Age | Commit message (Collapse) | Author |
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sprites using CTRL-B so one can get a better understanding of the used bounding boxes to fix the glitches that still exist. Patch by frosch.
Note that this is not completely glitch free, bounding boxes sometimes aren't removed properly. This is due to the fact that the bounding boxes sometimes are larger than the sprite, which causes a smaller part than the bounding box to be redrawn. This is NOT a bug, but a known implementation limit as we do not want to slow down normal games so the debug graphics are always 100% correct.
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subsystem. Patch by Progman.
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function and variables.
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colour from before the currency was printed; this removes the need to make two strings for printing currencies (one for positive currencies and one for negative currencies).
-Fix [FS#1036]: do not use green for currencies as it is practically unreadable on CRT monitors.
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-Fix: WinCE doesn't support console
-Fix: Set debug lvl4 when running a debug WinCE build (as you can't give parameters any easy way)
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_pal_count_dirty without updating, so it was of by one
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windows.cpp
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bar for when the window becomes less than 640 pixels in width.
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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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