Age | Commit message (Collapse) | Author |
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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 comments to 80 columns
* Clarify comments where possible
* Use smart pointers where appropriate
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Fixes Trac#10251.
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In SCI3, Sierra removed the ability of the main renderer to
automatically scale CelObjs with different source resolutions.
Instead, in SCI3, all CelObjs are treated as having the same
resolution as the screen (i.e. 640x480).
In all SCI3 games other than RAMA, keeping the code paths for
resolution-dependent scaling is not a problem because all the
assets and game code are correctly designed to use the same
640x480 resolution throughout. RAMA, on the other hand, was
written with the text subsystem set to a resolution of 630x450
(Phant1's screen resolution), and in SSCI, resolution-dependent
scaling code was not removed from the *text* subsystem. As a
result, RAMA's game scripts rely on the slightly larger scaled
dimensions coming out of the text system when determining the size
of screen items for rendering, and then also rely on the main
renderer ignoring the 630x450 resolution baked into the bitmaps
generated by the text subsystem when drawing them to the screen.
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In Phant2, when going to email on Curtis's office computer, a
screen item that contained a bitmap on the last frame was updated
to contain a view on the next frame. This crashed the engine when
it tried to reuse the old disposed bitmap instead of the new view
because the cel type was never changed from kCelTypeMem to
kCelTypeView.
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Fixes the ego disappearing behind the castle doors in MGDX.
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In PQ4CD, when leaving the shooting range through the front door,
some transition screen items will be generated that have invalid
dimensions. SSCI simply clips these rectangles to zero.
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Used by at least Phantasmagoria 2.
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SSCI's last resort comparison here was to compare the object IDs
of planes & screen items, but this randomly breaks (at least) the
"you have died" dialog at the end of Phant1, and text & buttons
in Hoyle5, even in SSCI itself.
This commit changes last resort comparison to use a monotonically
increasing ID instead, which keeps objects with identical priority
& z-index in creation order when compared.
Fixes Trac#9585.
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transparentColor -> skipColor
displace -> origin
scaledWidth -> xResolution
scaledHeight -> yResolution
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loopNo/celNo are set to unsigned integers in ScreenItem::setFromObject
in SSCI, thus their value will be adjusted when it's negative, like in
this case
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Ow. My eyeballs.
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The way dimensions of scaled screen items are calculated changed
over the lifetime of SSCI. In early low-resolution and
mixed-resolution games, scaled drawing needed to use at a global
cadence across the entire screen to ensure proper alignment, but
in later games (like Torin), local scaling of individual screen
items seems to be the way scaling is performed.
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It seems highly probable that there are later SCI games that use
the "hi res" rendering path, so sorting and unsorting of
ScreenItemLists needs to be accurate.
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In a few places in the graphics system, fixed low-resolution values
are used instead of the game script resolution.
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These should be all the actually used subfunctions.
Co-authored-by: Colin Snover <github.com@zetafleet.com>
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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CID 1351617, 1351618, 1351619, 1351620, 1351621, 1351622, 1354791.
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The old name matches the selector, but isn’t as clear.
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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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These changes should cause ScummVM to be more accurate in edge
case rounding.
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1. Reorder member initialisations to match class member order
2. Use #pragma mark instead of comments for annotating sections
3. Remove useless >=0 checks on unsigned types
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