Age | Commit message (Collapse) | Author |
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SSCI transitions code sends a large number of small show rects
to the graphics manager, one at a time, for each division of a
transition. Each time a rect is submitted, a call to showBits
is made. This design was used when transitions for SCI32 were
first implemented in ScummVM, and it worked OK because the
hardware surface was updated by EventManager::getSciEvent,
not showBits, so the large number of calls to showBits from the
transitions code did not adversely affect engine performance.
Later in SCI32 engine development, hardware surface updates
were changed to occur in showBits so that the hardware surface
would be updated at frame-out time, instead of at input-in time.
This change meant that now the large number of calls to showBits
from transitions became very expensive, and the engine would
stall constantly refreshing the entire hardware surface.
To fix this problem, the transitions code now (1) maximises the
size of rects coming from transitions, when possible, and (2) only
calls showBits when all the rects from one frame of a transition
have been calculated and added to the show rects list.
Additionally, there were some arithmetic errors in the
implementation of pixel dissolve that have been corrected in this
changeset.
Fixes Trac#9614.
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This may come back in the future to deduplicate some gfx code,
but SCI32 had two different inlined ways of doing coordinate
conversions with different rounding methods, so CoordAdjuster32
didn't get used when the graphics system was rewritten.
At the moment, SCI32 code uses the mulru/mulinc methods from
helper.h for scaling up/down coordinates.
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Only cursor remains to be updated to go through GfxFrameout, and
then we can let GfxScreen go back to being SCI16-only.
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This is used by Torin in room 50900.
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This commit implements all of the known plane transitions from
SCI2 through SCI2.1mid games. Because kSetShowStyle is always
called indirectly via the Styler game script, it is difficult to
find all the places where transitions are used. As such,
transitions that appeared to never be used have been added as
stubs which will trigger a game crash with a message to report
what was being done, so any missed transition types can be
identified quickly and then implemented.
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Controls that manage their own event loops and call frameOut
directly generally need to sleep in order to avoid 100% CPU,
just like the main VM event loop.
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This extra rect seems to probably only ever be used by VMD
playback in some SCI2.1 games.
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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Most SCI32 games draw a "fred" object to the screen when the game
first starts to benchmark video performance. When framerate
throttling is enabled (which fixes many/most timing-related bugs
and reduces system load caused by unnecessary graphics updates),
the game's performance check will think that video card is slow,
causing some "high-performance" game features to be disabled.
To avoid this, we simply disable throttling during benchmarking by
detecting the "fred" object.
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This code sneaked in with the graphics engine rewrite, but is not
ready yet to be used. It will return shortly, once it is enabled
and working.
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The SCI2.1mid version of the game includes scripts designed for
SCI2.1early which means wrong parameters are sent to the kernel.
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The priority map is not used at all in SCI32 at the engine level by
design, so all the relevant code that handles picture priority is
pretty much dead
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Still not working
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The implementation was not correctly rounding the scaled position
with mulru, leading to occasionally incorrect hit detection at
the boundaries of boxes.
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Fixes restoring saved games, when ScummVM dialogs are patched in
Removing clearing planes+screen items as well, because the scripts
actually did that, but did not clear everything.
Fixes "Invalid screen item" message when entering options menu,
after restoring in SQ6.
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Plenty of hotspots seem to work now
Not fully done yet
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This replaces "colour" to "color"
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Graphics palette code was rewritten between SCI1 and SCI2, so
SCI32 palette engine code has been moved to a separate GfxPalette32
class.
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This fixes several scaling related problems in QFG4 and SQ6
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This is used in LSL6 hires and SQ6. This initial implementation is hackish
and only works in SQ6 (nothing is shown in LSL6)
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These can be used to debug drawn items in SCI32
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Fixes the inventory in GK1
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This fixes a crash in GK1 day 2, after using the thermostat outside
Mosely's office
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