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path: root/engines/zvision/zvision.cpp
AgeCommit message (Collapse)Author
2014-02-18ZVISION: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-16ZVISION: Janitorial - Remove trailing spacesStrangerke
2013-11-01ZVISION: Update includes to use the new file structureRichieSams
2013-10-25ZVISION: Create custom working window size for ZGIRichieSams
2013-10-02ZVISION: Standardize includes order and formatRichieSams
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
2013-10-02ZVISION: Add debug levelsRichieSams
2013-10-02ZVISION: Break comment into multiple lines for readabilityRichieSams
2013-10-02ZVISION: Clean up the ZVision constructorRichieSams
2013-10-02ZVISION: Move creation of the managers to ZVision::initialize()RichieSams
In order to make the ZVision constructor as lightweight as possible
2013-09-16ZVISION: Register the "fonts" directory with SearchManRichieSams
2013-09-16ZVISION: Initialize StringManagerRichieSams
2013-09-15ZVISION: Clean up StringManager and SaveManager after useRichieSams
2013-09-15ZVISION: Create an instance of StringManagerRichieSams
2013-09-15ZVISION: Create an instance of the SaveManagerRichieSams
2013-09-15ZVISION: Remove unused functionRichieSams
2013-09-06ZVISION: Do full working window warp instead of image at a timeRichieSams
2013-09-04ZVISION: Create methods for generating save file namesrichiesams
2013-09-03ZVISION: Convert ZVision singleton accessors to be inlinerichiesams
2013-09-24ZVISION: Remove unnecessary pixel format switching from video coderichiesams
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. AVI videos are already in RGB 565, so we just need to remove the code that switched the pixelFormat during videos.
2013-08-20ZVISION: Call RenderManager::update() before ScriptManager::update()richiesams
This ensures the background will be rendered before anything from Puzzles or Controls
2013-08-16ZVISION: Move _cursorManager construction after the folder directories have ↵richiesams
been registered with SearchMan
2013-08-15ZVISION: Apply panorama/tilt warping after all images have been rendered to ↵richiesams
a backbuffer This makes wrapped warping much easier as well as allowing changeLocation offsets to work properly
2013-08-14ZVISION: Add _renderManager::update() to ZEngene::run()richiesams
2013-08-14ZVISION: Implement ZVISION::getCursorManager()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: Dispose of .zfs file streams after processing themrichiesams
2013-08-11ZVISION: Move SearchMan directory registration outside ZVision constructorrichiesams
The launcher can do some extra changes within SearchMan after engine constructor. This makes sure everything is set before registering more directories
2013-08-10ZVISION: Move the ScriptManager update functions to a single update() function.richiesams
Then make the individual update functions private
2013-08-09ZVISION: Add class to manage cursorsrichiesams
2013-08-09ZVISION: Add a ZGI folder directory to the SearchManrichiesams
2013-08-09ZVISION: Create method for cycling through all the cursors so as to identify ↵richiesams
them more easily
2013-08-09ZVISION: Call _system->updateScreen() every framerichiesams
Otherwise the cursor will not be updated
2013-08-05ZVISION: Fix frame delay calculation being reversed. Also convert to int to ↵richiesams
ensure proper 0 clamping
2013-08-05ZVISION: Remove extraneous includerichiesams
2013-08-05ZVISION: Add support for engine pausing from higher up (GMM, phone call, etc.)richiesams
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: Add detection entry and directories for ZGIFilippos Karapetis
2013-08-04ZVISION: Force all files to be registered with SearchMan as 'flat'richiesams
There are 10 file name conflicts as a result, but the conflicts are byte identical.
2013-08-04ZVISION: Move rendering logic from ZVision class to RenderManager classrichiesams
2013-08-04ZVISION: Create member function for creating a panorama look up tablerichiesams
2013-08-04ZVISION: Convert old code to use RenderManagerrichiesams
2013-08-04ZVISION: Add a game type enum to detectionrichiesams
This is needed for sound file differentiation
2013-08-04ZVISION: Create console command for loading soundsrichiesams
2013-08-04ZVISION: Add 2x scaling to videosrichiesams
2013-08-04ZVISION: Create ScriptManager state handling logicrichiesams
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: Move engine width, height, and pixelFormat to const member variablesrichiesams
2013-08-04ZVISION: Cleanup dump method from run()richiesams