Age | Commit message (Collapse) | Author |
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- added a missing function that causes keyboard key presses to trigger certain sound effects
- improve keyboard responsiveness during idle animations (HOF only)
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(no block drawing yet)
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Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
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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.
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(this was really ugly, now it's somewhat less ugly)
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(also cleaning up and fixing things while doing that)
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(also fix various thing connected to CGA/EGA modes)
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(ScummVM specific solution which allows the selection of save files of all configured EOB1 targets)
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The GMM mouse cursor bug has now been fixed inside the GMM and CursorMan code.
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(LoL support for Italian fan translation)
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(match with 477d6233c3672d9a60cceea3570bc775df3d9253)
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Some backends may break as I only compiled SDL
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This fixes a bug when loading savegames with different active hand items via GMM. The mouse cursor was not set to the active hand item in these cases.
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svn-id: r55850
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This is to avoid name similarity between KyraEngine::saveGameState(Intern)
and Engine::saveGameState.
svn-id: r53912
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svn-id: r53699
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svn-id: r53484
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This fixes crashes with the plugins branch for dhewg.
svn-id: r52579
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svn-id: r49069
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svn-id: r48936
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Actually g++ is just fine in this case :-). The thing I missed here
was that I declared the "offending" classes as friends in subclasses
of KyraEngine_v1, thus those friends were allowed to access the
protected elements of KyraEngine_v1 too.
svn-id: r48643
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Unlike g++, which does inherit friends (it seems), C++ does
specify that friend is not inherited. I.e. when B is a friend of
A and you have a class C subclassing B, C is not allowed to
access private memebers of A.
svn-id: r48641
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svn-id: r48279
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svn-id: r48078
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svn-id: r47541
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svn-id: r46159
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svn-id: r46158
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without details; help filling these out is welcome)
svn-id: r46128
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created, when an unmapped key is pressed.
svn-id: r45730
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