Age | Commit message (Collapse) | Author |
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from 8bpp -> 32bpp look ugly
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- It seems this event is never triggered when using 1.2 (it has some
autorefresh feature which seems to have been removed in 1.3), but in theory
this event could also trigger on 1.2.
- Note that this fixes redraw issues when compiling against SDL 1.3, but it
still uses the "compatibility" rendering API using SDL_SetVideoMode and
SDL_UpdateRects. Eventually (when 1.3 is stable and released as 2.0), this
should probably be rewritting to use the new Windows and Renderers
available in SDL 1.3.
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against SDL 1.3.
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threaded drawing.
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moving with the allegro video driver
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animation into a separate thread.
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instead of declaring it in 6 other files
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draw thread instead of the single threaded bit of the game loop. This causes a speedup of up to 15% when animation is turned on with the 32bpp-anim blitter
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blitter so changes of the palette data during the game don't influence drawing (with SDL)
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dirty variables into a single structure
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cursor more prominently during the initialisation of OpenTTD
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GUI-less video driver.
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fallback on OSX 10.7. Also add a few sprinkles of coding style accross cocoa display drivers
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OSX 10.6 in the quartz video driver
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on patch by leecbaker)
-Add: [OSX] Support for fullscreen mode when compiled against SDK 10.7. Otherwise fullscreen mode is disabled when OpenTTD is run on OSX Lion
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world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter
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variables to progress.cpp/h
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go to full screen at the resolution of the configuration file when starting OpenTTD
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use desktop resolution
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it doesn't recompile everything that needs to be recompiled...
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certain circumstances (based on patch by matheweis)
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the window class for screen drivers to a common class
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the view for windowed screen drivers to a common class
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routines in windowed screen drivers
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drivers to the generic class, deduplicating code
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different screen drivers a bit
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colour depths at once
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quickdraw
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load), and add support for (safe) loading with a LoadFilter
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milliseconds per game tick and use it
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full screen mode
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blitter when switching to full screen
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