Age | Commit message (Collapse) | Author |
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higher precision than Mixer::getSoundElapsedTime(). Convert some video code to use it.
svn-id: r47213
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- Fix documentation of openStreamFile.
svn-id: r47080
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svn-id: r45616
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skipping videos with the escape key by default, thereby simplifying the video playing code in all places where it's used
svn-id: r45151
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svn-id: r43837
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erase the subtitles manually if they are drawn outside the frame.
svn-id: r42859
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- Properly fixed the FLIC player
- The sound chunk tag of DXA files is now read by the DXADecoder's loadFile() method
svn-id: r40736
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not 1/100. This fixes the FLIC player and also makes the overall code a bit clearer and easier to understand
svn-id: r40730
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some other tweaks
svn-id: r39255
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svn-id: r39203
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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
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svn-id: r38680
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svn-id: r38650
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BS1 since all the cutscenes have an audio track), assume audio and video are in
sync.
svn-id: r38384
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svn-id: r38343
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svn-id: r38237
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- 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
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copyFrameToBuffer() is the pitch of the destination buffer, not the frame.
svn-id: r36330
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into methods, and added an operator==
svn-id: r35993
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svn-id: r35760
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they aren't supported yet).
svn-id: r35368
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svn-id: r35200
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check/test for regressions)
svn-id: r35198
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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
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OSystem::getOverlayFormat to several ports (pending testing by the porters)
svn-id: r34912
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feature before. :-)
svn-id: r34796
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made more robust some day, but until now I don't think anyone actually used it.
svn-id: r34787
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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svn-id: r34658
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svn-id: r34657
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svn-id: r34656
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added a new alternate SeekableReadStream::readLine() instead
svn-id: r34315
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svn-id: r33045
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svn-id: r29351
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svn-id: r29347
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been updated.
svn-id: r28966
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svn-id: r27600
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Files.
svn-id: r27371
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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up, as it's badly written. I should know, I wrote it.)
svn-id: r26877
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Cutscene subtitles"). It still has the deficiencies listen in the patch tracker
and should therefore be considered work-in-progress, but sev said I should go
ahead and commit it anyway. I have no further plans for it right now, so feel
free to improve on it.
svn-id: r26644
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frame skipping actually skip the updateScreen() call.
svn-id: r26469
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OSystem* member var
svn-id: r26359
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OSystem) to common/events.h (part of namespace Common). Porters may have to make minor changes to their backends to get them to compile again
svn-id: r26180
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svn-id: r26156
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svn-id: r25842
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svn-id: r25840
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entire buffer.
Introduced a _drawBuffer pointer which points either to _scaledBuffer or
_frameBuffer1. That way, we don't need to copy _frameBuffer1 every time we
draw an unscaled frame. (Probably the most common case by far.)
Adjusted the Broken Sword 1 DXA player for the second change. (It sneakily
avoids copying each frame by using _drawBuffer directly.)
svn-id: r24846
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svn-id: r24841
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buffer might not be large enough to cover the menu areas, and they will
probably be clear already.
Only terminate the loop, not the entire function, when pressing Esc during a
cutscene. Otherwise, there may be palette glitches.
svn-id: r23790
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