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authorYotam Barnoy2010-11-05 13:24:57 +0000
committerYotam Barnoy2010-11-05 13:24:57 +0000
commita6bee87990d3fd36cbb8e63716990a46fe00402c (patch)
tree5240814d46e4e0f3a59704354e4a643be3dc6108 /gui
parent6b88fd44c0fca0b8439f820bceac808562697d0d (diff)
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PLUGINS: improved one-at-a-time plugin code
I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left. Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either. svn-id: r54097
Diffstat (limited to 'gui')
-rw-r--r--gui/launcher.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/gui/launcher.cpp b/gui/launcher.cpp
index b56591b8c4..adbc418e87 100644
--- a/gui/launcher.cpp
+++ b/gui/launcher.cpp
@@ -925,7 +925,7 @@ void LauncherDialog::loadGame(int item) {
const EnginePlugin *plugin = 0;
#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
- EngineMan.findGameOnePlugAtATime(gameId, &plugin);
+ EngineMan.findGameOnePluginAtATime(gameId, &plugin);
#else
EngineMan.findGame(gameId, &plugin);
#endif