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path: root/engines/zvision/zvision.h
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2013-10-20ZVISION: Style modifing by astyle.Marisa-Chan
2013-10-18ZVISION: Select needed workingWindow for ZGI and Nemesis.Marisa-Chan
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: Rename zvision.h inclusion guard to be consistent with the other filesRichieSams
2013-10-02ZVISION: Clean up zvision.hRichieSams
2013-09-21ZVISION: Remove unused animation functionsRichieSams
2013-09-15ZVISION: Create an instance of StringManagerRichieSams
2013-09-15ZVISION: Add key press support to the main event loopRichieSams
2013-09-15ZVISION: Remove unused functionRichieSams
2013-09-04ZVISION: Create an instance of SaveManagerrichiesams
2013-09-04ZVISION: Create methods for generating save file namesrichiesams
2013-09-03ZVISION: Convert ZVision singleton accessors to be inlinerichiesams
2013-09-24ZVISION: Overload ZVision::playAnimation to support general video filesrichiesams
2013-08-28ZVISION: Increase background rotation speedrichiesams
This could probably still go higher. The DOS version is *very* sensitive, too sensitive. But this is still a bit slow.
2013-08-28ZVISION: Remove ZVision::_mousEvents and all associated functionsrichiesams
Instead, pass all mouse events to ScriptManager
2013-08-24ZVISION: Convert _mouseEvents to pointers since MouseEvent is now abstractrichiesams
2013-08-23ZVISION: Make ZVision::_workingWindow and ZVision::_pixelFormat publicrichiesams
2013-08-20ZVISION: Create method to play RlfAnimationsrichiesams
2013-08-18ZVISION: Allow MouseEvents to be unregisteredrichiesams
2013-08-14ZVISION: Add documentationrichiesams
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: Implement mouse event handlingrichiesams
2013-08-10ZVISION: Change video code to support arbitrary scaling and whether the ↵richiesams
video can be skipped
2013-08-09ZVISION: Add class to manage cursorsrichiesams
2013-08-09ZVISION: Create method for cycling through all the cursors so as to identify ↵richiesams
them more easily
2013-08-05ZVISION: Fix frame delay calculation being reversed. Also convert to int to ↵richiesams
ensure proper 0 clamping
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: Move rendering logic from ZVision class to RenderManager classrichiesams
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: Remove unused methods from ZVision classrichiesams
2013-08-04ZVISION: Clean up includesrichiesams
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: Update renderImageToScreen to handle TGZ image filesrichiesams
2013-08-04ZVISION: Create renderImageToScreen method and add a console command for itrichiesams
2013-08-04ZVISION: Create debug console and apply console logic to main looprichiesams
2013-08-04ZVISION: Normalize remaining CRLF to LF for the remoterichiesams
2013-08-04ZVISION: Create ResultAction 's for Add and Random.richiesams
Create class templates for PlayAnimation, PreloadAnimation, and Attenuate
2013-08-04ZVISION: Fix includes to use new underscore namesrichiesams
2013-08-04ZVISION: Create ScriptManager accessor for ZVisionrichiesams
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.
2013-08-04ZVISION: Create an instance of ScriptManager inside ZVisionrichiesams
2013-08-04ZVISION: Move initialization code from run() and into its own methodrichiesams
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.
2013-08-04ZVISION: Create zvision bare structurerichiesams
Add zvision base engine to engines/zvision as well as modify the necessary engine files (configure.engines, etc.) in order for it to be recognized.