Age | Commit message (Collapse) | Author |
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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We now check if the engine should quit in the loop of the end credits animation
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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All instances uncovered by clang warnings.
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This fixes compilation on pre-C++11 compilers.
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This is done in the spirit of 658080deeda79d20ea40643569fbcb072573e7cf.
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That code made llvm-g++ 4.2.1 crash when compiling with
optimizations.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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It's not a floppy version intro, so call it "Alternative intro"
instead. It's too late to make this change in 1.5.0 because it
would need translation changes. (When the option was first added,
it *was* called "Alternative intro" but it got changed along the
way.)
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This is used to set default settings for all custom game options when an
engine starts
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Ideally, this should only be added to the CD version but I don't think
we provide any mechanism for telling the CD and floppy versions apart.
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ALL: Avoid using is* macros from ctype.h
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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Check where the click was *before* scrolling the view, so that
it works with a touchscreen. Also, check shouldQuit() here.
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As far as I can tell, this 'canQuit' variable (originally 'CANTQUIT')
has been replaced by the _vm->input->canQuit() method in all other
cases. However, I'm not at all sure what effect this change will have.
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This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
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Safer and less portability issues.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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Deleting the parser may fire off a series of events, so it's
probably a good idea to keep the driver open for that. I have not
seen this error anywhere else, except maybe in the unit tests.
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Some backends may break as I only compiled SDL
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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