Age | Commit message (Collapse) | Author |
|
I personally used filters within my IDE, but since others are now joining the project,
it was brought to my attention that some better organization would be nice.
|
|
|
|
Format is:
common/scummsys.h (Only if a .cpp file)
header file for this file (Only if a .cpp file)
zengine includes
other includes, grouped by module
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
So extends dont extend from 0,0
|
|
So entries can be easily identified and removed if necessary
|
|
beginning of each frame
|
|
|
|
Instead of blitting directly to the working window, we cache the alpha pixels,
then blit directly to the backbuffer instead of to the working window. This
ensures that if the alpha'd content changes, the old changes won't appear
in any new frames
|
|
Source control mishap
|
|
|
|
the working window
|
|
|
|
|
|
|
|
|
|
be the same
|
|
Still need to add support for ResultActions and Controls that directly
use OSystem::copyRectToScreen()
|
|
|
|
|
|
|
|
|
|
|
|
It's done inside readImageToSurface() and it no longer needs
to be on the heap
|
|
|
|
// TODO: Remove image wrapping logic for the vertical direction since this can never happen now
|
|
|
|
This is part of a series of commits converting all game assets to RBG 565 from
RBG 555. The argument is that certain backends do not support RGB 555.
|
|
re-reading the file each time
This is both more efficient and is part of the process of converting the entire game to RBG 565
|
|
|
|
|
|
single color
|
|
To better represent its function
|
|
|
|
left corner
|
|
Instead of specifying a subRect. This also reverts the code that rendered to a
backbuffer and then did a full backbuffer warp. Wrapping is done in the RenderTable
|
|
|
|
|
|
|
|
|
|
returning and skipping everything
|
|
|
|
a backbuffer
This makes wrapped warping much easier as well as allowing changeLocation offsets to
work properly
|
|
There is still a discontinuity when wrapping, but I am committing so that
others can look at the code
|