Age | Commit message (Collapse) | Author |
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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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There is currently a bug and only the thumbnail of the first save slot is
shown
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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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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- Increase the resource cache limits
- Added a check before forcing resources to be freed
- Only force free image and animation resources, with a warning. It seems like there is
a bug in the resource reference code and several bitmap resources are not freed - added
a FIXME
- Clarify that initializeAnimationResource() is used with XML resources
svn-id: r55736
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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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Videos are never saved or loaded, thus when this happens, it probably indicates a game bug
or a corrupted saved game
svn-id: r55667
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svn-id: r55664
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Translated some comments, and pushed the indirect rendering define to the header
file, so that the engine won't try and update the screen with direct movie rendering.
Also, the thumbnail hack has been disabled, as it doesn't really work (at least not for
me: all the thumbnails are gray)
svn-id: r55663
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svn-id: r55613
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svn-id: r55600
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svn-id: r55596
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svn-id: r55595
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on startup.
This reduced the initial memory used by 100MB for me, though the game keeps allocating
new resources in each scene without deleting them, because of the missing functionality in
getUsedMemory(). This change also slightly reduces the loading time on game startup.
svn-id: r55593
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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: r55501
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svn-id: r55490
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svn-id: r55489
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svn-id: r55488
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svn-id: r55482
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svn-id: r55465
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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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Only changed this in engines where 'color' was/is already used
almost exclusively
svn-id: r54288
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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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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All should be renamed to reduce risk of accidental incorrect use.
svn-id: r53899
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svn-id: r53898
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svn-id: r53840
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