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path: root/engines/lab/savegame.cpp
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2018-07-25LAB: Fix thumbnail issuesDavid Fioramonti
Fixes Trac#10619. The thumbnail loading for the saved games was defaulting to disabled so no thumbnail was being loaded and this caused trying to show the thumbnail to crash scummvm. So I have set the thumbnail pointer to be null if the thumbnail doesn't get loaded and I've set the thumnail to not be skipped so that thumbnails get shown when using the gui.
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.
2016-02-08LAB: Merge all the different scene restoring code after saving/loadingFilippos Karapetis
2016-01-14LAB: Call checkRoomMusic() when changing a roomFilippos Karapetis
2016-01-14LAB: Get rid of setDirection()Filippos Karapetis
A leftover from code restructuring
2016-01-14LAB: Rename the members of the CrumbData structFilippos Karapetis
This helps to distinguish them from the LabEngine variables
2015-12-27LAB: Add support for loading games from the launcherFilippos Karapetis
2015-12-27LAB: Refactor the music codeFilippos Karapetis
2015-12-27LAB: Rename TilePuzzle to SpecialLocks, to better reflect its purposeFilippos Karapetis
This class handles two different special locks, the tile puzzle and the combination door
2015-12-26LAB: Reduce passing around of pointers to the near-global _closeDataPtrWillem Jan Palenstijn
2015-12-25LAB: Use constant for breadcrumbs-related loopsStrangerke
2015-12-24LAB: Stop adding useless garbage at the end of the savegamesStrangerke
2015-12-24LAB: Cleanup the way shouldQuit is calledStrangerke
2015-12-23LAB: Use int in for loops, instead of uint16Filippos Karapetis
2015-12-23LAB: Replace g_system by _systemStrangerke
2015-12-23LAB: Move some more comments to header filesStrangerke
2015-12-23LAB: Constify some parametersStrangerke
2015-12-23LAB: Set a default to the second parameter of readPictStrangerke
2015-12-23LAB: Correct compiler warning in savegame code.D G Turner
2015-12-23LAB: Fix memory leaks in savegame codeStrangerke
2015-12-23LAB: Reduced scope of a few more variablesEugene Sandulenko
2015-12-23LAB: Fix mouse cursor after save/loadStrangerke
2015-12-23LAB: Finally get rid of g_labStrangerke
2015-12-23LAB: Some renames, simplified saveGame() and loadGame()Filippos Karapetis
2015-12-23LAB: Move all the tile puzzle related functionality into its own classFilippos Karapetis
2015-12-23LAB: Rename CloseDataPtr pointers, some refactoringStrangerke
2015-12-23LAB: Move saveRestoreGame() to saveload.cppEugene Sandulenko
2015-12-23LAB: Reduced header dependency: dispman.h, eventman.hEugene Sandulenko
2015-12-23LAB: More header dependency reduxEugene Sandulenko
2015-12-23LAB: Reduced header dependency: labsets.h, utils.hEugene Sandulenko
2015-12-23LAB: Reduced header dependency: savegame.hEugene Sandulenko
2015-12-23LAB: Removed unnecessary includesEugene Sandulenko
2015-12-23LAB: Use // for commentsStrangerke
2015-12-23LAB: Use doxygen format for function commentsStrangerke
2015-12-23LAB: Review spacingStrangerke
2015-12-23LAB: Remove more extern variablesStrangerke
2015-12-23LAB: Rename parse typesStrangerke
2015-12-23LAB: Move fade functions to DisplayMan, some renamingStrangerke
2015-12-23LAB: Move doNotes and doWestPaper to LabEngine, remove some useless definesStrangerke
2015-12-23LAB: Make more functions member of LabEngine classStrangerke
2015-12-23LAB: Start working on a separate DisplayMan classStrangerke
2015-12-23LAB: Renames and moved vars to classesEugene Sandulenko
2015-12-23LAB: Some renaming, move a couple of variables to game engineStrangerke
2015-12-23LAB: Get rid of stddefinesStrangerke
2015-12-23LAB: Move crumb variables to main classStrangerke
2015-12-23LAB: Move RoomNum to main engine classStrangerke
2015-12-15LAB: Move some static variables to the top. Some cleanupFilippos Karapetis
2015-12-15LAB: Fix loading of saved gamesFilippos Karapetis
2015-12-15LAB: Rewrite the save/load systemFilippos Karapetis
The two different save/load dialogs from the original have been dropped and replaced with the ScummVM save/load dialogs. The whole save/load code has been rewritten to be endian safe and use our common code. The original save format has not been preserved. The current implementation crashes when loading, but it's a good start
2015-12-15LAB: Objectify LabSetsEugene Sandulenko