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2019-08-09GRAPHICS: Add a version of CursorManager::replaceCursor that accepts a ↵Cameron Cawley
Graphics::Cursor
2019-05-01COMMON: Replace NEResourceType and PEResourceType with a shared enumCameron Cawley
2018-06-30ENGINES: Add missing dependencies for several enginesCameron Cawley
2018-04-19JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
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.
2017-09-22GNAP: Fix leaking the save thumbnail MemoryWriteStreamDynamic bufferBastien Bouclet
2017-03-22GNAP: Fix a warning in the PSP portStrangerke
2017-03-22GNAP: Split font description array in twoStrangerke
2017-01-15GNAP: Fix Set-But-Unused Variable Compiler Warning.D G Turner
2016-11-26GNAP: Add POTFILESrootfather
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-10-07GNAP: Enable engine for the releaseEugene Sandulenko
2016-09-24GNAP: Add detection for another English versionStrangerke
2016-09-03GNAP: Added detection for alternative Russian versionEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-07-31GNAP: Fix indentationEugene Sandulenko
2016-07-28GNAP: Move debug channel registration to the top of the engine constructorEugene Sandulenko
2016-06-13GNAP: Specify highres in configure.engineStrangerke
2016-06-09GNAP: Consistently check the return value of find(resourceId)Strangerke
2016-06-09GNAP: Mark game as TESTINGStrangerke
2016-06-08GNAP: (Hopefully) fix a FCC warningStrangerke
2016-06-08GNAP: Janotorial - Re-align some commentsStrangerke
2016-06-08GNAP: Fix MSVC warnings related to the initialization of FONT_CHAR_INFOStrangerke
2016-06-08GNAP: Fix potential out of bound writeStrangerke
2016-06-07GNAP: As WAIT_CURSOR isn't available in the exe, hide and show the cursor ↵Strangerke
adequately
2016-06-06GNAP: Initialize some more variables, reorder initializationStrangerke
2016-06-05GNAP: Fix crash in scene 17Strangerke
2016-06-04GNAP: Fix crash in scene 9Strangerke
2016-06-04GNAP: Fix hotspot in scene 8Strangerke
2016-06-03GNAP: Flip the converted frame instead of the original one in order to ↵Strangerke
respect constness
2016-06-02GNAP: Remove debug messageStrangerke
2016-05-31GNAP: Change two variables to bool, remove two useless variablesStrangerke
2016-05-30GNAP: Simplify transparency handling on BE systemsThierry Crozat
2016-05-30GNAP: Fix sprites display on big endian systemsThierry Crozat
2016-05-30GNAP: (hopefully) fix display on BE systemsStrangerke
2016-05-30GNAP: Remove obsolete commentStrangerke
2016-05-30GNAP: Make two variables local to Scene52::run()Strangerke
2016-05-30GNAP: Initialize two more variablesStrangerke
2016-05-30GNAP: Remove duplicate codeStrangerke
2016-05-30GNAP: Make 2 variables local to setDeviceHotspotStrangerke
2016-05-30GNAp: Remove an unused variableStrangerke
2016-05-30GNAP: Initialize some unitialized variables in GnapEngineStrangerke
2016-05-30GNAP: Fix corrupted savegame title in GUIsylvaintv
2016-05-29GNAP: Fix waitForUpdate behaviorsylvaintv
2016-05-28GNAP: Remove duplicate code in screenEffectStrangerke
2016-05-26GNAP: Use enums for sequence flags in GameSysStrangerke
2016-05-25GNAP: Fix typo in initialization codeOri Avtalion