Age | Commit message (Collapse) | Author |
|
|
|
|
|
Replaces some more ptr=0 with ptr=nullptr.
|
|
SCI: High-quality "LarryScale" cel scaler for LSL7
|
|
Removed whitespace before template keyword.
Made template types camel case starting with lowercase.
|
|
|
|
|
|
The input and output type can be different.
Currently, rad2deg is only being used by sci (float to int)
and deg2rad in wintermute.
|
|
|
|
It made little sense for the tab-completion to be case sensitive while
command execution itself is case insensitive.
|
|
|
|
This has also been implemented for the SDL2 and macOS backends.
|
|
|
|
|
|
|
|
This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
|
|
|
|
Despite looking weird, this is the correct locale for Norwegian (Bokmål).
|
|
|
|
|
|
All other SCI games continue using the default scaler.
|
|
|
|
SCUMM engine does quite a bit of direct array serialization.
|
|
|
|
The register keyword was deprecated from the C++11 standard,
<http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2014/n4193.html#809>,
and removed from the C++17 standard,
<http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4340>, so
cannot exist in a well-formed C++17 program.
It has never done anything in GCC
<https://gcc.gnu.org/ml/gcc/2010-05/msg00113.html>
and because of the way it is specified in the standard, it is “as
meaningful as whitespace”
<http://www.drdobbs.com/keywords-that-arent-or-comments-by-anoth/184403859>.
The one remaining use of the register keyword is in the DS backend,
where it is used to create a local register variable using the
non-standard GCC Extended Asm feature.
Closes gh-1079.
|
|
Compilers optimise these back into shifts on architectures where
shifts of negative integers work the same as mul/div, so this
solves the UB without actually causing any performance issue.
|
|
|
|
|
|
Custom deleters of ScopedPtr are not currently fully conforming to
C++11's support for custom deleters in std::unique_ptr for the
sake of simplicity of implementation. Unlike in the standard
library, plain functions and lvalue references are not supported,
nor may custom deleters be passed to the constructor at runtime.
This can be improved in the future, if necessary, by doing what
standard library implementations usually do and creating a Pair
class that uses the Empty Base Optimization idiom to avoid extra
storage overhead of the deleter instance when it is not needed, as
in typical standard library implementations, plus some additional
type traits to support the necessary metaprogramming for the
different type overloads.
|
|
|
|
This improves the output of static assertions in all compilers,
and prevents problems in MSVC 2015 where the mechanism for
triggering a compilation error in C++98 mode may cause errors when
that compiler builds in release mode.
Fixes Trac#10154.
|
|
BUILD: Require 64bits integers
|
|
Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.
Refs Trac#9689.
|
|
Fixes iOS7 compilation when common/util.h is included after
NSObjCRuntime.h, as happens in ios7_video.mm.
|
|
There is no particular reason why backends that don't need to
calculate screen dimensions in advance should still need to
implement initSizeHint at this point.
|
|
|
|
Although the previous count-constructor would never make a copy of
a member at runtime, Array<T>::reserve *may* copy-construct, so
the compiler would forbid creation of arrays of NonCopyable objects
even when the array was created only once and then never resized
(and thus never actually tried to perform a copy-construction).
|
|
|
|
Runtime error detection is error-prone and unnecessary.
|
|
|
|
|
|
|
|
|
|
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.
|
|
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).
|
|
The default value was DisposeAfterUse::NO, which made it very easy to
accidentally leak memory by omitting to specify a value.
|
|
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.
|
|
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.
|
|
|
|
|