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path: root/engines/scumm/cursor.cpp
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2007-02-12Merged the "palette manager" into the cursor manager. It was only used toTorbjörn Andersson
manage *cursor* palettes, so the name was misleading. svn-id: r25500
2006-10-15Turning various static tables into static constMax Horn
svn-id: r24323
2006-09-18Split setBuiltinCursor into a V0-V2 and a V3-V5 partMax Horn
svn-id: r23935
2006-09-17Changed ScummEngine::gdi to _gdi and allocate the Gdi object on the heap ↵Max Horn
(i.e. _gdi is a pointer now) svn-id: r23921
2006-05-29Fix Commodore 64 versionsTravis Howell
svn-id: r22732
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
2006-05-20After the GUI has finished, restore the old cursor palette (if any). For thisTorbjörn Andersson
to work, cursor palette now has to be set using the new "palette manager". See graphics/paletteman.cpp svn-id: r22543
2006-04-29* Renamed several methods in favor of a somewhat more uniform naming scheme: ↵Max Horn
setupFOO for stuff that inits static data (i.e. will be called only once, or after loading savegames), vs. resetFOO / updateFOO methods which are called frequently and (re)set dynamic data. * Doing this, split scummInit into setupScumm and resetScumm methods * Moved some init code to new methods (huuuuge init methods are hard to read, and hard to customize using subclassing) * Renmaed various setup???Palette methods to set???Palette * Some minor cleanup / tweaks svn-id: r22227
2006-04-23Moved ScummEngine_v5 from cursor.cpp to scumm.cpp (seems to be more natural, ↵Max Horn
even though it inits some cursor related stuff) svn-id: r22114
2006-04-23Behold, the new SCUMM detector finally has arrived. Unified detection & ↵Max Horn
engine instantiation, reduced code duplication, more powerful detection in case MD5 is not known / can't be computed, and many other nifty improvements. svn-id: r22110
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
2006-04-08Renamed various *GameSettings to GameSettings (our namespaces are enough to ↵Max Horn
distinguish them) svn-id: r21684
2006-04-03GF_HE_CURSORLESS feature flag not required, since HE games always set a ↵Travis Howell
default cursor too. svn-id: r21576
2006-02-25Split SCUMM's generateSubstResFileName into two functions: ↵Max Horn
findSubstResFileName and applySubstResFileName svn-id: r20879
2006-02-25Replaced MKID by MID_BE in most places in the SCUMM engineMax Horn
svn-id: r20862
2006-02-20Replaced _gameId, _version, _heversion, _features, _midi, _platform with a ↵Max Horn
simple ScummGameSettings instance: _game svn-id: r20795
2006-02-15o Renamed script_v6he.cpp and script_v7he.cpp to script_v60he.cpp andEugene Sandulenko
script_v70he.cpp respectively since we use 2 digits for HE versioning. o Also renamed resource_v7he.* to resource_he.* because it is actually not HE70-specific but is used by all HE70+ titles. svn-id: r20703
2006-02-15Moved all he-specific source files to engines/scumm/he/ subdirectoryEugene Sandulenko
svn-id: r20696
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582