Age | Commit message (Collapse) | Author |
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The play method did not override the base class due to the addition of
the soundType parameter.
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This occurs when FreeType2 is not enabled and thus fontHeight variable
is unused.
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Currently translated at 100.0% (989 of 989 strings)
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When erasing and inserting many items this caused the hashmap capacity
to grow more than it should which resulted in performances issues (and
possibly memory issues as well). The issue was reported on IRC today
with the wintermute engine.
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disable cursor handler
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Currently translated at 100.0% (989 of 989 strings)
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Currently translated at 100.0% (989 of 989 strings)
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It's possible to get the "Fire! Fire!" timer stuck after setting
the the inquisitor doll on fire. This should work around that.
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It was possible to render the game unplayable simply by looking at
Jack's cigar box while waiting for him to return to examine the
lamp. Note that this bug is only present in the DVD version. For
whatever reason, it adds a dummy location for playing the cutscene.
Applying the bugfix in the CD version actually breaks the game.
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format is unavailable
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This can be restored if required at a later time.
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This has no functional change, but improves the consistency with the
renamed stopSound() function.
Also, minor fixes for formatting, removal of redundant comments and code
in sound class.
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Since this was unused, it was causing various compiler warnings of the
set-but-not-used type. If it is needed later, this code can be restored.
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Some of the debug statements in the engine compute values or sizes of
various items by pointer subtraction (which is probably not recommended;
I am not sure if this is why some of the structs were previous packed as
noted and removed by snover).
In any case, the subtractions should result in relatively small integer
values, but using these into debug() calls with printf style format
strings can cause warnings from the compiler with the format specifier
depending on the underlying pointer sizes.
To avoid these, have recast these to int. If this does cause any issues,
they should be limited to debug() value changes and thus not a
functional issue with the engine, which can be corrected by the engine
developers.
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The code provided for Smartkeyboard on IPad Pro seems to be broken, so
am making minor changes to try to fix this.
The following should still function, but this will need testing by an
IOS user with this hardware, if it compiles.
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Fixes Trac#10642.
The original engine will move the dome sliders whenever the player is
dragging a dome slider to the left or right regardless of y position.
In ScummVM the dome slider position would only change to the players x
mouse position when the y value was also in the slider hotspot. This
change removes the y check by making the point to be checked always
have a y value in the hotspot rect.
The x values are also bound to the max and min value that any of the
slider hotspots can have. This allows the slider to go all the way to
the left and right even if the user has gone past the slider area
to the left or right while still holding the slider.
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The cos/sin table class now has an at() function for indexing
safely into its internal array.
This allows the checking and computing of the correct
indexes to be done internally.
The indexing in allows cos/sine of 0 to 2pi to be
obtained.
The values returned by getTable are the same as before.
Comments that describe the values that the table
contains has been modified to line up with what
the code is doing.
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These have not been compiled or otherwise tested, but are cleaned up
version of code changes from forum user "dottostring" in thread:
http://forums.scummvm.org/viewtopic.php?t=14524
This should add Fake ESC key support replacing the '`' key and add full
support for the Arrow keys.
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