Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-05-05 | CGE2: Add play time metadata to savegames | Adrian Frühwirth | |
2018-05-01 | CGE2: Push down the AD includes | Bastien Bouclet | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian 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. | |||
2016-05-17 | ALL: Change main engine header guard defines to <directory>_<engine>_H | Eugene Sandulenko | |
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines. | |||
2014-10-28 | CGE2: Remove trailing whitespace | Filippos Karapetis | |
2014-09-28 | CGE2: Remove unused constants | Strangerke | |
2014-09-07 | CGE2: Refactor _startupMode. | unknown | |
2014-09-07 | Revert "CGE2: Make the intro skippable." | Peter Bozsó | |
This reverts commit 5e099e90bcdfb87c289b919ddac60e60fbf6bdd7. There's no need for this addition, since the intro was skippable before that too, by hitting the ESC key. See System::touch(). | |||
2014-09-06 | CGE2: Make the intro skippable. | Peter Bozsó | |
2014-08-13 | CGE2: Add checkMute(). | uruk | |
This keeps the "Mute All" option of ScummVM and the music on/off and speech on/off buttons of Sfinx's toolbar in sync. | |||
2014-08-13 | CGE2: Rework sound system. | uruk | |
2014-08-13 | CGE2: Fix initVolumeSwitch(). | uruk | |
2014-08-11 | CGE2: Get rid of detection.h, move things to detection.cpp. | uruk | |
2014-08-03 | CGE2: Rework the handling of the sound buttons on the toolbar. | uruk | |
Also keep in sync the volume settings and the audio mode of the game and the settings in the Launcher. | |||
2014-08-03 | CGE2: Rearrange content of saveload.cpp and cge2.h a bit. | uruk | |
2014-08-03 | CGE2: Add autosave functionality. | uruk | |
2014-08-01 | CGE2: Some cosmetic changes | Strangerke | |
2014-07-29 | CGE2: Fix initialization of volume switches. | uruk | |
2014-07-29 | CGE2: Move ColorBank and kColorNum to one place. | uruk | |
They are strongly connected. | |||
2014-07-29 | CGE2: Get rid of sndSetVolume() and connected code. | uruk | |
2014-07-29 | CGE2: Get rid of kExitOkText. | uruk | |
2014-07-29 | CGE2: Get rid of kCrackedText. | uruk | |
2014-07-29 | CGE2: Implement snFlash(). | uruk | |
2014-07-29 | CGE2: Get rid of _flag. | uruk | |
2014-07-28 | CGE2: Remove commas at the end of enumerator lists. | uruk | |
2014-07-26 | CGE2: Implement debug console and add a debug channel for opcodes. | uruk | |
2014-07-25 | CGE2: More refactoring in cge2.h and cge2.cpp. | uruk | |
2014-07-25 | CGE2: Rearrange things a bit in cge2.h. | uruk | |
2014-07-25 | CGE2: Now refactor optionTouch() the right way. | uruk | |
2014-07-25 | CGE2: Get rid of unnecessary variables. | uruk | |
2014-07-25 | CGE2: Implement the sfx volume button on the toolbar. | uruk | |
2014-07-25 | CGE2: Implement the music volume button on the toolbar. | uruk | |
2014-07-25 | CGE2: Rename kSoundSwtichRate to kVolumeSwitchRate. | uruk | |
2014-07-25 | CGE2: Fix initialization of sound switches on the toolbar. | uruk | |
2014-07-24 | CGE2: Remove kCmdDim and kCmdStep and connected code. | uruk | |
2014-07-24 | CGE2: Remove handling of unused opcodes. | uruk | |
2014-07-24 | CGE2: Implement snTrans() and snPort(). | uruk | |
2014-07-24 | CGE2: Distinguish SFX from speech when playing sounds. | uruk | |
Now the sound options of ScummVM are taken into account when playing these two types of sounds. Until now, everything was considered SFX sound. | |||
2014-07-24 | CGE2: Implement checkSaySwitch() and add/fix connected code. | uruk | |
2014-07-24 | CGE2: Set speech only/text only/both modes according to Launcher options. | uruk | |
2014-07-23 | CGE2: Increase readability of code connected to music switch. | uruk | |
2014-07-23 | CGE2: Keep music setting in sync with the Launcher. | uruk | |
2014-07-23 | CGE2: Add and implement checkSounds() and checkMusicSwitch(). | uruk | |
2014-07-22 | CGE2: Reimplement checkSaySwitch(). | uruk | |
2014-07-22 | CGE2: Rename _commandStat to _soundStat. | uruk | |
2014-07-21 | CGE2: Rework loading of sprites from file. | uruk | |
Now it satisfies the needs described in the last commit's TODO comment. | |||
2014-07-17 | CGE2: Get rid of _sprite. | uruk | |
2014-07-15 | CGE2: Implement snRoom(). | uruk | |
2014-07-15 | CGE2: Get rid of _mode. | uruk | |
2014-07-09 | CGE2: Implement switchVox() and switchCap(). | uruk | |