CursorMan allows to push cursors with a width/height of zero. If such a
cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff
times... This fixes delays of multiple minutes when closing GMM
on groovie and sword.
Also, I want that last hour of my life back.
- Moved palette color count inside the GfxPalette class
- Enabled all of the kPalette subops for 16 color SCI1 games, apart from
the ones for intensity palette animation, and palette resource loading
- Removed isVGA() and isAmiga32color() methods from the resource manager -
they ended up in having inconsistent code
In EGA games a pixel in the framebuffer is only 4 bits. We store a full
byte per pixel to allow undithering, but when comparing pixels for
flood-fill purposes, we should only compare the visible color of a
pixel.
This fixes bug #3078365 in Iceman.
16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
The content of a paletted texture is in _surface.pixels. When recreating
the surface, don't wipe its data unnecessarily. This fixes gfx garbage
on CLUT8 games/cursors when leaving and going back to ScummVM
Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
- Folded all comparison operators in a single function, cmp()
- Simplified the + operator, and removed the SQ1 workaround, as it's not
needed anymore
- Removed the workaround for uninitialized variables in the * operator
- Removed division by zero workarounds in the / and % operators
- Added a better description of pointerComparisonWithInteger(), based
on fingolfin's description and comments. Also, changed the SCI versions
where this is used to SCI0-SCI1. The SCI1.1 case in QFG3 was a script
bug
Added wrapper functions to read/write from dynmem segments, as these are
treated as BE in Amiga versions (as we treat them like raw data instead
of reg_t's), whereas the rest are LE. Thanks to waltervn and wjp for their
help on this
Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.
This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
Since not every engine respects pauseEngine(), or they're in a state
where it simply gets ignored, put all threads in a group coma. Without
this, code still kept looping and wasting cpu cycles, while the user
might want to do use her/his droid for something else.
Don't just kill the whole process when the Activity is stopped. Instead,
use its events to pause or resume audio and the running engine (if any).
Of course not every engines implements that... but at least an incoming
call doesn't kill the game now (lol).