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path: root/engines/access/access.cpp
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2018-07-20ACCESS: MM: Implement proper game data and fonts in access.datPaul Gilbert
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
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.
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2016-07-28ACCESS: Move debug channel registration where they belongEugene Sandulenko
2016-05-26ACCESS: Refactor ASurface and Screen to not use virtual inheritancePaul Gilbert
2016-03-14ACCESS: Changed engine to use Graphics::ManagedSurfacePaul Gilbert
2015-11-27ACCESS: Creation of access.dat for holding Access games engine dataPaul Gilbert
2015-08-03ACCESS: Fix initialisation of AccessEngine::_askMax Horn
2015-07-24ACCESS: Use our formatting conventions for variable and function namesFilippos Karapetis
2015-07-22Merge branch 'master' into mmWillem Jan Palenstijn
Conflicts: engines/access/access.cpp engines/access/asurface.h engines/access/bubble_box.cpp engines/access/bubble_box.h engines/access/martian/martian_game.cpp engines/access/player.cpp engines/access/player.h engines/access/resources.cpp engines/access/screen.cpp engines/access/screen.h engines/access/sound.cpp engines/access/sound.h
2015-02-06ACCESS: MM - Start implementing PRINTCHR and SPRINTCHRStrangerke
2015-02-05ACCESS: Remove an unused functionStrangerke
2015-02-04ACCESS: Tex2 - Start implementing takePicture()Strangerke
2015-01-27ACCESS: Initialize some variablesStrangerke
2015-01-17ACCESS: MM - Fix a bug related to the down arrow, some refactoring and renamingStrangerke
2015-01-15ACCESS: MM - Implement up and down arrows in BubbleBoxStrangerke
2015-01-15ACCESS: MM - Implement getListStrangerke
2015-01-14ACCESS: MM - Implement displayBoxDataStrangerke
2015-01-13ACCESS: MM - Some more work on BubbleBox classStrangerke
2015-01-13ACCESS: MM - Work some more on doBox_v1Strangerke
2015-01-12ACCESS: MM - Add resource _byte1EEB5[]Strangerke
2015-01-12ACCESS: MM - Start implementing MM dialog box, split cmdConverse in two (WIP)Strangerke
2015-01-09ACCESS: MM - Make Bubble Box variable, add MM bubble boxesStrangerke
2015-01-06ACCESS: MM - Fix TRAVEL array sizeStrangerke
2015-01-05ACCESS: MM - Implement some game specific opcodesStrangerke
2015-01-05ACCESS: Make opcodes dependant to game versionsStrangerke
2014-12-29ACCESS: Split a bit more Player class, add some MM specific codeStrangerke
2014-12-27ACCESS: Use loadSoundTable instead of push_back in several placesStrangerke
2014-12-27ACCESS: Fix speechStrangerke
2014-12-21ACCESS: Remove unused variableStrangerke
2014-12-19ACCESS: Extra initialization for various classesPaul Gilbert
2014-12-18ACCESS: Refactor most of ASurface statics to instance variablesPaul Gilbert
2014-12-17ACCESS: Modify the indentation of constructor when it's multilineStrangerke
2014-12-17ACCESS: Use writeString in writeSavegameHeaderStrangerke
2014-12-17ACCESS: Use a while statement as suggested by _sev in the merge requestStrangerke
Also fix a formatting issue pointed out by _sev
2014-12-13ACCESS: Beginnings of dirty rect handling for screenPaul Gilbert
2014-12-12ACCESS: Fix compilation errors reported by CriezyStrangerke
2014-12-12ACCESS: Fix speakText behaviorStrangerke
2014-12-12ACCESS: Separate timer updates from frame updates, and overall delay cleanupPaul Gilbert
2014-12-12ACCESS: Implement restart after deathStrangerke
2014-12-12ACCESS: Add a debug channel for the sound & music handlingStrangerke
2014-12-12ACCESS: Add a cheat mode which currently skips the guard in chapter 8Strangerke
2014-12-12ACCESS: Cleaned up event handling for scene establish text displayPaul Gilbert
2014-12-12ACCESS: Clean up keyboard controlPaul Gilbert
2014-12-12ACCESS: JanitorialStrangerke
2014-12-12ACCESS: Rename _EsegStrangerke
2014-12-12ACCESS: Remove two unused variablesStrangerke
2014-12-12ACCESS: Split SoundManager and MusicManagerStrangerke
2014-12-12ACCESS: Refactor opening scenes logic into Opening classPaul Gilbert
2014-12-12ACCESS: Remove unused _travel and _ask fieldsPaul Gilbert