Age | Commit message (Collapse) | Author |
|
It might have been simpler to add a bool to Text::makeTextSprite() to
tell it to not byteswap the frame size when called from the movie
player but I was not sure it was a good idea to have frames with
different endianness stored in Text depending where they came from.
|
|
|
|
This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
|
|
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
|
|
|
|
Safer and less portability issues.
|
|
|
|
|
|
Some backends may break as I only compiled SDL
|
|
|
|
svn-id: r55850
|
|
This should not cause any code behavior changes at this time, but if any
of the intermediate VideoDecoder classes ever starts to overload stuff,
this would become important.
svn-id: r55841
|
|
svn-id: r55806
|
|
svn-id: r55479
|
|
svn-id: r54928
|
|
svn-id: r54927
|
|
lightest/darkest available colours to use as white/black for the subtitles. It
is possible that we could get away with fixed values for Broken Sword 2, since
it has always had subtitles. But for Broken Sword 1, subtitles is a ScummVM
addition, and we can't.
svn-id: r49154
|
|
Probably a regression from the recent video decoder rewrite, but I haven't
checked if it also present in other engines.
svn-id: r49153
|
|
svn-id: r49079
|
|
the next frame to draw. This is patch 1 from patch #2963496 (VideoDecoder Rewrite).
svn-id: r49063
|
|
svn-id: r48637
|
|
sound/decoders/
svn-id: r47579
|
|
higher precision than Mixer::getSoundElapsedTime(). Convert some video code to use it.
svn-id: r47213
|
|
- Fix documentation of openStreamFile.
svn-id: r47080
|
|
svn-id: r45616
|
|
skipping videos with the escape key by default, thereby simplifying the video playing code in all places where it's used
svn-id: r45151
|
|
svn-id: r43837
|
|
erase the subtitles manually if they are drawn outside the frame.
svn-id: r42859
|
|
- Properly fixed the FLIC player
- The sound chunk tag of DXA files is now read by the DXADecoder's loadFile() method
svn-id: r40736
|
|
not 1/100. This fixes the FLIC player and also makes the overall code a bit clearer and easier to understand
svn-id: r40730
|
|
some other tweaks
svn-id: r39255
|
|
svn-id: r39203
|
|
as if
it should be invalid as soon as the makeMoviePlayer() function ends. While that
never caused any noticeable problems for me in Broken Sword 1, it broke things
in amusing ways when I tried to rewrite the Broken Sword 2 cutscene player along
the same lines.
svn-id: r38684
|
|
svn-id: r38680
|
|
svn-id: r38650
|
|
BS1 since all the cutscenes have an audio track), assume audio and video are in
sync.
svn-id: r38384
|
|
svn-id: r38343
|
|
svn-id: r38237
|
|
- Support for the MPEG2 videos in BS1/2 has been dropped. The MPEG2 videos were lossy, and support for them complicated the code a lot.
- Support for the non-existing enhanced MPEG cutscene packs for BS1 has been dropped. As a consequence, the credits player and the splitted audio stream players used for these packs has been removed
- The original Smacker videos for both games are now supported, using our Smacker player (which is based off publically available specs and FFMPEG)
- The animations now use the common video player code. Both the Smacker videos and our DXA video packs are supported
svn-id: r38236
|
|
copyFrameToBuffer() is the pitch of the destination buffer, not the frame.
svn-id: r36330
|
|
into methods, and added an operator==
svn-id: r35993
|
|
svn-id: r35760
|
|
they aren't supported yet).
svn-id: r35368
|
|
svn-id: r35200
|
|
check/test for regressions)
svn-id: r35198
|
|
lockScreen() / unlockScreen() backend API, instead of copyRectToScreen().
Before, it had to copy a piece of the engine's screen to draw on to simulate
transparency, which was awkward.
However, this means we're now forcing full-screen updates on each frame. There
may be performance regressions, particularly if the frames are much smaller
than the screen. Hopefully, it's the decoding that's the bottleneck, but if
this causes problems on low-end devices... well, Fingolfin had some ideas about
that when he first proposed the lockScreen() / unlockScreen() API.
svn-id: r35115
|
|
OSystem::getOverlayFormat to several ports (pending testing by the porters)
svn-id: r34912
|
|
feature before. :-)
svn-id: r34796
|
|
made more robust some day, but until now I don't think anyone actually used it.
svn-id: r34787
|
|
confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
|