Matthew Hoops
0bcd441405
VIDEO: Fix seeking when playing with a custom rate
2012-12-13 17:46:02 -05:00
Einar Johan Trøan Sømåen
7bbd26c9a8
WINTERMUTE: Fix a memory-leak in the thumb-nail loading.
2012-12-13 23:27:38 +01:00
Einar Johan Trøan Sømåen
d6ec8c1947
WINTERMUTE: Split renderTicket into a separate file.
2012-12-13 23:24:37 +01:00
Einar Johan Trøan Sømåen
61f387190c
WINTERMUTE: Avoid unneccessary alpha-blits when using dirty-rects.
2012-12-13 22:17:36 +01:00
Einar Johan Trøan Sømåen
18a10a7744
WINTERMUTE: Scale thumbs to kThumbNailWidth/kThumbNailHeight
2012-12-13 21:35:37 +01:00
Johannes Schickel
2773f5d7af
COMMON: Forbid symbols for the rest of is* from ctype.h.
...
I also moved the isprint case to the correct position.
This adds a FIXME to our lua code from sword25, which uses iscntrl directly.
2012-12-13 21:08:48 +01:00
Johannes Schickel
b0ba4b01a4
COMMON: Add wrapper for isprint.
...
This is done in the spirit of 658080deed
.
2012-12-13 21:08:47 +01:00
Einar Johan Trøan Sømåen
7319ccd84f
WINTERMUTE: Implement simple sprite-batching to speed up tileImage-drawing.
2012-12-13 21:08:12 +01:00
Einar Johan Trøan Sømåen
9f9b6e2af8
WINTERMUTE: Further optimize drawTicket-checking.
2012-12-13 20:55:49 +01:00
Einar Johan Trøan Sømåen
af857147c2
WINTERMUTE: Privatize members in UITiledImage
2012-12-13 20:55:17 +01:00
Einar Johan Trøan Sømåen
e30271e6f6
WINTERMUTE: Correct the char-code check in BaseKeyboardState
2012-12-13 20:40:40 +01:00
Einar Johan Trøan Sømåen
c785a2bca6
WINTERMUTE: Check renderTicket-owner before anything else.
2012-12-13 20:34:45 +01:00
Einar Johan Trøan Sømåen
aebdeb183f
WINTERMUTE: Use ascii for detecting printable-characters instead of Keycode.
2012-12-13 20:12:08 +01:00
Matthew Hoops
8e2e317294
PEGASUS: Fix invalid use of RipTimer
2012-12-13 00:39:49 -05:00
Matthew Hoops
6b6e6c92c7
COMMON: Fix potential uninitialized memory usage
2012-12-13 00:39:48 -05:00
D G Turner
eb30e5c594
TOUCHE: Add support for external digital music.
...
Detection of the external digital music files works, but they currently
fail to play and cause segfaults if present... Suspected to be related
to premature destruction of audiostream data.
2012-12-13 01:41:54 +00:00
Filippos Karapetis
11b920d8ae
TINSEL: Fix a comment in playDW1MacMusic()
...
Thanks to clone2727 for noticing
2012-12-13 03:41:15 +02:00
Filippos Karapetis
07994fb361
TINSEL: Add support for the digitized music in DW1 Mac
2012-12-13 03:09:41 +02:00
Filippos Karapetis
a3f22b8804
TINSEL: Unify the PSX graphics drawing code with the rest
...
This is nitpicking, for uniformity which I forgot to add in a previous
cleanup commit
2012-12-13 02:00:59 +02:00
Filippos Karapetis
fe3737f7a3
TINSEL: Remove outdated comment
2012-12-13 01:59:33 +02:00
Filippos Karapetis
576d92e286
TINSEL: Clean up the sound code
2012-12-13 01:58:47 +02:00
D G Turner
8b379a5718
TOUCHE: Add generic music functions to wrap MidiPlayer usages.
...
This is a precursor to adding code within these functions to select
between MIDI and external digital music files.
2012-12-12 17:02:59 +00:00
Filippos Karapetis
b1732f9aca
TINSEL: Clean up the graphics draw types code
2012-12-11 23:46:57 +02:00
Filippos Karapetis
45fcbdcd8c
TINSEL: Fix misleading comment
2012-12-11 22:46:50 +02:00
Filippos Karapetis
532194db1f
TINSEL: Fix the colors in the Mac version of DW1
2012-12-11 22:40:19 +02:00
Filippos Karapetis
344d6bc2da
TINSEL: An additional endianess fix for DW1 Mac
...
This will also need testing on a BE system
2012-12-11 04:04:04 +02:00
Filippos Karapetis
f23e7a246c
TINSEL: Merge the different TinselV0/V1 graphics code handlers
2012-12-11 04:03:22 +02:00
Filippos Karapetis
ee613fe77b
TINSEL: The speech file in DW1 Mac demo/full is LE
2012-12-11 03:14:10 +02:00
Filippos Karapetis
e08fa202d6
TINSEL: Handle the invalid max polygons value in DW1 Mac
2012-12-11 03:10:50 +02:00
Filippos Karapetis
6c0a24fd7c
TINSEL: Add an initial incomplete graphics decoder for DW1 Mac
...
Part of the game graphics is now shown
2012-12-11 03:06:50 +02:00
Filippos Karapetis
e21a547667
TINSEL: Fix what seems to be two bugs in the endianess handling code
...
This will need to be tested in a BE system for correctness. Fixes
the Mac version of DW1
2012-12-11 03:04:59 +02:00
Filippos Karapetis
394ff22232
TINSEL: Add another check to skip the non-MIDI music of DW1 Mac
2012-12-11 02:59:30 +02:00
Filippos Karapetis
b05fa7f204
TINSEL: Add resource handling of the BE resources in DW1 Mac
...
This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
2012-12-11 02:56:48 +02:00
Filippos Karapetis
ce87175bed
TINSEL: Revert the BE -> LE resource conversion for DW1 Mac
...
This was a bad idea, as we ended up with another place where the
resource files were processed. Thus, I'm moving back to handling the
BE resources of the Mac version in the engine itself
2012-12-11 02:41:51 +02:00
Torbjörn Andersson
4914bea358
TINSEL: Remove unused variable
2012-12-10 20:07:17 +01:00
Johannes Schickel
d2a536ff89
Revert "OPENGLSDL: Remove HACK in fullscreen toggle mode."
...
This reverts commit b6f7d69709
. This actually
breaks fullscreen mode cycling.
2012-12-10 19:26:13 +01:00
D G Turner
62d87e30f4
AUDIO: Fix MS ADPCM to work with Mono streams using odd sized buffers.
2012-12-10 16:29:16 +00:00
Filippos Karapetis
b532a81b42
TINSEL: Add a WIP BE To LE SCN file conversion code (unfinished)
...
This is a cleaner approach to handle the Mac version of DW1 (demo
and full versions - refer to bug #3110936 ). This way, we can keep
the game engine as LE even with the Mac BE resource files.
Both the demo and the full version progress up to drawing the scene
graphics now and crash because of the currently unhandled bitmap
chunk.
2012-12-10 17:38:24 +02:00
Filippos Karapetis
c90d56355f
TINSEL: Simplify the scene entrance handling code
...
This also reverts the rest of the BE resource handling code
2012-12-10 17:38:23 +02:00
Filippos Karapetis
c6cf4827d7
TINSEL: Revert most of the engine BE resource handling code
...
This was added in commit 3fdddd53b2
.
However, having handling for both BE and LE resource complicates
the engine code unnecessarily. Thus, a different approach will be
done.
2012-12-10 17:38:22 +02:00
Matthew Hoops
00e5169991
WINTERMUTE: Fix a gcc warning
2012-12-09 21:58:39 -05:00
Matthew Hoops
81ea69cd33
VIDEO: Fix setRate when _lastTimeChange is less than a frame
...
Thanks to bgK for noticing
2012-12-09 13:56:06 -05:00
Einar Johan Trøan Sømåen
c9c90e925a
WINTERMUTE: Privatize members in AdObject.
2012-12-09 18:10:07 +01:00
Einar Johan Trøan Sømåen
8f33a2ea0b
WINTERMUTE: Privatize members in AdSceneState
2012-12-09 17:06:13 +01:00
Einar Johan Trøan Sømåen
4985a89b36
WINTERMUTE: Mark savedGameExt and localSaveDir for eventual removal.
2012-12-09 16:53:33 +01:00
Einar Johan Trøan Sømåen
6a0f72bee0
WINTERMUTE: Remove unused include in BaseGame
2012-12-09 16:50:12 +01:00
Einar Johan Trøan Sømåen
9bd16b80c9
WINTERMUTE: Remove code moved in previous commit.
2012-12-09 16:45:20 +01:00
Einar Johan Trøan Sømåen
6bde2926c1
WINTERMUTE: Move "GetSoundLength" to BaseGameMusic
2012-12-09 16:41:18 +01:00
Einar Johan Trøan Sømåen
115e60e7cb
WINTERMUTE: Split out the music-related functionality of BaseGame to a separate class.
2012-12-09 16:31:47 +01:00
Einar Johan Trøan Sømåen
83ecd85e78
WINTERMUTE: Only warn about drawLine once.
2012-12-09 12:54:52 +01:00