This argument works similarily to Viewport.ScreenToRoomPoint():
if it's set to true then the function returns null if there's no
viewport under the cursor; if it's set to false it converts
coordinates through the primary viewport in such case.
From upstream 5014c502aa487d3cbdf01e99d57306f2131d4c54
Some custom engines supported Label.TextAlignment before 3.5.0 got this
added officially, except they used old alignment constants.
From upstream 46fc9bac4fa6082561a1937861b3e567ccea2cd4
This render stage overlays the room with objects and characters, but
stays within room transform, therefore will work with non-standard
viewport positions and multiple cameras.
The next closest stage is AGSE_PREGUIDRAW, which is rendered outside
room viewport. The new one fills the missing stage, lacking after the
viewport/camera update in 3.5.0.
From upstream 4ff7e14400ab81693fb64195d9ada70e979647ac
This may result in object texture not updating if the old sprite was deleted but a new dynamic sprite was created right after having same ID.
Was broken by upstream 9dffb04 in 3.5.1, and also some later changes in 3.6.0.
From upstream 7ed51861898d864902b0f61b0cb7d0acadef1fe3
This allows to fully pack InputType, KeyMod and KeyCode/MouseButton/etc in a int32:
- 8 bits (0xFF) - input type
- 8 bits (0xFF) - key mod flags
- 4 bits (0xF) - reserved (potentially for expanding mod flags, if that will be necessary)
- 12 bits (0xFFF) - KeyCode, mouse codes, gamepad buttons, etc.
Purpose:
1. Potentially allow to set keycodes + mods in an integer and assign to an integer variable/property, such as "skip key", instead of using existing "combo keys"
2. In fact, with InputType flags, this makes it possible to assign a mouse or gamepad button to the same variables.
3. Potentially allow to return keycode + mods from Wait* (currently returns only single key).
From upstream 0203e8feb73b96c501ac2439aa3fe3d6c182c8f4
* Changed from -1 - based constants to 0 - based constants;
* These were purely internal values, therefore no API would be harmed;
* Removed necessity of converting from internal mouse button code to script and back all the time;
* On a side note, this fixes a bug where WaitMouse etc were returning incorrect values on mouse skip, because we forgot to convert from internal to script code.
From upstream 471098d239b076c494beb2d554572ccb69372667
Sprite Cache and Managed Objects produce a lot of entries in the log currently.
They use a macro to set if they should be on or not, but this macro may be set =0, with the intent of disabling.
Let's instead use #if when testing these macros.
Additionally
- only define DEBUG_MANAGED_OBJECTS if AGS_DEBUG_MANAGED_OBJECTS is true
- adds a new command line flag AGS_DEBUG_SPRITECACHE, which will only define DEBUG_SPRITECACHE if true
- guard indefinition through core/platform.h
From upstream e8bd58da2e09d844068dc087f1da153a693b7aa8
"Animate^7" was an intermediate API function during 3.6.0 alpha
development, and apparently there are games which used it.
From upstream eb4c0aec426c1501c84e93851e9aa31eaf8e2f27
There's one call in unload_game_file(), which should be called after
all objects that may have been provided by plugins are disposed
(fonts, managed objects).
From upstream 462cabe7353fc75f3cf70222a97028066f12f030
This code is not used in ScummVM, but since it was still there in
comments it's probably better to keep it in sync with upstream.
The code was updated in upstream 0d1034df1a0e6593e7e61bbdb75d2996b8721b14
(tidy Direct3D renderer code, remove redundant parts, etc)
and 2f04e3b81db598eb7950668ce9d88a145f796f2c
(fixed Ali3DException's message string misuse)
Fixed getting stuck in a render attempt loop, because the window
events are not being processed.
From upstream 25329949f4d4a17ea8e6ad11fc7bd0ecccdfaca7
* Added `[misc] multitasking=[0,1]` to config, acting as a *starting*
setting, which may be changed by runtime call to `SetMultitaskingMode`;
* Ensure multitasking mode is overridden by connected external debugger
(always on, if possible);
* Let multitasking mode work in "fullscreen desktop" gfx mode (still
disabled in exclusive fullscreen);
* Now correctly reset multitasking mode if gfx mode changes.
From upstream 9f091926e393f75c90c951f9597710bf17395332
This helps kill "hanging" scripts if user closed the window while
there's no real engine update.
From upstream a758fd6de2dccd0c948fc7f9e5b65200df902a65
Was broken by 7a1ee192e2
Fixes bug #13477 AGS: Heroine's Quest intro shows portrait bug
This old commit was trying to fix a problem in old game(s), when
character was set to a loop with no frames. In such case the old
engine would seek for the first loop with frames, starting with 0.
The condition for doing so was made incorrect though: instead of
testing simply for a empty loop, it tested for frame number being
outside of the current loop's frame range.
This broke games where e.g. some walking view's loops were shorter
than the others.
A replacement is a condition that tests exactly for an empty loop
instead. The frame exceeding a loop's frame count is fixed later
along the way, so it's not a problem here.
From upstream ac73a555d737fb3f759cc7da9eeaf488a3bdcb2f