Age | Commit message (Collapse) | Author |
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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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svn-id: r23775
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DXA movies (the MPEG movies still work, of course), there is no longer any need
for the MPEG decoder to handle sound and frame syncing. That is now the
responsibility of the player, not the decoder.
The obvious next step, then, would be to put that in a new player class, and
have both BS1 and BS2 use that. Maybe FF as well.
svn-id: r23757
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player does not support the (unreleased) multi-lingual cutscene pack, since I
don't have one to test with.
It needs to be cleaned up a bit, but the next step will be to clean up the MPEG
decoder first.
svn-id: r23753
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svn-id: r22518
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svn-id: r22515
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- Eriktorbjorn's patch from same tracker item for scaling sword1/2 cutscenes
is applied as is. It lacks resolution switch on-the-fly.
- GUI widgets are repositioned on the fly and use most space, even aspect
ratio corrected screen is used without scaling
- Heavy tesing is required, but works for me in all cases except for bug
#1483272: "GUI: SCUMM pause dialog breaks upon scaler switch" which needs more
work.
- I probavly broke some backend or two
svn-id: r22505
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subclasses to namespace Audio
svn-id: r22231
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svn-id: r20582
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