Changed the names of the pointers to GraphicsManager
and CursorManager to be shorter, since they were
inconsistent with the rest of the managers, and typing
them out is a chore.
Fixed an issue where some objects would be rendered at the wrong
scale when overlapped with a transparent object (e.g. the clock
in The Vampire Diaries).
Rewrote GraphicsManager::draw() to be simpler and more correct,
eliminating the need for RenderObjects to know what they're
overlapping at creation. This comes at the cost of slightly increased
redraw, but that can be reduced fairly easily if needed.
Removed the BlitType enum and getBlitType() method from RenderObject, and replaced them with setTransparent(). This was done to reduce redundant code, since ManagedSurface can already pick between a transparent and regular blit depending on whether the provided source surface has a transparent color set. Also added the correct transparent color for The Vampire Diaries, and the transparent color for nancy1 now gets calculated on the fly.
Made all states (Scene, Credits, Help, etc.) singletons, as well as subclasses of a common State parent with a proper state switching API. Moved the OnPause virtual function from RenderObject to ActionRecord and hooked it into the state switching code. Also got rid of the NancyEngine pointer that got passed around between most classes, and replaced it with several convenience macros. As a result of these changes action records that render to the viewport no longer disappear after opening the menu, and state changes feel snappier.
Rewrote most of the engine using a much more object-oriented approach and using more of ScummVM's common classes. This design deviates quite a lot from the original engine's, but should be more maintainable and extensible in the future.