Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-08-15 | ZVISION: Convert Surface::pixels to Surface::getBasePtr(0, 0) | richiesams | |
2013-08-14 | ZVISION: Create the concept of a working window | richiesams | |
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. | |||
2013-08-11 | ZVISION: Fix frame scaling for 2bpp | richiesams | |
2013-08-11 | ZVISION: Only allocate memory for the scaled buffer if we're actually going ↵ | richiesams | |
to scale the video | |||
2013-08-11 | ZVISION: Delete the scaledVideoFrameBuffer after we're done with it | richiesams | |
2013-08-11 | ZVISION: Restart the Clock after the video finishes | richiesams | |
2013-08-11 | ZVISION: Fix unsigned/signed mismatch | richiesams | |
2013-08-11 | ZVISION: Fix accidental redeclaration of the scale variable | richiesams | |
2013-08-10 | ZVISION: Change video code to support arbitrary scaling and whether the ↵ | richiesams | |
video can be skipped | |||
2013-08-05 | ZVISION: Fix loop logic so videos can end | richiesams | |
2013-08-05 | ZVISION: Add default case statements for event handling in videos | richiesams | |
2013-08-05 | ZVISION: Use videoDecoder.getTimeToNextFrame() to calculate the frame delay | richiesams | |
2013-08-05 | ZVISION: Make _clock a member variable instead of a pointer to the heap | richiesams | |
2013-08-04 | ZVISION: Make video code blocking. | richiesams | |
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. | |||
2013-08-04 | ZVISION: Optimize integer type usages | richiesams | |
The general thought is int is faster than int16 or byte. So if you can afford the space, use it over int16 or byte. Also, only use int32 when you specifically need the 32 bits. | |||
2013-08-04 | ZVISION: Only scale videos when needed | Filippos Karapetis | |
This avoids crashes for videos that exceed the screen size when scaled | |||
2013-08-04 | ZVISION: Move rendering logic from ZVision class to RenderManager class | richiesams | |
2013-08-04 | ZVISION: Fix memory leaks | richiesams | |
2013-08-04 | ZVISION: Add 2x scaling to videos | richiesams | |
2013-08-04 | ZVISION: Create console command for loading a video | richiesams | |
2013-08-04 | ZVISION: Create/refactor methods for playing video. | richiesams | |
The pixel format for videos is not the same as for the rest of the game. (Game: RGB 555, Video: RGB 565) | |||
2013-08-04 | ZVISION: Conform to new eventRecorder code | richiesams | |
2013-08-04 | ZVISION: Move test functions out of video.cpp and into their own file | richiesams | |
The file only exist to hold the code. The actual tests will be moved to an appropriate location later. | |||
2013-08-04 | ZVISION: Create skeleton engine and move code away from Engine::Run | richiesams | |
The goal is to have Engine::Run as clean as possible. Aka mostly method calls. |