Age | Commit message (Collapse) | Author |
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scummvm-devel)
svn-id: r26594
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frame skipping actually skip the updateScreen() call.
svn-id: r26469
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(and presumably the full game, as well) that uses AIFF music. My earlier commit
was a bit unclear about that.
svn-id: r26437
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svn-id: r26425
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least as far as I tried it which, admittedly, wasn't very far.
svn-id: r26423
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OSystem* member var
svn-id: r26359
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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
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svn-id: r26212
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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
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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
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svn-id: r26156
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svn-id: r25946
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decoders
svn-id: r25943
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svn-id: r25919
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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
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svn-id: r25905
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svn-id: r25842
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advantage of the enhanced compressed audio stream code
svn-id: r25841
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svn-id: r25840
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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
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svn-id: r25834
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svn-id: r25752
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svn-id: r25751
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flushes the stream), changed engines to call that before deleting OutSaveFile instances (instead of just flushing)
svn-id: r25660
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svn-id: r25362
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(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
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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
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svn-id: r24853
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svn-id: r24851
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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
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svn-id: r24841
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target was commented out until existence of the demo is confirmed.
svn-id: r24697
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the linker dependency graph). Porters will have to update project files
svn-id: r23974
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prevents crashes in the demo, and is probably a good idea anyway.
svn-id: r23917
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svn-id: r23888
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button)
svn-id: r23845
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svn-id: r23838
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svn-id: r23837
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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
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svn-id: r23775
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consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more
accurate...)
svn-id: r23774
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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
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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
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* Modified about dialog to list all available plugins with their resp. copyright
* Modified about dialog credits to show the GPL last (like movie end credits do with their legal text, too)
svn-id: r23645
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for consistency with other #includes.
svn-id: r23585
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least for GCC)
svn-id: r23569
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sword1 detector code too.
svn-id: r23556
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now (hiya eriktorbjorn, this one is for you *ggg*)
svn-id: r23547
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checking for GCC / not GCC
svn-id: r23458
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* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
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