Age | Commit message (Collapse) | Author |
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svn-id: r13933
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svn-id: r13813
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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
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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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didn't do the change I was hoping for: the coyote stone is still partially
see-through, but perhaps it was in the original as well.
At least we no longer need to keep the buffer the mouse cursor is decoded
to, since that's now handled by the backend.
svn-id: r13782
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to keep its own copy of the sound data. It could be even further simplified
(I don't really see any reason for having two different sound queues), but
I seem to have reached a point of stability here and I don't want to jinx
it by making further changes yet.
svn-id: r13705
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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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I think the reason I didn't do this from the start was that BS2 used to
call clearScene(), or whatever the function was called back then, between
every frame. Nowadays, it simply assumes that each frame will cover the
previous one.
Anyway, this change prevents the restart/restore dialog from appearing
briefly between the two intro cutscene animations.
svn-id: r13421
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svn-id: r13410
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overlay, that needs to be cleared at the beginning of the movie. Otherwise
what was on the screen may show at the end of the movie.
svn-id: r13398
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Invalidate the lookup table when the screen changes. (TODO: We also have to
invalidate it if the change happens between cutscenes, don't we?)
Some cleanup, particularly in the BS2 cutscene player. More needed, I
guess...
svn-id: r13377
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svn-id: r13365
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svn-id: r13361
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extremely grateful that the BS1 and BS2 cutscene players are finally
sharing at least some of their code now.)
svn-id: r13360
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svn-id: r13359
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start)
svn-id: r13358
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svn-id: r13357
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svn-id: r13354
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svn-id: r13286
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should only check if the music is fading, not in which direction. (Also
made a minor cleanup.)
svn-id: r13235
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svn-id: r13180
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svn-id: r13107
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Prevent false warnings in demo.
svn-id: r13102
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NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
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OSystem API is not yet finished); porters will have to fix their ports to get them to compile again
svn-id: r13036
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svn-id: r12996
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svn-id: r12984
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svn-id: r12974
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svn-id: r12907
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their own, and sometimes the cutscene player will have to wait for the lead
out to finish before returning to the game. (This will probably be true
even after we fix the timing of the lead-outs.)
svn-id: r12871
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Tremor crashes for no specific reason (help appreciated :p) here
svn-id: r12837
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This fixes bug #880484 for me, but may need some fine-tuning.
svn-id: r12830
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svn-id: r12773
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svn-id: r12761
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svn-id: r12739
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exe size (in this case, 16 MB...)
svn-id: r12678
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again, folks. maybe add a 'video' global module or so...)
svn-id: r12676
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actually do; applied patch #886786 which corrects a bug in the balance code
svn-id: r12665
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svn-id: r12575
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cutscene playback.
svn-id: r12536
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svn-id: r12506
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we can make an exception for removing self-described hacks and utterly
misleading comments? :-)
svn-id: r12497
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svn-id: r12474
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svn-id: r12465
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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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svn-id: r12447
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an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
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fading-up music to distort and eventually deteriorate into white noise.
This was because I allowed _fade to be set on channels that weren't playing
and because I only checked _fade for equality when deciding when to stop
the fading. It should work much better now, I think.
svn-id: r12392
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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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