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AgeCommit message (Collapse)Author
2018-07-03ZVISION: Use degree conversion common math funcsDavid Fioramonti
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2015-07-07ZVISION: Change mentions of ZVision to Z-VisionDavid Russo
To match official documentation (e.g. game manual, credits).
2015-04-11ZVISION: Silence gcc warningsMatthew Hoops
2015-02-11ZVISION: Create temporary subtitle surfaces on the stack rather than the heapRichieSams
2015-02-11ZVISION: Handle question text rendering manually, rather than forcing an ↵RichieSams
entire screen refresh
2015-02-11ZVISION: Remove forced render to screenRichieSams
timedMessage() is always called from the scripting system. Which is updated before the rendering system. Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.
2015-02-11ZVISION: Refactor text rendering code in order to fix word wrappingRichieSams
and clarify the logic. Fixes bug #6801
2015-01-21ZVISION: Properly handle confirmation dialogs in the French ver. of ZGIFilippos Karapetis
2015-01-20ZVISION: Adapt confirmation dialogs for non-English versionsFilippos Karapetis
2015-01-18ZVISION: Fix formatting and add curliesRichieSams
2015-01-18ZVISION: Remove trailing whitespaceSven Hesse
2015-01-10ZVISION: Change screen resolution for the hires DVD videos to 800x600Filippos Karapetis
Also, this hooks up the MPEG-PS decoder, but only if libmpeg2 is compiled in. The DVD videos are still disabled until AC3 audio support is implemented. The hires DVD videos are encoded a 720x480 resolution, with double the frame rate of the lowres ones (29.97FPS up from 15FPS)
2015-01-10ZVISION: Remove unused variableFilippos Karapetis
2015-01-07Cursors "arrowa.zcr" and "arrowb.zcr" are missing from Zork: NemesisFilippos Karapetis
2015-01-07ZVISION: Fix incorrect reference to cursor fileFilippos Karapetis
2015-01-07ZVISION: Error out when a cursor file can't be foundFilippos Karapetis
2014-12-30ZVISION: Update function documentation to represent the changes to the ↵RichieSams
internal pixel format Aka: We keep everything as 555, and only convert to 565 before we send everything to the backend
2014-12-30ZVISION: Rename some scripting classes to better represent what the classes areRichieSams
Also, rename the graphics 'Effect' class in order to avoid naming clashes (and/or coder confusion) with the newly named ScriptingEffect class. Lastly, add some documentation for the classes for further clarity.
2014-12-29ZVISION: Show system messages when subtitles are disabledFilippos Karapetis
Thanks to Marisa-Chan for spotting this
2014-12-27ZVISION: Fix typoWillem Jan Palenstijn
2014-12-27ZVISION: Fix cursors on BE systemsWillem Jan Palenstijn
2014-12-27ZVISION: Fix TGZ images on BE systemsWillem Jan Palenstijn
2014-12-26ZVISION: Turn off subtitles, if requestedFilippos Karapetis
2014-12-26ZVISION: Remove duplicate subtitle codeFilippos Karapetis
2014-12-26ZVISION: Remove duplicate image loading codeFilippos Karapetis
2014-12-26ZVISION: Remove duplicate blitting code for images and animationsFilippos Karapetis
2014-12-26ZVISION: Move more graphics code out of the main engine codeFilippos Karapetis
2014-12-26ZVISION: Move some event/rendering code out of the main engine codeFilippos Karapetis
2014-12-25ZVISION: Document some of the ActionRegion effectsFilippos Karapetis
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (2/2)Filippos Karapetis
This is the second part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, with this commit finishing all the changes. This is needed, as the game uses RGB555 graphics internally, but its AVI animations (full screen and in-game) use RGB565
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (1/2)Filippos Karapetis
This is the first part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, thus this first commit will break all the game colors
2014-12-24ZVISION: Let the cursor manager do pixel format conversion for cursorsFilippos Karapetis
2014-12-24ZVISION: Disable unused codeFilippos Karapetis
2014-12-24ZVISION: Remove duplicate codeFilippos Karapetis
2014-12-24ZVISION: Remove dead codeFilippos Karapetis
2014-12-23ZVISION: Move all of the text related code togetherFilippos Karapetis
2014-12-23ZVISION: Remove dead codeFilippos Karapetis
2014-12-22ZVISION: Add support for GNU Freefont fonts. Also, cleanup font loadingFilippos Karapetis
The Freefont fonts can just be dropped into the extras ScummVM folder, to get the game working under non-Windows systems
2014-12-19ZVISION: Large scale variable, function, and class renaming to improve code ↵Adrian Astley
clarity
2014-12-19ZVISION: Fix copy into fixed size buffer (CID 1257093)Marisa-Chan
2014-12-19ZVISION: Fix uninitialized scalar field (CID 1257073)Marisa-Chan
2014-12-19ZVISION: Fix uninitialized scalar field (CID 1109675)Marisa-Chan
2014-12-19ZVISION: Delete unused codeMarisa-Chan
2014-12-16ZVISION: Move all the file-related classes togetherFilippos Karapetis
2014-12-16ZVISION: Move the mouse cursor handling code into the graphics codeFilippos Karapetis
2014-12-03ZVISION: Move the subtitle classFilippos Karapetis
2014-12-03ZVISION: Move the TruetypeFont classFilippos Karapetis
2014-12-03ZVISION: Remove superfluous spacing and reorder some includesFilippos Karapetis
2014-12-03ZVISION: Explicitly define which version of atan2() to useFilippos Karapetis
This is needed by MSVC