Age | Commit message (Collapse) | Author |
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This is not critical to build configuration and any problems would
be visible by an incorrect endian test result.
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Thanks to LordHoto for the amendment to surpress error output.
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This was missed from the Wii patch as the Wii is Big Endian.
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This is the last outstanding change of patch #1359 - "Update
wii/gamecube configure" submitted on 2010-11-15.
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The autodetection should be fixed or modified to remove these hardcoded
library enables. For now, we add another minor HACK to disable the
troublesome Tremor Ogg Vorbis enable on older SDK, which should fix the
buildbot builds.
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This will allow compilation using the older SDK until the buildbot
PS2 toolchain SDK can be upgraded and we can confirm the newer SDK
builds are working correctly.
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PS2: Pull request to master for latest PS2 code
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This is due to the 4 byte long as int32 which leads to format mismatch
warnings. These are supressed to allow any real issues to be seen.
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These previously caused crashes due to missing symbols in the dynamic
symbol table.
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As the GCC manual notes, "On most systems that use stabs format, -g
enables use of extra debugging information that only GDB can use;
this extra information makes debugging work better in GDB but will
probably make other debuggers crash or refuse to read the program."
-gstabs produces stabs without GDB extensions, and thus the AmigaOS
debugger will work.
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Can't use the first three characters of the ABI as "mips" is four
characters. Better than this is a separate variable anyway.
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The host targets for Android ARM builds are changed to "android-arm"
and "android-arm-v7a", from "android" and "android-v7a", and two new
targets are added of "android-mips" for MIPS and "android-x86" for
x86.
The older "android" and "android-v7a" targets are still supported,
but are deprecated.
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This implements count badge, progress bar, and icon overlay.
It uses the NSDockTile API which is available since OS X 10.5.
The code compiles and run on older system but without doing
anything.
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Nothing from that framework in specific is used, thus it's not required to
link against it.
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The previous update to the Wii configure sections including changing
the compiler prefix missed changing the Gamecube section.
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Enable RTTI and clean up the code by exploiting the availability of dynamic_cast.
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Thanks to fuzzie for these changes.
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BUILD: Taskbar Cleanup/Fixes
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WII: Implement changes needed by DevKitPPC R26 and later
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Formerly the taskbar support was *always* enabled except when the backend or
user specified that it should be disabled. This causes nasty crashes for
backends which do not have any taskbar support (like DC, Tizen and probably
more which simply did not disable it so far) when defaultErrorHandler was
called for example (Mass Add is also broken for those).
The SDL (and derived backends) worked around missing taskbar support by
simply faking a dummy taskbar implementation (but still claiming in configure
that we feature taskbar integration, ouch).
To avoid all non-SDL backends from manually specifying _taskbar=no I added
some auto detection code which simply only enables taskbar support in case
ScummVM is built on Win32 or libunity is present.
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"USE_TASKBAR_UNITY".
This makes it consistent with other library support variables.
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This changes makes ScummVM compilable with newer versions of DevKitPPC. ScummVM can be linked against the original libogc and libfat. That makes some newer WiiMotes work, improves audio-/video-playback and contains various improvements.
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This caused an exception if a error() call occurs, rather than a
clean exit. This occurred in the defaultErrorHandler() function of
engines/engine.cpp, probably due to g_system->getTaskbarManager()
returning a null pointer.
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This is used in Mac OS X. Thanks to waltervn for pointing this out and
testing.
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This is mainly "cosmetic" to keep the SCUMM engine and subengines at
the top of the various files, but probably a good idea to prevent any
subtle regressions associated with changing the order.
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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Basic OUYA support
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This was breaking AmigaOS4 builds for the porter as his libpng was built
as a shared library depending on zlib. This should be safe for static
builds as well.
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Instead of always assuming /sw (i.e. fink) it should now also pick up
the macports prefix or /usr/local depending on which one exists.
Of course this can still be overwritten with --with-staticlib-prefix
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These now restore the original release build logic to ensure that we
don't have issues with releases. Missing something here as _debug_build
doesn't seem to work as I expected...
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After this change, release builds will still have serial debug disabled,
but debug builds will now not provide this unless --enable-debug is
passed explicitly. This could have been another option or environment
variable, but other embedded ports do similar things with _debug_build
and this looks like the cleanest way to deal with this.
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path. All external data files are stored in the Windows executable file anyway.
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Add back support for sword1/2 MPEG-2 cutscenes
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simultaneously
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