Age | Commit message (Collapse) | Author |
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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>
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Hidden files are now only ignored in the GUI file browser when the user
has not checked 'show hidden files'.
Myst III has the hidden flag set for one of the directories containing
datafiles on the CD-ROM. When users copy the files to their hard drives
the hidden flag is kept. Detection worked previously because hidden
files were explicitly requested in the AD code. The engine would fail
to open the datafiles because SearchMan.addSubDirectoryMatching
ignored hidden directories.
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This is a regression from 90b78c544657bf0fc41d6b86276a0873060345b5
This commit restores the previous behaviour and avoids a null
pointer dereference induced crash.
This fixes the root cause of bug Trac #10515.
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Prevents invalid targets created from the command line to show up in the
launcher.
Fixes Trac#2788.
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size changes"
This reverts commit 8cb9eebd8a8f7cae2dbb68ad3398f444426929c1.
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Previously the dialog was not resized and was just recentered on the screen.
Now it is properly resized as well.
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the Add Game feature
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Thanks to the great help of @criezy, here's my implementation of an GUI
dialog that appears when an unknown game is detected.
Features:
- Allows copying the data collected by game detector to the clipboard
- Allows opening the bug tracker and pre-filling the form fiels
This closes https://bugs.scummvm.org/ticket/10435.
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When a user tries to add a game expecting it to be a particular
game for a particular engine, but a detector from another engine
happens to match some files that exist in the game directory and
reports on those files instead, this can cause a lot of confusion
because the detector doesn't say what engine or game it thought it
matched.
This patch adds the name of the matching engine as well as any
matching game IDs (if applicable) to the detector's logged output.
It also provides more specific guidance about where to send the
detection information (to the bug tracker), and properly wraps the
first part of the report to 80 columns.
Refs Trac#10272.
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If an early file in the game's signature list has a hash/size
mismatch, it is still necessary to continue to check the rest of
the candidate files for existence, since the non-existence of
candidate files is supposed to disqualify a game description as
matching a game to an unknown variant.
By quitting the file check early, the detector had been allowing
descriptions to randomly match if there happened to be an early
file in the detection list with the right name but wrong hash/size,
even if some of the other signature files did not exist at all.
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This allows an engine to match files that exist multiple times
in the same game directory with the same basename.
For example, different releases of Torin's Passage in SCI engine
come with zero or more GERMAN, FRENCH, ENGLISH, etc. directories,
all containing files with the same basenames but with different
contents per language. Because the allFiles map used only the
basename of a file as a key, it could not match more than one of
these localization directories, which made it impossible to select
from all the possible languages.
Refs Trac#9772.
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Until now, we had three separate strings for the message
about unsupported games. This commit merges them into
one single string.
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gameid -> gameId
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gameid -> gameId
guioptions -> guiOptions
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Since we need a FSNode parent for Mac resource forks, we need to change
signature of detectGameFilebased(), too.
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getFileProperties()
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This is used to set default settings for all custom game options when an
engine starts
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This eliminates nasty limitation of caping number of flags to 31.
Current code has limitation of 255 flags, though.
Only SCUMM engine is converted, rest do not even compile.
Detection of fan talkie MI is broken as it has to be implemented
differently.
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The cache issue has been discussed before, it breaks accessing files
beginning with a dot on POSIX. The change to the advancedDetector
to see hidden files was suggested by AdamRi on IRC.
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ADGF_UNSTABLE is always warned about.
ADGF_TESTING is only warned about when running
configure with --enable-relase.
Both warnings are subject to the enable_wip_game_warning
config option.
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Also reorder the parameters of composeFileHashMap, placing the "return value"
first.
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