Age | Commit message (Collapse) | Author |
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svn-id: r19142
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svn-id: r18604
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that's how we write it in most other places.
svn-id: r18069
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Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.
svn-id: r17894
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svn-id: r17842
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a callback to plot each point so that it doesn't need to worry about how
the caller deals with screen dirtying, etc.
My plan is to move this function into a standard class. (That's why I used
the American spelling "color" instead of "colour".) I just haven't made up
my mind on which is the most appropriate one yet.
svn-id: r17715
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ScummVM standard. It seems the 8-bit version of the code had decayed
slightly, but I believe it's working again now.
svn-id: r17081
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
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svn-id: r16580
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16397
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svn-id: r15890
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svn-id: r15332
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this once. :-)
The parameters to drawLine() aren't clipped to the screen size, which meant
that it was accessing memory out of bounds when marking the screen as
dirty. The function now uses plotPoint(), which does the bounds checking
and screen dirtying for us. Apart from being a little easier to read, it
dirties only the parts of the screen the line actually passes through,
instead of a rectangle defined by the line's end points.
Since drawLine() is only used for debugging, I wouldn't consider this a
particularly serious bug.
Next change is that only the pixels inside the original parallax layer are
considered when creating the block surfaces. This may make the drawing
slightly more efficient, since fewer surfaces will be labelled as
transparent.
Plus some other minor cleanups.
svn-id: r14340
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found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)
svn-id: r13949
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svn-id: r13944
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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
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13494
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svn-id: r13410
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svn-id: r13286
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svn-id: r13107
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svn-id: r12761
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svn-id: r12739
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(default, 8bit backends should define BACKEND_8BIT for fast colour remapping) and sound syncronisation.
svn-id: r12456
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probably make the scrolling less smooth (I don't yet know how much), but it
does seem to fix bug #875683.
svn-id: r12381
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svn-id: r12360
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interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683.
Or not. We'll see.
svn-id: r12357
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- fix for compilation at MAX, at include types
- changed to our types
svn-id: r12344
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
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svn-id: r12181
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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
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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svn-id: r11528
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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
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svn-id: r11260
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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
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svn-id: r11209
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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
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svn-id: r10997
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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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
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svn-id: r10659
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and made some other minor cleanups.
svn-id: r10614
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svn-id: r10581
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svn-id: r10544
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svn-id: r10484
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svn-id: r10467
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