aboutsummaryrefslogtreecommitdiff
path: root/base
AgeCommit message (Collapse)Author
2020-01-04BASE: Fix being unable to run games when using dynamic pluginsBastien Bouclet
When the plugin-engine mapping is not cached in the configuration file, we were not scanning all the plugins to establish the mapping. This is a regression from commit: e2d91258b7bfb989dc099f516bb31ceb44554529 This commit reverts the offending commit and implements a proper fix for the case where there are no dynamic plugins. Fixes #11300.
2020-01-01ENGINES: Copy the data referenced by QualifiedGameDescriptorBastien Bouclet
The engineId, gameId and description come from static data in the game engines. When the game engines are compiled as dynamic plugins, the QGD structure may outlive the engine plugin. Making a copy ensures the data remains available. Fixes #11292.
2019-12-02PLUGINS: Fix crash when no plugins are availableCameron Cawley
2019-11-17BACKENDS: Remove the Windows CE portCameron Cawley
2019-11-03BASE: Remove the engines/games alphabetical sortBastien Bouclet
2019-11-03BASE: Change the command line interface to use engine-qualified game namesBastien Bouclet
Qualified game names have the following form: engineId:gameId. Unqualified game names are still supported as long as they are not ambiguous. However they are considered deprecated and are no longer displayed by the --list-games command.
2019-11-03BASE: Add a command line option to list the enginesBastien Bouclet
2019-11-03ENGINES: Automatically upgrade the targets on launch to add an engine IDBastien Bouclet
2019-11-03ENGINES: Change targets to have an 'engine ID'Bastien Bouclet
The engine ID identifies which engine should be used to launch the target. Also remove the 'single ID' system. Different games from engines that used that system now have different game IDs. Also-By: Matthew Hoops <clone2727@gmail.com>
2019-10-14TTS: Fix "No voice available" warningJaromir Wysoglad
2019-09-23RELEASE: This is 2.2.0gitEugene Sandulenko
2019-09-14JANITORIAL: Fix indentationEugene Sandulenko
2019-09-01TTS: Implement tts state switching when needed.Jaromir Wysoglad
The state has to be pushed and poped when there is a transition between game and gui code.
2019-09-01TTS: Make sure that TTS lang matches transMan langJaromir Wysoglad
2019-05-12GUI: Better integration for the unknown game dialog when adding gamesBastien Bouclet
* The list of candidates now includes unknown variants. When an unknown variant is selected, the unknown game dialog is shown. * On the unknown game dialog, users are given the choice to add the game when that is possible, or to cancel. The goal of those changes is to make the unknown game dialog less confusing for users, especially when both known and unknown games variants are found.
2019-03-10BASE: Only reload engine plugins after return to launcherEric Culp
The other plugins do not need to be reloaded. Reloading the scaler plugins breaks the graphics.
2019-03-02WIN32: Fix embedding disabled engine filessluicebox
Fix Windows builds (msvc and mingw) including data files from disabled engines as embedded resources in executable. Bug #10878
2019-01-13BASE: Add feature string for liba52 support.Torbjörn Andersson
2018-12-16GUI: Allow user to opt between GUI browser and native browserSupSuper
2018-12-08ENGINES: Add optional extra configuration entries when creating new targetsPaul Gilbert
2018-12-02GUI: Add an option to set the GUI language to the game languageBastien Bouclet
2018-11-16WIN32: Retrieve the version information for the resource script from ↵Cameron Cawley
base/internal_version.h
2018-11-04BACKENDS: Remove references to the GP32 backendCameron Cawley
2018-07-08BASE: Add command line stretch mode argThierry Crozat
2018-06-17BASE: Fix a segfault when mass detector encounters an empty directoryBastien Bouclet
Was introduced in the recent detection rework.
2018-06-13JANITORIAL: Fix comment typoTorbjörn Andersson
2018-06-03BASE: Remove temporary targets when they fail to launchBastien Bouclet
Prevents invalid targets created from the command line to show up in the launcher. Fixes Trac#2788.
2018-05-10ENGINES: Remove usage of C++11 extended initializer listsBastien Bouclet
2018-05-10ENGINES: Merge GameDescriptor and DetectedGameBastien Bouclet
2018-05-10ENGINES: Factor adding games to ConfManBastien Bouclet
2018-05-10ENGINES: Turn GameDescriptor into a simple structBastien Bouclet
2018-05-10ENGINES: Change MetaEngine::listSupportedGames to return plain game descriptorsBastien Bouclet
2018-05-10ENGINES: Change MetaEngine::findGame to return a plain game descriptorBastien Bouclet
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2018-04-29ENGINES: Show the unknown Game dialog only when the detector is launched by ↵Lothar Serra Mari
the Add Game feature
2018-04-25BASE: Allow listing save games for all targetsThierry Crozat
2018-04-25BASE: Use --game to specify target for --list-saves commandThierry Crozat
This change brings the --list-saves command syntax in line with other commands.
2018-04-22BASE: Allow options to come after command on the command lineBastien Bouclet
2018-04-15JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-12BASE: Minor text fix for --copy-protection helpTarek Soliman
2018-04-08AUDIO: add support for OPL2LPTVincent Bernat
The OPL2LPT is an OPL2 chip plugged on a parallel port. It is write-only but otherwise acts as a classic AdLib. This commit adds support for this device. User is expected to have the right permissions on the parallel port. By default, the first suitable parallel port is used. It is possible to override that with the hidden configuration setting "opl2lpt_parport". It depends on the presence of the libieee1284 library which abstracts a bit parallel port handling. An alternative would be to access directly /dev/parportX on Linux. This would amount of code but it would be Linux-only. Tested with Indy 3 and SOMI.
2018-04-07BASE: Show nuked audio driver only when compiledEugene Sandulenko
2018-04-07AUDIO: Add Nuked OPL3 corenukeykt
2017-12-03BASE: Remove bad casts between incompatible Plugin typesColin Snover
Previously, a C-style cast was used to convert a Common::Array<Plugin *>, populated with pointers to StaticPlugin and DynamicPlugin instances, to a Common::Array<PluginSubclass<T> *>, but PluginSubclass<T> is a *sibling* class to StaticPlugin/DynamicPlugin, so this cast was invalid and the results undefined. The methods for retrieving subclasses of plugins can't be easily changed to just generate an array of temporary wrapper objects that expose an identical API which dereferences to the preferred PluginObject subclass because pointers to these objects are retained by other parts of ScummVM, so the wrappers would needed to be persisted or they would need to just re-expose the underlying Plugin object again. This indicated that a way to solve this problem is to have the callers receive Plugin objects and get the PluginObject from the Plugin by explicitly stating their desired type, in a similar manner to std::get(std::variant), so that the pattern used by this patch to solve the problem. Closes gh-1051.
2017-11-30RELEASE: This is 2.1.0gitThierry Crozat
2017-11-21RELEASE: 1.10 will henceforth be known as 2.0Colin Snover
General consensus on the ML was that people wanted to do this. http://lists.scummvm.org/pipermail/scummvm-devel/2017-November/012008.html
2017-11-02BASE: Minor command line detection cleanupBastien Bouclet
2017-09-08UPDATES: Fix crash when compiling with updates enabled but without an ↵Thierry Crozat
UpdateManager This can happen when Sparkle was not found during configure which results in USE_UPDATES being defined but USE_SPARKLE not being defined.
2017-08-06CMD: Handle --game=<ID> for --detect and --auto-detectThierry Crozat
The README and command line help indicated this should work, but this was not implemented.
2017-08-06CMD: Improve warnings for --detect and --add when no game is foundThierry Crozat