I realized that they didn't need to be stored in a map, since the integer
ID was never actually being used. This must have been part of a proposed
API that I've since deleted??
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3062 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
implementation, and using virtual d'tor only when absolutely necessary.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3000 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
any-sized PNG can be loaded and then scaled to the available space.
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on top of the dialog surface. This is useful when the surfaces are using
different resolutions, and we don't want to draw the exact overlaying surface
pixels directly into the the dialog surface.
For now, this is most useful for rendering snapshots in the ROM launcher, and
eventually it will allow arbitrarily-sized images to be scaled (in hardware)
to the picture area of the launcher.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2978 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
having to know about TIA, Properties, etc. Basically, it now saves
a snapshot of either the FrameBuffer or an FBSurface, and adds
text comments passed into it. The contents of the surface and comments
are no longer calculated (or known) by the PNG code.
This is in preparation for saving FBSurface from anywhere, which will
help in the debugger for taking snapshots.
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Changed pointers to references in c'tor calls, making things a little safer.
Removed FBSurfaceTIA, since it was tied too closely to SDL itself. Added a
class called TIASurface that is functionally very similar, but is more generic
and accessible by the FrameBuffer directly. Eventually, this class will take
responsibility for all things related to rendering the TIA image (Blargg TV
effects, phosphor mode, etc).
TIA rendering is currently borked; fixes will follow ...
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