Age | Commit message (Collapse) | Author |
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This replaces the somewhat ugly use of the config manager to store
the chained games.
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This replaces the hardcoded addition of the game path in runGame in
base/main.cpp by an engine configurable one.
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This backend is based on ideas of the old OpenGL backend, of the Android GL
backend and of the iPhone GL backend.
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As indicated by wjp, the Global Main Menu (GMM) did not check or report
on the returned error state from saveGameState() and loadGameState() usage.
This corrects this and adds a MessageDialog report of any failure.
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This assures we always mute all speech sounds, when the user selects
subtitles only mode. Hopefully no engine abuses the speech sound type for
other sounds, since that would make them gone now too. Then again I would
consider this an utter abuse of the speech sound type...
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defaultErrorHandler()
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Fixes loading from slot 0 using the GMM.
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(Savegames now get loaded after GMM dialogue execution. This avoids mouse cursor glitches (e.g. mouse cursors which get changed during loadGameState() being popped when the dialogue closes).
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ADGF_UNSTABLE is always warned about.
ADGF_TESTING is only warned about when running
configure with --enable-relase.
Both warnings are subject to the enable_wip_game_warning
config option.
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Some backends may break as I only compiled SDL
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This renames setMuteForSoundType to muteSoundType and getMuteForSoundType to
isSoundTypeMuted.
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This fixes an annoying behavior in the Sword2 option's dialog, which set all
sound type volumes to 0, in case it was opened when the user used the global
mute setting.
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The "Mute all" option rarely muted all audio streams, since we have
this abomination called kPlainSoundType (and there is no volume slider
for this type). Both, not-really-muting, and adding yet another slider is
a horrible user experience imho - especially on handheld ports.
So mute this sound in the default implementation, and unmute it to the
maximum volume.
When an engines has a volume level settings for sounds it plays with
this type, it should overwrite said member and set it there.
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Formerly when a game which used defaultTo1XScaler was run with "-gdefault" from
command line, it was run with a 2x scaler in case of the SDL backend, since it
defaults to 2x (see SdlGraphicsManager::getDefaultGraphicsMode).
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If highres games pass defaultTo1XScaler=true to initGraphics(),
use resetGraphicsScale() instead of hardcoding "1x" (which doesn't
exist on the OpenGL backend)
If an OpenGL mode is selected, it now doesn't switch back to plain
SDL now for those games.
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svn-id: r55850
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svn-id: r54265
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Now Engine::errorString is only used by error(), as its name suggests.
This also resolves the inconsistency between debug & debugN.
svn-id: r54023
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I also extended the comment for it to show two possible use cases.
svn-id: r53895
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This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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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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This will cause our code to include less functionality, but might on the other hand fasten up the compilation.
svn-id: r50346
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svn-id: r48955
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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Instead of referring to the commit log of a prior ref.
Also rewrap some comments.
svn-id: r48628
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The idea behind this is exactly the same as behind r48620,
but it affects all engines, thus engine authors can now use
CursorMan.replaceCursor without having to worry about possible
memory leaks or the like.
svn-id: r48626
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* get rid of ConfigManager::_emptyString
* get rid of ConfigManager::Domain::get (use getVal instead)
* remove some dead code
svn-id: r48417
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svn-id: r47547
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svn-id: r47541
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