Age | Commit message (Collapse) | Author |
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sound/music/video drivers, using self-registration based on the blitter-model.
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independent of the game-state to base double-click and TGP Generation Process on
-Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it is
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vehicle is while loading/unloading (TheJosh)
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unreadable from outside the blitter, so the blitter can store anything he likes
-Codechange: added CopyImageToBuffer, which produces a readable buffer for screenshots
-Fix: 32bpp-anim now holds animation on transparent objects to avoid strange graphical effects
-Fix: 32bpp-anim now works correct on mouse-movement (it holds the palette animation correctly)
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in fact only a few indexes were needed
-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
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Blitter::DrawRect, as the former was only used by the rectangle drawing code anyway. This lets us draw rectangles in one go.
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API: blitter
-Codechange: introduced a hierachy of blitters to avoid a lot of code duplication
Note: this allows much easier adding other types of video-drivers, like OpenGL
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to the blitter-layer
-Add: added a new renderer and blitter to make room for some optimized bpp
-Fix: fill the alpha channel in the grf-spriteloader
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code directly accesses the video-buffer
-Add: added NULL blitter and renderer, which are always used for -vnull
-Add: dedicated driver doesn't blit nor render by default. Can be overruled by user. (-D -b 8bpp-optimized)
-Remove: removed CTRL+D from win32, which is incompatible with above
-Add: extended screenshot support for PNG and BMP
-Codechange: remove all hardcoded 8bpp references and replace them with more dynamic ones
-Codechange: minor stuff in blitters
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the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview)
-Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels)
-Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
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it is global for every call
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mode, which makes the optimizing better, and therefor a higher blitter speed (tnx boekabart)
-Codechange: unify the MainBlitter a bit more
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-Codechange: unified the blitter function so we have 1 function for all zoom-levels
-Codechange: make most of the label functions work with zoom-level instead of magic numbers and big switches per zoom-level
-Codechange: MakeXXXDirty() functions didn't take into account zoom-level, but just used the biggest possible value
-Codechange: simplified blitter functions to avoid code duplication
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obvious reasons
-Codechange: introduced ZOOM_LVL_DETAIL to show/remove details
-Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out)
-Fix r9845: missed some int -> ZoomLevel
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-Codechange: use predefined enums for viewport zoomlevels
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playing with the DOS data files.
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the number of lines. Also allow for maxh being negative.
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it's too long.
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landscape types.
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already have
a symbol called _pause (and therefor our variable conflicts with
thatone. We shouldn't be using _ as global indicator.....)
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also take into consideration whitespace characters of more than 1 byte length (eg IDEOGRAPHIC SPACE, IsWhitespace() function). When trimming such strings, account for multiple-byte long sequences so use *Utf8PrevChar(v) = '\0'.
-Codechange: Add a function Utf8TrimString() that properly trims a string to an UTF8 encoding seperation instead of somewhere in the wild (and use it in the chat area)
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comments style.
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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to gfx.h
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stillunknown and pv2b.
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renamed to .cpp)
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