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2004-01-06just always call updateDirtyScreen(kTextVirtScreen) - it won't do any harm ↵Max Horn
for games not using that virt screen, but fixes the Indy part of the PASS demo svn-id: r12172
2004-01-06renamed VirtScreen::alloctwobuffers to hasTwoBuffers; added lots of doxygen ↵Max Horn
comments to VirtScreen; cleanup svn-id: r12168
2004-01-05'proper' fix for V1 MM problem; added a FIXMEMax Horn
svn-id: r12149
2004-01-05fix bug #870433 (DIG: Scrolling regression with the lander game)Max Horn
svn-id: r12148
2004-01-04cleanupMax Horn
svn-id: r12139
2004-01-04split out cursor/palette code into separate source filesMax Horn
svn-id: r12138
2004-01-04turns out we always had VirtScreen::backBuf but didn't use it... change that ↵Max Horn
(helps readability of the code, IMO); added Gdi::getMaskBuffer (again, helps understanding the code, I think); regrouped some functions in gfx.cpp svn-id: r12133
2004-01-04replaced many instances of _screenWidth by VirtScreen::width, where ↵Max Horn
approriate (there are cases, like when dealing with the camera, where _screenWidth is correct; in other places we still use it, because the VirtScreen is not available in that place at this time, will be fixed later). Reason for all this: eventually a clean seperation will allow us to use a main screen which is wider than the real screen width -> useful for V7+ smooth scrolling svn-id: r12131
2004-01-04uhm? I don't see why VC 2003 would complain about this, but not about the ↵Max Horn
many equal instances of this code (which, BTW, is perfectly valid C...) svn-id: r12130
2004-01-04I don't see why this would be needed (my guess is that the hack in ↵Max Horn
initVirtScreen (to use _roomHeight) already covers this, and more) svn-id: r12125
2004-01-04remove this HACK workaround - I think I may have fixed the true cause (we'll ↵Max Horn
see) svn-id: r12124
2004-01-03renamed updateDirtyRect to markRectAsDirty (because that's what it really ↵Max Horn
does); used virtual screen id constants in more places svn-id: r12122
2004-01-03cleanupMax Horn
svn-id: r12121
2004-01-03oopsMax Horn
svn-id: r12120
2004-01-03removed unused param in initScreensMax Horn
svn-id: r12119
2004-01-03added & renamed some constants; fixed & added some doxygen comments; cleaned ↵Max Horn
up the dirty screen code a bit (this should also fix a bug in V1/V2 games where part of the screen was not redrawn properly) svn-id: r12118
2003-12-25fix indirect palette cyclingMax Horn
svn-id: r11929
2003-12-17Patch #861716: palManipulateInit for V6 games (I modified the patch a bit)Max Horn
svn-id: r11718
2003-12-15Add extra color table entry for v1 games, for inventory/sentence color.Travis Howell
svn-id: r11653
2003-11-23added ugly hack for maniac v1, it fix redrawing last 8 lines of gfx room ↵Paweł Kołodziejski
layer after change room svn-id: r11356
2003-11-16opsPaweł Kołodziejski
svn-id: r11316
2003-11-16changed some shift operators to *, /Paweł Kołodziejski
svn-id: r11315
2003-11-08cleanup whitespacesPaweł Kołodziejski
svn-id: r11217
2003-11-07more spelling fixesJonathan Gray
svn-id: r11176
2003-10-16Add hack from Jamieson, to prevent palette darkening when it shouldn't in ↵Travis Howell
Amiga versions of Mi2/FOA. svn-id: r10820
2003-10-16Fix spacingTravis Howell
svn-id: r10818
2003-10-13This should only apply to 32 color Amiga versions.Travis Howell
svn-id: r10785
2003-10-13cleanup; got rid of Gdi::_palette_mod in favor of Gdi::_roomPaletteMax Horn
svn-id: r10778
2003-10-13Whitespace changeTorbjörn Andersson
svn-id: r10776
2003-10-12code simplificationMax Horn
svn-id: r10762
2003-10-12Missed two spotsTravis Howell
svn-id: r10740
2003-10-10fix by hibernatusMax Horn
svn-id: r10725
2003-10-09Moved PalmOS initializations out of namespaces.Chris Apers
svn-id: r10703
2003-10-09I had this wrong way around.Travis Howell
svn-id: r10691
2003-10-06Fix text when room scrolls in game versions < 3.Travis Howell
Manual redraw of verbs areas isn't require after reload of game in loom/loomcd, causes glitches in some locations. svn-id: r10648
2003-10-05Use _roomPalette for 256 color 'SMALL_HEADER' games too, since it seems to ↵Travis Howell
help some. svn-id: r10599
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
2003-09-27some minor cleanupMax Horn
svn-id: r10437
2003-09-14moved Actor x/y to _pos.x/_pos.y -> this makes it much easier to grep for ↵Max Horn
access of the actor position svn-id: r10253
2003-09-06Remove color table for C64 maniac/zak since it isn't needed.Travis Howell
svn-id: r10045
2003-09-05some paranoid cleanupMax Horn
svn-id: r10025
2003-09-05removed duplicate checkMax Horn
svn-id: r10016
2003-09-01Add work around for color cycling been used in monkeyvga when it shouldn't.Travis Howell
svn-id: r9948
2003-08-29fix dottdemo by checking that room exists before trying to set a custom ↵Jonathan Gray
cursor from it, fixes bug #796971 svn-id: r9909
2003-08-29Change zak room color remapping, so it work correctly after load/save in ↵Travis Howell
room with remapped colors. svn-id: r9905
2003-08-29Fix for bug [770687] MI1: palette effect missingJamieson Christian
Added support for CC resources in small-header games. Right now this is enabled for monkeyvga only. loomcd has CC resources but they don't make any sense, and the game doesn't use palette effects anyway. svn-id: r9899
2003-08-28double cursor animation speed (see bug #757191)Max Horn
svn-id: r9895
2003-08-28Update warnings in mingw makefile.Travis Howell
Add hack to allow nosubtitles in loomcd (Only once game has started) Revert _roomPalette changes for 256 colors games, caused problems in loomcd, I'm not sure the older 256 color needs these changes. svn-id: r9890