Age | Commit message (Collapse) | Author |
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It was already possible to override the stretch mode per game
in the options dialog, but this was ignored when starting the
game from the launcher due to this bug.
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Almost the entire file does not use the aliased PixelFormat except
for a single function, so just make that function work like
everything else already in the TU.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
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This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
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return value
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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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