Age | Commit message (Collapse) | Author |
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This is needed so that the system cursor can be appropriately
hidden outside the game's draw area, to match the normal behaviour
of ScummVM.
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This removes the unnecessary Buffer subclass and stops most places
where the output buffer was being interrogated about dimensions
instead of GfxFrameout.
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* Rewrap doxygen comments to 80 columns
* Renamings for clarity
* Deduplicate copy/paint code
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This code is currently untestable and is almost certainly at least
partly based on guesswork & not actual reverse-engineering (as was
the case for all other pre-2015 SCI32 code), so future developers
interested in adding SCI32 Mac support should use it only as an
intermediate reference rather than as known good code.
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This improves the behaviour at the end of PQ4 when navigating the
warehouse with the flashlight by getting rid of mouse events that
may have been queued before the mouse warp to the other side of
the screen is performed. Without this, frequently, those extra
events would then be processed and cause the mouse to jump back to
the opposite side of the screen, triggering another navigation in
the opposite direction.
This patch really only helps when mouse capture is enabled in
ScummVM as well, but it does allow the sequence to be played
pretty much normally in that situation. Additional (pending)
patches to ScummVM itself are needed to move the mouse to the
correct place when mouse capture is off and the system mouse moves
outside of the game window.
Refs Trac#9689.
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This was broken by 9f33f2b3df22a26314dbb74173f49bc930c7a1f9.
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This may be masking another bug, but at least what happens in
Phant1 is that the mouse does not get redrawn after being moved
programmatically to the fast-forward button when deviceMoved
returns early.
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More than one call to OSystem::updateScreen per frame on systems
with vsync ruins performance because the call is blocked until
the next vsync interval.
This also fixes bad rendering performance with the OpenGL backend.
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This reverts commit c02f2674ad3533aebd6c5dbcaf47f3e1d20904a4.
Two minutes after committing this, the author of the ticket
resolved the problem, which was caused by missing VMDs.
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Refs Trac#9740.
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This flag was used in SSCI to read from VRAM instead of from the
back buffer when a mouse interrupt was received in the middle of
a back buffer update. Since ScummVM controls when mouse events
are received via polling, it is not possible to receive a mouse
event in the middle of back buffer updates, so this code is
unnecessary for the engine to work properly.
This also fixes Valgrind warnings about use of uninitialized
memory at the start of the game, caused by not filling the cursor
memory buffers because `_frameNowVisible` was false until the first
frame was rendered.
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transparentColor -> skipColor
displace -> origin
scaledWidth -> xResolution
scaledHeight -> yResolution
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This was left in the SCI16 code in commit 80d9182554
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