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path: root/scumm/charset.cpp
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2003-11-18Missed one checkTravis Howell
svn-id: r11338
2003-11-08cleanup whitespacesPaweł Kołodziejski
svn-id: r11217
2003-10-17moved platform/language constants to common/util.*Max Horn
svn-id: r10862
2003-10-09Moved PalmOS initializations out of namespaces.Chris Apers
svn-id: r10703
2003-10-03introduced namespace Scumm; made #include statements use scumm/ prefix ↵Max Horn
explicitly svn-id: r10571
2003-10-02renamed class Scumm to ScummEngine (consisten with other engine names; also ↵Max Horn
makes room for a potential 'Scumm' namespace) svn-id: r10549
2003-09-17new module 'base'; moved gameDetector.*, main.cpp and base/plugins.* there ↵Max Horn
(this removes the need for an ugly hack in the build system, and is also conceptionally cleaner) svn-id: r10282
2003-09-14use old method to decide on text colouring for loom towns, I think the pink ↵Jonathan Gray
distaff when returning to the first room may be the last bug left now svn-id: r10247
2003-09-09cleanup; fix for bug #795942 (COMI: text display off screen) and #785760 ↵Max Horn
(COMI: Lockup/crash on Skull Island) svn-id: r10144
2003-09-01Fix from Hibernatus, indy3 has black shadowsTravis Howell
svn-id: r9958
2003-08-18Updated globals access for PalmOSChris Apers
svn-id: r9759
2003-08-06get rid of GF_INDY3 again, and also remove GID_INDY3_256 and GID_INDY3_TOWNSMax Horn
svn-id: r9554
2003-07-19moved some functions out of scummvm.cpp into more appropriate files; ↵Max Horn
rearranged stuff inside scummvm.cpp to be grouped a bit more logical svn-id: r9083
2003-07-19More fix from HibernatusTravis Howell
svn-id: r9069
2003-07-18Add Indy3 FM Towns support, patch #773434Travis Howell
svn-id: r9062
2003-07-16some commentsMax Horn
svn-id: r9052
2003-07-13debug/warning/error all automatically output a newlineMax Horn
svn-id: r8991
2003-06-26correct shadow color in Zak256Max Horn
svn-id: r8659
2003-06-26implemented text shadow in Zak256 (also needed for Indy3-256, maybe?). ↵Max Horn
(Partial) fix for bug #750779 (the shadow color is still wrong) svn-id: r8654
2003-06-19re-applying my changes (chrilith undid them by accident)Max Horn
svn-id: r8552
2003-06-19PalmOS changesChris Apers
svn-id: r8550
2003-06-19added spanish font & prepositions; removed some trailing spacesMax Horn
svn-id: r8549
2003-06-19added italian & english V2 fontMax Horn
svn-id: r8548
2003-06-15Made CharsetRendererNut::printChar() take the shadow into considerationTorbjörn Andersson
when calculating the dimensions of a printed message and when deciding which parts of the screen to dirty. I imagine this will fix most of the minor text-drawing glitches that have been plaguing CoMI. Unfortunately, it fixes none of the major ones. svn-id: r8511
2003-06-15moved GameId declaration to common/engine.h (more logical); moved scumm ↵Max Horn
specific stuff from gameDetector.h to scumm.h; cleaned up some #includes (ideally, never #include something in a header file if you can avoid it - this cuts down interdepencies) svn-id: r8496
2003-06-08Fixed recent regression (too many blast texts) in The Dig's end credits andTorbjörn Andersson
made the text scroll off the screen instead of just vanishing at the top. (The latter also applies to Full Throttle's end credits.) svn-id: r8402
2003-06-08never call exit(), always go thrugh OSystem::quit()Max Horn
svn-id: r8397
2003-06-07follow our coding conventionsMax Horn
svn-id: r8377
2003-06-07replaced GF_AFTER with _versionMax Horn
svn-id: r8372
2003-06-04some cleanup & refactoring (CJK fonts have proper shadows now, for example); ↵Max Horn
preparations to merge NutRenderer and SmushFont svn-id: r8303
2003-06-04Patch #747021: DIG&CMI 2 byte charset support (very heavily modified by me; ↵Max Horn
still needs more cleanup but already works well enough) svn-id: r8293
2003-06-04Save a bit of space for PalmOSChris Apers
svn-id: r8289
2003-06-02cleanupMax Horn
svn-id: r8283
2003-06-01added a getMaskBuffer method (makes it easier to read some of the code); ↵Max Horn
merged setVirtscreenDirty() into updateDirtyRect(); made setDirtyRange a method of struct VirtScreen svn-id: r8241
2003-06-01This didn't look logical, and could (in theory) lead to mask being drawn but ↵Max Horn
_hasMask not being set. I suspect it was a bug in the original commit adding this (back in the original string.cpp, rev. 1.5). Even if this change should turn out ot be incorrect, the original code most probably was incorrect anyway svn-id: r8240
2003-05-25hook language command switch to V2 font / prepositionsMax Horn
svn-id: r7970
2003-05-25fixed V2 font decoder; added french V2 fontMax Horn
svn-id: r7967
2003-05-25cleanupMax Horn
svn-id: r7920
2003-05-21constness fixesMax Horn
svn-id: r7787
2003-05-20init charset dataMax Horn
svn-id: r7734
2003-05-20fixed charset id checkMax Horn
svn-id: r7717
2003-05-15Make use of ScummVM::RectMax Horn
svn-id: r7546
2003-05-14new V2 font (taken from german zak.exe)Max Horn
svn-id: r7509
2003-05-10renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and ↵Max Horn
_realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) svn-id: r7423
2003-05-09super hackish mouse click support for Zak (doesn't do anything useful in MM ↵Max Horn
yet; and in Zak, all clicks are for the scene, i.e. no verb clicks etc.) svn-id: r7408
2003-05-08added a v2 charset rendered (with a hardcoded font take from german zak); ↵Max Horn
enabled verbs in zak (well, they are drawn at least :-) svn-id: r7398
2003-05-01Fixed bug #730030: INDY3: Crash when loading new savegamesMax Horn
svn-id: r7240
2003-04-30patch #730034 from erik, EGA LOOM: Small text shadow updateJonathan Gray
svn-id: r7213
2003-04-29removed obsolete FIXMEsMax Horn
svn-id: r7197
2003-04-28Patch #728754: EGA LOOM: Text maskingMax Horn
svn-id: r7184