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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
2003-04-28typo/cleanupMax Horn
svn-id: r7174
2003-04-27drop shadow cleanupMax Horn
svn-id: r7163
2003-04-27Patch #728483: EGA LOOM: More text-drawing hackeryMax Horn
svn-id: r7162
2003-04-07added charset support for all V3 games, and fix for cleaning all 16 ↵Paweł Kołodziejski
variables not only 15 svn-id: r6928
2003-04-07zak256 invertory bug is not repeatable, changed order font selection, added ↵Paweł Kołodziejski
handle font support for all V3 scumm games svn-id: r6927
2003-03-06updated copyrights headersPaweł Kołodziejski
svn-id: r6726
2003-03-06and more cleanupPaweł Kołodziejski
svn-id: r6718
2003-03-04added some asserts; added a hack that helps the COMI demoMax Horn
svn-id: r6684
2003-01-15made NUT font rendered honor _ignoreCharsetMaskMax Horn
svn-id: r6466
2002-12-31there are 5 fonts in CMIPaweł Kołodziejski
svn-id: r6302
2002-12-31added masking to nut charset rendererMax Horn
svn-id: r6300
2002-12-30removed more dead weightMax Horn
svn-id: r6277
2002-12-27removing some annoying warningsMax Horn
svn-id: r6203
2002-12-27Move some things around, to get rid of all these resource/ sprintf's for CMIJames Brown
svn-id: r6182
2002-12-26reuse the old (ugly nasty dreaded) string system for V8, too (by supplying a ↵Max Horn
NUT based CharsetRenderer) svn-id: r6162
2002-12-26fixed save/load; more restructuring of the charset rendering codeMax Horn
svn-id: r6154
2002-12-25seperated classic & old256 rendered (now subclasses of CharsetRenderer)Max Horn
svn-id: r6152
2002-12-25more cleanupMax Horn
svn-id: r6149
2002-12-25cleanupMax Horn
svn-id: r6148
2002-12-25moved CharsetRendere into its own header/source file; changed ↵Max Horn
Scumm::_charset into a pointer, to make it possible to use different implementations of it svn-id: r6147