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2007-06-05Renamed methods in the FilesystemNode class to match the AbstractFSNode ↵David Corrales
implementations. Also exposed the new methods (exists, isReadable and isWritable) in FilesystemNode. svn-id: r27113
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-26Fix Enter key behavior under MacOS as mentioned in FR #1273746: "BS1: SomeEugene Sandulenko
smaller refinements to the GUI" svn-id: r26946
2007-05-26oopsEugene Sandulenko
svn-id: r26944
2007-05-26Slighty modified patch #1701058: "Correct some graphical glitches for Eugene Sandulenko
Brocken Sword 1 Mac" svn-id: r26942
2007-05-19Fixed error in subtitle drawing. (This part of the code should still be cleanedTorbjörn Andersson
up, as it's badly written. I should know, I wrote it.) svn-id: r26877
2007-04-28This is an updated and slightly cleaned up version of patch #1657061 ("SWORD1:Torbjörn Andersson
Cutscene subtitles"). It still has the deficiencies listen in the patch tracker and should therefore be considered work-in-progress, but sev said I should go ahead and commit it anyway. I have no further plans for it right now, so feel free to improve on it. svn-id: r26644
2007-04-25Removing lots of superfluous semicola (see mail by David Weinehall on ↵Max Horn
scummvm-devel) svn-id: r26594
2007-04-14I must have accidentally broken frame skipping when I added DXA playback. MadeTorbjörn Andersson
frame skipping actually skip the updateScreen() call. svn-id: r26469
2007-04-09Added base class for the WAV and AIFF audio streams. It's the *Macintosh* demoTorbjörn Andersson
(and presumably the full game, as well) that uses AIFF music. My earlier commit was a bit unclear about that. svn-id: r26437
2007-04-09Fixed crash when playing looping WAV music.Torbjörn Andersson
svn-id: r26425
2007-04-09Implemented enough of AIFF to play the music from the Broken Sword 1 demo. AtTorbjörn Andersson
least as far as I tried it which, admittedly, wasn't very far. svn-id: r26423
2007-04-01Changed _sys -> _system, matching (almost?) all other cases where we have an ↵Max Horn
OSystem* member var svn-id: r26359
2007-04-01added the instance of EventManager returned by OSystem::getEventManager as a ↵Gregory Montoir
member of the Engine base class. This allows to simply the code a bit and should more efficient too (ie. less virtual function chain calls, obj->getA()->getB()). Also updated several engines to make use of it. svn-id: r26357
2007-03-18minor cleanupRobert Göffringmann
svn-id: r26212
2007-03-17Moved Event/EventType/keyboard enum from common/system.h (part of class ↵Max Horn
OSystem) to common/events.h (part of namespace Common). Porters may have to make minor changes to their backends to get them to compile again svn-id: r26180
2007-03-17Applied my re-revised patch #1487149 ("Simplified keyboard repeat"), withTorbjörn Andersson
Fingolfin's blessings. Keyboard repeat is now handled by the event manager, rather than by individual engines. Since this can cause problems with some engines (see the AGI engine), the extra "key down" events are marked as "synthetic", so that they can be ignored if necessary. svn-id: r26170
2007-03-17Force all code to use EventManager::pollEvent instead of OSystem::pollEventMax Horn
svn-id: r26156
2007-03-03Removed obsolete codeMax Horn
svn-id: r25946
2007-03-02Updated the BS1 music code to use the new looping feature in our MP3/Ogg ↵Max Horn
decoders svn-id: r25943
2007-03-01Get rid of the last two usages of File::incRef/decRefMax Horn
svn-id: r25919
2007-02-28Changed the AppendableAudioStream code to use a queue of buffers, instead of ↵Max Horn
a fixed size wrap-around memory buffer (this reduces memory usage in some cases by 500-700k, while actually being more flexible) svn-id: r25909
2007-02-28Fix for bug #1670081 -- SWORD1: game won't load (ogg compression) (regression)Max Horn
svn-id: r25905
2007-02-25oopsMax Horn
svn-id: r25842
2007-02-25Added TODO: Sword1's MusicHandle::play etc. should be rewritten to take ↵Max Horn
advantage of the enhanced compressed audio stream code svn-id: r25841
2007-02-25Switch to the new makeVorbisStream variant (and get rid of a File::decRef call)Max Horn
svn-id: r25840
2007-02-24Trying to unify the order in which we try the various audio formats: Prefer ↵Max Horn
FLAC (lossless) over Ogg Vorbis ('free') over MP3 -- the order is admittedly somewhat arbitrary, but at least now it's consistent across all parts of ScummVM svn-id: r25837
2007-02-24cleanupMax Horn
svn-id: r25834
2007-02-20Patch #1663933 (Kill premix channel) with a few tiny additional tweaks by meMax Horn
svn-id: r25752
2007-02-20Last batch of header consistency fixes. At least for the game engines.Torbjörn Andersson
svn-id: r25751
2007-02-17Added finalize() method to Common::OutSaveFile (which by default just ↵Max Horn
flushes the stream), changed engines to call that before deleting OutSaveFile instances (instead of just flushing) svn-id: r25660
2007-02-03Fixing various doxygen warningsMax Horn
svn-id: r25362
2007-02-03* Reimplemented Mixer::pauseAll to simply invoke pause on all channelsMax Horn
(implying change of semantics) * Reordered the params of Mixer::playRaw (the SoundType now comes first, not last) * Removed Mixer::isPaused * Removed Mixer::getSoundElapsedTimeOfSoundID * Added some doxygen comments to the Mixer svn-id: r25356
2007-01-20First phase of detection-related plugins interface improvements. Now pluginsEugene Sandulenko
return StringMap instead of fixed list of parameters. This adds great flexibility. Current patch should not alter any functionality, i.e. if there are regressions, submit a report. Phase 2 will benefit from these changes and will come later. svn-id: r25134
2006-12-15GF_DEMO is only required by the PC version of Broken Sword 1 demoTravis Howell
svn-id: r24853
2006-12-14Add proper detection of BS1 Mac demo. Game crashes at attempt to play speech.Eugene Sandulenko
svn-id: r24851
2006-12-14When drawing an interlaced frame, only clear every other line instead of theTorbjörn Andersson
entire buffer. Introduced a _drawBuffer pointer which points either to _scaledBuffer or _frameBuffer1. That way, we don't need to copy _frameBuffer1 every time we draw an unscaled frame. (Probably the most common case by far.) Adjusted the Broken Sword 1 DXA player for the second change. (It sneakily avoids copying each frame by using _drawBuffer directly.) svn-id: r24846
2006-12-11Adjust DXA scaling code for Broken Sword 1Travis Howell
svn-id: r24841
2006-11-12Slighty modified Patch #1571787: "Support for Mac Broken Sword 1". sword1macdemoEugene Sandulenko
target was commented out until existence of the demo is confirmed. svn-id: r24697
2006-09-23Moved base/engine.cpp and .h to engines/ (main motivation: helps untangle ↵Max Horn
the linker dependency graph). Porters will have to update project files svn-id: r23974
2006-09-17Only decompress the number of speech samples indicated by 'resSize'. ThisTorbjörn Andersson
prevents crashes in the demo, and is probably a good idea anyway. svn-id: r23917
2006-09-16Reduce code duplicationMax Horn
svn-id: r23888
2006-09-09Fixed unaligned read (this fix a potential crash clicking on the Text option ↵Chris Apers
button) svn-id: r23845
2006-09-09Initialise variable. Should fix Valgrind warning.Torbjörn Andersson
svn-id: r23838
2006-09-09Fixed crashes on Zodiac and add support for this deviceChris Apers
svn-id: r23837
2006-08-28Only clear the part of the screen usually controlled by the Screen class. TheTorbjörn Andersson
buffer might not be large enough to cover the menu areas, and they will probably be clear already. Only terminate the loop, not the entire function, when pressing Esc during a cutscene. Otherwise, there may be palette glitches. svn-id: r23790
2006-08-27Forgot to close the DXA file.Torbjörn Andersson
svn-id: r23775
2006-08-27Renamed graphics/animation.[cpp|h] to graphics/mpeg_player.[cpp|h] to be moreTorbjörn Andersson
consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more accurate...) svn-id: r23774
2006-08-26Now that the cutscene handling in both BS1 and BS2 has been extended to playTorbjörn Andersson
DXA movies (the MPEG movies still work, of course), there is no longer any need for the MPEG decoder to handle sound and frame syncing. That is now the responsibility of the player, not the decoder. The obvious next step, then, would be to put that in a new player class, and have both BS1 and BS2 use that. Maybe FF as well. svn-id: r23757
2006-08-26Added support for DXA cutscenes. Still needs a bit of cleanup, and the DCATorbjörn Andersson
player does not support the (unreleased) multi-lingual cutscene pack, since I don't have one to test with. It needs to be cleaned up a bit, but the next step will be to clean up the MPEG decoder first. svn-id: r23753