Age | Commit message (Collapse) | Author |
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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
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So entries can be easily identified and removed if necessary
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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
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be the same
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Still need to add support for ResultActions and Controls that directly
use OSystem::copyRectToScreen()
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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
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single color
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To better represent its function
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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
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a backbuffer
This makes wrapped warping much easier as well as allowing changeLocation offsets to
work properly
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There is still a discontinuity when wrapping, but I am committing so that
others can look at the code
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The working window is a Rect centered inside the actual window edges. All in-game
coordinates are in the working window coordinate system. Also, all images in-game
are clipped to the edges of the working window.
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Otherwise the cursor will not be updated
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The script system requires that all ResultAction::execute() block until they finish. The video system *was* 'asyncronous'
in that you would just start a video and then run() would finish processing it. This code forces the video to complely finish
before playVideo returns. The Clock object is used to keep track of deltaTime while the video is playing.
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Remove passthrough methods
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