which support the setting inside Screen.
2012-02-24KYRA: (EOB) - cleanup CGA/EGA code a bitathrxx
2012-02-21KYRA: (EOB) - implement EGA mode (hi res dithering) for EOB IIathrxx
(also fix various thing connected to CGA/EGA modes)
2012-02-21KYRA: (EOB) - implement EGA graphics mode for EOB1athrxx
2012-02-21KYRA: (EOB) - complete CGA graphics mode implementationathrxx
2012-02-21KYRA: (EOB) - start work on CGA and EGA graphics modesathrxx
2012-02-15JANITORIAL: Fix missing whitespace in pointer castTarek Soliman
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g' This seems to have caught some params as well which is not undesirable IMO. It also caught some strings containing this which is undesirable so I excluded them manually. (engines/sci/engine/kernel_tables.h)
2012-02-10JANITORIAL: Fix template definition whitespaceTarek Soliman
2011-12-29KYRA: (EOB) - fix some valgrind warningsathrxx
(overlapping source/dest)
2011-12-26KYRA: Cleanup va_arg use in drawShape.Johannes Schickel
Thanks to wjp for noticing this.
2011-12-26KYRA: Merge Screen_Rpg with Screen (for now).Johannes Schickel
This should(!) fix ARM compilation issues due to virtual inheritance.
2011-12-26KYRA: Remove unused/obsolete function.Johannes Schickel
2011-12-26KYRA: (EOB) - get rid of loadVGAPalette7bit()athrxx
(slightly change VGA palette loader to accomodate EOB1 palettes)
2011-12-26KYRA: whitespace cleanupathrxx
2011-12-26KYRA: implement Screen::decodeFrame1()athrxx
(required for decoding some EGA bitmaps in EOB1)
2011-12-26KYRA: (EOB) - fix invalid string accessathrxx
(also fix several cpp-check warnings)
2011-12-26KYRA: (EOB) - fix some valgrind warningsathrxx
2011-12-26KYRA: (EOB) - lots of fixes towards EOB1 playabilityathrxx
also implement some new code (EOB1 portals, burning hands spell, etc.)
2011-12-26KYRA: (EOB) - initial code base commitathrxx
2011-08-07JANITORIAL: Remove trailing empty lines.Christoph Mallon
2011-07-01GRAPHICS: Remove default values from FontSJIS::drawChar.Johannes Schickel
drawChar is overloaded in FontSJIS. One takes a "Surface &" as first parameter another one "void *", they furthermore have the exact same number of required parameters. The one "void *" just had a few extra parameters with default values. This resulted in a bug in SCUMM, where "VirtScreen *" (a subclass of Surface) was passed instead of "VirtScreen &" and thus the method taking "void *" was incorrectly used. To make it easier to spot such bugs in the future I just removed the default values and thus disallow such calls.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28KYRA: Clean up of header includes.Johannes Schickel
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-07KYRA: Slight cleanup.Johannes Schickel
2011-02-20KYRA: Fix regression in Screen::setInterfacePalette.Johannes Schickel
This fixes an out of bounds write introduced with 9216c7e.
2011-02-14KYRA: Adapt to setPalette/grabPalette RGBA->RGB changes.Johannes Schickel
2011-02-07COMMON: OSystem now has a PaletteManagerMax Horn
svn-id: r55806
2010-11-19COMMON: Split common/stream.h into several headersMax Horn
svn-id: r54385
2010-10-19SCUMM/FM-TOWNS JAPANESE: implement flipped textFlorian Kagerer
(used in the MI1 circus scene after Guybrush gets shot out of the cannon) svn-id: r53616
2010-10-17SCUMM/FM-TOWNS: more improvements to japanese font drawingFlorian Kagerer
- made use of LordHotos graphics/sjis code to reduce code duplication - japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.) svn-id: r53554
2010-10-12JANITORIAL: Cleanup (mostly whitespace)Torbjörn Andersson
svn-id: r53161