Apparently, as I have been told, there are (still) OS'es with non-compositing window managers which may cause glitches when drawing windows over the ScummVM window, unless the engine keeps updating the screen. So, now we do that, even if there isn't any actual on-screen activity. The whole thing is a bit more tricky than it would appear at first glance, since one misplaced/untimely screen update may cause palette glitches. I have implemented a timer which is reset whenever actual on-screen activity happens. That should work around any such glitches.
Maybe the rates for the timer have to be tweaked some more. I have also added an ifdef so this could be disabled or restricted to certain platforms if required.
- add support for the Sega Font and add text display methods at least for the sequence player
- finish sequence player (add all missing opcodes and other missing code portions)
- some improvement to the resource class
- some renaming and cleanup
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.