Anders Jenbo
0d7f87630b
Remove width from info panel sy value
...
This was left behind when doing 337bc9b125
7 years ago
Anders Jenbo
a093530980
MinGW instructions also work on Windows now
7 years ago
Anders Jenbo
d92b44dcba
Correct GCC detection
7 years ago
Anders Jenbo
d354bd9767
Lock framerate at vsync instead of 20fps
...
Since most animations are still controlled by the game logic the only
real benefit is smoother mouse and scrolling text, but it's a start :)
7 years ago
Anders Jenbo
113b060e03
Use cel function to render PrintQTextChr
7 years ago
Anders Jenbo
7d1b0f24f7
Eliminate overdraw in cell functions
7 years ago
Anders Jenbo
da679a66a6
Convert inc file to a function
7 years ago
Anders Jenbo
991f26f2c6
Deduplicate scrollrt.cpp
7 years ago
Anders Jenbo
3fe2d08940
Deduplicate monster drawing
7 years ago
Anders Jenbo
dfbce7b2ce
Deduplicate drawing players
7 years ago
Anders Jenbo
305484156e
Deduplicate drawign items, remove pBuff from scrollrt_draw_e_flag()
7 years ago
Anders Jenbo
8f916e4d1f
Merge town_draw_town_all() with scrollrt_draw_dungeon()
7 years ago
Anders Jenbo
40fa2f6596
Merge east-flag functions
7 years ago
Anders Jenbo
760aaa8b37
Smoother and faster loading
...
Predictable: Always have the same number of steps in the progress bar
Faster: Increate size of steps to fit with the number of steps
7 years ago
Anders Jenbo
16820106bc
Merge town_draw() with scrollrt_draw()
...
This require calling DRLG_InitTrans() during CreateTown() to clear out
the transparancy flags after having been to the duntion. Else the
mausoleum will be transparent.
7 years ago
Anders Jenbo
f8c16a1dcb
Only use safe blitting and set gpBufEnd to the correct relative values
...
This again allows us to only selectivly render the UI panel
This also eliminates the need for the BORDER_BOTTOM 10k memory saved!
7 years ago
Anders Jenbo
c44b2ee09f
Merge town_clear_buf with world_draw_black_tile
7 years ago
Anders Jenbo
d0f1100983
Drop speedcel optimizations
...
Even on VC6 this appears to not improve performance in any noticable way
7 years ago
Anders Jenbo
2079b67475
Drop dpiece_defs_map_1 memory access optimization
...
This also gets rid of IsometricCoord. They where used to map tiles in a
way that had a simpler access pattern when rendering the screen in
visual oriented rows.
See
https://github.com/diasurgical/devilution/pull/544#issuecomment-450968761
7 years ago
Anders Jenbo
bfe0a54f4a
Merge T_DrawView and T_DrawGame with there scrollrt variants
7 years ago
Anders Jenbo
7ab68036f2
Remove extra flag and double call to draw function
7 years ago
Anders Jenbo
c4a7df80a7
Use CelDraw function for rendering instead of CelBlit
...
This leaves just town_special, scrollrt arches and left side of
two-handed weapons to be using direct blitting functions.
7 years ago
Anders Jenbo
337bc9b125
Render text in screen cordinates instead of buffer offsets
7 years ago
Anders Jenbo
40cb1c01f0
Calcualte SStringY instead of using a prebaked table
7 years ago
Anders Jenbo
e8cd0aedfb
Use cel functions to blit control panel text
7 years ago
Anders Jenbo
ad7a621e5f
Drop PitchTbl to avoid resolution restriction
7 years ago
Anders Jenbo
e695c0d9ea
Combine zoomed and standard view
7 years ago
Anders Jenbo
d4e3b573d0
Allow for adjustable resolutions
...
The render is still only stable when height is a multiple of 32 and
width is a multiple of 64. 832x480 gives you close to 16:9 with the
original height.
7 years ago
Anders Jenbo
9e1b161bc0
Unify upper and lower screen rendering
7 years ago
Anders Jenbo
8ed4515727
Strip clipping from town and scroll
7 years ago
Anders Jenbo
11e8df8f6c
Deduplicate missile rendering code
7 years ago
Anders Jenbo
c292355650
Update Raspberry Pi release notes
7 years ago
Gleb Mazovetskiy
f0eab35672
SDL 2.0.3 SVid: Use non-device Audio API
...
Fixes audio in movies on RG350!
From SDL docs: The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.
7 years ago
Gleb Mazovetskiy
f13d2d193a
SDL 2.0.3 SVid: Zero audio buffer before MixAudio
7 years ago
Gleb Mazovetskiy
56b77eb633
Packages for RG350 and GCW0
7 years ago
Gleb Mazovetskiy
afaa25193a
Set surface size to be the logical size
7 years ago
Guillaume Roche
5f4ba26894
Use an enum for connection type
...
This fixes some "multi-character character constant" warnings.
7 years ago
Guillaume Roche
e8393704ef
README: Add missing dependency for Fedora
7 years ago
miqlas
360543703e
Cleanup HAIKU compilation instructions ( #371 )
7 years ago
Gleb Mazovetskiy
4ac8472850
Add some checks to DrawTTF
7 years ago
Gleb Mazovetskiy
7dc73dd825
SDL1: Remove SDL_DOUBLEBUF
...
Turns out this causes flickering when consuming a potion in the belt on RG300.
Since it also doesn't work on Amiga, just remove it for now.
7 years ago
Gleb Mazovetskiy
aa816b43e2
GetAsyncKeyState: Implement more keys
7 years ago
Mathieu Maret
3c416b16d7
Fix display of Connection menu ( #354 )
7 years ago
Gleb Mazovetskiy
df8d7a1f46
Compatibility with SDL v2.0.3
...
RG350 and GCW0 devices have an ancient version of SDL2.
7 years ago
Anders Jenbo
141bffe1dd
Update town.cpp
7 years ago
Anders Jenbo
a0baa92ef0
Merge branch 'master' of github.com:diasurgical/devilution
7 years ago
galaxyhaxz
7f0eb791f8
Fix function order [drlg_l4.cpp]
7 years ago
galaxyhaxz
2b05500486
Fix function order [drlg_l3.cpp]
7 years ago
Anders Jenbo
feeae23076
Prevent infinit recursion in UiOkDialog
7 years ago
Gleb Mazovetskiy
dd5bc39816
Get a fresh window surface before rendering to it ( #358 )
...
* Get a fresh window surface before rendering to it
It is possible that a window surface gets invalidated since we initially
obtained it. We need to call GetWindowSurface every time we want one,
instead of keeping a pointer to a possibly stale one.
See https://hg.libsdl.org/SDL/file/369b01006eb2/src/video/SDL_video.c#l2312
Fixes #351
7 years ago