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AgeCommit message (Collapse)Author
2006-01-18Update copyright noticeEugene Sandulenko
svn-id: r20088
2006-01-10Refactoring to remove CharsetRenderer::_ignoreCharsetMaskMax Horn
svn-id: r19960
2005-11-06Cleanup.Travis Howell
svn-id: r19482
2005-11-04Cleanup, remove hacks.Travis Howell
svn-id: r19425
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-06-18fix compilation with DISABLE_SCUMM_7_8 definedGregory Montoir
svn-id: r18409
2005-06-04Fix for bug #1064658 (FM-TOWNS (Loom, Zak, Indy3): Dialog text shading ↵Max Horn
incorrect) svn-id: r18343
2005-05-26Take the font height from the charset header for V3 fonts, too; determine ↵Max Horn
the number of chars for V4/V5 fonts, too svn-id: r18266
2005-05-26Added CharsetRenderer::getCharHeight()Max Horn
svn-id: r18260
2005-05-20Fix charsets in MM NES after gameload.Eugene Sandulenko
svn-id: r18196
2005-04-05Clear the text surface when loading a saved game, otherwise any text thatTorbjörn Andersson
was displayed before loading the game will remain. I hope this is the correct fix. svn-id: r17382
2005-03-25Moved _roomStrips to class Gdi; put some GFX pre-room init code into the new ↵Max Horn
method Gdi::roomChanged(); some more cleanup svn-id: r17226
2005-03-25Started some cleanup work on class Gdi (in particular, I try to limit that ↵Max Horn
class to GFX decoding only, and moved the screen rendering code out of it) svn-id: r17225
2005-03-16Preliminary support for NES charsets. Colors are wrong and we get glitchesEugene Sandulenko
caused by too narrow screen. Also text clearing doesn't work. svn-id: r17164
2005-02-20Patch #1121337 (CGA rendering in early LEC titles).Eugene Sandulenko
Differences against patch: o Updated documentation o Fixed text colors o Implemented Hercules dithering Ditherers are based on loom ega and monkey ega, so for zak and mm they're wrong, i.e. these games look better than with original ditherers. TODO: Proper ditherers for zak & MM EGA ditherers for VGA SCUMM v5 games svn-id: r16816
2005-01-11On Fingolfin's suggestion I put back the inclusion of util.h into Rect, forTorbjörn Andersson
MIN() and MAX(). I then removed util.h from a bunch of files which I don't think need it any more. (Please let me know if I got too blood-thirsty!) This reverts some of the changes I made this morning. svn-id: r16541
2005-01-11This is probably not the optimal fix, but at least ScummVM compiles again.Torbjörn Andersson
svn-id: r16538
2005-01-10Remove some more header dependenciesMax Horn
svn-id: r16530
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-10-23Patch #1048283 (Improved CJK / FM-TOWNS support & some documention)Max Horn
svn-id: r15671
2004-08-31Move function as requested.Travis Howell
svn-id: r14844
2004-08-30Add some WIP code for HE games.Travis Howell
Add some music adjustments svn-id: r14839
2004-08-23Add LOOM cursor supportMax Horn
svn-id: r14703
2004-08-08Patch #1003866 (SCUMM: New text rendering code (fixes various bugs))Max Horn
svn-id: r14521
2004-04-08Record on which virtual screen we last drew masked textMax Horn
svn-id: r13507
2004-04-04Removed CharsetRenderer::_mask (this was used to optimize charset mask ↵Max Horn
handling). This shouldn't cause any noticable slowdowns, but allows us to get rid of two nasty hacks, and fixes bug #895355 (DIG: Subtitles sometimes stay on the screen), maybe also others svn-id: r13464
2004-01-08move the charset mask to the charset renderer class; some other related changesMax Horn
svn-id: r12263
2004-01-08cleanupMax Horn
svn-id: r12259
2004-01-06updated copyright noticeMax Horn
svn-id: r12176
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
2003-10-02renamed namespace ScummVM to CommonMax Horn
svn-id: r10544
2003-06-26correct shadow color in Zak256Max Horn
svn-id: r8659
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
2003-05-21constness fixesMax Horn
svn-id: r7787
2003-05-20init charset dataMax Horn
svn-id: r7734
2003-05-15Make use of ScummVM::RectMax Horn
svn-id: r7546
2003-05-14V2 text drawingMax Horn
svn-id: r7502
2003-05-14force fixed width font in V2 games (our font data is proportional, hence ↵Max Horn
this looks odd for now; proper fix will be to get proper font data) svn-id: r7499
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
2003-04-27drop shadow cleanupMax Horn
svn-id: r7163
2003-04-07added charset support for all V3 games, and fix for cleaning all 16 ↵Paweł Kołodziejski
variables not only 15 svn-id: r6928
2003-03-06updated copyrights headersPaweł Kołodziejski
svn-id: r6726
2003-03-06and more cleanupPaweł Kołodziejski
svn-id: r6718
2002-12-31there are 5 fonts in CMIPaweł Kołodziejski
svn-id: r6302
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