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path: root/engines/sword2/screen.cpp
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2016-05-09SWORD2: Fix potential buffer overrunEugene Sandulenko
2011-05-25ALL: initialise -> initializeMatthew Hoops
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-14ALL: colour -> colorMax Horn
2011-02-15SWORD2: Adapt to setPalette/grabPalette RGBA->RGB change.Johannes Schickel
Thanks to eriktorbjorn for helping me with this.
2010-09-18SWORD2: Plug memory leaks.Eugene Sandulenko
svn-id: r52795
2009-12-30Rename Common::Stream::readLine_NEW to readLineMax Horn
svn-id: r46779
2009-05-24Strip trailing whitespaces in the whole code base.Johannes Schickel
svn-id: r40867
2009-05-13Fix some variable may be used uninitialized warnings.Johannes Schickel
svn-id: r40528
2009-04-18sword2: add support for BS2 PSX demoFabio Battaglia
svn-id: r39977
2009-04-07Sword2: PSX version support, and GMM loading/savingFabio Battaglia
svn-id: r39896
2008-12-03Converted the credits scroller to use readLine_NEW() instead of readLine_OLD().Torbjörn Andersson
svn-id: r35224
2008-11-14Committed my patch #2123680 "SDL: Backend transaction / rollback support".Johannes Schickel
svn-id: r35062
2008-11-09Allow pausing (from the outside) during credits and palette fades. ↵Torbjörn Andersson
Refactored the code to distinguish outside pausing from in-game pausing, to avoid cursor-related problems. The screen is now only dimmed during in-game pausing. svn-id: r34957
2008-11-09Fixed pausing during credits.Torbjörn Andersson
svn-id: r34956
2008-09-30Renamed Engine::quit to Engine::shouldQuit (previously, it was easily ↵Max Horn
confused with Engine::quitGame); also cleaned up engine.h a bit svn-id: r34700
2008-09-03Renamed SeekableReadStream::readLine to SeekableReadStream::readLine_OLD; ↵Max Horn
added a new alternate SeekableReadStream::readLine() instead svn-id: r34315
2008-07-13SWORD2 works with the new GMM implementationChristopher Page
svn-id: r33044
2008-05-29Rewrote dimPalette() so that the dimming is now a "filter" between the ScreenTorbjörn Andersson
class and the backend, i.e. as far as the game engine is concerned the palette remains unchanged. (This is similar how to the SCUMM engine handles the "noir" mode in Sam & Max.) This is one small step towards allowing the game to be paused anywhere. svn-id: r32369
2008-01-28Fixed the spaces before tabs.Jordi Vilalta Prat
svn-id: r30667
2007-09-19Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵Nicola Mettifogo
been updated. svn-id: r28966
2007-06-22Slightly updated key handling in BS2, Kyra, and ToucheMax Horn
svn-id: r27637
2007-06-21Use the KEYCODE constants.Torbjörn Andersson
svn-id: r27593
2007-05-31Re-added Revolution Software copyright to BS2 engineMax Horn
svn-id: r27030
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-04-25Removing lots of superfluous semicola (see mail by David Weinehall on ↵Max Horn
scummvm-devel) svn-id: r26594
2006-11-16Applied patch #1597800 to better support the Spanish end credits.Torbjörn Andersson
svn-id: r24727
2006-07-08CleanupTorbjörn Andersson
svn-id: r23439
2006-04-03Merged d_draw.cpp and rdwin.cpp (what little remained of them) into screen.cpp.Torbjörn Andersson
svn-id: r21573
2006-02-17Removed includes from sword2.h so that (hopefully) there will eventually beTorbjörn Andersson
less dependencies. svn-id: r20741
2006-02-12Oops. Forgot to tell SVN to actually *move* the files. I'll get the hang of itTorbjörn Andersson
eventually. svn-id: r20652