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path: root/engines/saga/gfx.cpp
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2014-02-18SAGA: Make GPL headers consistent in themselves.Johannes Schickel
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)
2011-11-03SAGA: Fix warningsEugene Sandulenko
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-01Merge pull request #16 "Add a PixelFormat to Graphics::Surface.".Johannes Schickel
For further discussion check here: https://github.com/scummvm/scummvm/pull/16 Conflicts: graphics/png.cpp
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-17SAGA: Prefer Surface::create taking a PixelFormat over the one taking a byte ↵Johannes Schickel
depth.
2011-02-20SAGA: Fixed palette setting inside Gfx::setPaletteColor() (thanks to ↵md5
LordHoto for noticing this)
2011-02-19SAGA: Convert Gfx::palFade to the setPalette RGBA->RGB change too.Johannes Schickel
2011-02-14SAGA: Adapt to setPalette RGBA->RGB change.Johannes Schickel
2011-02-07COMMON: OSystem now has a PaletteManagerMax Horn
svn-id: r55806
2010-10-24SAGA: replace Resource:loadResource malloc with ByteArray classAndrew Kurushin
svn-id: r53779
2010-10-23SAGA: replace decodeBGImage malloc with ByteArrayAndrew Kurushin
svn-id: r53748
2010-10-22SAGA: replace Actor::_pathCell, Anim::*, Converse::text, IsoMap::*, ↵Andrew Kurushin
Music::_songTable, ObjectMap::*, PalAnim::*, Scene::sceneLut, SndRes::_fxTable* malloc based arrays with Common::Array implementation add ByteArray type fix debug Tile Hittest frame drawing debug 0x%x => 0x%X svn-id: r53719
2010-05-16Added automatic detection of the IHNM demoFilippos Karapetis
svn-id: r49047
2010-05-04Move initGraphics and initCommonGFX from to new header.Max Horn
These functions are only used internally be Engine subclasses, and by moving them to a separate header we can reduce indirect header dependencies. svn-id: r48934
2009-04-11Committed my patch for bug #2748110 ("IHNM: Fade glitch when Benny fallsTorbjörn Andersson
asleep"), after discussing it with [md5]. It may not be exactly like the original, but it looks a lot closer now. svn-id: r39937
2009-01-02- Split the IHNM script functions into a different fileFilippos Karapetis
- Added two new defines, ENABLE_IHNM and ENABLE_SAGA2 (enabled by default), which can be used to remove the parts of the SAGA engine which are specific to IHNM and SAGA 2 games. Hopefully, this will reduce the size of the engine even more for platforms with little memory (e.g. the Nintendo DS) svn-id: r35672
2008-12-22- Split the SAGA resource manager in 3 different ones, depending on the ↵Filippos Karapetis
resource type (RSC for ITE, RES for IHNM and HRS for DINO/FTA2). The SAGA 2 HRS resource manager is still a stub - Added detection for the voice file of FTA2 svn-id: r35484
2008-12-21Cleaned up the mess with game IDs and game types: removed game types, ↵Filippos Karapetis
reduced the game IDs and added game features where necessary svn-id: r35467
2008-12-12- Stop passing the scene clip rectangle around for no reasonFilippos Karapetis
- More changes for dirty rectangle handling - Stop adding dirty rectangles that cover the whole screen for no reason - Dirty rectangle handling is still very buggy, so it's still disabled svn-id: r35314
2008-12-07More dirty rectangle related changes (dirty rectangle handling is still broken)Filippos Karapetis
svn-id: r35281
2008-12-06- Prevented direct reference to the back buffer in many cases (apart from a ↵Filippos Karapetis
few, where it's modified directly) - Added skeleton code for dirty rectangle handling (still unfinished and non-working) - Added wrapper functions to access the back buffer, which add the appropriate dirty rectangles automatically svn-id: r35264
2008-12-05Removed unused variableFilippos Karapetis
svn-id: r35251
2008-12-05Removed more unneeded test codeFilippos Karapetis
svn-id: r35250
2008-11-14Committed my patch #2123680 "SDL: Backend transaction / rollback support".Johannes Schickel
svn-id: r35062
2008-10-02Engine class changed:Max Horn
- Moved initCommonGFX() && GUIErrorMessage() out of class Engine - got rid of the _autosavePeriod member (this prevented users from changing the autosave period during runtime) - Got rid of an evil 'using GUI::Dialog' statement - Clarified some Doxygen comments svn-id: r34720
2008-05-26Code cleanup:Filippos Karapetis
- Removed sagaresnames.h - Moved all special scenes to scene.h, and named them consistently (e.g. RID_ITE_OVERMAP_SCENE -> ITE_SCENE_OVERMAP) - Moved all resources which were used by the ITE intro into ite_introproc.cpp - Removed several defines which were only used once (e.g. the SFX names) - Reordered the GameResourceDescription resources so that ITE and IHNM specific resources are placed in the end - Updated the comment about the IHNM Mac music - Changed the callocs in loadPalAnim to mallocs, like in the rest of the code - Removed the MEM error svn-id: r32282
2008-01-28Fixed the spaces before tabs.Jordi Vilalta Prat
svn-id: r30667
2008-01-05Fix to remove a tab character from the GPL headerPaul Gilbert
svn-id: r30238
2007-12-20Removed clamp() and used the common CLIP template insteadFilippos Karapetis
svn-id: r29927
2007-12-13Use CLIP template for clipping in the SAGA engineFilippos Karapetis
svn-id: r29855
2007-09-23Moved MemoryStreamEndian from Saga to Common.Eugene Sandulenko
svn-id: r29038
2007-09-18Gfx::palFade is implemented properly nowFilippos Karapetis
svn-id: r28937
2007-08-25Some more fixes to Gfx::palFade. Benny's nightfall scene is shown correctly nowFilippos Karapetis
svn-id: r28722
2007-08-24Some more fixes to Gfx::palFadeFilippos Karapetis
svn-id: r28710
2007-08-24Code cleanup for the IHNM demoFilippos Karapetis
svn-id: r28707
2007-08-24Some more updates to Gfx::palFade (not finished yet, though)Filippos Karapetis
svn-id: r28705
2007-08-23Added skeleton code for sfScriptFade. Work is still needed in Gfx::palFade ↵Filippos Karapetis
though, so it still doesn't work svn-id: r28702
2007-08-21Simplified blackToPalFilippos Karapetis
svn-id: r28686
2007-07-31Cleanup: removed dead code, fixed some comments and did some layout changesFilippos Karapetis
svn-id: r28362
2007-07-30The interactive part of the IHNM demo fully works now. Also, made the ↵Filippos Karapetis
options screen work in the non-interactive part of the demo svn-id: r28344
2007-07-28The mouse cursor is no longer incorrectly shown in the IHNM demoFilippos Karapetis
svn-id: r28252
2007-07-28Don't allow setCursor to change the cursor to an hourglass in the IHNM demo. ↵Filippos Karapetis
The IHNM demo no longer crashes now svn-id: r28250
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-29Color 0 should always be black in IHNM. The panel backgrounds don't ↵Filippos Karapetis
erroneously change color now when moving between rooms svn-id: r27004
2006-07-14More whitespace changes.Torbjörn Andersson
svn-id: r23496
2006-05-25Set and show/hide mouse cursors through a "cursor manager" (analogous to theTorbjörn Andersson
recently added (cursor) palette manager) so that the cursor can be properly restored after returning from the GUI. If there's any C++ magic that can keep the backend functions from being called by anything else than these managing classes, that would probably be a good idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps there are at least some backends that will no longer need to? svn-id: r22639
2006-05-13extract GameDescriptions to separate files (this will help compress_saga ↵Andrew Kurushin
tool to detect sound resource) svn-id: r22433
2006-04-15- Renamed ConfigManager::getActiveDomain to getActiveDomainName, and added a ↵Max Horn
new getActiveDomain method that returns a pointer to the actual active *domain* - Added Engine::_targetName whose value is computed from the name of the active domain - Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain - This in turn allowed for removing usage of GameDetector in many places svn-id: r21916