aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock
AgeCommit message (Collapse)Author
2018-05-05Revert "SHERLOCK: Disable cache for uncompressed resources"Paul Gilbert
This reverts commit 20d5a67f8b71c668ca304b85c1d8b91759922031.
2018-05-02SHERLOCK: Display savegame metadata in launcher/GMMAdrian Frühwirth
Saving/loading already handles savegame creation/play time, the information just wasn't displayed until now because the MetaEngine features weren't being reported as supported which I assume to be an oversight. Fixes Trac#10006.
2018-04-22JANITORIAL: Fix formattingAdrian Frühwirth
2018-04-19JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-15JANITORIAL: Indent GFXTransaction code blocksAdrian 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.
2018-03-26SHERLOCK: Let listSaves return list sorted on slot numbersAdrian Frühwirth
2017-12-22SHERLOCK: Disable cache for uncompressed resourcesAlexander Reim
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.
2017-08-07SHERLOCK: Remove redundant derived Serializer classPaul Gilbert
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2017-05-09SHERLOCK: SS: Fix Italian fan detection entry languagePaul Gilbert
2017-05-07SHERLOCK: Add detection entry for Italian fan translationPaul Gilbert
2016-11-29ALL: Remove comma before the word 'instead'Ben Castricum
2016-11-29ALL: savegame => saved gameBen Castricum
2016-10-21SHERLOCK: 3DO: Fixes to allow game to startPaul Gilbert
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-10-04SHERLOCK: SS: Fix hotspots remaining after items are picked upPaul Gilbert
2016-09-15SHERLOCK: Add debugger command to alter game flagsPaul Gilbert
2016-09-13SHERLOCK: RT: Improved handling for journal scrollbarPaul Gilbert
2016-09-07SHERLOCK: RT: Fix crash using invalid number keys in conversationsPaul Gilbert
2016-09-06SHERLOCK: RT: Fix hang on dragging mouse outside Inventory verbs listPaul Gilbert
2016-09-03SHERLOCK: RT: Fix hang clicking on edge of inventory verb list bordersPaul Gilbert
2016-09-03SHERLOCK: SS: Fix German journal crash moving tobacco boxPaul Gilbert
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.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-08-01SHERLOCK: Fix even more warningsEugene Sandulenko
2016-08-01SHERLOCK: Fix another warningEugene Sandulenko
2016-08-01SHERLOCK: Fix warningEugene Sandulenko
2016-07-28SHERLOCK: Fix debug channel initializationEugene Sandulenko
2016-06-15SHERLOCK: Fix compilation error with some gcc versionsThierry Crozat
Without this change the Apple gcc 4.0 compiler (the last version to support the MacOS X 10.4 SDK) generate a lot of errors regarding trying to initialise references to Sherlock::Scalpel::Talk with the address to a Sherlock::Talk object, or about forward declarations of Sherlock::Scalpel::Talk.
2016-06-13SHERLOCK: Fix uninitialized variablesStrangerke
2016-06-08SHERLOCK: Use # as savefile matching patternEugene Sandulenko
2016-05-29SHERLOCK: Silence very noisy GCC warningTorbjörn Andersson
Since 'w' and 'h' are members of ManagedSurface, using them as input parameters to a method caused GCC to warn about them being shadowed. For just about every file in the Sherlock engine...
2016-05-28SHERLOCK: Fix warningsEugene Sandulenko
2016-05-27SHERLOCK: Remove redundant allocation in surface creationPaul Gilbert
2016-05-26SHERLOCK: Refactor Surface and Screen to not use virtual inheritancePaul Gilbert
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.
2016-05-16SHERLOCK: Further clarification of virtual destructors. Thanks to LordHoto.Eugene Sandulenko
2016-05-16SHERLOCK: Remove non-virtual destructor which prevents the superclass one ↵Eugene Sandulenko
from execution.
2016-05-08SHERLOCK RT: Actually clear screen instead of a useless call. CID 1308097Eugene Sandulenko
2016-05-08JANITORIAL: Whitespace fixesEugene Sandulenko
2016-05-07SHERLOCK: RT: Fix some namespace commentsPaul Gilbert
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-09SHERLOCK: RT: Fix crasah showing items to Rose HanchemPaul Gilbert
2016-04-09SHERLOCK: Fix crash when searching the Serrated Scalpel journalTorbjörn Andersson
As far as I can tell, the lines I removed to draw the search box are already handled by the call to makeField() above. Also, they were drawing to the wrong surface, and one of them was in the wrong direction, which is what triggered an assertion.
2016-04-08SHERLOCK: Put back line break that I accidentally removed.Torbjörn Andersson
Thanks to LordHoto for noticing.
2016-04-08SHERLOCK: Fix crash when searching journal in Rose TattooTorbjörn Andersson
Another part bug, part regression from using ManagedSurface, I guess.
2016-03-25SHERLOCK: Fix bug #7084 ("Crash when taking inventory")Torbjörn Andersson
This was part regression (ManagedSurface is picky about the order of the parameters to the line drawing functions), part bug since it was drawing a horizontal line instead of a vertical. This call draws a very short vertical line to separate the rightmost "join" of the middle horizontal bar in the inventory dialog from the scrollbar. Unless you know what you're looking for, it's pretty hard to spot the difference. Thanks to dreammaster for figuring out the proper fix, while I was still trying to figure out what it was trying to draw.