[Scummvm-git-logs] scummvm master -> 71500f8162255bff019b7ff11dd18da0b5f6cf8c

dreammaster dreammaster at scummvm.org
Tue Jul 13 03:15:00 UTC 2021


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
cf3cc50981 AGS: Remove global macro from some strings and comments
71500f8162 AGS: Revert corrected GetDisplayDepthForNativeDepth


Commit: cf3cc50981403c4997196d4aff79998c9ba79fa5
    https://github.com/scummvm/scummvm/commit/cf3cc50981403c4997196d4aff79998c9ba79fa5
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2021-07-12T20:05:28-07:00

Commit Message:
AGS: Remove global macro from some strings and comments

Changed paths:
    engines/ags/engine/ac/game.cpp
    engines/ags/engine/ac/mouse.cpp
    engines/ags/engine/ac/room.cpp
    engines/ags/engine/gfx/graphics_driver.h
    engines/ags/engine/main/engine.cpp
    engines/ags/shared/gui/gui_listbox.cpp


diff --git a/engines/ags/engine/ac/game.cpp b/engines/ags/engine/ac/game.cpp
index 13158a6506..55e102b175 100644
--- a/engines/ags/engine/ac/game.cpp
+++ b/engines/ags/engine/ac/game.cpp
@@ -880,7 +880,7 @@ Bitmap *create_savegame_screenshot() {
 		usehit = viewport.GetHeight();
 
 	if ((_GP(play).screenshot_width < 16) || (_GP(play).screenshot_height < 16))
-		quit("!Invalid _GP(game).screenshot_width/height, must be from 16x16 to screen res");
+		quit("!Invalid game.screenshot_width/height, must be from 16x16 to screen res");
 
 	Bitmap *screenshot = CopyScreenIntoBitmap(usewid, usehit);
 	screenshot->GetAllegroBitmap()->makeOpaque();
@@ -903,7 +903,7 @@ void save_game(int slotn, const char *descript) {
 	}
 
 	if (_G(platform)->GetDiskFreeSpaceMB() < 2) {
-		Display("ERROR: There is not enough disk space free to save the _GP(game). Clear some disk space and try again.");
+		Display("ERROR: There is not enough disk space free to save the game. Clear some disk space and try again.");
 		return;
 	}
 
diff --git a/engines/ags/engine/ac/mouse.cpp b/engines/ags/engine/ac/mouse.cpp
index 412ffe2ff5..3e3db430fe 100644
--- a/engines/ags/engine/ac/mouse.cpp
+++ b/engines/ags/engine/ac/mouse.cpp
@@ -56,7 +56,7 @@ using namespace AGS::Engine;
 
 extern void ags_domouse(int str);
 
-// The _GP(mouse). functions are static so the script doesn't pass
+// The mouse functions are static so the script doesn't pass
 // in an object parameter
 void Mouse_SetVisible(int isOn) {
 	if (isOn)
diff --git a/engines/ags/engine/ac/room.cpp b/engines/ags/engine/ac/room.cpp
index 1bc27c6ce5..0b957dbe9d 100644
--- a/engines/ags/engine/ac/room.cpp
+++ b/engines/ags/engine/ac/room.cpp
@@ -171,7 +171,7 @@ const char *Room_GetMessages(int index) {
 
 // Makes sure that room background and walk-behind mask are matching room size
 // in game resolution coordinates; in other words makes graphics appropriate
-// for display in the _GP(game).
+// for display in the game.
 void convert_room_background_to_game_res() {
 	if (!_GP(game).AllowRelativeRes() || !_GP(thisroom).IsRelativeRes())
 		return;
diff --git a/engines/ags/engine/gfx/graphics_driver.h b/engines/ags/engine/gfx/graphics_driver.h
index 30645a078a..5758883185 100644
--- a/engines/ags/engine/gfx/graphics_driver.h
+++ b/engines/ags/engine/gfx/graphics_driver.h
@@ -167,7 +167,7 @@ public:
 	// the final resolution, as opposed to drawing to native-resolution buffer
 	// and scaling to final frame. The effect may be that sprites that are
 	// drawn with additional fractional scaling will appear more detailed than
-	// the rest of the _GP(game). The effect is stronger for the low-res games being
+	// the rest of the game. The effect is stronger for the low-res games being
 	// rendered in the high-res mode.
 	virtual void RenderSpritesAtScreenResolution(bool enabled, int supersampling = 1) = 0;
 	// TODO: move fade-in/out/boxout functions out of the graphics driver!! make everything render through
diff --git a/engines/ags/engine/main/engine.cpp b/engines/ags/engine/main/engine.cpp
index 890efcc5cd..ccb98eef87 100644
--- a/engines/ags/engine/main/engine.cpp
+++ b/engines/ags/engine/main/engine.cpp
@@ -537,7 +537,7 @@ int engine_check_disk_space() {
 
 int engine_check_font_was_loaded() {
 	if (!font_first_renderer_loaded()) {
-		_G(platform)->DisplayAlert("No game fonts found. At least one font is required to run the _GP(game).");
+		_G(platform)->DisplayAlert("No game fonts found. At least one font is required to run the game.");
 		_G(proper_exit) = 1;
 		return EXIT_ERROR;
 	}
diff --git a/engines/ags/shared/gui/gui_listbox.cpp b/engines/ags/shared/gui/gui_listbox.cpp
index 400dccb6c7..d9663660a5 100644
--- a/engines/ags/shared/gui/gui_listbox.cpp
+++ b/engines/ags/shared/gui/gui_listbox.cpp
@@ -359,7 +359,7 @@ void GUIListBox::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
 		Items[i] = StrUtil::ReadString(in);
 	// TODO: investigate this, it might be unreasonable to save and read
 	// savegame index like that because list of savegames may easily change
-	// in between writing and restoring the _GP(game). Perhaps clearing and forcing
+	// in between writing and restoring the game. Perhaps clearing and forcing
 	// this list to update on load somehow may make more sense.
 	if (ListBoxFlags & kListBox_SvgIndex)
 		for (int i = 0; i < ItemCount; ++i)


Commit: 71500f8162255bff019b7ff11dd18da0b5f6cf8c
    https://github.com/scummvm/scummvm/commit/71500f8162255bff019b7ff11dd18da0b5f6cf8c
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2021-07-12T20:06:05-07:00

Commit Message:
AGS: Revert corrected GetDisplayDepthForNativeDepth

We want to use paletted mode for paletted games, rather than just being
32-bit mode all the time

Changed paths:
    engines/ags/engine/gfx/ali_3d_scummvm.cpp


diff --git a/engines/ags/engine/gfx/ali_3d_scummvm.cpp b/engines/ags/engine/gfx/ali_3d_scummvm.cpp
index 2030bad923..5887c61ca5 100644
--- a/engines/ags/engine/gfx/ali_3d_scummvm.cpp
+++ b/engines/ags/engine/gfx/ali_3d_scummvm.cpp
@@ -74,7 +74,10 @@ bool ScummVMRendererGraphicsDriver::IsModeSupported(const DisplayMode &mode) {
 }
 
 int ScummVMRendererGraphicsDriver::GetDisplayDepthForNativeDepth(int native_color_depth) const {
-	return 32;
+	// TODO: check for device caps to know which depth is supported?
+	if (native_color_depth > 8)
+		return 32;
+	return native_color_depth;
 }
 
 IGfxModeList *ScummVMRendererGraphicsDriver::GetSupportedModeList(int color_depth) {




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