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2014-06-05MADS: remove a magic value, use _transparencyIndexStrangerke
2014-06-05IPHONE: Scale input according to content scale factor.Johannes Schickel
This hopefully fixes input positions in retina devices. The idea is stolen from QT: https://qt.gitorious.org/qt/qt/source/0726127285413829f58618b5b82fb3e2da0c3a74:src/plugins/platforms/uikit/quikitwindow.mm#L261-296 Complicated way to retrieve scale's return value properly is taken from: https://stackoverflow.com/questions/3130464 We sadly can't use the cleaner solution since we don't want to require a newer SDK...
2014-06-05GROOVIE: Use debugC() and debugCN() functions directly in script debug.D G Turner
This removes the debugScript() wrapper, which can now be implemented directly using the relevant debug function. This avoids the variadic debug functions being wrapped in a second layer of variadic function which is probably causing a significant overhead.
2014-06-05GROOVIE: Remove engine-specific "all" debugflag. Minor naming cleanup.D G Turner
This is now uneeded as the GUI debugger superclass implements the same functionality and this removes a bunch of complexity from the Groovie engine debug calls. Also, removed groovie prefix from the debug flag naming as unecessary as these are within the Groovie namespace.
2014-06-04MADS: Fix restoring upper palette area when dialogs closePaul Gilbert
2014-06-04MADS: Fix palette corruption when changing selected inventor itemPaul Gilbert
2014-06-05GUI: Recreate default theme.Johannes Schickel
2014-06-05GUI: Use sorted file list in scummtheme.py.Johannes Schickel
This will (hopefully) reduce the amount of changes when recreating the themes because the order in which files will be processed is the same unless the sorting differs on systems...
2014-06-05COMMON: Add "all" option to debugflag controls in GUI Debugger.D G Turner
2014-06-05NEWS: Fix wording in a few instances.Johannes Schickel
2014-06-05MADS: Fix typo in drawScroller()Strangerke
2014-06-05FULLPIPE: Fix more warningsEugene Sandulenko
2014-06-05FULLPIPE: Fix warningEugene Sandulenko
2014-06-04NEWS: Mention Loom+Indy3 AdLib improvements.Johannes Schickel
2014-06-04NEWS: Fix formatting.Johannes Schickel
2014-06-04IPHONE: Remove superflous semicolon.Johannes Schickel
2014-06-04IPHONE: Add supported orientations to Info.plist.Johannes Schickel
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
This makes sure that the currently playing music and sfx are resumed when loading a save game.
2014-06-04SCUMM: Implement simple seeking in AD player.Johannes Schickel
2014-06-04SCUMM: Slightly refactor music playback in AD player.Johannes Schickel
2014-06-04SCUMM: Only forward declare Serializer in music.h.Johannes Schickel
2014-06-04SCUMM: Simplify voice channel allocation in AD code.Johannes Schickel
2014-06-04SCUMM: Fix typo in AD code.Johannes Schickel
2014-06-04MADS: Finally re-enable Rex waking up in the first game scenePaul Gilbert
2014-06-04MADS: Fix memory corruption when dealing with monster in scene 703Paul Gilbert
2014-06-04FULLPIPE: Finish MctlLadder::doWalkTo() implementationEugene Sandulenko
2014-06-04FULLPIPE: More work on MctlLadder::doWalkTo()Eugene Sandulenko
2014-06-03MADS: Remove redundant Palette::close methodPaul Gilbert
2014-06-03MADS: Free the audio player when the game endsPaul Gilbert
2014-06-03MADS: Fix removing items from inventory when they should bePaul Gilbert
2014-06-03MADS: Fix for getting bones in scene 752Paul Gilbert
2014-06-03MADS: Changed several values to constants in action setupPaul Gilbert
2014-06-03MADS: Fix drawing of background objectsPaul Gilbert
2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵Johannes Schickel
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience.
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original.
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel
2014-06-04SCUMM: Further refactor AD SFX code.Johannes Schickel
2014-06-04SCUMM: Always work directly on Channel data in AD code.Johannes Schickel
2014-06-04SCUMM: Store hardware channel number explicitly in Channel structure in AD code.Johannes Schickel
2014-06-04SCUMM: Replace some more constants with named enum values in AD code.Johannes Schickel