Anders Jenbo
8976e4fd39
Check if panels conver the screen before affecting the viewport
6 years ago
Anders Jenbo
71adfe509e
Document more attributes
6 years ago
Anders Jenbo
1596e661d2
Do not move mouse when panels do not cover viewport
6 years ago
Anders Jenbo
dc157d82b2
Align unique item info box
6 years ago
Anders Jenbo
9146e3ea35
Enable FPS meter for releases
6 years ago
falquinho
c65060ccad
Some comments on control functions.
6 years ago
Anders Jenbo
92ab05ea13
Decompose more magic numbers
6 years ago
Anders Jenbo
b528d4362d
Fix rendering on Big Endian systems
6 years ago
Mathieu Maret
a12a7998d1
simplify world_draw_black_tile
6 years ago
Mathieu Maret
b2ed866c7a
Code simplification using memset/memcpy
6 years ago
qndel
8ca4f545df
fix english ( #389 )
6 years ago
Anders Jenbo
5b95289440
Render FPS count using ingame font
6 years ago
Anders Jenbo
0e578ffb11
Enable assertions
6 years ago
Anders Jenbo
1df595c1e0
Revert e35b00acd9 for CelBlitLightSafe
6 years ago
Mathieu Maret
e35b00acd9
Simplify few loops by using memcpy
6 years ago
Anders Jenbo
933262d701
Remove support for partial cel decoding
...
Since we no longer make use of this it should result in a small speed up
6 years ago
galaxyhaxz
8570d3bdfe
Fix function order [dx.cpp]
7 years ago
Anders Jenbo
3e7d352fde
Format files
7 years ago
Anders Jenbo
86bf1fe0d5
Correct spelling
7 years ago
galaxyhaxz
02b40e27c5
Fix function order [drlg_l2.cpp]
7 years ago
Anders Jenbo
2348c3a8fd
Documentations, enums and clean ups
7 years ago
Robin Eklind
e155a9423e
rename random to random_ to avoid collision with random in stdlib.h
...
Fixes #1813 .
7 years ago
galaxyhaxz
80840b4d69
PlrHasItem: change pointer to reference
7 years ago
qndel
57f1fcce4c
some enums ( #1816 )
7 years ago
Anders Jenbo
0d7f87630b
Remove width from info panel sy value
...
This was left behind when doing 337bc9b125
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