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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This could probably still go higher. The DOS version is *very* sensitive, too sensitive.
But this is still a bit slow.
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Instead, pass all mouse events to ScriptManager
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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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video can be skipped
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them more easily
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ensure proper 0 clamping
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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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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.
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This is needed for sound file differentiation
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The pixel format for videos is not the same as for the rest of the game.
(Game: RGB 555, Video: RGB 565)
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Create class templates for PlayAnimation, PreloadAnimation, and Attenuate
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Having the ScriptManager as a member variable forced it to be const,
which prevented any non cont methods to be used. Thus, ScriptManager is
created on the heap and disposed after use.
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