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2 bytes removed ,  16:37, 22 July 2008
→‎Improve the overlay API: updated doxygen link
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''Background:''
''Background:''


ScummVM is a highly portable application, running on a multitude of devices, ranging from desktop PCs running Linux, Mac OS X, Windows and other systems, over game consoles like the PlayStation or the Nintendo DS, down to small mobile devices like PDAs and smartphones running PalmOS, WinCE or Symbian. One key component which makes this possible is our relatively strict separation between "backend code" (which implements the device specific functionality, like graphics drawing or sound output), and "frontend code" (which implements support for certain games). These two parts are held together by a bit of middle layer code. The key API for all backends is the [http://scummvm.org/docs/doxygen/html/classOSystem.php OSystem class] (you can use it as a great starting point to figure out most of the rest of the backend API).
ScummVM is a highly portable application, running on a multitude of devices, ranging from desktop PCs running Linux, Mac OS X, Windows and other systems, over game consoles like the PlayStation or the Nintendo DS, down to small mobile devices like PDAs and smartphones running PalmOS, WinCE or Symbian. One key component which makes this possible is our relatively strict separation between "backend code" (which implements the device specific functionality, like graphics drawing or sound output), and "frontend code" (which implements support for certain games). These two parts are held together by a bit of middle layer code. The key API for all backends is the [http://doxygen.scummvm.org/d9/df4/classOSystem.html OSystem class] (you can use it as a great starting point to figure out most of the rest of the backend API).


Two key components of the backend API are the game graphics (used for drawing the game graphics, surprise surprise), which are currently limited to 8bit palette mode, and the overlay graphics (used to e.g. draw the GUI, and currently either 16bit or 8bit palette, fixed at compile time). For the overlay API, it would be nice if we could support arbitrary graphics modes, e.g. also 24/32bit modes.
Two key components of the backend API are the game graphics (used for drawing the game graphics, surprise surprise), which are currently limited to 8bit palette mode, and the overlay graphics (used to e.g. draw the GUI, and currently either 16bit or 8bit palette, fixed at compile time). For the overlay API, it would be nice if we could support arbitrary graphics modes, e.g. also 24/32bit modes.
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