Age | Commit message (Collapse) | Author |
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svn-id: r50375
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svn-id: r50367
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50270
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svn-id: r50151
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detection files
svn-id: r50150
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svn-id: r50149
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svn-id: r50128
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svn-id: r49895
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svn-id: r49850
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svn-id: r49843
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The code was compied from AdvancedDetector. Currently it is
set up to detect Mac indy3/loom which contains it data in
Rooms 1, Roooms 2 and Rooms 3 directories.
svn-id: r49798
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SCUMM and AdvancedDetector support this feature.
svn-id: r49786
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Proper version of patch #2988641: "GSoC: Select drivers in GUI
based on output types". So far only SCUMM engine supports this
feature.
svn-id: r49783
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FR #2821513: "GUI: add tooltips".
Added tooltips for Add Game button, clear field buttons and couple
other.
Current problem: Only first call correctly restores text. I could
not find where restore information gets lost.
svn-id: r49774
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Now it is possible to specify hotkeys in place for ButtonWidget
and CheckboxWidget (the only widgets with hotkeys now).
Use de-facto standard with putting hotkey between tildes (~).
Like '~O~pen'. The tildes gets stripped before after hotkey
is extracted.
This is done for giving translators possibility to specify
their own hotkeys.
Old hotkeys defined at widget instance creation are left for
leaving possibility to specify non-printable hotkeys such as
Common::ASCII_ESCAPE.
Translation files were updated respectively.
svn-id: r49766
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Bug #1328120: "MANIACNES: Screen width incorrect, camera halts sometimes".
Fixed by workaround and was tested with intro and on the kitchen,
where now it is possible to see Edna without her noticing you
first.
svn-id: r49764
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Bug 1879604: "MANIACNES: Music not played when loading game".
Actually previous attempt to fix this bug was not successful
since first entry of script 5 does not have needed functionality.
Now we resume music manually.
svn-id: r49763
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Bug #1438631: "SCUMM: Detecting mac version of indy3/loom broken"
fixed by implementing recursive directory lookup similar to what
was done for AdvancedDetector, since SCUMM engine does not use it.
svn-id: r49656
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given by cppcheck-1.43.
These are incorrect as '/' operator has precedence over >>, but this does improve readability anyway.
This bug in cppcheck has already been corrected: http://sourceforge.net/apps/trac/cppcheck/ticket/1714
svn-id: r49517
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svn-id: r49489
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case happens, we may have bigger problems...
svn-id: r49307
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The new "Help" button in the GMM is currently only used by SCUMM.
To use it, an engine currently needs to subclass MainMenuDialog.
svn-id: r49249
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svn-id: r49221
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svn-id: r49191
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svn-id: r49184
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opening some dictionary entries with Cyrillic characters
svn-id: r49176
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svn-id: r49079
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the next frame to draw. This is patch 1 from patch #2963496 (VideoDecoder Rewrite).
svn-id: r49063
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svn-id: r49010
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I added NES bundle handling to the patch.
svn-id: r48991
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svn-id: r48990
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The bug itself is actually a regression from r43577, the merge
of the gsoc2009-16bit branch.
svn-id: r48987
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svn-id: r48984
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svn-id: r48981
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svn-id: r48957
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svn-id: r48938
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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The problem was a double free that could occur in two places.
Also added some missing whitespaces.
svn-id: r48832
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svn-id: r48821
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svn-id: r48818
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svn-id: r48696
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language
svn-id: r48645
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svn-id: r48637
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This is a fix for bug #2090846 - "SCUMM: saving a game will play music before
finishing"
svn-id: r48630
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The idea behind this is exactly the same as behind r48620,
but it affects all engines, thus engine authors can now use
CursorMan.replaceCursor without having to worry about possible
memory leaks or the like.
svn-id: r48626
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avoid problems in case it was disabled earlier.
svn-id: r48622
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removing its cursor from CursorMan.
The problem here was that SCUMM only uses CursorMan.replaceCursor. When no
cursor had been setup before it would cause the SCUMM cursor to be never
removed from CursorMan, since in this case replaceCursor just uses pushCursor.
To avoid this problem I am just pushing a dummy cursor (and palette, since
that is used in SCUMM HE games too) on engine setup and removing it on engine
destruction.
Actually every engine should setup their first cursor via CursorMan.pushCursor
and then on quit remove it again via CursorMan.popCursor. Using
CursorMan.replaceCursor is *no* good idea for the first cursor to setup, since
that might either replace an existing cursor, thus destroying the caller's
cursor, or pushing a new cursor on the stack, which might result in a leak.
This would also result in making a call to CursorMan.popCursor unsafe, since
that might also impact the caller's cursor setup again.
svn-id: r48620
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