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path: root/base/plugins.cpp
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2011-05-17FM-TOWNS AUDIO: Some more midi driver code for FM-TOWNS monkey2 and indy4athrxx
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-13Merge remote branch 'remotes/dreammaster/tsage'Paul Gilbert
2011-03-25ANDROID: Experimental MIDI Driverdhewg
Based on the SONiVOX® Embedded Audio Synthesis (EAS™) library, which is part of the base Android OS. CPU stats (Cortex A8 1GHz, monkey1 intro, peak values): MAME OPL: 30% DosBox OPL: 26% EAS: 19%
2011-02-14TSAGE: Added the engine in a separate branchPaul Gilbert
2011-02-09AUDIO: Rename sound/ dir to audio/Max Horn
svn-id: r55850
2011-01-02PLUGINS: for uncached plugins, first check the loaded plugin before looking ↵Yotam Barnoy
elsewhere There are some calls to EngineManager::findGame() from within games, such as when loading saved games. It's critical not to unload the plugin from memory or other threads may crash. Therefore, we first scan using any plugin that's already in memory. svn-id: r55089
2010-12-30PLUGINS: rename ONE_PLUGIN_AT_A_TIME define to UNCACHED_PLUGINSYotam Barnoy
ONE_PLUGIN_AT_A_TIME is too long. svn-id: r55064
2010-12-29PLUGINS: fixed MSVC buildFlorian Kagerer
svn-id: r55062
2010-12-29PLUGINS: single plugin model now saves plugin filename to config fileYotam Barnoy
After searching for the right plugin once, the filename will be saved to the config file under the domain 'plugin_files'. The key is the gameid and the value is the plugin file. The backup mechanism is searching plugin by plugin. svn-id: r55061
2010-12-23PLUGINS: switched plugin manager to inheritance rather than #definesYotam Barnoy
The reason for this was that I found issues where the wrong functions were called in EngineManager for single plugin operation. Rather than inserting more messy #defines, I preferred to change the PluginManager to use virtual functions, which also makes EngineManager simpler. svn-id: r55024
2010-12-23PLUGINS: don't fully load each plugins at startup for single plugin methodYotam Barnoy
The reason to load each plugin was to figure out if it's a sound or engine plugin. Since all our plugin files are currently engines, there's no reason to load every file. If we get dynamic sound plugins, it'd be a good idea to make a quick and easy way to know which kind of plugin it is (e.g. a prefix or suffix in the filename). svn-id: r55021
2010-11-16COMMON: Simplify DECLARE_SINGLETON macroMax Horn
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
2010-11-05PLUGINS: improved one-at-a-time plugin codeYotam Barnoy
I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left. Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either. svn-id: r54097
2010-10-31Updated with latest from trunkYotam Barnoy
svn-id: r53976
2010-10-18CONFIGURE: Plug in Last Express engineEugene Sandulenko
svn-id: r53580
2010-10-13SOUND: Allow TiMidity support to be disabled via configure.Johannes Schickel
svn-id: r53395
2010-10-12SWORD25: Added detection of libtheora, png an dplugged in the engineEugene Sandulenko
svn-id: r53169
2010-10-08TOON: Merged Toon engine to ScummVM trunkEugene Sandulenko
svn-id: r53087
2010-09-17SOUND: Properly add CMS as plugin.Johannes Schickel
svn-id: r52779
2010-09-15PLUGINS: Don't expect every plugin to load.Andre Heider
svn-id: r52729
2010-09-12TESTBED: Merge gsoc2010-testbed branchEugene Sandulenko
svn-id: r52681
2010-09-05MERGE: Merge trunk to branch.Andre Heider
svn-id: r52564
2010-08-19Fix warning & code formattingMax Horn
svn-id: r52202
2010-08-17HUGO: Adding engine to the main treeEugene Sandulenko
svn-id: r52137
2010-08-16added a todo to plugins.cpp and a comment to elf32.h; Collapsed plugin ↵Tony Puccinelli
providers for a few ports into their .h files, removing the corresponding .cpp files svn-id: r52112
2010-08-14Ensured getPlugins is not called multiple times on Static Plugin Provider ↵Tony Puccinelli
with 'ONE_PLUGIN_AT_A_TIME' defined svn-id: r52080
2010-08-13refactored NEW_PLUGIN_DESIGN_FIRST_REFINEMENT define into ONE_PLUGIN_AT_A_TIMETony Puccinelli
svn-id: r52058
2010-08-12modified DS makefile to use new plugin design where only one plugin is ↵Tony Puccinelli
loaded at a time and tested successfully on the DS. Added code to prevent a crash in the case where there are no engine plugins present. Removed code for R_ARM_TARGET1 in arm-loader, as it is no longer used and was never used successfully svn-id: r52052
2010-08-12got rid of leftover debugging printfTony Puccinelli
svn-id: r52027
2010-08-12Refined first refinement of new plugin design. Tested successfully ↵Tony Puccinelli
adding/removing/running games on Linux with only one engine plugin loaded at a time svn-id: r52026
2010-08-11Use tabs instead of spaces for indentation.Eugene Sandulenko
svn-id: r51997
2010-08-11GUI: add music devices for c64, amiga and apple II gsFlorian Kagerer
These devices are not able to create appropriate drivers. The only purpose for now is having proper gui options and flags and music types for the device detector. The corresponding GUIO flags for the new devices have been added, too. svn-id: r51995
2010-08-10merged trunk into branch, reverted Cruise Singleton changesTony Puccinelli
svn-id: r51961
2010-08-06TESTBED: Merged changes from trunk to my branchNeeraj Kumar
svn-id: r51798
2010-08-05removed unneccessary call to 'unloadPlugins'Tony Puccinelli
svn-id: r51747
2010-08-05added intermediary function 'findGameOnePlugAtATime' and switched load game ↵Tony Puccinelli
and run game code to use it. Added checks for DYNAMIC_MODULES defines to the checks for NEW_PLUGIN_DESIGN_FIRST_REFINEMENT svn-id: r51746
2010-08-03gave plugin iterators more appropriate names, removed debugging printf, ↵Tony Puccinelli
added comments to loadFirstPlugin and loadNextPlugin svn-id: r51673
2010-08-02changed plugins so games can be added in the launcher with only one plugin ↵Tony Puccinelli
loaded into memory at a time (first refinement) svn-id: r51607
2010-07-30initial work on plugin design changes (already added games can be launched ↵Tony Puccinelli
with only one plugin loaded at a time if you compile with a 'NEW_PLUGIN_DESIGN_FIRST_REFINEMENT' flag) svn-id: r51502
2010-07-20BUILD: Unify adding -DUNIX to DEFINES; complete SEQ MIDI detectionMax Horn
* Added a yes/no variable _unix to configure, which controls when -DUNIX is added to DEFINES * Enable SEQ MIDI via _seq_midi by default on UNIX type systems, except for those which override that. * Switch SEQ MIDI code to check #define USE_SEQ_MIDI (alternatively, we could compile it only conditionally...) svn-id: r51055
2010-07-20MIDI: Build and use ALSA driver if and only if USE_ALSA is definedMax Horn
svn-id: r51053
2010-07-17Remove PalmOS portMax Horn
svn-id: r50964
2010-07-05Skip /dev/sequencer MIDI on Android.Angus Lees
svn-id: r50664
2010-06-22GUI/LAUNCHER: This should fix the regression concerning pc speaker / pcjr ↵Florian Kagerer
support caused by patch #1956501 svn-id: r50145
2010-06-21Patch #1956501: "GUI/LAUNCHER: Midi device selection"Max Horn
svn-id: r50128
2010-05-24added the testbed engine: basically renamed quuxNeeraj Kumar
svn-id: r49188
2010-03-13Fix our DECLARE_SINGLETON macro to conform to the C++ specs.Johannes Schickel
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
2010-01-21Silenced some cppcheck warnings.Torbjörn Andersson
svn-id: r47427
2009-12-29Add Mohawk engine code. Part 2/3: common code changes.Eugene Sandulenko
svn-id: r46728