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path: root/engines/sword2/sword2.cpp
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2019-11-03ENGINES: Change targets to have an 'engine ID'Bastien Bouclet
The engine ID identifies which engine should be used to launch the target. Also remove the 'single ID' system. Different games from engines that used that system now have different game IDs. Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-05-10ENGINES: Remove usage of C++11 extended initializer listsBastien Bouclet
2018-05-10ENGINES: Merge GameDescriptor and DetectedGameBastien Bouclet
2018-05-10ENGINES: Set the GameDescriptor decription in the constructorBastien Bouclet
2018-05-10ENGINES: Turn GameDescriptor into a simple structBastien Bouclet
2018-05-10ENGINES: Change MetaEngine::listSupportedGames to return plain game descriptorsBastien Bouclet
2018-05-10ENGINES: Change MetaEngine::findGame to return a plain game descriptorBastien Bouclet
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2018-04-29ENGINES: Show the unknown Game dialog only when the detector is launched by ↵Lothar Serra Mari
the Add Game feature
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.
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.
2016-02-25SWORD2: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26SWORD2: Only request actual save slots in listSaves.Johannes Schickel
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-04-18ENGINES: Remove a bunch of unused private member variablesMax Horn
All instances uncovered by clang warnings.
2012-11-08SWORD2: Fix bug #3049336 - "BS2: Detects games in wrong places"Filippos Karapetis
We no longer detect the sword2 files inside the "clusters" folder. Also, we now correctly distinguish between the full and the demo version of the game
2012-03-25SWORD2: Add a custom game option to toggle object labelsFilippos Karapetis
2012-02-26COMMON: Move RenderMode and GUIOptions functionality into separate filesMax Horn
2012-02-23SWORD2: Add support for PSX stream playbackMatthew Hoops
2011-10-24LAUNCHER: Add GUIO_NOASPECT to sword2Strangerke
2011-10-23AD: Switched rest of the engines to new GUIOEugene Sandulenko
2011-06-02ENGINES: Change 2nd param of Engine::saveGameState to Common::StringMax Horn
2011-06-02SWORD2: Replace snprintf() usage with Common::String::format()D G Turner
Safer and less portability issues.
2011-05-25ALL: initialise -> initializeMatthew Hoops
2011-05-22ENGINES: Further unify engine namesThierry Crozat
2011-05-17COMMON: Registers RandomSources in constructor with the event recorderMax Horn
This also removes the dependency of engines on the event recorder header and API, and will make it easier to RandomSources that are not properly registered.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-03-19SWORD2: Cleanup syncSoundSettings()dhewg
2010-11-01SWORD2: CleanupTorbjörn Andersson
Removed some of the debug code that has never ever been enabled for as long as this engine has been in ScummVM. svn-id: r53998
2010-11-01SWORD2: Cleanup pause handlingTorbjörn Andersson
Removed a bunch of pause-related code which I either can't remember why it's there, or which doesn't seem to serve any useful purpose. Most things I've tried seem to work as well or better than before. svn-id: r53997
2010-09-20SWORD2: More safeguards for mute settingEugene Sandulenko
svn-id: r52825
2010-09-20SWORD25: Fix bug #3032763: "SWORD2: Mute setting does not work"Eugene Sandulenko
svn-id: r52823
2010-07-23SWORD2: Improve sync between local and global "mute" settingsTorbjörn Andersson
Broken Sword 2's options dialog allows you to mute any of speech, sound and sound effects, whereas ScummVM's options dialog just has one "master" mute setting. This is an attempt to keep them better in sync, though it's not perfect. Still, it may be good enough to fix bug #3032763 ("SWORD2: Mute setting does not work"). svn-id: r51218
2010-07-17DEBUGGER: Simplify how our console debugger works / is usedMax Horn
* Remove _isAttached member var and isAttached method * Engines now always call the onFrame method; whether it does something is decided by the debugger class resp. its subclasses * Make detach() protected instead of private, so that subclasses can invoke it * Remove _detach_now member var (call detach() instead). * Rename _frame_countdown to _frameCountdown and properly document it. * Add more doxygen comments * Cleanup svn-id: r50963
2010-05-04Move initGraphics and initCommonGFX from to new header.Max Horn
These functions are only used internally be Engine subclasses, and by moving them to a separate header we can reduce indirect header dependencies. svn-id: r48934
2010-05-04Get rid of Engine::_gameDataDir.Max Horn
This greatly reduces indirect dependencies on several header files from common. svn-id: r48933
2010-03-18COMMON: Get rid of Common::StringListMax Horn
svn-id: r48287
2010-02-21Patch for bug 2943361 by littleboy, adding full kb modifier support to all ↵Yotam Barnoy
engines + GUI and proper keypad handling svn-id: r48101
2010-01-03Change BS 1 & 2 to I & II (see discussion on -devel)Max Horn
svn-id: r46951
2009-09-23Got rid of Common::File::addDefaultDirectory, instead implemented the ↵Johannes Schickel
solution proposed in "Case agnostic handling for directories (and files)" on -devel. svn-id: r44266
2009-07-25Move the event recorder to its own class (EventRecoder inside ↵Johannes Schickel
common/EventRecorder.[h/cpp]). svn-id: r42751
2009-06-06Add GUI options support to Sky, Queen and Sword1&2 engines (which do not use AD)Eugene Sandulenko
svn-id: r41274
2009-05-29Changed SaveFileManager methods to take Common::String params (instead of ↵Max Horn
char pointers) svn-id: r41000
2009-05-27sword2: base psx demo detection on screens.clu, and let the user decide ↵Fabio Battaglia
between full and demo version at the time of adding the game svn-id: r40937
2009-05-24Strip trailing whitespaces in the whole code base.Johannes Schickel
svn-id: r40867
2009-05-06Const correctnessEugene Sandulenko
svn-id: r40346