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2014-01-15ALL: Remove optimization unstable code on checking for null after new.D G Turner
These issues were identified by the STACK tool. By default, the C++ new operator will throw an exception on allocation failure, rather than returning a null pointer. The result is that testing the returned pointer for null is redundant and _may_ be removed by the compiler. This is thus optimization unstable and may result in incorrect behaviour at runtime. However, we do not use exceptions as they are not supported by all compilers and may be disabled. To make this stable without removing the null check, you could qualify the new operator call with std::nothrow to indicate that this should return a null, rather than throwing an exception. However, using (std::nothrow) was not desirable due to the Symbian toolchain lacking a <new> header. A global solution to this was also not easy by redefining "new" as "new (std::nothrow)" due to custom constructors in NDS toolchain and various common classes. Also, this would then need explicit checks for OOM adding to all new usages as per C malloc which is untidy. For now to remove this optimisation unstable code is best as it is likely to not be present anyway, and OOM will cause a system library exception instead, even without exceptions enabled in the application code.
2014-01-12CGE: Remove unecessary void pointer usage in resource file I/O.D G Turner
2013-12-17CGE: Fix check on file handlersStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-10CGE: Ensure string copy don't overrun. Fix CID 1003674 to 1003678Strangerke
2013-10-30CGE: Add detection entry for translated Spanish SoltysThierry Crozat
2013-08-03CGE: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03CGE: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-07-14JANITORIAL: Remove trailing whitespaceSven Hesse
2013-07-04Merge pull request #331 from sev-/gsoc2012-eventsrecorderEugene Sandulenko
GSoC2012: Event Recorder (reworked)
2013-05-27CGE: Pass proper size of detection entries to AdvancedMetaEngine code.Johannes Schickel
This was forgotten to update in 0d50c67a3e4790d9e3d4b5ba13c7c0975b9ac2e0.
2013-05-26CGE: Fix warning in detectionStrangerke
Thanks clone2727 for reporting it
2013-05-19CGE: Introduce gametypeStrangerke
2013-05-17CGE: Add detection entry for SfinxStrangerke
2013-05-17RECORDER: Implement Events RecorderEugene Sandulenko
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-04-26CGE: Plug memory leak. CID 1003914Eugene Sandulenko
2013-04-18CGE: Add safeguards in text managerStrangerke
2013-04-18CGE: Add safeguard in expand()Strangerke
2013-04-17CGE: Fix uninitialized variablesStrangerke
2013-02-24CGE: Add workaround for the dice puzzle for the devices not using a ALT keyStrangerke
2012-12-16JANITORIAL: Replace some spaces with tabsTorbjörn Andersson
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-09-05CGE: Fix bug #3557904 - Shadow at wrong positionStrangerke
2012-08-05CGE: Keep Soltys' position when savingStrangerke
2012-08-04CGE: Fix bug #3547274 - missing travel buttons after saveStrangerke
2012-07-29Merge pull request #252 from DrMcCoy/detector_public_reportUnknownJohannes Schickel
DETECTOR: Make reportUnknown() accessible to inherited AdvancedMetaEngine classes
2012-07-05CGE: Silent some CppCheck warningsStrangerke
2012-07-05CGE: Remove hack used to store keycode in CGEEventStrangerke
2012-07-03CGE: Use keycode instead of ascii valueStrangerke
2012-07-03CGE: Fix for missing inventory selection by numeric keys.D G Turner
This fixes bug #3539671.
2012-07-03CGE: Slight cleanup in querySaveMetaInfos.Johannes Schickel
2012-06-28CGE: Remove unused Demo text idStrangerke
2012-06-28CGE: Rename variableStrangerke
2012-06-27CGE: Add ending message to tell the user he finished the game. Fix bug #3538396Strangerke
2012-06-27DETECTOR: Make detectGameFilebased() return a list of MD5s and file sizesSven Hesse
Since we need a FSNode parent for Mac resource forks, we need to change signature of detectGameFilebased(), too.
2012-06-27CGE: Fix bug 3538039 - level buttons not pressedStrangerke
2012-06-27CGE: Remove dead code used to display copyright in DOS promptStrangerke
2012-06-25CGE: Fix SPR files with extra 0x1A or missing ending CRLF. Fix bug #3537527Strangerke
2012-06-25CGE: Fix bug 3537530 - ALTering diceStrangerke
2012-06-24CGE: Fix FX stereoStrangerke
2012-06-24CGE: Fix bug #3537529Strangerke
2012-06-20Merge pull request #246 from lordhoto/osystem-void-buffersJohannes Schickel
OSYSTEM: Use void buffers for screen/overlay/mouse buffers and proper pitch values for overlay code
2012-06-18CGE: Remove dead code originally used to load a savegame when starting the gameStrangerke
2012-06-16CGE: Get rid of casts on OSystem::copyRectToScreen calls.Johannes Schickel
2012-06-10GUI: Add helper to SaveLoadChooser, which uses the currently active target.Johannes Schickel
This reduces the code duplication in all client code, which formerly duplicated the querying of the plugin, game id etc. and now simply calls the newly added method runModalWithCurrentTarget() on a SaveLoadChooser object.