[Scummvm-devel] Non-hardcoded gameids
dg at cowlark.com
Wed May 31 07:15:29 CEST 2006
Max Horn wrote:
> So, just return a single generic gameid in Engine_*_gameIDList, like agi
> does. Your Engine_*_detectGames still can returned fine grained target
> records, including a nice description text which indicates the true name
> of the game.
Ta, that's very simple.
Two other questions:
Firstly, the current architecture seems to assume that only one Engine
will be running at a time. Will this always be the case? (I have some
third-party non-reentrant code.)
Secondly, the game canvas is always 8bpp, but the overlay can be 8bpp or
16bpp --- so if I want to do 16bpp graphics, I'm going to have to draw
on the overlay. What's the performance like when doing this? (I presume
I create a 16bpp Surface, and use copyRectToOverlay to write the data.)
How do I specify transparency?
Incidentally, you might be interested in this if you want to draw vector
graphics on the overlay:
It's a sub-pixel antialiased rasteriser capable of drawing arbitrary
polygons very fast and with very small amounts of code. (It's 70kB of
C++.) Better still, it's BSD licensed...
+- David Given --McQ-+ "Preacher, don't the Bible have some pretty
| dg at cowlark.com | specific things to say about killing?" "Quite
| (dg at tao-group.com) | specific. It is, however, somewhat fuzzier on the
+- www.cowlark.com --+ subject of kneecaps." --- Firefly, _War Stories_
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