Age | Commit message (Collapse) | Author |
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The .MPC decompression methods are added to readMPC(). The position and
length of each data file in held in the struct DataFile, which are stored in the
Array gameData. To extract a file, you need to access its entry in
gameData and read the file from the given position.
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Modified HBDMetaEngine's createInstance() method to instantiate the
engine to an HDBGame object
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A primordial HDB game engine that succesfully hooks into ScummVM and can
be used by the AdvancedDetector to detect the HDB game files.
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The ADGameDescription object corresponding to hyperdemo.mpc is added to
gameDescriptions[]. Also, updated the getName() and
getOriginalCopyright() functions.
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Subclassed the AdvancedMetaEngine and defined the following virtual
methods: hasFeature() and createInstance()
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These were several undeclared fallthrough warnings i.e. after error
handler cases which will not return and another case of usage of
memset on a non-trivial structure which was fixed by using structure
constructor methods instead.
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on macOS
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The Manhole: Masterpiece Edition is not a MADE engine and should not be
added to the detection list. It is a HyperCard-like engine
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These were for possible unintended fallthrough, though inspection
shows that these were occurring after fatal error handler calls so
adding breaks would not be an issue.
However, since these call error() and thus the breaks will not be
executed and are thus "dead" code, this might provoke warnings in
future.
Another solution would have been to comment that these fallthroughs
are intended, but breaks are better in case the error handler is
changed in future.
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This field was introduced by the TTS code changes, but only one of
the constructors was modified to set the default value.
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Fixes bug #11137
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Fixes bug #11135
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CP850 is used by the mortevielle engine (and apparently by other
engines too). Anytime an engine using CP850 encoding wants to use
the TTS, the encoding has to be converted, so this is pretty
important encoding conversion to support. Unfortunately SDL
(when compiled without iconv) doesn't support this encoding
(which means, there might not be a way to convert this encoding
on some platforms), so I added a conversion table for this.
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Add a new define for the SpeechDispatcherManager
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Use defined(USE_TTS) && defined(PLATFORM) instead
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Refactoring as suggested by bluegr on github.
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On linux the resume() behaves slightly differently than on
other platforms.
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Similarly as on linux, there isn't enough control of the speech
queue to properly implement INTERRUPT_NO_REPEAT. So since this
commit we use our own queuing and use SAPI to speak each speech.
This is done outside the main thread.
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Before I used SPD to queue messages and I had a copy of the queue,
so I could requeue everything when resume is called(). But more
control of the queue is needed, so I don't use the SPD's queue
and instead start speeches from my queue one by one from another
thread.
INTERRUPT_NO_REPEAT now behaves as described in the documentation
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The NSSpeechSynthesizer is asynchronous and does not immediately start, pause,
or stop the speech. As a result querrying the state of the NSSpeechSynthesizer
does not alwats return the expected result (for example isSpeaking may not
yet been true just after we requested starting to speak). So instead the
TextToSpeechManager on macOS keeps track of the state itself.
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Same implementations of TextToSpeechManager may require system events
to be processed for the state synchronisation to work properly.
This commit also fixes a few typos or inconsistencies in some texts.
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It seems like, that at least some versions of speech-dispatcher
aren't able to successfuly pause and resume. For me, when trying
to pause, it still finishes the speech just being said instead
of pausing it and then it puts it at the end of the speech queue
with some speech-dispatcher internal commands added to it, which
are also hearable.
There is no way to find out where the speech ended when calling
pause, so it is just stopped and when resume is called it is
read from it's start again.
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