Age | Commit message (Collapse) | Author |
|
|
|
Silences the clang warning:
static data member specialization of '_singleton' must
originally be declared in namespace 'Common'; accepted as a C++0x
extension [-Wc++0x-extensions]
Wrapping "namespace Common {}" around the macro assignment causes clang
to complain about a spurious semicolon, and removing the semicolon at
the end of the macro causes some editors to misbehave.
Changing the requirement of using the macro in one namespace (the
global) to another (Common) seems a small price to pay to
silence a warning.
|
|
|
|
So far, the various *-fs-factory.cpp files were #including the
corresponding *-fs.cpp files. This is surprising and hence could lead to
all kinds of problems). To fix this, provide proper headers for the
*-fs.cpp files.
This also makes code reuse via subclassing possible.
Since not all ports were tested, this will likely lead to a few
easy to fix compile regressions.
|
|
This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
|
|
svn-id: r53977
|
|
We need to use a namespace Common { } there to make strict C++ compilers
like clang++ and comeau happy. I also added a slight comment about why
that is needed to the macro definition and a note that you need to use
it from the global namespace.
svn-id: r48254
|
|
svn-id: r48148
|
|
* Add new class PS2FileStream as substitute for class StdioStream on PS2
* Remove PS2 specific hacks from stdiostream.cpp / class StdioStream
* Remove various ps2_f*() wrapper funcs, merging them into PS2FileStream
TODO: Merge class Ps2File into PS2FileStream
svn-id: r46111
|
|
svn-id: r44811
|
|
svn-id: r40867
|
|
Forgot to commit backends/fs/ps2/ps2-fs.cpp in #36014
(here it comes!)
svn-id: r39142
|
|
- new GUI/themes
- no more funky colors!
- load/delete saved games
- cleaned-up Makefile.PS2 :
- dropped multiple extra paths
- dropped deprecated deps (UCL, MPEG2)
- all possible devices are supported to store, play and save games:
- CD
- HD
- USB
- MC
- REMOTE ! (this could actually be anywhere on the internet
as long as you run "ps2client listen" on the machine on
the other side that hosts the games)
- tested from :
- ps2link
- uLE
- toxicOS
- tested with:
- bass
- bs1
- mi1
- comi
- indy4
- ft
- ite
- ihnm
- elvira1
- dig
- kyra
- lure
- simon2
- goblins1
Played all those games in 1 session using RTL. Very smooth,
sub-second RTL experience. No crash!
- new PAL/NTSC detection : we are now reading the flavor from PS2 ROM,
it should work on all PS2 slim too
- new PAL TV centering : no more missing chunk of games on top/bottom
- we can now read the savefiles from Linux/SDL and other backends!
if you add that you can read them from remote together with the
games that you already have there, you can imagine the fun ;-)
- we fully implement RTL with every games/engine
- we nicely reboot / shutdown on quit
- fully support for themes/savegames paths. Run from MC, play the
games on remote and store your data on USB or HD. No limits!
- universal write/read for every media (of course no write on CD/DVD!)
- fully async / DMA read-write access to every media (even MC!)
- optimized cache/read-ahead for every media - now COMI is fast and
enjoyable from remote as it is from CD ;-)
- non polluting MC storage, just 1 folder + 1 icon, so that you can
copy all your settings / saved games to another MC in one go!
svn-id: r39102
|
|
createWriteStream, again to make ownership of the returned stream clear
svn-id: r36014
|
|
svn-id: r35648
|
|
svn-id: r34716
|
|
to backends
svn-id: r34304
|
|
'typedef Common::String String;' name aliases
svn-id: r34302
|
|
AbstractFilesystemNode::lastPathComponent() method, with customizable path separator character
svn-id: r34197
|
|
svn-id: r31035
|
|
svn-id: r31034
|
|
rely on the build system to include them
svn-id: r30957
|
|
svn-id: r30935
|
|
svn-id: r30664
|
|
function in each backend, used to extract the last path component of a given path, returned by getName().
svn-id: r29159
|
|
compilation on some ports)
svn-id: r28944
|
|
ground for file objects across platforms and divides responsibilities between the Common::File class and a base file implementation.
Also rearranged the factories into a new directory for clarity.
Note 1: The posix-file.h and cpp files are for testing only. Only the ds, ps2 and symbian architecture will use special BaseFile based objects.
Note 2: The current code does not yet make use of this new structure, since the Common::File remains intact.
svn-id: r28395
|
|
Also added some missing method stubs to the gamecard dc port.
svn-id: r27984
|
|
architectures.
svn-id: r27087
|
|
For the POSIX and Windows architectures, added exists(), isReadable() and isWritable()
svn-id: r27073
|
|
svn-id: r27032
|
|
svn-id: r27031
|
|
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
|
|
svn-id: r26814
|
|
svn-id: r26810
|
|
svn-id: r26739
|
|
svn-id: r23553
|
|
Rationale: backend implementations belong to backends/, but portable APIs meant to be used by high level code is for common / sound / graphics / ... (compare also with backends/midi vs. sound/mididrv.h)
svn-id: r23274
|
|
svn-id: r22974
|
|
changed the semantics of the FilesystemNode constructors (see also the relevant doxygen comments for explanations). This also fixes bug #1485941.
svn-id: r22424
|
|
failure)
svn-id: r22315
|
|
svn-id: r22300
|
|
class AbstractFilesystemNode
svn-id: r22298
|
|
svn-id: r22297
|
|
methods
svn-id: r22249
|
|
ommited, at least for now)
svn-id: r21620
|
|
constructor (gee, everybody is copying my bad code, it seems ;-)
svn-id: r21597
|
|
svn-id: r20535
|
|
svn-id: r20088
|
|
svn-id: r19142
|