Chance4us
efd3625e65
experimental xbrz filtering ( #714 )
6 years ago
BDC
74938fdacd
Fix memory leak with audio stream not been released
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SFileChunk was not been release.
6 years ago
qndel
fea95b8cf7
fix wrong enum
6 years ago
Manuel Alfayate Corchete
03662be548
Remove atexit() calls and implement a diablo_deinit() function instea… ( #694 )
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* Remove atexit() calls and implement a diablo_deinit() function instead that cleans up every subsystem if it has been init before.
6 years ago
Gleb Mazovetskiy
d065202ff2
Reformat the .clang-format files
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These files are YAML, changes to a more idiomatic YAML syntax
6 years ago
Yuri Pourre
f1a000cb7b
Bugfix: allows resize when fullscreen is toggled
6 years ago
Gleb Mazovetskiy
2c5cc1365c
Map Start + L1/R1 to char/inventory ( #655 )
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It's common to access char and inventory and this is easier to press than Start + ←/→ on devices that have shoulder buttons
6 years ago
Anders Jenbo
6d9089ec87
Fix compiler warning
6 years ago
Gleb Mazovetskiy
68a0c3a786
Use LF for Markdown files instead of CRLF
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Ensures the contents can be easily copy-pasted into the terminal from
most editors on all systems.
Otherwise, on Linux, you get 2 newlines for each newline in the source
when copying from VS Code.
6 years ago
Anders Jenbo
82f72713ed
Load current heros level from save game when on difficulty screen
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Fixes #566
The hero is unloaded before entering this screen from a game, hacking
the game to track the hero level would not work with single player
(planned to also have a select screen) so the only proper solution is to
load the info from the save game. Using gszHero allows us to stay synced
with the engine.
6 years ago
Anders Jenbo
a31a730cf3
Default to 60hz if the driver doesn't return a usable value
6 years ago
Robin Eklind
21e2d2f9de
Resolve CreatePalette name conflict
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Fixes #641 .
6 years ago
Anders Jenbo
e6f1faea0e
Revert "Correctly detect player level on difficulty selection screen ( #626 )"
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This reverts commit e6b6501079 .
6 years ago
SeanHenderson
e6b6501079
Correctly detect player level on difficulty selection screen ( #626 )
6 years ago
Gleb Mazovetskiy
12d0338862
dvlnet: Better error on packet type mismatch
6 years ago
Gleb Mazovetskiy
a2ab6e1e6f
storm_net: Prevent crashing during crash handling
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An error when creating/joining a game was masked by null pointer
dereference
6 years ago
Anders Jenbo
bd6eebedb1
Drop storm_dx.cpp
6 years ago
Gleb Mazovetskiy
d1f41e4676
Controls: B button closes currently active panel
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This was requested several times and I myself keep trying to use B to
close panels.
6 years ago
Gleb Mazovetskiy
1eefe841b6
mainmenu: Focus on the exit item before exiting
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This affects both the B and the Esc key
Fixes #603
6 years ago
Anders Jenbo
c26fa8fa3f
Remove threading from miniwin
6 years ago
Gleb Mazovetskiy
4a0e39c830
DiabloUI: Fix dialog rendering issues
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1. The palette fade level wasn't set, resulting in black on Amiga.
2. Rendering cleared `pal_surface` instead of `GetOutputSurface()`,
resulting in mouse trails.
Also improves performance by only loading the background / palette once.
6 years ago
Gleb Mazovetskiy
3bb28a48c9
DiabloUI: Also pre-scale DrawTTF cache
6 years ago
Gleb Mazovetskiy
803217538a
DiabloUI: Fix software scaling along the X axis
6 years ago
Gleb Mazovetskiy
3463d7eaca
RetroFW: Remove IPU scaler check
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RetroFW 2.0 brought IPU scaler support to all devices and we now require RetroFW 2.0+.
6 years ago
Gleb Mazovetskiy
1f129de0c3
DiabloUI: Scale surfaces at load/creation time
6 years ago
Gleb Mazovetskiy
bbe22b3be7
Fix credits when using software scaling
6 years ago
Gleb Mazovetskiy
58fde28a2a
Blit: ifdef all SDL1 stretching code
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OutputRequiresScaling is always false on SDL2 so we don't need SDL2
compatibility there
6 years ago
Gleb Mazovetskiy
114a166a01
Blit: Fix scaled output handling
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Fixes #594
6 years ago
Anders Jenbo
3ad7e21e71
Fix flashing menu transitions
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Fixes #591
6 years ago
Gleb Mazovetskiy
041d540c6f
Fix credit lines pop-in
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+1 should +2 (+1 for rounding-up and +1 for an extra line)
Fixes #585
6 years ago
Gleb Mazovetskiy
658b44f613
SVid: Only switch video mode if full-screen
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borderless counts as full-screen here (this is what RetroFW reports when
fullscreen=0)
6 years ago
Gleb Mazovetskiy
ea32475ce9
SDL1: Avoid software-scaling SVid when possible
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Set the video mode close to the SVid resolution while preserving aspect ratio.
Restore the video mode once the video has finished playing.
Also avoids allocating a tmp surface unless scaling.
6 years ago
Anders Jenbo
32d91cb446
Render menu directly to the output surface
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Fixes fades not reset when switching to a new menu before fade had
ended.
Fixes incorrect start position for credits.
6 years ago
Anders Jenbo
9092eb43e5
Test fatal functions in appfat.cpp
6 years ago
Anders Jenbo
a5222a2684
Add unit tests and codecoverage
6 years ago
Anders Jenbo
3f3dae87e1
Fix MSVC build
6 years ago
Anders Jenbo
118e3668b4
Remove unused code
6 years ago
Anders Jenbo
edeca6574d
Replace tagRECT with SDL_Rect
6 years ago
Anders Jenbo
3ab9b7f2d3
Inline rand
6 years ago
qndel
cc6a2d4523
Apply MAX_PATH_LENGTH
6 years ago
Anders Jenbo
08aa6a860a
Move generic helpers out of miniwin
6 years ago
Anders Jenbo
4c1108c1da
Prevent space from selecting during text input
6 years ago
Anders Jenbo
67c58583d8
Implement fullscreen toggeling via alt+enter
6 years ago
Anders Jenbo
cc4d6b57d8
Remove unused miniwin IO
6 years ago
Anders Jenbo
baf2d14440
Remove unused parts of miniwin
6 years ago
Anders Jenbo
6e9987cc93
Rename dsound and it nolonger reflects DirectSound
6 years ago
Anders Jenbo
913de17a56
Use SDL_Color nativly instead of converting betwen it and PALETTEENTRY
6 years ago
Gleb Mazovetskiy
f3ad0c37e1
dx_create_back_buffer: Minor improvement for SDL2
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Previously, we were copying the colors onto the surface's own palette
that was then immediately replaced by `palette`.
6 years ago
Anders Jenbo
5ff5b4893c
Fix loading alignment
6 years ago
Gleb Mazovetskiy
309693b9ff
OpenDingux: GKD350h support
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Start and Select are swapped in this version because Start + D-Pad controls backlight on the GKD350h.
There is nothing to map mouse emulation to in this version because of this but it isn't necessary to play the game.
This version looks uglier than on RG350 because it uses software scaling beacuse the IPU on the GKD350h doesn't work.
6 years ago