Age | Commit message (Collapse) | Author |
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FSNode); adapted code to that (by using getChild() to get subdirs, not string concatenation
svn-id: r34434
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svn-id: r34310
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'typedef Common::String String;' name aliases
svn-id: r34302
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GMM if the engine doesn't support it
svn-id: r33921
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features to allow/disallow loading and deleting saves
svn-id: r33909
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svn-id: r33396
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svn-id: r33044
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svn-id: r32794
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class and the backend, i.e. as far as the game engine is concerned the palette
remains unchanged. (This is similar how to the SCUMM engine handles the "noir"
mode in Sam & Max.)
This is one small step towards allowing the game to be paused anywhere.
svn-id: r32369
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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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