Age | Commit message (Collapse) | Author |
|
current GUI
svn-id: r44740
|
|
from getView()
svn-id: r44739
|
|
color translation has been disabled, as it caused palette problems in Codename:Iceman
svn-id: r44737
|
|
displayed correctly, apart from the late SCI0 ones (e.g. in Codename Iceman), where the palette is incorrect
svn-id: r44724
|
|
svn-id: r44723
|
|
cleanup) to use the FreeSCI line drawing code, which was removed in #44692. Apparently, Sierra's implementation of the Bresenham line drawing algorithm was a bit different than ours, which resulted in problems with flood fill
svn-id: r44721
|
|
svn-id: r44718
|
|
changes to the logic, yet)
svn-id: r44717
|
|
- Replaced the FreeSCI line drawing code (which is actually Bresenham) with Graphics::drawLine(), after discussing with waltervn. This shouldn't bring any regressions, as we're no longer offering the option to scale the background at a vector level. After playing through some of the games, I haven't noticed any regressions
- Some cleanup
svn-id: r44692
|
|
svn-id: r44664
|
|
svn-id: r44657
|
|
SciGuiWindowMgr)
- Renamed "cell" -> "cel"
svn-id: r44649
|
|
svn-id: r44629
|
|
This is a major rewrite of the graphics code. A slightly adapted
version of the old code is still available and currently the default.
The new code is selectable in sci.cpp, but is not yet finished.
svn-id: r44565
|
|
svn-id: r44563
|
|
(usually), or to signal success in some special occasions
svn-id: r44505
|
|
mode now
- Simplified the mouse cursor manipulation code
svn-id: r44502
|
|
svn-id: r44500
|
|
svn-id: r44494
|
|
gfx_color_t structure
svn-id: r44477
|
|
This fixes the boots/belt of the hero sprite in QfG3 character generation.
svn-id: r44448
|
|
svn-id: r44398
|
|
All string access to segments should now work with both raw and non-raw
(reg_t) segments, using the new utility functions in segMan.
There will likely be regressions.
svn-id: r44388
|
|
and fixed the arbitrary 0 values from commit #44294, set when some math functions do invalid calculations
svn-id: r44359
|
|
This fixes white artifacts outside the bar in the SQ4CD intro,
but might cause regressions elsewhere.
svn-id: r44320
|
|
svn-id: r44319
|
|
colours are the first 16 entries
svn-id: r44317
|
|
- Changed all the SCI version checks to use getSciVersion()
- Also made getSciVersionDesc a global function (removes some ugly accessing of the SCI engine)
The fallback detector should work correctly now
svn-id: r44269
|
|
svn-id: r44248
|
|
svn-id: r44097
|
|
svn-id: r44083
|
|
svn-id: r44082
|
|
svn-id: r44017
|
|
multiply one dimension with an integer multiplier which is different to the multiplier of the other dimension, otherwise we'll end up with funny looking and squashed resolutions like 640x200 or 320x400. Also, removed the now-unused pixelFormat member variable of the graphics driver struct
svn-id: r44003
|
|
svn-id: r43998
|
|
svn-id: r43996
|
|
svn-id: r43995
|
|
colors, so hi-color isn't really used anywhere, and it only makes the overall code more complex for no reason
svn-id: r43994
|
|
messages, introducing a new debug level
svn-id: r43993
|
|
svn-id: r43980
|
|
svn-id: r43943
|
|
- Changed the message shown when the game tries to move the cursor off the screen bounds from a warning to a debug message, to avoid spam in games that do this behavior, e.g. the Camelot demo
svn-id: r43942
|
|
corrupted, we should error out instead of piggy-banking an error flag to another function
- Do not try and set the position of the mouse cursor when it's hidden
svn-id: r43941
|
|
are now always 0 for transparent, up to 255 for opaque
svn-id: r43939
|
|
unfiltered scaler in (to be replaced by ScummVM's scaler code). We really don't need bilinear and trilinear filtered scaling in the engine, as ScummVM's filters already perform bilinear and trilinear filtered scaling, if requested
svn-id: r43938
|
|
the 3 dithering modes as an enum (and reorganized them a bit)
- Added 3 config options for dithering in the ini file - mainly for purists (config option "dither_mode"): 0 - disabled, 1 - 16 color dithering (Sierra style) and 2 - 256 color dithering
- Dithering is now always applied depending on the screen scale (removed the relevant parameter)
- Removed the background picture buffering option, used to speed-up room changes. Room changing is quite fast (instantaneous), and the extra memory allocated is not worth the possible speed increase in small devices. Plus.... there is no reliable value to set this option to, so there is no point in letting the user decide what value to put there using guesswork
svn-id: r43915
|
|
left the algorithm of updating the screen with multiple small rectangles, like we do in all the other engines that support dirty rectangle screen updates
svn-id: r43909
|
|
getresourceManager -> getResourceManger
resourceManager -> resMan
segmentManager ->segMan
svn-id: r43908
|
|
svn-id: r43907
|
|
make sense to dither, as Sierra games use up to 256 colors (even the later SVGA ones), and it messes up the result of the FreeSCI graphics filters. Plus, the resulting image looks worse than the original one
svn-id: r43901
|