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Hacked Graphics::drawRescaledImage a bit to make it work...
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Reviewed-by: Erik Schilling
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Image::SDLgetScaledImage was changed so that it tries to find an existing
scaled version of the image first, and generates it when none exists.
When it needs to generate one, this resource is added to the resource
manager, partly to avoid duplicating the work later but mainly to keep
memory management straightforward.
This function also used to leak the scaled SDL_Surface since it wrongly
assumed that Image::load would free it.
To avoid filling up the memory with scaled wallpapers that are waiting
30 seconds until they will be deleted, the Resource::decRef function was
extended with a parameter that allows telling it what to do with orphans.
Calling decRef with Resource::DeleteImmediately will delete the resource
immediately in case the resource is orphaned.
Reviewed-by: Yohann Ferreira
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The 'paths' configuration in client-data now overrides any configuration
in 'branding', so that it will apply after the updates for a certain
server have been downloaded.
Also, some isDirectory checks have been removed. When the configuration
is wrong, it's probably better to see that there is a problem.
Reviewed-by: Yohann Ferreira
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Reviewed-by: Erik Schilling
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- Now OpenGL and the transparency disabling are set at startup and
not read again for displaying graphics, preventing graphic errors
before startup.
- We also agreed long time ago that SDL specific functions
should have a SDL prefix. The header has been rearranged a bit
to do so.
- Also fixed a possible discrepancy in the hasAlphaChannel() function.
Reviewed-by: CodyMartin.
Resolves: Mana-Mantis: #260.
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Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Chuck Miller
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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The SDL methods to rescale the wallpaper has been optimized to permit rescaling
at load time while OpenGL draws directly rescaled. Does someone know how to smooth
the rescaled image under OpenGL?
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All instances of version strings should now use the same text. The
version label was moved from main.cpp to Desktop. A new version label
was added to SetupDialog to make it easier to get the version if you are
already in game.
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Cleans up main.cpp a little.
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