Age | Commit message (Collapse) | Author |
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This doesn't behave quite like the original - it seems the original
does not take the fake last entry into account when saving? - but I
think it's actually a bit more consistent this way.
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The arrows are only visible when there are savegames to scroll to
in that direction.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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Also, this changes the dialog skip key to space instead of escape
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- Save scene parameters before playing a movie and restore them afterwards (fixes crash)
- Fix text disappearing too fast
- Implement script function sfGetCameraChanged
- Replace nop script functions with stubs which print debug info when called
- Some cleanup, remove obsolete TODOs
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now possible
- Add blastSprite method which draws a sprite directly to the frontScreen without the renderQueue
- Add F10 scancode in sfHandleInput to open the menu
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hardcoded ones)
- ...and load the system strings from the resource on startup
- Only redraw menu screen when required
- Change parameters for some text functions from byte* to const byte*
- Rename some mouse vars
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This change also unveiled a serious problem: the same include files are used EVERYWHERE (e.g. code manipulating the screen is using sound includes). Added a FIXME concerning this
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editing of the savegame description
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fixed some early bugs
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ResourceCache needs more work since resources are never freed (which is bad).
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- Added movie player (still incomplete, sound is not yet implemented)
Both are not yet hooked to the engine.
- Added code for microtile arrays (from the SEL - Simple DirectMedia Layer Extension Library project), under the LGPL
This will be used as dirty rectangle "manager". This is experimental for now, it may be removed later.
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