Age | Commit message (Collapse) | Author |
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as a reimplementation of Graphics::decodeILBM. Old function will be removed when engines are updated.
svn-id: r26302
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svn-id: r26022
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manage *cursor* palettes, so the name was misleading.
svn-id: r25500
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svn-id: r25362
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svn-id: r24962
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svn-id: r24871
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unscaled frame when playing a scaled movie. (The Broken Sword 1 intro is a
good example of this since it is scaled and uses NULL frames early on.)
svn-id: r24870
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svn-id: r24856
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svn-id: r24847
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entire buffer.
Introduced a _drawBuffer pointer which points either to _scaledBuffer or
_frameBuffer1. That way, we don't need to copy _frameBuffer1 every time we
draw an unscaled frame. (Probably the most common case by far.)
Adjusted the Broken Sword 1 DXA player for the second change. (It sneakily
avoids copying each frame by using _drawBuffer directly.)
svn-id: r24846
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svn-id: r24844
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svn-id: r24843
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svn-id: r24841
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svn-id: r24840
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svn-id: r24838
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- Added runtime theme switching
svn-id: r24213
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they value is greater then 128. isspace take as "int" type param (at least in ms sdk)
svn-id: r24210
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svn-id: r23777
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consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more
accurate...)
svn-id: r23774
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DXA movies (the MPEG movies still work, of course), there is no longer any need
for the MPEG decoder to handle sound and frame syncing. That is now the
responsibility of the player, not the decoder.
The obvious next step, then, would be to put that in a new player class, and
have both BS1 and BS2 use that. Maybe FF as well.
svn-id: r23757
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common/hash-str.h; removed Hash functor specialization for String and char pointers; changed all code using hashmaps with string keys to explicitly specify whether they honor or ignore case
svn-id: r23634
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svn-id: r23496
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cutscenes and the "dummy" (subtitles and voice-over) mode. Several tweaks and
cleanups were made in this process, and there may very well be regressions, but
it should be stable enough to commit.
svn-id: r23420
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svn-id: r23336
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svn-id: r23333
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svn-id: r23332
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svn-id: r23307
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svn-id: r23292
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* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
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svn-id: r23218
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changes quite a lot of things in the font renderer and the convbdf tools, so
there may be regressions, but we want this feature for 0.9.0.
svn-id: r23208
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cursor glitch in at least some HE games which first set a cursor palette, and
then disable it. (The disabled palette would be re-enabled after dismissing the
GUI.)
svn-id: r23081
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svn-id: r22916
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* Initialise _frameWidth and _frameHeight to prevent them from being undefined.
* Fix BS2 subtitle positioning. (Fixes bug #1499916)
* In BS2, copy the frame to the backend in 8-bit mode.
* Fix compilation in 8-bit mode.
BS2 subtitles aren't quite right in 8-bit mode, but I expect we want to
re-design things a bit if we ever add DXA cutscenes. We can fix minor details
then.
svn-id: r22859
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manager code was copied from. :-)
svn-id: r22675
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svn-id: r22673
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work before the cursor manager. Oh well, the launcher should have a visible
cursor again, knock on wood.
svn-id: r22641
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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svn-id: r22635
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svn-id: r22629
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the palette manager from.
svn-id: r22628
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cursor palette is disabled.
Also, when replacing a cursor palette, try to re-use the old palette buffer, as
a minor optimization. (Not that these functions should need any optimization,
but it's simple and shouldn't hurt.)
svn-id: r22554
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svn-id: r22552
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svn-id: r22544
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to work, cursor palette now has to be set using the new "palette manager". See
graphics/paletteman.cpp
svn-id: r22543
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svn-id: r22518
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svn-id: r22515
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- Eriktorbjorn's patch from same tracker item for scaling sword1/2 cutscenes
is applied as is. It lacks resolution switch on-the-fly.
- GUI widgets are repositioned on the fly and use most space, even aspect
ratio corrected screen is used without scaling
- Heavy tesing is required, but works for me in all cases except for bug
#1483272: "GUI: SCUMM pause dialog breaks upon scaler switch" which needs more
work.
- I probavly broke some backend or two
svn-id: r22505
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- Renamed base/options.cpp to base/commandLine.cpp because of conflict
with gui/options.cpp which sit in same directory in MSVC builds
- Moved AudioCDManager singleton declaration outside of Audio namespace
- Fixed numerous MSVC warning of potentially uninitialized variables and
int <-> bool conversions.
svn-id: r22397
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subclasses to namespace Audio
svn-id: r22231
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