Age | Commit message (Collapse) | Author |
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svn-id: r55850
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This should not cause any code behavior changes at this time, but if any
of the intermediate VideoDecoder classes ever starts to overload stuff,
this would become important.
svn-id: r55841
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svn-id: r55810
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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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loaded will always be inside these limits. Resources can now be forcefully unlocked when the upper limit is reached
svn-id: r55722
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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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- Optimized and cleaned up translateYUVtoRGBA()
- Disabled a lot of seeking-related functionality
- Replaced some calloc() calls, used for audio buffer creation with malloc()
svn-id: r55666
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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: r55597
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svn-id: r55596
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svn-id: r55595
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The original checked the total amount of memory occupied by all resources. This has been
changed to a maximum number of simultaneous resources instead, so the game resources
are no longer leaked. Also disabled the unused or debug functions getUsedMemory(),
setMaxMemoryUsage(), setMaxMemoryUsage(), isLogCacheMiss(), setLogCacheMiss(). Performed
some cleanup on code related to the above.
svn-id: r55594
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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: r55479
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subclass of the Common::Point class
svn-id: r55478
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svn-id: r55477
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svn-id: r55475
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svn-id: r55473
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svn-id: r55472
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svn-id: r55469
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svn-id: r55465
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svn-id: r55464
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svn-id: r55463
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warning/error/debugC calls
svn-id: r55462
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svn-id: r55320
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svn-id: r55319
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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: r55077
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svn-id: r54927
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svn-id: r54815
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svn-id: r54551
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svn-id: r54550
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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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Since SWORD25 uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
However, this is not currently usable as the command key code is commented out.
This is due to the event loop which reads keyboard input being buried 2 object layers below the Engine VM object and I am unsure how the engine development team would want this exposed / interfaced.
svn-id: r54184
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used at all, only used to 'mark' binaries compiling Lua in, I think we could safely remove it, too)
svn-id: r54056
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svn-id: r54055
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svn-id: r54045
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svn-id: r54040
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