aboutsummaryrefslogtreecommitdiff
path: root/engines/engine.cpp
AgeCommit message (Collapse)Author
2016-09-18ALL: Homogeneize use of 'saved game' in messagesThierry Crozat
2016-06-17ENGINES: Make splash more robust for non-standard screen sizesEugene Sandulenko
2016-02-18METAENGINE: Hint the compiler that we intentionally ignore pollEvents() ↵Eugene Sandulenko
return value
2016-01-02JANITORIAL: Remove #includes of list_intern.hOri Avtalion
2015-12-28ENGINES: Free memory used by splash screen when done with itTorbjörn Andersson
2015-12-24ENGINES: Print version informationEugene Sandulenko
2015-12-22ENGINES: Replaced logo background with orangeEugene Sandulenko
2015-11-11GUI: Do not show splash when ran from launcherEugene Sandulenko
2015-11-09ENGINES: Fix typoEugene Sandulenko
2015-11-07ENGINES: Add ScummVM splashEugene Sandulenko
2014-12-30SCUMM: Add a "chained games manager"Torbjörn Andersson
This replaces the somewhat ugly use of the config manager to store the chained games.
2014-02-18ENGINES: Make GPL headers consistent in themselves.Johannes Schickel
2014-01-22ENGINES: Introduce method Engine::initializePath which sets up SearchMan.Johannes Schickel
This replaces the hardcoded addition of the game path in runGame in base/main.cpp by an engine configurable one.
2013-10-19OPENGL: Add new generic OpenGL (ES) backend.Johannes Schickel
This backend is based on ideas of the old OpenGL backend, of the Android GL backend and of the iPhone GL backend.
2013-01-08ENGINES: Honor the default to 1x flag for OpenGL modesMatthew Hoops
2012-02-21ENGINES: Add error handling for GMM Gamestate Load/Save Usage.D G Turner
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.
2011-12-30KEYMAPPER: Make engine keymap init and cleanup more genericTarek Soliman
2011-11-13ENGINES: Handle speech_mute in syncSoundSettings.Johannes Schickel
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...
2011-08-06ENGINES: Use the new taskbar error notification methods in the engines ↵Littleboy
defaultErrorHandler()
2011-08-06TASKBAR: Set taskbar to error on engine error()Eugene Sandulenko
2011-07-02GUI: Zero is a valid save slot number.Bastien Bouclet
Fixes loading from slot 0 using the GMM.
2011-06-25GUI: fix bug #2822778athrxx
(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).
2011-06-20I18N: Make the unsupported game warning translatableThierry Crozat
2011-06-16ENGINES: Warn user about games marked with ADGF_UNSTABLE flagsTarek Soliman
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.
2011-06-13I18N: Make many more GUI MessageDialog strings translatableThierry Crozat
2011-06-02ENGINES: Change 2nd param of Engine::saveGameState to Common::StringMax Horn
2011-06-02ENGINES: Get rid of some s(n)printf callsMax Horn
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-03COMMON: Forbid use of getcwd&getwd; add macro to enable unistd.h compatibilityMax Horn
2011-04-28JANITORIAL: Add in necessary include files to fix compilation in MSVCPaul Gilbert
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-16AUDIO: Renamed mute related functions in Mixer.Johannes Schickel
This renames setMuteForSoundType to muteSoundType and getMuteForSoundType to isSoundTypeMuted.
2011-04-13ENGINES: Make Engine::syncSoundSettings use the Mixer's mute flag directly.Johannes Schickel
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.
2011-03-19ENGINES: Mute kPlainSoundType in Engine::syncSoundSettings()dhewg
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.
2011-03-18ENGINES: Change GUIErrorMessage to take param by ref, not by copyMax Horn
2011-03-01GUI: Fix default mode bug in initCommonGFX.Johannes Schickel
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).
2011-02-25ENGINES: We have resetGraphicsScale(), lets use itdhewg
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.
2011-02-09AUDIO: Rename sound/ dir to audio/Max Horn
svn-id: r55850
2010-11-16GUI: Rename gui/GuiManager.* to gui/gui-manager.*Max Horn
svn-id: r54265
2010-11-01COMMON: Get rid of the debug() output formatterMax Horn
Now Engine::errorString is only used by error(), as its name suggests. This also resolves the inconsistency between debug & debugN. svn-id: r54023
2010-10-27ENGINE: Rename resetTotalPlayTime to setTotalPlayTime.Johannes Schickel
I also extended the comment for it to show two possible use cases. svn-id: r53895
2010-10-27ENGINE: Generalize SCUMM play time counting and move it into Engine.Johannes Schickel
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
2010-09-18JANITORIAL: Removed most punctuation at end of warning() and error()Torbjörn Andersson
Our warning() and error() functions always add an exclamation mark to the end of the message anyway. svn-id: r52791
2010-07-17DEBUGGER: Simplify how our console debugger works / is usedMax Horn
* 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
2010-06-26Define WIN32_LEAN_AND_MEAN before including windows.h.Johannes Schickel
This will cause our code to include less functionality, but might on the other hand fasten up the compilation. svn-id: r50346
2010-05-05Replace various strncpy usages by strlcpy.Johannes Schickel
svn-id: r48955
2010-05-04Move initGraphics and initCommonGFX from to new header.Max Horn
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
2010-05-04Get rid of Engine::_gameDataDir.Max Horn
This greatly reduces indirect dependencies on several header files from common. svn-id: r48933
2010-04-11Explain the rational of the CursorMan.pushCursor calls directlyMax Horn
Instead of referring to the commit log of a prior ref. Also rewrap some comments. svn-id: r48628
2010-04-11Setup and destroy a dummy cursor and palette in the Engine class.Johannes Schickel
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