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path: root/engines/cge2/saveload.cpp
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2018-05-05CGE2: Add play time metadata to savegamesAdrian Frühwirth
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.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2014-10-28CGE2: Remove trailing whitespaceFilippos Karapetis
2014-09-07CGE2: Refactor _startupMode.unknown
2014-08-11CGE2: Get rid of detection.h, move things to detection.cpp.uruk
2014-08-09CGE2: Fix canSaveGameStateCurrently().uruk
2014-08-03CGE2: Rework canSaveGameStateCurrently().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
2014-07-30CGE2: Remove dummies from save header and change save checksum.uruk
The old saves are broken by our new FXP implementation anyway.
2014-07-29CGE2: Fix loading during gameplay.uruk
2014-07-29CGE2: Repair computation of save checksum.uruk
2014-07-29CGE2: Prevent the engine from entering an endless loop when loading.uruk
Also remove CommandHandler::reset(), since it's not useful anymore.
2014-07-29CGE2: Fix saving of moving heroes.uruk
2014-07-29CGE2: Implement Vga::rotate().uruk
2014-07-29CGE2: Don't bother with saving/loading sound options.uruk
We always get them for the setting of the Launcher.
2014-07-29CGE2: Get rid of _flag.uruk
2014-07-28CGE2: Repair loading from savestate.uruk
2014-07-25CGE2: Rework loadUser().uruk
Now initToolbar() works as intended both when starting a new game or when loading an old gamestate.
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
2014-07-21CGE2: Rework loading of sprites from file.uruk
Now it satisfies the needs described in the last commit's TODO comment.
2014-07-04CGE2: Implement loading from the Launcher.uruk
2014-07-04CGE2: Fully implement the save/load system.uruk
Now the toolbar is working too after loading.
2014-07-04CGE2: Rename saveHeroPos() to storeHeroPos().uruk
2014-07-04CGE2: Remove unnecessary parameter from Spare::sync().uruk
2014-07-04CGE2: Partially working save/load system.uruk
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
2014-06-29CGE2: Implement saving.uruk
2014-06-29CGE2: Add skeleton for save/load system.uruk
Also rename loadGame() to loadHeroes().