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path: root/engines/scumm/cursor.cpp
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2012-06-03ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵Johannes Schickel
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there.
2012-02-15JANITORIAL: Fix missing whitespace in pointer castTarek Soliman
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g' This seems to have caught some params as well which is not undesirable IMO. It also caught some strings containing this which is undesirable so I excluded them manually. (engines/sci/engine/kernel_tables.h)
2011-08-26SCUMM: Fix Indy4 Amiga cursor.Johannes Schickel
The original did not use the room nor verb palette map for the cursor, but seems to use a custom palette. I now just changed the cursor to use the colors from the DOS version of Indy4. This is rather guesswork, but the original did always show a flashing color in those colors instead of based on the screen colors.
2011-08-26SCUMM: Implement proper Indy4 Amiga palette handling.Johannes Schickel
This should fix incorrect text colors in some scenes.
2011-08-18SCUMM: Fix cursor palette in the HE80+ default cursorMatthew Hoops
2011-08-16SCUMM: Make the default cursor for all v80+ games be the Windows cursorMatthew Hoops
2011-08-16SCUMM: Set the default moonbase cursor to be the default Windows cursorMatthew Hoops
2011-06-15SCUMM: hopefully fix 16bit mode support for SCUMM FM-TOWNS games and LOOM ↵athrxx
PCE on Android This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
2011-06-15SCUMM: fix bug #3316738athrxx
This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-17ALL/GRAPHICS: Remove Surface::bytesPerPixel.Johannes Schickel
2011-04-17SCUMM: Prefer Surface::format over Surface::bytesPerPixel.Johannes Schickel
2011-04-12COMMON: Replace MKID_BE by MKTAGMax Horn
MKID_BE relied on unspecified behavior of the C++ compiler, and as such was always a bit unsafe. The new MKTAG macro is slightly less elegant, but does no longer depend on the behavior of the compiler. Inspired by FFmpeg, which has an almost identical macro.
2011-02-14SCUMM: Adapt to setPalette RGBA->RGB change.Johannes Schickel
2010-10-10LOOM PC-Engine: fix mouse cursorFlorian Kagerer
svn-id: r53117
2010-10-05SCUMM/FM-TOWNS: disable new graphics code in DS portFlorian Kagerer
svn-id: r53033
2010-10-03SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53000
2010-10-03SCUMM/FM-TOWNS: fix mouse cursor colorsFlorian Kagerer
svn-id: r52999
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-04-11Enable the cursor palette in ScummEngine_v70he::setDefaultCursor just to ↵Johannes Schickel
avoid problems in case it was disabled earlier. svn-id: r48622
2010-01-25Strip trailing spaces/tabs.Johannes Schickel
svn-id: r47541
2009-11-22Better make sure that cursorPCE[] has 16 elements, like some of the otherTorbjörn Andersson
hard-coded cursors. svn-id: r46075
2009-11-22Added hard-coded cursor, and adjusted the colours slightly, for the PC-EngineTorbjörn Andersson
version of Loom, based on information from hennymcc. svn-id: r46074
2009-11-22Add patch for Tobias, for cursor palette in PCE version of Loom.Travis Howell
svn-id: r46066
2009-10-26Fix cursor image in PCE version of Loom.Travis Howell
svn-id: r45404
2009-10-26Ooops, that part should not have been commited.Travis Howell
svn-id: r45394
2009-10-26Switch PCE version of Loom to 16bit color, since it used 9bit color.Travis Howell
svn-id: r45393
2009-09-25SCUMM: Rename _bitDepth to _bytesPerPixelMax Horn
svn-id: r44336
2009-08-21Renamed ENABLE_RGB_COLOR to USE_RGB_COLOR, and added it to config.h to ↵Andre Heider
guarantee a consistent build. svn-id: r43604
2009-08-16Revert revision 43410, and add alternative fix.Travis Howell
svn-id: r43416
2009-08-15Fix compile when compiling with --disable-heMatthew Hoops
svn-id: r43410
2009-06-26Changed cursor manager functions to take *Graphics::PixelFormat with default ↵Jody Northup
parameter of NULL (and initialize NULL pointers with CLUT8), rather than taking a Graphics::PixelFormat with default parameter of Graphics::PixelFormat::createFormatCLUT8() svn-id: r41900
2009-06-24made the cursor's pixel format a member of the cursor object, merged ↵Jody Northup
____CursorFormat functions into equivalent ____Cursor functions. svn-id: r41825
2009-06-20renamed ENABLE_16BIT define to more accurate ENABLE_RGB_COLORJody Northup
svn-id: r41696
2009-06-13Fixed cursor code to keep track of cursor formats so that ThemeEngine and/or ↵Jody Northup
GuiManager cursors will render properly over the game (on spacebar hit, for instance) svn-id: r41491
2009-06-11Renamed Graphics::ColorFormat to Graphics::ColorMode, streamlined enum by ↵Jody Northup
removing order section and temporarily removing kFormatARGB1555 Converted cursor code to make use of _screenFormat, instead of a parameter passed directly to it by the engine. Adjusted scumm engine to account for these changes. This should probably have been two separate commits, but the changes concern the same files... svn-id: r41443
2009-06-06Corrected cursor display errors introduced by revision 41204, reimplemented ↵Jody Northup
16-bit cursor support in a less hacky, but still temporary way. svn-id: r41209
2009-06-05Fixes ScummEngine_v70he::setDefaultCursor to work in 16-bit, using a ↵Jody Northup
temporary hack. svn-id: r41204
2009-06-05Corrected backend to be able to accept a 16-bit mouseKeyColor without overflowJody Northup
svn-id: r41194
2009-06-05HACK not required at this point, since transparency color of 5 is still used ↵Travis Howell
for 16bit color HE games. svn-id: r41193
2009-06-05Converted cursor code to use 16-bit.Jody Northup
svn-id: r41191
2009-03-20SCUMM: Split intern.h into multiple headersMax Horn
svn-id: r39567
2008-12-09Removed some dead code, clarified comments, cleanupMax Horn
svn-id: r35293
2008-01-28Fixed the spaces before tabs.Jordi Vilalta Prat
svn-id: r30667
2008-01-27Removed trailing spaces.Jordi Vilalta Prat
svn-id: r30664
2008-01-27Really fix bug #1846886: "PUTTZOO: Windows version cursor/pointer drawn wrong".Eugene Sandulenko
Also replace default HE cursor (used in Lost) with correct one. svn-id: r30650
2008-01-02Oops. Moved too much code in the last commit.Eugene Sandulenko
svn-id: r30162
2008-01-02Workaround for bug #1804278: "MONKEY: Mouse is invisible after loading"Eugene Sandulenko
svn-id: r30160
2007-12-27Enable Windows version of early HE games by default, to match already ↵Travis Howell
enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games. svn-id: r30011
2007-09-19Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵Nicola Mettifogo
been updated. svn-id: r28966