Age | Commit message (Collapse) | Author |
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This is a backport to sword25 of the wintermute commits
e9cbda135bbc822009ff311cad6e420fb23cff82 and 2141ad285e0200f4773726a13504f960e382f13e
Thanks to eriktorbjorn for noticing and testing.
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SWORD25: Optimized graphics drawing
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- Rename collectRenderQueue to preRender
- Only do forceRefresh() in Panel::setColor() and Text::setText() if the new values are different
- Move child object resorting from RenderObject::render() into RenderObject::preRender()
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Have refrained from changing the usage of 'goto' in the embedded LUA
interpreter code for the time being, as this is still in flux due to
the savegame issues.
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This makes the name match with the name of the STL function with the same
behavior.
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Janitorial removed function call which had a side effect.
Thus the actor image load code crashed.
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Now sound is properly saved/restored. Implemented savegame versioning.
Compatibility with old saves pertained.
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When reallocation is unsuccessful, the passed buffer is not freed. In this case, assigning the result (NULL) will result in a leak of the original memory buffer.
See http://msdn.microsoft.com/en-us/library/kkedhy7c.aspx
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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]*$//'
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This fixes exit menu.
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This just uses the provided filename rather than trying to recreate
it with a hard-coded target (causing crashes with other targets).
(Also, add an error check rather then crashing there, just in case.)
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- Savegame thumbnails are now created using a flat image format,
instead of PNG. This allows us to remove the PNG encoding code used
in the engine. Note that the saved games we create cannot be used
with the original engine anyway, so this change does not break
savegame compatibility with the original game (it's already broken).
- Compatibility is preserved with older saved games that were made with
ScummVM.
- Moved the embedded thumbnail reading code out of the PNG loader class,
to stop it from needlessly checking every PNG file.
- With this change, libpng is no longer required for the sword25 engine
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PNGLoader is able to load images embedded in saved games already. This
helps remove some duplicate code
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byte depth.
I am not 100% sure whether the surfaces all use the same format as the screen,
but a quick test showed that it still works fine. In case this is wrong please
set them up with the correct format.
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Plus some extra white space changes by myself.
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engine
libpng is still needed for PNG encoding (for thumbnails in saved games of sword25), but
since we'll probably drop support for the original saved games anyway, the PNG encoding
code will ultimately be removed
svn-id: r55723
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svn-id: r55664
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On my system, sizeof(png_uint_32) == 8, while sizeof(int) == 4.
svn-id: r55504
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svn-id: r55464
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warning/error/debugC calls
svn-id: r55462
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In the other cases I've found in the code, the colour components are
stored in the order B, G, R and A. Assume that's the case here too. I
hope that is correct. It doesn't seem to break anything obvious.
svn-id: r55255
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svn-id: r54385
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svn-id: r54045
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svn-id: r54040
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svn-id: r54002
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A new header file common/forbidden.h is included by scummsys.h and it
re-#defines numerous symbols like fopen(), fread(), system(), etc. with
garbage, in order to provoke compile errors in any code using them.
If a .cpp file really *must* use any of these (e.g. because it is a
backend file), then these redefinitions can be disabled by #defining
FORBIDDEN_SYMBOL_ALLOW_ALL as the first thing in the .cpp file. Whenever
this is done, an explanatory comment should be added.
Note that this system cannot catch all "bad" usages (notably the Lua
code in the sword25 engine), as it can only work if scummsys.h is
included.
svn-id: r53961
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