Age | Commit message (Collapse) | Author |
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return StringMap instead of fixed list of parameters. This adds great
flexibility.
Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.
svn-id: r25134
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#define hell it consisted of previously)
svn-id: r24685
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corresponding backends (porters may have to update their ports if they were using the POSIX or Win32 module loading code implicitly); some cleanup
svn-id: r24153
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backends/plugins/)
svn-id: r24148
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* Modified about dialog to list all available plugins with their resp. copyright
* Modified about dialog credits to show the GPL last (like movie end credits do with their legal text, too)
svn-id: r23645
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error code (the engine is now passed indirectly via a double pointer)
* Removed Engine_Empty (obsolete now that engines can return actual error codes)
svn-id: r22199
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header file
svn-id: r21917
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new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
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trailing semicolon (this helps certain tools to parse our code better)
svn-id: r21689
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description strings
svn-id: r21166
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- Added new GameDescriptor struct (similar to PlainGameDescriptor but with
Common::String members instead of const char * ones)
- Changed DetectedGame to subclass GameDescriptor
- Removed toGameSettings() in favor of new (template) constructors in
DetectedGame and GameDescriptor
- Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines
svn-id: r21150
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- made use of the new DetectedGame constructor from my last commit
- some related cleanup
svn-id: r21149
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to a detection list w/o first creating a temporary GameSettings struct
svn-id: r21144
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- renamed Engine_XXX_gameList to Engine_XXX_gameList for consistency
- added new Engine_XXX_findGameID / PLUGIN_findGameID function
- updated plugins code to take advantage of the new plugin API, to support
obsolete gameids w/o showing them to the user
svn-id: r20752
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svn-id: r20509
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svn-id: r20088
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break the PalmOS code this way, please verify)
svn-id: r19670
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svn-id: r19142
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svn-id: r18977
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svn-id: r18773
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svn-id: r18604
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svn-id: r18356
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svn-id: r17388
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svn-id: r17231
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(see also patch #1095133)
svn-id: r16454
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allowed me to change OSystem to use the singleton base class, too
svn-id: r16404
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svn-id: r16398
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svn-id: r14829
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svn-id: r13809
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svn-id: r13783
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resizable array, not a linked list)
svn-id: r13520
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svn-id: r13516
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but don't expect it to work.
svn-id: r13280
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svn-id: r12176
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(not yet done by any detector, but will come with the MD5 detection code)
svn-id: r11811
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svn-id: r11664
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svn-id: r11178
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svn-id: r10920
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svn-id: r10882
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first step towards allowing more powerful, plugin specific detection code; also, moved the Plugin GameSettings APIs to a slightly higher level
svn-id: r10858
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svn-id: r10839
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reevaluate this): 'target' is what is in your config file; 'game' is what a frontend provide. E.g. the scumm frontend provides the game 'monkeyvga', and my config file has target 'monkeyvga-ger' configured to use that game
svn-id: r10766
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svn-id: r10735
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MSVC6 doesn't like the "using" keyword and consequently
got confused by the namespaces.
svn-id: r10726
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Sorry, MSVC6 doesn't seem to properly deal with the line
friend class Singleton<PluginManager>;
svn-id: r10723
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svn-id: r10688
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svn-id: r10544
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modules; right now only work on OS X; once we add more build rules, other systems with dlopen() should work, too (e.g. Linux); Windows support may come later. This is still very much WIP
svn-id: r10304
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(this removes the need for an ugly hack in the build system, and is also conceptionally cleaner)
svn-id: r10282
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