[Scummvm-cvs-logs] SF.net SVN: scummvm: [29490] scummvm/trunk/common/system.h

fingolfin at users.sourceforge.net fingolfin at users.sourceforge.net
Tue Nov 13 10:42:43 CET 2007


Revision: 29490
          http://scummvm.svn.sourceforge.net/scummvm/?rev=29490&view=rev
Author:   fingolfin
Date:     2007-11-13 01:42:42 -0800 (Tue, 13 Nov 2007)

Log Message:
-----------
Slightly extended/clarified two OSystem doxygen comments

Modified Paths:
--------------
    scummvm/trunk/common/system.h

Modified: scummvm/trunk/common/system.h
===================================================================
--- scummvm/trunk/common/system.h	2007-11-13 08:47:25 UTC (rev 29489)
+++ scummvm/trunk/common/system.h	2007-11-13 09:42:42 UTC (rev 29490)
@@ -214,9 +214,9 @@
 	 * game layer. Let W and H denote the width and height of the
 	 * game graphics.
 	 *
-	 * Before the user sees these graphics, they may undergo certain
-	 * transformations; for example, the may be scaled to better fit
-	 * on the visible screen; or aspect ratio correction may be
+	 * Before the user sees these graphics, the backend may apply some
+	 * transformations to it; for example, the may be scaled to better
+	 * fit on the visible screen; or aspect ratio correction may be
 	 * performed (see kFeatureAspectRatioCorrection). As a result of
 	 * this, a pixel of the game graphics may occupy a region bigger
 	 * than a single pixel on the screen. We define p_w and p_h to be
@@ -229,7 +229,7 @@
 	 * by S.
 	 *
 	 * Putting this together, a pixel (x,y) of the game graphics is
-	 * transformed to a rectangle of height p_h and widht p_w
+	 * transformed to a rectangle of height p_h and width p_w
 	 * appearing at position (p_w * x, p_hw * (y + S)) on the real
 	 * screen (in addition, a backend may choose to offset
 	 * everything, e.g. to center the graphics on the screen).
@@ -245,6 +245,9 @@
 	 * graphics have a resolution of 320x200; then the overlay shall
 	 * have a resolution of 640x400, but it still has the same
 	 * physical size as the game graphics.
+	 * The overlay usually uses 16bpp, but on some ports, only 8bpp
+	 * are availble, so that is supported, too, via a compile time
+	 * switch (see also the OverlayColor typedef in scummsys.h).
 	 *
 	 *
 	 * Finally, there is the mouse layer. This layer doesn't have to


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