Age | Commit message (Collapse) | Author |
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Along with it documented that "0" is a special device handle
for the invalid device. Now getDeviceHandle returns 0, when
the identified device could not be found.
Also getMusicType now returns MT_INVALID (newly introduced),
when a non existing device was specified.
svn-id: r50470
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This is a regression from r50158:
"LAUNCHER: hopefully fixed music driver selection via command line".
The problem here was that the code used operator[] of HashMap
to check whether "music-driver" was specified on command line,
but that on the other hand inserted a (key, value) pair with
a default constructed Common::String as value.
svn-id: r50469
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the GMM's options dialog.
The problem here is that our ConfigDialog uses "" as domain name,
this will result in the assert in common/config-manager.cpp:323
getting triggered, when using ConfMan.removeKey.
Since setting the domain to the game's domain does not seem save
according to the FIXME in gui/dialogs.cpp about this domain hackery,
I decided to adapt the OptionsDialog to only call ConfMan.removeKey
for "music_driver" etc., when the music driver widgets are present.
This is consistent with the over uses of removeKey in
OptionsDialog::close too.
svn-id: r50468
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issue was actually caused by the old volume adjust code that was also causing the issues in gk1
svn-id: r50466
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svn-id: r50465
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svn-id: r50464
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filtering, also now ignoring channel volume changes on tick 0 (fixes lsl5 fading of sound 274, almost at the end), fixing also fading in gk1 and enabling fading in sci32 again
svn-id: r50463
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- Added support for the LSL2 menu bar object
- We no longer need a reference to the init() selector - it's always the first method of the menu bar object
svn-id: r50462
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svn-id: r50461
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svn-id: r50460
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svn-id: r50457
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svn-id: r50456
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svn-id: r50454
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svn-id: r50453
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real mt-32/lapc1/cm32l/cm64 device and our emulator is incomplete)
svn-id: r50452
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- fixes animations in all sorts of games
svn-id: r50451
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svn-id: r50450
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last call - fixes sci breakpoints
svn-id: r50449
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Currently it ws not decided where to put fonts, but if you put BDF files into
themepath, they will get picked up.
The font name has to contain same codepage specification as in the .po file,
i.e. fixed5x8-iso-8859-5.bdf for Cyrillic codepage. In case the font does not
exist, default will be used.
All built in fonts get proper names.
TODO: Currently there is a bug with our font cacher. Font clR6x12-iso-8859-5
is empty after loading from FCC file. Reason is unknown.
svn-id: r50448
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svn-id: r50447
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valgrind testing
svn-id: r50446
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also displaying local calls and exports
svn-id: r50445
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svn-id: r50443
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If one of these is triggered for you, you can add an exception to
the error, together with a comment explaining why this exception
is necessary. Ideally after verifying that the cause is a script
bug and not a bug in our code...
svn-id: r50442
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svn-id: r50441
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svn-id: r50440
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svn-id: r50439
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svn-id: r50438
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svn-id: r50437
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svn-id: r50436
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svn-id: r50435
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svn-id: r50434
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svn-id: r50433
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svn-id: r50432
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svn-id: r50431
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svn-id: r50430
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This means a little bit more overhead but makes the code much more readable
and understandable.
svn-id: r50429
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Only three Script members remain public (for now)
svn-id: r50428
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Instead of turning the error into a warning globally, we now have
code which ignores the error in Script 202 of KQ5 French, but will
keep reporting if it turns up in other places.
svn-id: r50427
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svn-id: r50426
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protect scalingX/Y arrays
svn-id: r50425
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svn-id: r50424
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svn-id: r50423
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The return value of GfxView::getCelInfo was used virtually everywhere
without a check for it being non-NULL. Hence instead of returning
NULL when the loop count is zero, it makes more sense to assert out
(instead of a segfault, or worse, random data being used).
svn-id: r50422
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This helps to ensure proper data encapsulation.
Also reformatted some overlong comments to 80 chars per line, and
fixed some other code formatting issues.
svn-id: r50421
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svn-id: r50420
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svn-id: r50419
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svn-id: r50418
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r50414, because adlib driver doesn't support channel volume changes for sci0 games, fixes fading in those games
svn-id: r50417
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first time sound got muted before (because a uninitialized temp was used to do it, would have been 's' in sierra sci)
svn-id: r50416
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