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2010-12-19GRAPHICS: Fixed code analysis warnings (bug #3087917)Filippos Karapetis
svn-id: r54964
2010-12-16VIDEO: Add CDToons decoderAlyssa Milburn
svn-id: r54936
2010-12-16VIDEO: Extend Codec to support internal palettesMatthew Hoops
svn-id: r54932
2010-12-16VIDEO: Make Codec::decodeImage() return a const Surface pointerMatthew Hoops
svn-id: r54930
2010-12-16VIDEO: Remove the need to call updateAudioBuffer() externally for QuickTimeMatthew Hoops
svn-id: r54929
2010-12-16VIDEO: Make VideoDecoder::getPalette() return a const byte pointerMatthew Hoops
svn-id: r54928
2010-12-16VIDEO: Make VideoDecoder::decodeNextFrame() return a const Surface pointerMatthew Hoops
svn-id: r54927
2010-12-10VIDEO: Fix QuickTimeDecoder::hasDirtyPalette() by allocating the palette ↵Matthew Hoops
only for 8bpp videos svn-id: r54849
2010-12-09VIDEO: Allow for 8bpp Cinepak videosMatthew Hoops
svn-id: r54841
2010-12-09VIDEO: Implement multiple video codec support for QuickTimeMatthew Hoops
svn-id: r54840
2010-12-09VIDEO: Fix a truncation in the SMC decoder (thanks, fuzzie)Matthew Hoops
svn-id: r54839
2010-11-19COMMON: Split common/stream.h into several headersMax Horn
svn-id: r54385
2010-11-19ALL: Push down deps on stream.h from .h to .cpp filesMax Horn
svn-id: r54358
2010-11-17GRAPHICS: colour -> colorMax Horn
svn-id: r54287
2010-11-16COMMON: Simplify DECLARE_SINGLETON macroMax Horn
This makes it possible to write DECLARE_SINGLETON(foo); instead of DECLARE_SINGLETON(foo) without causing a warning about an extra semicolon. The extra semicolon helps some editors at parsing the C++ code. svn-id: r54258
2010-11-13VIDEO: Switch Truemotion 1 to RGB565 for potential use with SCI CLUT tablesMatthew Hoops
svn-id: r54231
2010-11-11VIDEO: Add support for DK3 in videos; fix sample rate locationMatthew Hoops
svn-id: r54205
2010-11-11VIDEO: Cleanup AVI audio in preparation for DK3Matthew Hoops
svn-id: r54200
2010-11-11VIDEO: Add the TrueMotion 1 codec for Phantasmagoria 2Matthew Hoops
Based on the FFmpeg decoder. Only the 16bpp version has been implemented (and all that should be needed). The videos I have tried work fine with the codec. The audio does not yet play in these videos, but I hope to work on DK3 IMA ADPCM soon. svn-id: r54194
2010-11-10GRAPHICS: Enforce alphabetical order on the codec objectsMatthew Hoops
svn-id: r54191
2010-11-08VIDEO: PreIMD: End frame when stream depletedSven Hesse
As happens for the last frames in the Fascination videos. svn-id: r54144
2010-11-07GRAPHICS: Cleanup advmame scaler code; don't include assert.hMax Horn
svn-id: r54104
2010-11-05GRAPHICS/SJIS: cleanupFlorian Kagerer
svn-id: r54099
2010-11-05GRAPHICS/SJIS: fix out of bounds shadow mode text drawingFlorian Kagerer
svn-id: r54080
2010-11-05SCUMM/FM-TOWNS JAPANESE: fix out of bounds text drawingFlorian Kagerer
(could cause invalid memory access in MI1) svn-id: r54079
2010-11-04VIDEO: PreIMD: End frame when frameSize == 0Sven Hesse
As happens for the last frame in the first video of the Fascination intro. svn-id: r54072
2010-10-27TOON: fix some evaluation order bugs in smacker decoderFlorian Kagerer
These bugs would cause crashs in MSVC 2008/2010 release builds. svn-id: r53893
2010-10-24ALL: Fix various typos (patch #3093266)Max Horn
svn-id: r53762
2010-10-19SCUMM/FM-TOWNS JAPANESE: implement flipped textFlorian Kagerer
(used in the MI1 circus scene after Guybrush gets shot out of the cannon) svn-id: r53616
2010-10-17GRAPHICS: enable sjis code for scumm engineFlorian Kagerer
svn-id: r53555
2010-10-17SCUMM/FM-TOWNS: more improvements to japanese font drawingFlorian Kagerer
- made use of LordHotos graphics/sjis code to reduce code duplication - japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.) svn-id: r53554
2010-10-15GRAPHICS: Fix code analysis warningsSven Hesse
See bug report #3087917 svn-id: r53493
2010-10-15VIDEO : Corrections to QDM2 codec for bug #3087917 "Code Analysis Warnings"David Turner
The first correction was to use a temporary variable to remove the possibility of a memory leak when using realloc. The second correction was to remove the gain variable from QDM2Stream::qdm2_calculate_fft() which has always evaluated to 1.0f and so has no effect. svn-id: r53489
2010-10-12JANITORIAL: Cleanup (mostly whitespace)Torbjörn Andersson
svn-id: r53161
2010-10-12JANITORAL: Clean trailing whitespaces.Jordi Vilalta Prat
svn-id: r53160
2010-10-10GRAPHICS: Turn static AviDecoder methods into local funcsMax Horn
svn-id: r53141
2010-10-09VIDEO: Remove useless references in handleAudioTrack functionSylvain Dupont
svn-id: r53091
2010-10-08VIDEO: Factor out handleAudioTrack() to be used by Toons engineEugene Sandulenko
svn-id: r53086
2010-10-01GRAPHICS: Add BPP check to Surface::move.Johannes Schickel
svn-id: r52968
2010-10-01GRAPHICS: Cleanup.Johannes Schickel
svn-id: r52967
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-09-30GOB: Make GCC happier.Torbjörn Andersson
svn-id: r52956
2010-09-30VIDEO: Interpolate U and V valuesSven Hesse
svn-id: r52955
2010-09-30VIDEO: Allow for Indeo3'd VMDsSven Hesse
svn-id: r52954
2010-09-30VIDEO: Allow for scaled Indeo3 framesSven Hesse
svn-id: r52953
2010-09-29IPHONE: The overlay will now always be in the native device resolutionOystein Eftevaag
svn-id: r52939
2010-09-18JANITORIAL: Removed most punctuation at end of warning() and error()Torbjörn Andersson
Our warning() and error() functions always add an exclamation mark to the end of the message anyway. svn-id: r52791
2010-09-12VIDEO: Fix rounding the Smacker frame rateMatthew Hoops
_frameRate is now stored using Common::Rational instead of uint32. svn-id: r52689
2010-09-10GRAPHICS: Improve PICT supportMatthew Hoops
PICT images of <8bpp are now supported and paletted images now work when the PixelFormat passed is not 1Bpp. svn-id: r52671
2010-09-07COMMON: Remove Rational::operator int/doubleWillem Jan Palenstijn
This prevents accidental implicit rounding and might also fix compilation on AmigaOS4 (bug #3060981). svn-id: r52616