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path: root/engines/cge2/cge2.h
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2018-05-05CGE2: Add play time metadata to savegamesAdrian Frühwirth
2018-05-01CGE2: Push down the AD includesBastien Bouclet
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.
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene 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.
2014-10-28CGE2: Remove trailing whitespaceFilippos Karapetis
2014-09-28CGE2: Remove unused constantsStrangerke
2014-09-07CGE2: Refactor _startupMode.unknown
2014-09-07Revert "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().
2014-09-06CGE2: Make the intro skippable.Peter Bozsó
2014-08-13CGE2: 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.
2014-08-13CGE2: Rework sound system.uruk
2014-08-13CGE2: Fix initVolumeSwitch().uruk
2014-08-11CGE2: Get rid of detection.h, move things to detection.cpp.uruk
2014-08-03CGE2: 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.
2014-08-03CGE2: Rearrange content of saveload.cpp and cge2.h a bit.uruk
2014-08-03CGE2: Add autosave functionality.uruk
2014-08-01CGE2: Some cosmetic changesStrangerke
2014-07-29CGE2: Fix initialization of volume switches.uruk
2014-07-29CGE2: Move ColorBank and kColorNum to one place.uruk
They are strongly connected.
2014-07-29CGE2: Get rid of sndSetVolume() and connected code.uruk
2014-07-29CGE2: Get rid of kExitOkText.uruk
2014-07-29CGE2: Get rid of kCrackedText.uruk
2014-07-29CGE2: Implement snFlash().uruk
2014-07-29CGE2: Get rid of _flag.uruk
2014-07-28CGE2: Remove commas at the end of enumerator lists.uruk
2014-07-26CGE2: Implement debug console and add a debug channel for opcodes.uruk
2014-07-25CGE2: More refactoring in cge2.h and cge2.cpp.uruk
2014-07-25CGE2: Rearrange things a bit in cge2.h.uruk
2014-07-25CGE2: Now refactor optionTouch() the right way.uruk
2014-07-25CGE2: Get rid of unnecessary variables.uruk
2014-07-25CGE2: Implement the sfx volume button on the toolbar.uruk
2014-07-25CGE2: Implement the music volume button on the toolbar.uruk
2014-07-25CGE2: Rename kSoundSwtichRate to kVolumeSwitchRate.uruk
2014-07-25CGE2: Fix initialization of sound switches on the toolbar.uruk
2014-07-24CGE2: Remove kCmdDim and kCmdStep and connected code.uruk
2014-07-24CGE2: Remove handling of unused opcodes.uruk
2014-07-24CGE2: Implement snTrans() and snPort().uruk
2014-07-24CGE2: 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.
2014-07-24CGE2: Implement checkSaySwitch() and add/fix connected code.uruk
2014-07-24CGE2: Set speech only/text only/both modes according to Launcher options.uruk
2014-07-23CGE2: Increase readability of code connected to music switch.uruk
2014-07-23CGE2: Keep music setting in sync with the Launcher.uruk
2014-07-23CGE2: Add and implement checkSounds() and checkMusicSwitch().uruk
2014-07-22CGE2: Reimplement checkSaySwitch().uruk
2014-07-22CGE2: Rename _commandStat to _soundStat.uruk
2014-07-21CGE2: Rework loading of sprites from file.uruk
Now it satisfies the needs described in the last commit's TODO comment.
2014-07-17CGE2: Get rid of _sprite.uruk
2014-07-15CGE2: Implement snRoom().uruk
2014-07-15CGE2: Get rid of _mode.uruk
2014-07-09CGE2: Implement switchVox() and switchCap().uruk