Age | Commit message (Collapse) | Author |
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This is the third and final part of the patch supplied by Ignaz Forster
on bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
The removal of the continue statement fixes the update of background
animations while waiting for user to respond i.e. try opening a locked
door on the upper deck of the boat and check the sea background
animation, but it also has the side effect of allowing hotspots to
respond during this period if the user clicks fast enough.
However, this bug was also present in the original interpreter, and
a workaround has been added to inhibit this.
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This is the second part of the patch supplied by Ignaz Forster on
bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
This removes the check for fastMode from the cursor update code and
other code in this "idle" loop, and moves it down to qualifying
only a few of the function calls.
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This is the first part of the patch supplied by Ignaz Forster on
bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
Hotspots passed during the idle loop do _not_ give any user feedback
without this patch.
The original patch has been split to allow for better understanding of
the changes and to allow fine grained bisection if this introduces any
regressions.
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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The removal of updateScreen() when DisplayOn is not set may cause a
regression and is not related to fixing of the mouse jerkiness.
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This patch was supplied on the bug by Ignaz Forster (ifo).
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simple struct.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Some backends may break as I only compiled SDL
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Found by GCC 4.6's -Wunused-but-set-variable
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svn-id: r54405
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Exception: The "decompiler" code still uses fopen/fprintf etc.
but it is disabled by default, hence I am ignoring it for now.
svn-id: r54108
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svn-id: r51936
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r47541
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r45616
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svn-id: r44861
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svn-id: r44814
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memory leaks
svn-id: r44808
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svn-id: r43690
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even when the game is under heavy load
svn-id: r43471
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leaving them to be processed in the following frame
svn-id: r42965
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svn-id: r42950
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svn-id: r42798
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being further interpreted as a user walk destination
svn-id: r42578
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and/or key-presses - this should allow stylus-based systems to properly process 'mouse down' events before the 'mouse up' is processed
svn-id: r42558
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positions had changed before a cursor change could occur
svn-id: r42472
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the chain to the hook on the deck
svn-id: r42405
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svn-id: r42197
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when the game is restarted
svn-id: r42196
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and reimplemented it exactly the way the original did
svn-id: r42173
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changes to a user wait
svn-id: r42048
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effects - sound effects now work
svn-id: r41725
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svn-id: r41724
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svn-id: r41424
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animated backgrounds from jerking to new positions once the mouse has been pressed
svn-id: r41210
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svn-id: r41208
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svn-id: r41207
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messages
svn-id: r41196
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clarify that flipping only occurs on LE systems + some related cleanup.
svn-id: r41107
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svn-id: r41097
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alter game speed using the keypad +/- keys
svn-id: r41064
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animation glitch and enabling pausing, player menu, and exiting the game when waiting for a mouse press
svn-id: r41063
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