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2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-07-19finally Resource manager rewritten:Andrew Kurushin
-adds patch file support -global _vm removed cleanups svn-id: r18560
2005-07-10Remove packing on Color, as it was n't needed. Keeping packing on PalEntryLars Persson
svn-id: r18531
2005-07-10No reason to pack ClipData; since it's not a POD-type, that wouldn't be ↵Max Horn
valid anyway. Likewise for Surface. svn-id: r18530
2005-07-091. Fixed divide by zero defect (exception on my symbian target, Windows just ↵Lars Persson
return max val) 2. Fixed so Saga compiles for VC6. 3. Added GCC_PACK & pragma pack to gfx.h svn-id: r18527
2005-07-09code cleanupsAndrew Kurushin
transitionDissolve -> gfx del sdebug svn-id: r18524
2005-07-09gfx rearangementAndrew Kurushin
code cleanups svn-id: r18523
2005-07-08implemented per scene actors clippingAndrew Kurushin
so last sequence should look much better (not perfect) svn-id: r18516
2005-07-05- Stripped down unused SURFACE parameter in palette-related functionsEugene Sandulenko
- Fixed scenes glitch when loading saved game. This is done by closing load window right after game is loaded which differs from original but seems more logical to me - Fixed wrong palette when Dragon maze was loaded from a savegame. We just didn't process Palette resource for it. svn-id: r18494
2005-07-04Cleanup.Torbjörn Andersson
svn-id: r18491
2005-06-23Use #include "file" instead of #include <file> for consistency.Torbjörn Andersson
svn-id: r18443
2005-06-09Fix bug #1216439 "SAGA: run-length slice typo in online source". ActuallyEugene Sandulenko
I just zapped custom line drawing routine and use that one from OSystem. svn-id: r18368
2005-04-22o Fix save/load. Now it restores game properly but still at exit #0.Eugene Sandulenko
o Proper background for inset rooms. Crowd is gone now. o Draw black border around inset rooms. svn-id: r17744
2005-01-27Applied patch #1106775 "SAGA colours". This simplifies code considerably, andEugene Sandulenko
moreover getBlack() didn't always work correctly for some reason. If IHNM uses different colors we will switch to variables, but that could be addressed later or at least when someone will start to work on it more time than now. svn-id: r16647
2005-01-15Use the same hard-coded cursor image and colours as the original ITETorbjörn Andersson
interpreter. Supposedly these colours will stay fairly constant throughout the game, in which case we no longer need to repaint it with the "best white" colour every time the palette changes. svn-id: r16561
2005-01-06Placard functions are now event-driven, so the blocking palette faders areTorbjörn Andersson
no longer needed. svn-id: r16450
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-29Implemented the "placard" functions, because they're such a nice visualTorbjörn Andersson
feedback that something right is happening. svn-id: r16371
2004-11-25Make use of new graphic primitives (untested, I don't have saga -- please ↵Max Horn
don't kill if this breaks, it should be trivial for you to fix it :-) svn-id: r15888
2004-11-24Fix a`ll engines. They work, though current fix is just temporary.Eugene Sandulenko
There are plans to add some brains to GameDetector class, which will let us avoid passing detector to init() method. svn-id: r15873
2004-11-20o Restore cursor after walkthroughEugene Sandulenko
o Add cursor events o Hide cursor during intro svn-id: r15844
2004-10-30Turn some methods into functions (potentially gives better code, and we may ↵Max Horn
want to move some of those into the graphics/ module one day) svn-id: r15703
2004-10-30Let Saga::SURFACE inherit from SURFACEMax Horn
svn-id: r15702
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-10-08pass arguments by reference-to-const rather than by value, it's usually more ↵Gregory Montoir
efficient... svn-id: r15477
2004-10-08Implement scene change via exits. You still cannot leave first sceneEugene Sandulenko
because it goes to now buggy isometric level. Use debugger to switch to some word, say, in Dog Castle and there you may go between rooms. svn-id: r15462
2004-10-04R_POINT -> Common::Point, R_RECT -> Common::Rect. Less R_ prefixes.Eugene Sandulenko
svn-id: r15414
2004-08-03Move TEXT_* to SagaEngine class.Eugene Sandulenko
svn-id: r14450
2004-08-02move static vars to private membersJonathan Gray
svn-id: r14434
2004-08-01merge gfx_mod.h into gfx.h and stick functions into a classJonathan Gray
svn-id: r14419
2004-05-02Make sure cursor is always whiteEugene Sandulenko
svn-id: r13750
2004-05-02Merged sysgfx.cpp and gfx.cpp to gfx.cppEugene Sandulenko
svn-id: r13726
2004-05-01indentPaweł Kołodziejski
svn-id: r13693
2004-04-25More ScummVMificationMax Horn
svn-id: r13624
2004-04-12WIP for SAGA engine.Eugene Sandulenko
o text formatting is not consistent with rules, just indent utility is too dumb for that o it does not use OSystem, i.e. it runs on direct SDL calls o it may not even compile on your box o if you enable it, expect zillions of warnings o no sound Now it runs ITE intro as reinherit did svn-id: r13564