aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/video.cpp
AgeCommit message (Collapse)Author
2013-08-20ZVISION: Always update the screen to ensure the mouse continues to renderrichiesams
2013-08-18ZVISION: Don't cast away const qualifierrichiesams
2013-08-15ZVISION: Convert Surface::pixels to Surface::getBasePtr(0, 0)richiesams
2013-08-14ZVISION: Create the concept of a working windowrichiesams
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.
2013-08-11ZVISION: Fix frame scaling for 2bpprichiesams
2013-08-11ZVISION: Only allocate memory for the scaled buffer if we're actually going ↵richiesams
to scale the video
2013-08-11ZVISION: Delete the scaledVideoFrameBuffer after we're done with itrichiesams
2013-08-11ZVISION: Restart the Clock after the video finishesrichiesams
2013-08-11ZVISION: Fix unsigned/signed mismatchrichiesams
2013-08-11ZVISION: Fix accidental redeclaration of the scale variablerichiesams
2013-08-10ZVISION: Change video code to support arbitrary scaling and whether the ↵richiesams
video can be skipped
2013-08-05ZVISION: Fix loop logic so videos can endrichiesams
2013-08-05ZVISION: Add default case statements for event handling in videosrichiesams
2013-08-05ZVISION: Use videoDecoder.getTimeToNextFrame() to calculate the frame delayrichiesams
2013-08-05ZVISION: Make _clock a member variable instead of a pointer to the heaprichiesams
2013-08-04ZVISION: 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.
2013-08-04ZVISION: Optimize integer type usagesrichiesams
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.
2013-08-04ZVISION: Only scale videos when neededFilippos Karapetis
This avoids crashes for videos that exceed the screen size when scaled
2013-08-04ZVISION: Move rendering logic from ZVision class to RenderManager classrichiesams
2013-08-04ZVISION: Fix memory leaksrichiesams
2013-08-04ZVISION: Add 2x scaling to videosrichiesams
2013-08-04ZVISION: Create console command for loading a videorichiesams
2013-08-04ZVISION: 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)
2013-08-04ZVISION: Conform to new eventRecorder coderichiesams
2013-08-04ZVISION: Move test functions out of video.cpp and into their own filerichiesams
The file only exist to hold the code. The actual tests will be moved to an appropriate location later.
2013-08-04ZVISION: Create skeleton engine and move code away from Engine::Runrichiesams
The goal is to have Engine::Run as clean as possible. Aka mostly method calls.