Age | Commit message (Collapse) | Author |
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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Some backends may break as I only compiled SDL
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In this case, it was always a break after a return in a switch case. There are
similar cases which cppcheck didn't detect, and a couple of cases where we have
a break after a continue in a switch case (where the continue refers to an
outer loop), but I didn't touch those. Not yet, at least.
svn-id: r48218
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r46942
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consistency
svn-id: r44634
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things)
svn-id: r44495
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svn-id: r41239
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svn-id: r40867
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svn-id: r35734
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svn-id: r34755
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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_shouldQuit, shouldQuit is only set if there's an EVENT_QUIT. EVENT_RTL and EVENT_QUIT are completely separate from each other. Engine::quit() method now checks both _shouldQuit and _shouldRTL to determine if the engine should exit. There is no longer a need for resetQuit(), so it's removed
svn-id: r33082
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svn-id: r32984
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instead of EventTypes. Reimplemented Queue as a List instead of Array. Updated AGOS, AGI, CINE, GOB, and KYRA to work with the current implementation of the GMM
svn-id: r32971
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svn-id: r32956
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svn-id: r30667
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svn-id: r30664
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been set first
svn-id: r30211
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svn-id: r29569
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svn-id: r29028
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svn-id: r28996
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svn-id: r28992
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svn-id: r28987
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svn-id: r28974
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svn-id: r28967
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svn-id: r28946
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svn-id: r28943
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svn-id: r28942
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svn-id: r28941
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svn-id: r28939
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