Age | Commit message (Collapse) | Author |
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svn-id: r53601
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Almost all places where we used XMLParser::parseIntegerKey were using
it like this:
XMLParser::parseIntegerKey(str.c_str(), ...)
Since this makes the code harder to read, I overloaded the method to
also accept Commmon::String directly.
Also removed all .c_str() invocations where necessary.
svn-id: r53479
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svn-id: r53462
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svn-id: r53460
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svn-id: r53455
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Also added support for stretching images, and fixed up displaying of large images as well as PNG files
svn-id: r53454
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svn-id: r53443
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svn-id: r53395
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* Ooops, forgot to sync this with HEAD. Sorry about that.
svn-id: r53162
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svn-id: r53160
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svn-id: r53108
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The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI)
svn-id: r53042
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svn-id: r52993
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Also backport fix from branch on translation of default title for key mapping
dialog.
svn-id: r52959
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svn-id: r52939
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svn-id: r52935
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not sure, somebody should verify)
svn-id: r52934
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svn-id: r52894
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Bad timing can cause stereo status not to be picked up if at some point a MAD _header is not initialized.
svn-id: r52890
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svn-id: r52882
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Without this fix, the ME allocates more and more memory with every seek until it can't work.
svn-id: r52868
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properly. (Instead of using extrapath)
svn-id: r52864
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svn-id: r52863
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svn-id: r52862
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svn-id: r52854
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svn-id: r52853
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svn-id: r52840
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The advantage is that we get to do inlining and even use lwl and lwr instructions where appropriate. We have to do it ourselves because the PSP doesn't tolerate built-in instructions, but also we have a more efficient memcpy than the lib's.
svn-id: r52817
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PspMemorySwap is more specific ie. it only needs to be known by PSP files. It could be put in another file, but not worth the effort.
svn-id: r52816
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It didn't really belong in memory.cpp and we're going to want to include memory.h everywhere.
* * *
PSP: more Vram Allocator cleanup
svn-id: r52815
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52773
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Add an almost empty readme for dingux, to be filled soon.
svn-id: r52745
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Add a wrapper to set HOME var when running scummvm on dingux.
svn-id: r52744
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BufferedSeekableReadStream
As Max pointed out to me, one can't really use virtual functions called from constructors/destructors.
svn-id: r52722
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Run instructions to copy engine data only if there is really some
datafiles to copy for the built engines.
svn-id: r52656
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* This better reflects the supported devices
from GPH (GamePark Holdings), namely the
GP2XWiz, Caanoo and merging in of the old
GP2X backend.
svn-id: r52648
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* Match the GP2XWiz input code.
svn-id: r52645
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- Set the fake date in 2010 instead of year 3800
svn-id: r52644
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svn-id: r52641
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svn-id: r52640
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svn-id: r52632
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svn-id: r52630
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* Clean up the if/switch mess.
* Also add missing Caanoo icon.
svn-id: r52629
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* Add support for TouchScreen 'Tap Modes'
Left Click, Right Click and Hover.
* Rename OSystem_GP2XWIZ to OSystem_GPH to
start the work on supporting a unified
backend codebase for the GP2X, Wiz and
Caanoo.
* Sort out bugs in Caanoo input code.
* Rework GP2XWiz input code to support
switching new TouchScreen modes.
svn-id: r52619
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svn-id: r52599
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Overload of the SDL backend.
Basic functional backend with support for most main ScummVM features and engines.
Supports building to a .PND OpenPandora bundle for ease of use on the device.
svn-id: r52598
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Uploads a .zip file to HBC to unpack to the used storage media.
svn-id: r52536
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svn-id: r52533
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It's no longer needed after adding __may_alias__ flag in endian.h.
svn-id: r52481
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