Age | Commit message (Collapse) | Author |
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This is flagged by GCC if -Wswitch-default is enabled.
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The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.
Also-By: Matthew Hoops <clone2727@gmail.com>
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The game id "pegasus" was already used for the Journeyman Project Pegasus
Prime engine, so this caused a detection conflict.
Fixes bug #11146.
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This fixes a memory corruption in the Arthur startup
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This fixes a bug window with Athur that after the intro an extra
text buffer window was needlessly being created which covered the
play area, simply because one of the frotz windows had it's
properties set
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In Zork Zero, grahpics drawn to window 0 (the text buffer)
are always treated as being interleaved with the text.
Whereas in Arthur, the title screens are drawn to window 0,
so have to be drawn to the background
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The ScummGlk backend already had a new 'arbitrary' mode allowing
for windows to be placed at any position, and on top of each other.
This expands on this by ensuring that the background window, which
is used for drawing graphics on, appears behind text that gets
written. Yet can still appear on top of the text (hiding it)
when title screen graphics are being shown
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This is laying groundwork for properly supporting Shogun, which
sets up and uses Window 7
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I instantiate a PCSpeaker instance in the main engine just for beeps,
because I don't know any simpler way. But hey, it works.
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