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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.
2018-03-23AVALANCHE: Remove unnecessary call to setSeed()Adrian Frühwirth
There is no need to initialize Common::RandomSource's seed with _system->getTimeAndDate(time) as its constructor already initializes it with g_system->getMillis().
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.
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
There were all flagged as intentional fall throughs. I simply changed the comments to something GCC would recognize.
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-25AVALANCHE: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-20AVALANCHE: Add missing POTFILESThierry Crozat
2016-02-20AVALANCHE: Translate buttons in load and save dialogs.Thierry Crozat
2016-01-26AVALANCHE: Only request actual save slots in listSaves.Johannes Schickel
2016-01-11AVALANCE: Fix out of bounds array access.Johannes Schickel
Thanks to uruk for checking on this.
2014-06-07AVALANCHE: Janitorial - remove trailing spaces and tabsStrangerke
2014-06-02AVALANCHE: Make GraphicManager::drawArc code consistently use float.Johannes Schickel
I use float over double here because all the changing values were already stored in variables of type float. This also silences some float conversion warnings.
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-05-24AVALANCHE: Initialize two variables in GhostRoom()Strangerke
2014-04-21AVALANCHE: Fix Timer::afterTheShootemup().uruk
2014-04-21AVALANCHE: Fix out-of-bounds indexing issue.uruk
2014-04-13AVALANCHE: Add HighScore.uruk
2014-04-13AVALANCHE: Fix Ghostroom's destructor.uruk
2014-04-12AVALANCHE: Remove useless warnings.uruk
2014-04-12AVALANCHE: Merge ghostDrawGhost and ghostDrawGlerk.uruk
2014-04-12AVALANCHE: Remove unnecessary TODOs.uruk
2014-04-12AVALANCHE: Unify kProcGeida and kProcSpludwick under kProcFollowAvvy.uruk
Also rename connected function geidaProcs() to follow() and update it's comments.
2014-04-12AVALANCHE: Rename _seeScroll to _runAnimations and swap it's meaning.uruk
2014-04-06AVALANCHE: Remove some leftovers of the mini-games.uruk
2014-04-06AVALANCHE: Fix drawing of the toolbar regardless of loading.uruk
2014-03-30ALL: Resolve multiple clang warningsMax Horn
2014-03-15AVALANCHE: Add a safeguard to avoid trying to highlight a dummy (out of ↵Strangerke
bound) line
2014-03-07AVALANCHE: Implement Parser::bossKey().uruk
Revise some other parts of the engine during the process.
2014-03-07AVALANCHE: Rework use of ShootEmUp.uruk
2014-03-07AVALANACHE: Rework use of MainMenu.uruk
2014-03-06AVALANCHE: Implement MainMenu::wait().uruk
Rework other pieces of the engine to fit to it's mechanism.
2014-03-05AVALANCHE: Implement MainMenu::centre().uruk
Also rework connected functions.
2014-03-04AVALANCHE: Fix parentheses in Help::handleMouse().uruk
2014-03-04AVALANCHE: Implement MainMenu::option().uruk
Rework and implement a lot of connected functions.
2014-03-04AVALANCHE: Implement loadMenu(). Unify it with menuLoadIcons().uruk
Also rename menuLoadIcons to menuLoadPictures after the unifying.
2014-03-04AVALANCHE: Move to graphics and implement GraphicManager::menuLoadIcons().uruk
Add and implement necessary graphical functions for the main menu during the process.
2014-03-03AVALANCHE: Add MainMenu's skeleton.uruk
2014-03-03AVALANCHE: Rename Menu to DropDownMenu.uruk
2014-03-03AVALANCHE: Replace majorRedraw() with refreshScreen().uruk
2014-03-03AVALANCHE: Implement the status leds on the toolbar.uruk
2014-03-01AVALANCHE: Repair ShootEmUp::run().uruk
2014-03-01AVALANCHE: Implement moving in ShootEmUp::readKbd().uruk
Rework the existing parts of the function during the process.
2014-03-01AVALANCHE: Implement shooting in ShootEmUp::readKbd().uruk
2014-02-25AVALANCHE: Rework define() and the constants in ShootEmUp.uruk