Age | Commit message (Collapse) | Author |
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the engine doesn't always allow the game to be paused, and some things (GUI,
movie cutscenes, credits, ...) are outside the main engine loop.
svn-id: r32232
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svn-id: r31888
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constructor
svn-id: r30871
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svn-id: r30825
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MetaEngine instance. Used this to simplify the rest of the plugin system
svn-id: r30780
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svn-id: r30754
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API with a more object oriented approach)
svn-id: r30726
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svn-id: r28968
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been updated.
svn-id: r28966
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svn-id: r27681
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svn-id: r27637
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svn-id: r27593
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implementations.
Also exposed the new methods (exists, isReadable and isWritable) in FilesystemNode.
svn-id: r27113
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svn-id: r27030
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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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: r26205
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svn-id: r26191
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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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making it possible to detect & run BS2 from (a straight copy of) the CD
svn-id: r25490
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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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frames before a sound effect is triggered. This is not dependent on _gameSpeed.
svn-id: r24971
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svn-id: r24970
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a central place, get rid of such messages printed by engines
svn-id: r24686
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invoked the debug console would repeat after the console was closed. Another
example why keyboard repeat should be centralized, I guess...
svn-id: r24649
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* Removed code from errorString() methods that hooked the debugger(s)
into error(), in favor of using getDebugger() from within error()
* As a consequence, removed most custom errorString() methods
svn-id: r23894
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recent change to the CINE engine (which in turn was based on some other engine,
I forget which), and should fix bug #1544796. Of course, given how primitive
the Broken Sword 2 detector is, it's easy to fool it. There isn't really any
need for it to be smart, though.
svn-id: r23741
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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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sword2 detector code too.
svn-id: r23557
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Rationale: backend implementations belong to backends/, but portable APIs meant to be used by high level code is for common / sound / graphics / ... (compare also with backends/midi vs. sound/mididrv.h)
svn-id: r23274
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svn-id: r22704
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svn-id: r22342
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error code (the engine is now passed indirectly via a double pointer)
* Removed Engine_Empty (obsolete now that engines can return actual error codes)
svn-id: r22199
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printing a fatal error, use the new GUIErrorMessage function and return to
the launcher. Also, verify that all files that should be present on "CD 0"
(i.e. on the hard disk) are present at startup, at least. (Any other missing
CLU file is already requested with an "Insert CD" message.)
svn-id: r22168
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new setInt and setBool methods (matching getInt/getBool), which avoids strange quirks & bugs caused by (char *) being implicitly cast to int (ouch)
svn-id: r21951
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new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
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svn-id: r21915
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trailing semicolon (this helps certain tools to parse our code better)
svn-id: r21689
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distinguish them)
svn-id: r21686
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- Added new GameDescriptor struct (similar to PlainGameDescriptor but with
Common::String members instead of const char * ones)
- Changed DetectedGame to subclass GameDescriptor
- Removed toGameSettings() in favor of new (template) constructors in
DetectedGame and GameDescriptor
- Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines
svn-id: r21150
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- made use of the new DetectedGame constructor from my last commit
- some related cleanup
svn-id: r21149
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svn-id: r21017
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- Replaced GameSettings GameDetector::_game by a simple gameid string
svn-id: r20753
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- renamed Engine_XXX_gameList to Engine_XXX_gameList for consistency
- added new Engine_XXX_findGameID / PLUGIN_findGameID function
- updated plugins code to take advantage of the new plugin API, to support
obsolete gameids w/o showing them to the user
svn-id: r20752
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- Removed GF_DEFAULT_TO_1X_SCALER
svn-id: r20747
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less dependencies.
svn-id: r20741
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GameSettings usage in some engines
svn-id: r20739
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Engine::initCommonGFX; added a TODO stating that it should eventually be removed completly
svn-id: r20738
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