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2019-11-03ENGINES: Change targets to have an 'engine ID'Bastien Bouclet
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>
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-09-29PEGASUS: Game does not use MIDI, mark it as such.Henrik "Henke37" Andersson
2019-07-08COMMON: Open the main menu when the joystick START button is pressedCameron Cawley
2019-07-08PEGASUS: Implement joystick supportCameron Cawley
2019-05-27PEGASUS: Fix MSVC warningsFilippos Karapetis
- Add a float suffix in convertScreenHToSpaceX/Y
2018-11-13PEGASUS: Fix Fall Through Compiler Warnings.D G Turner
2018-03-28PEGASUS: Add override specifierEugene Sandulenko
2017-12-03BASE: Remove bad casts between incompatible Plugin typesColin Snover
Previously, a C-style cast was used to convert a Common::Array<Plugin *>, populated with pointers to StaticPlugin and DynamicPlugin instances, to a Common::Array<PluginSubclass<T> *>, but PluginSubclass<T> is a *sibling* class to StaticPlugin/DynamicPlugin, so this cast was invalid and the results undefined. The methods for retrieving subclasses of plugins can't be easily changed to just generate an array of temporary wrapper objects that expose an identical API which dereferences to the preferred PluginObject subclass because pointers to these objects are retained by other parts of ScummVM, so the wrappers would needed to be persisted or they would need to just re-expose the underlying Plugin object again. This indicated that a way to solve this problem is to have the callers receive Plugin objects and get the PluginObject from the Plugin by explicitly stating their desired type, in a similar manner to std::get(std::variant), so that the pattern used by this patch to solve the problem. Closes gh-1051.
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.
2017-09-22ALL: Specify the DisposeAfterUse constructor argument for dynamic memory ↵Bastien Bouclet
write streams
2017-09-12PEGASUS: Don't do virtual calls when fading the screenBastien Bouclet
For better performance.
2017-09-12PEGASUS: Free the interface data when destroying the engineBastien Bouclet
Fixes loading a game from the launcher after returning to the launcher.
2017-09-12PEGASUS: Disallow loading / saving from the GMM from inner loopsBastien Bouclet
InputDeviceManager::pumpEvents is called from neighborhood classes that are destroyed when loading. Don't allow loading from that method to prevent use after free bugs.
2017-09-12PEGASUS: Ignore events occuring while the GUI is visibleBastien Bouclet
Otherwise, pressing escape to close the GMM opens the game's own menu.
2017-09-12PEGASUS: Reset the Pegasus biochip when toggling the shared screen spaceBastien Bouclet
Fixes a crash to debugger in the following case: - TSA: Select he Pegasus biochip. The recall button is disabled. - Select the gas canister in the inventory - Jump to Norad VI - Press T to show the Pegasus biochip. The recall button is still incorrectly disabled. Clicking on it triggers an error.
2017-09-12PEGASUS: Call OSystem::updateScreen on each frameBastien Bouclet
Fixes the display of OSD information when toggling fullscreen.
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-07-10Revert "COMMON: Change way the Singleton instances are instantiated"Eugene Sandulenko
This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e. With this patch ConfigManager is broken.
2017-07-10COMMON: Change way the Singleton instances are instantiatedThierry Crozat
This fixes tons of warnings with clang from a recent xcode version on macOS (and possibly other systems) complaining that an instantiation of _singleton is required but no definition is available.
2016-11-29ALL: save file => saved gameBen Castricum
2016-11-29ALL: game state => saved gameBen Castricum
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-06-16PEGASUS: Fix some missing variable initializationsStrangerke
2016-06-14PEGASUS: Initialize some variablesStrangerke
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2016-05-14PEGASUS: Add safety check.Eugene Sandulenko
The code which follows in the method has this check, assuming that a null dereference is potentially possible.
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2015-06-06AUDIO: Make makeAIFFStream return a RewindableAudioStreamMatthew Hoops
All callers requiring SeekableAudioStream have been adapted by using dynamic_cast
2015-02-15PEGASUS: Silence two MSVC warningsFilippos Karapetis
2014-10-28PEGASUS: Remove trailing whitespaceFilippos Karapetis
2014-08-16PEGASUS: Don't try to translate "???"Ben Castricum
2014-08-14PEGASUS: Fix bad cast that destroys the InputHandler vtableMatthew Hoops
Thanks to LordHoto for his assistance in tracking this nonsense down.
2014-08-09PEGASUS: Cleanup from unused constants.Eugene Sandulenko
Agreed with clone2727.
2014-06-03PEGASUS: Use KP7 and KP9 as alternative keys for the item drawersMatthew Hoops
Based on a patch by Keith Kaisershot (blitter)
2014-06-01PEGASUS: Stop using num lock for a way to open the inventory drawerMatthew Hoops
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-04-27PEGASUS: Fix a Norad Delta door locked soundMatthew Hoops
Based on a patch by Keith Kaisershot
2014-04-27PEGASUS: Set volume in more placesKeith Kaisershot
2014-04-27PEGASUS: Fix repeated audio analysis video when leaving after defeating SinclairKeith Kaisershot
2014-04-23PEGASUS: Poll for events in more placesMatthew Hoops
Based on a patch by Keith Kaisershot (blitter)
2014-04-20PEGASUS: Fix disabling input when the rip first hitsMatthew Hoops
2014-04-17PEGASUS: Reset item state upon starting a new gameMatthew Hoops
2014-04-13PEGASUS: Fix Ares flag not getting reset upon jumping to MarsKeith Kaisershot
2014-04-13PEGASUS: Fix entering the Mars shuttle with the shield biochip activeMatthew Hoops
2014-04-13PEGASUS: Disable non-existent hint movieMatthew Hoops
2014-04-13PEGASUS: Fix showing save failed dialog when not using the GMMMatthew Hoops