Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-12-10 | ENGINES: Normalize the getName() result of metaengines | Bastien Bouclet | |
Also-By: Matthew Hoops <clone2727@gmail.com> | |||
2018-05-06 | PRINCE: Fixed game type for bundled Russian version | Eugene Sandulenko | |
2018-05-06 | PRINCE: Add play time metadata to savegames | Adrian Frühwirth | |
2018-05-05 | PRINCE: Initial support for packed Russian version | Eugene Sandulenko | |
2018-05-01 | PRINCE: Push down the AD includes | Bastien Bouclet | |
2018-04-29 | PRINCE: Update detected game titles | Adrian Frühwirth | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian 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. | |||
2018-03-26 | PRINCE: Let listSaves return list sorted on slot numbers | Adrian Frühwirth | |
2017-11-20 | PRINCE: Added detection for alternative Russian version | Eugene Sandulenko | |
2016-10-21 | PRINCE: Refactored detection code into widely accepted schema | Eugene Sandulenko | |
2016-09-03 | JANITORIAL: Make GPL headers uniform | Eugene Sandulenko | |
2016-08-24 | ALL: Make simpleSaveNames() a MetaEngineFeature | Alexander 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. | |||
2016-03-08 | ENGINES: Make variable names of ADGameDescription conform to our guidelines. | Johannes Schickel | |
gameid -> gameId guioptions -> guiOptions | |||
2014-11-09 | PRINCE: Add loading during startup and syncSoundSettings features | lukaslw | |
2014-11-09 | PRINCE: Allow RTL engine feature | lukaslw | |
2014-08-01 | PRINCE: Code clean-up | lukaslw | |
2014-07-29 | PRINCE: Game saving - basic implementation | lukaslw | |
2013-11-04 | PRINCE: code formating fixed | Kamil Zbróg | |
2013-10-24 | PRINCE: code cleanup | Kamil Zbróg | |
2013-10-11 | PRINCE: Detection of german and polish game | Kamil Zbróg | |