Age | Commit message (Collapse) | Author |
|
|
|
|
|
defined
This hopefully fixes a regression from 848c5c3.
|
|
SDL: Fix build with MacPorts SDL2
|
|
This means that when using SDL 1.2 we use SDL_net 1.2, but when
using SDL 2 we now use SLD_net 2 as well. Both versions work
properly and there is not code change needed in ScummVM.
This change is because SDL_net depends on SDL, and using
SDL_net 1.2 with SDL 2 means we can end up needing to link with
both the SDL and SDL2 libraries.
|
|
|
|
* updateSavefilesList() stub;
* openRawFile();
* Common::OutSaveFile in openForLoading().
|
|
Returns false, as we don't create files/directories on CD.
|
|
* updateSavefilesList() stub;
* openRawFile();
* Common::OutSaveFile in openForSaving();
* OutVMSave derived from WriteStream.
|
|
Fails to build because OutSaveFile's name should've been qualified.
|
|
Added updateSavefilesList() and openRawFile() stubs. It should build
fine now, I guess.
|
|
OutSaveFile was just a typedef of WriteStream once, but now it's not.
These Out*Save classes are then wrapped with OutSaveFile, so it should
be OK to derive them from WriteStream instead of OutSaveFile.
|
|
There was already an implementation using SDL2 in the SDL backend,
but this way we have it available also when using the SDL 1.
|
|
ANDROID: Update the asset archive code to use AAssets
|
|
Commit adds kFeatureClipboardSupport. hasTextInClipboard() and
getTextFromClipboard().
OSystem_SDL has this feature if SDL2 is used.
EditableWidget and StorageWizardDialog use g_system to access clipboard
now.
|
|
I knew there were some, but I wanted to fix them once, instead of doing
it all the time.
|
|
`false` everywhere by default, but works on Android (`true` if not
Wi-Fi).
|
|
|
|
It had to become a proxy class in order to do that.
finalize() starts the saves sync.
|
|
|
|
It's needed to ::destroy() it in main().
|
|
Now we can do REST API request by creating CurlJsonRequest and waiting
for it to call our callback. Passed pointer is Common::JSONValue.
This commit also does some minor variable renaming fixes.
|
|
Adds USE_CLOUD in both configure and create_project.
|
|
This commit introduces Common::CloudManager, which can be accessed from
OSystem.
The backend for this manager is Cloud::Manager (defined in
backends/cloud/manager.h). It should load all users storages from
configs and provide access to current Storage instance. For now it just
creates a new one.
Cloud::Storage (backends/cloud/storage.h) provides an API to interact
with cloud storage, for example, create new directory or sync files.
Right now it's not ready and has only two dummy methods: listDirectory()
and syncSaves().
There is Cloud::Dropbox::DropboxStorage backend
(backends/cloud/dropbox/dropboxstorage.h) for Cloud::Storage. Right now
it implements both listDirectory() and syncSaves() with starting timer
task and handling it by printing out some JSON examples.
|
|
Would be changed soon.
|
|
|
|
Thanks to snover for pointing out they should be there.
|
|
|
|
|
|
|
|
|
|
|
|
POSIX: Add $SNAP to search path if available.
|
|
This allows ScummVM to find data files while running in a snap (e.g.
from the new Ubuntu store).
|
|
EventRecorder is in the gui lib which is not linked in the cxxtest suite.
|
|
|
|
UPDATES: Add support for WinSparkle
|
|
|
|
We seem to need this for the new manifest elements.
|
|
Android TV devices don't have menu buttons. Remotes should have a play/pause
button (which may send individual play and pause events rather than a
combined event) and gamepads should have a Y button. Use these to open the
menu.
|
|
Android TV needs some modifications to the manifest and a new icon in order
for apps to appear in the launcher.
|
|
|
|
sync with 1.8.1 release
|
|
|
|
3DS: New Backend
|
|
|
|
I should stop c&p'ing
|
|
|
|
|
|
Adding a bit of code to make ScummVM AmiUpdate aware.
Everything else will be dealt with through a (yet to finish) AmigaOS installer script and the entries in AmiUpdate's database.
I'd like to ask for hints regarding
- Code Formatting
- Optimizations
- Comments
- Obivous errors
or
- Ill-designed code.
It's not much code, but i'm sure i still messed up glorious either way
|