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2019-11-14LAB: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-10-05LAB: Replace memcpy of overlapping region with memmoveD G Turner
The result of using memcpy when source and destination overlap is not clearly defined, so use memmove instead which avoids this problem.
2019-09-29LAB: Game does not use MIDI, mark it as such.Henrik "Henke37" Andersson
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-08-03LAB: By default skip thumbnail loading for readSaveGameHeaderDavid Fioramonti
This changes the convention back to skipping the thumbnail loading for readSaveGameHeader. querySaveMetaInfos is the only place it shouldn't be skipped.
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.
2018-05-05LAB: Fix UB (use of deallocated memory)Adrian 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.
2016-10-31JANITORIAL: TyposAlexandre Detiste
I've not fixed this one, maybe it's on purpose: RELASE -> RELEASE engines/mads/staticres.cpp:const char *const kGameReleaseTitleStr = "GAME RELASE VERSION INFO";
2016-10-09JANITORIAL: Remove trailing spacesEugene 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.
2016-05-29Fix LAB copyright signHubert Maier
2016-05-17LAB: Fix waiting for sounds embedded in animationsFilippos Karapetis
A regression of 75d1385c8d1ba61b5740a0b43966d3c2f111440d
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-08LAB: Remove gap handling from removeSaveState.Johannes Schickel
This removes the annoying behavior that removing a save state causes your physical files to be renamed.
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05LAB: Process events during ending sequenceBendegúz
LAB: Fix bug #7022 - Events not processed during ending sequence
2016-02-28LAB: Remove ADGF_TESTING from DOS version of Labyrinth of Time.Kirben
2016-02-25LAB: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-10LAB: Enable by default.Johannes Schickel
Thanks to tsoliman for noticing.
2016-02-08LAB: Allow saving/loading in animated scenes - bug #7014Filippos Karapetis
2016-02-08LAB: Merge all the different scene restoring code after saving/loadingFilippos Karapetis
2016-02-02LAB: Fix wrong glowing belt file in getInvName()Filippos Karapetis
A regression from 4fb53ad170f483bbce2e27643cd3ee1fa604cebd
2016-02-02LAB: Fix loading rules from room 0Willem Jan Palenstijn
Regression from cd3ebf687c0e783147723095056d72684eddd347. This fixes bug #6997.
2016-01-26LAB: Only request actual save slots in listSaves.Johannes Schickel
2016-01-26LAB: Fix the coordinates of the inventory buttons of the non-Windows versionsStrangerke
2016-01-25LAB: Wait for the end of sound effects when they are played in Diff files. ↵Strangerke
Fixes toilet noises.
2016-01-25LAB: Add a workaround to load the right file in rooms 121 & 122 (Dos and ↵Strangerke
Windows)
2016-01-25LAB: Do not crash the DOS version in case of missing file as some files are ↵Strangerke
known to be missing in the original
2016-01-24LAB: Add a workaround for DOS version using long filenamesStrangerke
2016-01-24LAB: Remove testing flag on the Amiga version, set it as unsupportedStrangerke
2016-01-24LAB: Fix DOS filename in speciallocksStrangerke
2016-01-23LAB: Mark all versions as testingFilippos Karapetis
2016-01-23LAB: Move mouse code in interfaceOn, for consistency with interfaceOffFilippos Karapetis
2016-01-15LAB: Get rid of _interfaceOffFilippos Karapetis
2016-01-15LAB: Separate the interface from the event managerFilippos Karapetis
2016-01-14LAB: Remove superfluous calls to updateEvents()Filippos Karapetis
These are leftovers, as updateEvents() was called to fill in the music buffer
2016-01-14LAB: Better separation of the event and interface codeFilippos Karapetis
2016-01-14LAB: Clean up the trial warning handling codeFilippos Karapetis
2016-01-14LAB: Allow the game to be launched from the GAME folderFilippos Karapetis
The FONTS folder is pretty much useless, so if a user points ScummVM to the GAME folder, handle the game files properly
2016-01-14LAB: Read the header of DIFF files when opening themFilippos Karapetis
2016-01-14LAB: Call checkRoomMusic() when changing a roomFilippos Karapetis
2016-01-14LAB: Use the sample speed value instead of a define for game musicFilippos Karapetis
2016-01-14LAB: Clean up the event loops of special game screensFilippos Karapetis
2016-01-14LAB: Move frame waiting outside setAmigaPal()Filippos Karapetis
2016-01-14LAB: Fix accidental change to code styleFilippos Karapetis