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path: root/engines/prince/detection.cpp
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2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-10-04PRINCE: Remove ADGF_TESTING flagEugene Sandulenko
2019-09-18PRINCE: Distinguish translated versions during detectionEugene Sandulenko
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-05-06PRINCE: Fixed game type for bundled Russian versionEugene Sandulenko
2018-05-06PRINCE: Add play time metadata to savegamesAdrian Frühwirth
2018-05-05PRINCE: Initial support for packed Russian versionEugene Sandulenko
2018-05-01PRINCE: Push down the AD includesBastien Bouclet
2018-04-29PRINCE: Update detected game titlesAdrian 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.
2018-03-26PRINCE: Let listSaves return list sorted on slot numbersAdrian Frühwirth
2017-11-20PRINCE: Added detection for alternative Russian versionEugene Sandulenko
2016-10-21PRINCE: Refactored detection code into widely accepted schemaEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene 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.
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2014-11-09PRINCE: Add loading during startup and syncSoundSettings featureslukaslw
2014-11-09PRINCE: Allow RTL engine featurelukaslw
2014-08-01PRINCE: Code clean-uplukaslw
2014-07-29PRINCE: Game saving - basic implementationlukaslw
2013-11-04PRINCE: code formating fixedKamil Zbróg
2013-10-24PRINCE: code cleanupKamil Zbróg
2013-10-11PRINCE: Detection of german and polish gameKamil Zbróg