D G Turner
c5e7aa8e93
SDL: Add warning if "waveout" driver is being used for audio.
...
This will help avoid bug reports like #6510 - "SDL: Audio delay
in daily builds" in future.
2014-02-14 15:34:22 +00:00
uruk
6d38d25af3
AVALANCHE: Add ShootEmUp's skeleton.
2014-02-14 13:31:08 +01:00
uruk
370e5969b5
AVALANCHE: Don't use cctype in Help anymore.
2014-02-14 05:09:34 +01:00
uruk
b46224ef3d
AVALANCHE: Get rid of continueHelp(), fix run().
...
It was unnecessary to paint the whole screen black, we can just draw the
first screen of Help immediately instead of that.
2014-02-14 05:01:12 +01:00
uruk
5dbe676011
AVALANCHE: Implement mouse control in Help.
2014-02-14 04:55:36 +01:00
uruk
c57e98ce8d
AVALANCHE: Simplify continueHelp(), move keyboard control to it's own function.
2014-02-14 03:18:11 +01:00
uruk
3d528b512f
AVALANCHE: Use keycodes instead of ASCII values in Help.
2014-02-14 02:43:49 +01:00
Johannes Schickel
a429411804
IPHONE: Don't link against private framework GraphicsServices.
...
Nothing from that framework in specific is used, thus it's not required to
link against it.
2014-02-14 02:20:59 +01:00
Eugene Sandulenko
50c98d9ee1
FULLPIPE: More initializations in scene09
2014-02-13 22:53:28 +02:00
Eugene Sandulenko
14590b4c68
FULLPIPE: Implement sceneHandler09_winArcade()
2014-02-13 22:47:28 +02:00
Strangerke
3bda176144
NEWS: Fix typo
2014-02-13 00:40:00 +01:00
Torbjörn Andersson
2b40502503
HOPKINS: Fix bug that could cause the music to stop prematurely
...
The SoundManager filled the sound handles with zeroes, which made
the mixer confuse them with active sound handle zero. In my case,
this happened to be the intro music, and the music was stopped when
playWavSample() wrongly thought its sound handle was in use.
2014-02-13 00:38:04 +01:00
Strangerke
12e9c31f41
CGE: Add an option to toggle color blind mode from the launcher
2014-02-13 00:01:41 +01:00
Eugene Sandulenko
aaf9ebfd68
FULLPIPE: Enable scene09
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
a1b7a36cdd
FULLPIPE: Implement sceneHandler09()
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
f9ecd6518a
FULLPIPE: Implement sceneHandler09_updateScreenCallback()
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
2c5e338d33
FULLPIPE: Implement scene09_updateCursor()
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
893667fc9e
FULLPIPE: Plug scene09 in
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
7c549a3eed
FULLPIPE: Further work on scene09_initScene()
2014-02-13 00:50:41 +02:00
Eugene Sandulenko
d48d4b325c
FULLPIPE: Implement scene09_setupGrit()
2014-02-13 00:50:40 +02:00
Eugene Sandulenko
417426a165
FULLPIPE: Even more work on scene09_initScene()
2014-02-13 00:50:40 +02:00
Eugene Sandulenko
7d0dc05622
FULLPIPE: More work on scene09_initScene()
2014-02-13 00:50:40 +02:00
uruk
d734e8fc41
AVALANCHE: Implement keyboard control in Help.
2014-02-12 23:40:17 +01:00
Torbjörn Andersson
e5281bc0db
AVALANCHE: Made comments ASCII friendly
...
The comments I introduced earlier (previusly case labels) have been
changed to avoid non-ASCII characters. The descriptions were taken
from an ISO 8859-1 manual page.
2014-02-12 22:58:58 +01:00
Torbjörn Andersson
243bb0dea7
AVALANCHE: Silence GCC warnings
...
Mainly, GCC complained about case labels having a value less than
the minimum value for the type. Probably because character literals
may be signed or unsigned, while _trigger is always unsigned.
2014-02-12 22:15:28 +01:00
uruk
cb2b1d5ca1
AVALANCHE: Rename/implement rest of getMe().
2014-02-12 21:39:38 +01:00
Johannes Schickel
24d2e246b4
WINTERMUTE: Use game format for fallback font rendering.
...
BDF fonts got 32bit drawing support in ece8b7fb65
Thus it is not necessary to draw onto a 16bit surface.
2014-02-12 18:31:06 +01:00
Johannes Schickel
5883f4cc3f
OPENGL/SDL: Default to RGBA8888 (memory layout).
...
This makes sure the default mode also works for OpenGL ES contexts.
2014-02-12 18:06:29 +01:00
Johannes Schickel
5d78542ab8
OPENGL: Always support RGBA8888 (memory layout).
2014-02-12 18:06:29 +01:00
Johannes Schickel
2cab30ee80
OPENGL: Move RGBA8888 (logical layout) to OpenGL specific formats.
...
The reason here is that GL_UNSIGNED_INT_8_8_8_8 is not supported by the GLES
standard. Thus we cannot use it outside OpenGL specific code paths.
2014-02-12 18:06:29 +01:00
Johannes Schickel
ac5907a804
OPENGL: Use frac_t for cursor scaling.
2014-02-12 17:15:07 +01:00
Johannes Schickel
6576dd758b
OPENGL: Simplify shake offset application.
2014-02-12 17:15:07 +01:00
Johannes Schickel
1709486859
OPENGL: Use GLfloat for draw cooridnates in Texture.
2014-02-12 17:15:07 +01:00
Johannes Schickel
49dcd36e72
OPENGL: Use signed types for mouse coordinates.
...
This adjusts for the fact that our event handling also uses signed coordinates.
2014-02-12 17:15:07 +01:00
Johannes Schickel
ddc70ed9ee
OPENGL: Properly use signed types for cursor hotspot.
2014-02-12 17:15:07 +01:00
D G Turner
2589228329
SDL: Add debugging code to output SDL video driver name being used.
2014-02-12 12:11:53 +00:00
D G Turner
a4ad32c5d9
SDL: Add debugging code to output SDL audio driver name being used.
...
This is to aid with investigation of bug #6510 - "SDL: Audio delay in
daily builds" and similar future issues.
2014-02-12 12:08:47 +00:00
Matthew Hoops
a456295cbd
PEGASUS: Fix returning from Mars after destroying the robot's shuttle
2014-02-11 21:07:34 -05:00
uruk
6ffbbc8ab2
AVALANCHE: Move/rename/implement Help::plotButton().
2014-02-11 23:10:16 +01:00
uruk
db2baa6f06
AVALANCHE: Partially implement Help::getMe().
...
The drawing of the buttons are still missing.
2014-02-11 22:34:27 +01:00
uruk
62ad697c9a
AVALANCHE: Implement Help::run().
2014-02-11 19:59:05 +01:00
Eugene Sandulenko
450189816d
FULLPIPE: Initial code for scene09
2014-02-11 20:26:11 +02:00
Filippos Karapetis
867efd477c
WINTERMUTE: Prevent scripts from setting invalid scroll times
...
Scroll times (ScrollSpeedX, ScrollSpeedY) can't be zero, as this leads
to a division by zero later on. This allows Dreamscape to start and
work properly.
2014-02-11 19:09:39 +02:00
Johannes Schickel
abcadb5d87
OPENGL: Fix cursor regression when defaultFormat doesn't have an alpha channel.
2014-02-11 12:19:30 +01:00
Johannes Schickel
16898486fa
OPENGL: Properly setup full game palette on video mode change if required.
2014-02-11 11:10:49 +01:00
Johannes Schickel
1f4638fe82
OPENGL: Refactor texture instantiation.
2014-02-11 11:10:49 +01:00
Johannes Schickel
0063568484
OPENGL: Rename notifyContextChange to notifyContextCreate.
2014-02-11 11:10:49 +01:00
Johannes Schickel
4d3eb4a45a
TIZEN: Notify OpenGL manager about context destruction.
2014-02-11 11:10:49 +01:00
Johannes Schickel
b5ca9f5f10
OPENGLSDL: Notify OpenGL manager about context destruction.
2014-02-11 11:10:49 +01:00
Johannes Schickel
8be41e4f2c
OPENGL: Add notification function about context destruction.
2014-02-11 11:10:48 +01:00