Age | Commit message (Collapse) | Author |
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blitter always was 8bpp. Now both 8bpp and 32bpp blitters can be used. The driver will check the blitter screen depth. In fullscreen it will select a proper video mode for this depth, and in windowed mode it will simply skip doing fake 8bpp.
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(controlled from the interface tab in the patch window)
This only works with the cocoa drivers (you will use the cocoa drivers unless you manually switched to SDL and compiled yourself)
Note: if control-click is selected, then the ingame control-click (like presignals and such) will be command-click
Requested and tested by ln- (so he should be blamed if this goes wrong :P )
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there isn't a video-driver loaded (PinguTux)
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penalty I updated the surrounding code to comply with coding style too; I will never do it again (I hope :p)
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-Add: added 'M' as new shortcut for smallmap (bilbo)
-Add: added '+' and '-' as shortcuts to zoom in the mainview (bilbo)
-Add: added support for other keycodes to be possible used in the future (bilbo)
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sound/music/video drivers, using self-registration based on the blitter-model.
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that's too high for the monitor, then it's reduced to fit the monitor size (PinguTux)
This solves a possible crash
This also solves a graphical glitch where the titlebar can be drawn on top of the game area
Those issues only aplied to window mode
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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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driver (tnx glx)
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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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video-driver
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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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be more flexible.
-Codechange: add support for personal directories on Windows.
-Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
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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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(in all directions)
It has to be enabled first (in patches->interface) first and this will disable scrollwheel zooming
Note: patch setting "Map scrollwheel speed" might need to be changed since the "correct" setting
appears to depend on what kind of mouse is in use (mighty mouse or touchpad)
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stuff.. we know that\!
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This will permanently solve the issue where compilation on OSX broke because C++ code was added to some header files
-Note: (important if you develop mac specific code)
taken from http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html
gdb lacks an integrated C++ with Objective-C parser. This means that gdb won't be able to evaluate expressions that contain both C++ and Objective-C constructs.
gdb assumes that the language for ".mm" files is C++.
you can change it to objective C by typing: (gdb) set language objc
Mixing C++ and objective C has some limitation (see link for all of them)
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