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path: root/sword2/driver/rdwin.cpp
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2005-01-10system.h was being included in tons of places, without any good reason; ↵Max Horn
reduced this (total dependencies on system.h went down from 193 to 85 files) svn-id: r16527
2005-01-01Updated copyright year.Torbjörn Andersson
svn-id: r16397
2004-06-17Itsy-bitsy cleanup.Torbjörn Andersson
svn-id: r13959
2004-05-09Removed the buffering of mouse and keyboard events. I don't think any ofTorbjörn Andersson
our other engines do this, so there is little reason for BS2 to. I did add a filtering mechanism so that mouse button releases and scroll wheeling is ignored during normal gameplay, but I don't know if that was necessary either. Since this left little more than an empty husk where the Input class used to be, I've eliminated that class and buried its remains in Sword2Engine. svn-id: r13812
2004-05-09When drawing lines and points, mark the corresponding screen area as dirtyTorbjörn Andersson
so that it gets properly redrawn. Only the debugging code uses these drawing primitives, so it's no big deal, but it's still the right thing to do. svn-id: r13811
2004-03-28Renamed more OSystem methodsMax Horn
svn-id: r13410
2004-02-28renamed more OSystem methods to follow our naming scheme; renamed ↵Max Horn
NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend svn-id: r13087
2004-02-24the OSystem changes we discussed on the ML (note: renaming of the existing ↵Max Horn
OSystem API is not yet finished); porters will have to fix their ports to get them to compile again svn-id: r13036
2004-02-05Removed some of the #includes from sword2.hTorbjörn Andersson
svn-id: r12739
2004-01-06It's a new year in BS2 land, too!Torbjörn Andersson
svn-id: r12181
2004-01-04Adapted LavosSpawn's idea for more efficient screen updating. It stillTorbjörn Andersson
renders the entire screen every frame, but it tries to update (i.e. copy to the backend) only the parts of the screen that actually changed. At least approximately so. svn-id: r12142
2003-12-19Implemented scroll wheel handling for save/load dialogs. (This turned up aTorbjörn Andersson
few other hitherto harmless bugs, which I've hopefully managed to fix.) svn-id: r11762
2003-11-16More cleanup. I've eliminated all the temporary global variables I've addedTorbjörn Andersson
over the past few weeks, except for g_sword2. (Of course, this doesn't necessarily make the code any prettier, but we can work on that later.) svn-id: r11309
2003-11-11Moved low-level keyboard and mouse handling to a new Input class, andTorbjörn Andersson
renamed the Display class Graphics for no better reason than me liking the phrase "sound and graphics" better than "sound and display". svn-id: r11258
2003-11-08Removed some now redundant header files.Torbjörn Andersson
svn-id: r11209
2003-11-08Moved more stuff into classes, changed some static allocation to dynamic,Torbjörn Andersson
and removed some of the references to global variables. At this point I believe everything in the main game engine has been moved into classes - not necessarily the correct ones, but still... However, there is some stuff in the driver directory that need to be taken care of as well. svn-id: r11207
2003-10-28bs2 -> sword2Max Horn
svn-id: r10997
2003-10-15Dumped most of the remaining "driver" code into a new "Display" class. ThisTorbjörn Andersson
touches a lot of the code, of course, and adds yet another global variable (temporarily, I hope), but everything still seems to work. Knock on wood. svn-id: r10806
2003-10-07Some cleanup, some code removal and some unstubbing. Nothing important.Torbjörn Andersson
svn-id: r10659
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04removed Sword2 prefixes of most classes (made obsolete by our namespace ↵Max Horn
usage); renamed Sword2State to Sword2Engine svn-id: r10583
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-09-28More cleanup, plus support for cutscene leadout music. For now, we onlyTorbjörn Andersson
play that music for cutscenes that have subtitles. svn-id: r10460
2003-09-27cleanupTorbjörn Andersson
svn-id: r10424
2003-09-27More cleanup, and I've replaced most - not quite all - of BS2's debugTorbjörn Andersson
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
2003-09-25Rewrote the music code to use a premix function instead of a timer. I'mTorbjörn Andersson
speculating that the timer didn't always fill the buffer quite fast enough and that this is what caused the occasional popping noises. Of course, I may have introduced all kinds of regressions - particularly since I don't have any big-endian computer to test on - but we're all friends here, right? :-) svn-id: r10404
2003-09-23Must ... make ... space ... for ... FotAQ ...Torbjörn Andersson
svn-id: r10383
2003-09-23Removed the screenshot code. (The SDL backend already has the ability toTorbjörn Andersson
make screenshots.) svn-id: r10382
2003-09-23Changed the keyboard handling to store "keyboard events", rather than justTorbjörn Andersson
characters. Hopefully this will make things work smoother on the Mac, but I have no way of testing that. svn-id: r10376
2003-09-18moved engine.* to base; this fixes some linking issues when building a ↵Max Horn
barebone ScummVM (or maybe I just want to increase our CVS stats? <g>) svn-id: r10287
2003-09-16Removed some unnecessary #includes and #defines.Torbjörn Andersson
svn-id: r10264
2003-09-07some endian fixesMax Horn
svn-id: r10056
2003-08-30added sfx support, increased speech support, and music code(streaming works ↵Paweł Kołodziejski
fine but you don't hear anything) newStream, and appendStream doesn't work but playRaw works for music svn-id: r9923
2003-08-29Added some code to stop producing interpolation frames if the scene hasTorbjörn Andersson
already reached its scroll target. This keeps BS2 from using all available CPU time all of the time. It may still be that we need a mechanism for throttling the frame rate when the scene is moving towards a scroll target, but my computer isn't really fast enough to test that. Two other bugs fixed in the process: * I think the last frame of the render cycle was rendered, but not displayed. If so, that should be fixed now. * I discovered that there are cases where we do need to clear the screen (e.g. at the "Meanwhile..." message when George has found out about the Glease Gallery), so I've re-enabled the function and disabled it in the render cycle. svn-id: r9904
2003-08-28Removed the Surface class in favor of small struct specially made for theTorbjörn Andersson
block surfaces. (A block surface is a 64x64 tile of a parallax layer.) I've also done a few things to try and optimize the drawing: * The back buffer is no longer cleared between frames. This may cause regressions, but I do believe that the entire picture area is always completely re-rendered for each frame. As a result of this, the menu code is now responsible for clearing the icon areas itself. * A few unnecessary copy_rect() calls were commented out in favor of one big copy_rect() in ServiceWindows(). * Completely opaque block surfaces are copied with memcpy(), one line at a time. Unless we manage to add intelligent screen redrawing, I don't think it will get that much faster than this, though there is some unnecessary data copying in DrawSprite() that could be removed. And the game is still a terrible CPU hog. I believe the animation runs at approximately 12 fps. If there's still time left, it will pump out further frames to get smooth scrolling. We ought to put a cap on that, and if it has already reached the scroll target it should sleep for the rest of the render cycle. svn-id: r9886
2003-08-25FadeServer() is now called from ServiceWindows(), thus eliminating the needTorbjörn Andersson
for the making it a timer handler. This should eliminate the occasional glitches I've been seeing with fades not being completed. I'm also hoping that it will fix the problem where the game would sometimes hang when moving between rooms. I know that at least once when I had that happen to me the game was busy-waiting for the palette to fade. At the very least, it's one place less to worry about thread-safety in. svn-id: r9854
2003-08-24fix strange keyboard issues by passing the game the values it wantsJonathan Gray
svn-id: r9847
2003-08-24we don't need to be told when we've hit a keyJonathan Gray
svn-id: r9842
2003-08-23SetPalette conflicts with an OS symbol on OS XMax Horn
svn-id: r9829
2003-08-23Unstubbed the Create/Draw/DeleteSurface() functions, and removed someTorbjörn Andersson
unnecessary stuff from our own Surface class. The former allows the in-game dialogs to at least sort of work, and the latter gained me a few frames per second, according to the built-in FPS counter. svn-id: r9825
2003-08-20Applied a different fix for the mouse offset problem. As far as I can tell,Torbjörn Andersson
the old way would have made it impossible to access the (not yet implemented) menu icons at the top of the window. I hope this one works... svn-id: r9793
2003-08-19Remove a bunch of unneeded cruft - but barely the surface of it. This code ↵James Brown
is depressing and duplicated all over the place... I don't think I can bear to touch this code until it's undergone some MAJOR cleanup :) svn-id: r9782
2003-08-02removed OSystem::set_mouse_pos (I hope I didn't break any backends, but if I ↵Max Horn
did it should be trivial to get them working again) svn-id: r9391
2003-08-01#include cleanup (explicityl specify the location for headers from common/, ↵Max Horn
so that we at some point can get rid of -Icommon; exception is made for stdafx.h, since a) we might want to rename it and b) might want to move it to the top level) svn-id: r9359
2003-07-31remove bs2 specific osystem varJonathan Gray
svn-id: r9330
2003-07-30rename bs2 to sword2 to have the same name as the original engine.Oliver Kiehl
besides this way all our engines start with an "s" ;) svn-id: r9301
2003-07-28-Werror cleanupJonathan Gray
svn-id: r9230
2003-07-28it would be nice if people would update functions when adding qualifiers to ↵Jonathan Gray
prototypes svn-id: r9227
2003-07-28fixed some warningsMax Horn
svn-id: r9216
2003-07-28bs2 driverJonathan Gray
svn-id: r9212