Age | Commit message (Collapse) | Author |
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This matches the C++11 std::vector method of the same name, and
replaces usage of taking the address of the first element of an
array by &array[0] or &array.front() or &*array.begin(). The data
method is better than these usages because it can be used even
when the array is empty.
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These are additions to match C++11 std::vector common init
patterns, to make Common::Array cover more common use cases where
C-style arrays are currently used (and should not be).
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The default value was DisposeAfterUse::NO, which made it very easy to
accidentally leak memory by omitting to specify a value.
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And fix an out of bounds acces when seeking to the end of a video.
Skipping samples is needed even when seeking through silent edits
because a silent stream is queued for those.
Fixes #10219.
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To enable the optional content censoring mode, Phant2 looks
for a RESDUK.PAT file, which is normally placed by the game's
installer if the user chose to enable censorship. If the file
exists, the game reads an unlock password out of the file and
asks the user to enter the password when starting a new game to
create an uncensored game, or to click a "less intense" button
to start the game with censoring. The censorship state of the
game is then persisted in the save game file, and installations
with the RESDUK.PAT file need to enter the password again in
order to restore any of the uncensored saves.
Since we do not have an installer that can enable this feature,
add a game option toggle to enable/disable censoring (for the
releases that have the optional censorship mode) instead so the
censored content feature is available for anyone that wants to use
it. This flag is restored from ScummVM whenever a save game is
loaded, so it can be toggled on or off at any point without
needing a separate save game, unlike in the original interpreter.
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All users of BitStream were in fact using a specific, hardcoded variant,
so we can hardcode that variant, removing the need for virtual calls,
and enabling inlining.
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This allows MemoryReadWriteStream to be passed successfully to
functions that use the SeekableReadStream type so that they can
call the `pos` method, like the DPCMStream class of the VMD
decoder.
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Thanks to N.E.C <beholdnec@gmail.com> for this.
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This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
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This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
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SCI engine has very many game options.
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Thanks again to @waltervn.
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To move data from one SpanOwner to another, use `moveFrom`.
Thanks @waltervn for pointing out the problem.
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Until C++11 (which introduces the z and t length modifiers), there
is no consistent way to print size_t and ptrdiff_t types using
printf formatting across 32-bit, LLP64, and LP64 architectures
without using a cumbersome macro to select the appropriate length
modifier for the target architecture. Since ScummVM engines
currently need to support 32-bit targets, there is no reason at
the moment to support any larger memory sizes in Span anyway.
Span error output is also updated in this commit to reflect that
index values are unsigned.
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The SpanImpl template was generating a bunch of C2248 errors that
protected fields of the SpanBase template could not be accessed
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Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
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ANDROIDSDL: added tab Control in main Options menu for switching some features
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hasFeature... condition, renamed some fields and methods
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GUI: Add three new options for volume slider controls
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This for example fixes the compilation of the fullpipe engine on 64 bits
platforms when using create_project.
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GUIO_NOSPEECHVOLUME can be used for games that allow toggling of
speech but do not provide the ability for users to control speech
volume.
GUIO_LINKMUSICTOSFX and GUI_LINKSPEECHTOSFX can be used for games
that allow control of music, sfx, and speech in combinations, like
games that provide control of digital audio separately from MIDI,
or games that only control all three audio types through a single
volume control.
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Ports with -DNONSTANDARD_PORT need this too.
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COMMON: Add Span to common library
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