Age | Commit message (Collapse) | Author |
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Thanks to eriktorbjorn for helping me with this.
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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
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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
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svn-id: r53484
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svn-id: r48279
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without details; help filling these out is welcome)
svn-id: r46128
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svn-id: r40867
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svn-id: r40346
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svn-id: r39896
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or psx version is run
svn-id: r39417
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svn-id: r39003
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implemented by calling the existing init&go methods; to be cleaned up by engine authors
svn-id: r39002
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Refactored the
code to distinguish outside pausing from in-game pausing, to avoid cursor-related
problems. The screen is now only dimmed during in-game pausing.
svn-id: r34957
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dialog.
svn-id: r34947
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svn-id: r34916
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EngineFeature comments
svn-id: r34896
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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: r27637
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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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svn-id: r26205
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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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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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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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the linker dependency graph). Porters will have to update project files
svn-id: r23974
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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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svn-id: r23551
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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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less dependencies.
svn-id: r20741
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header files. Each now begins with "SWORD2_" and ends with "_H". (Well, except
for "SWORD2_H", since I didn't want to name it "SWORD2_SWORD2_H".)
svn-id: r20655
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build_display -> screen
save_rest -> saveload
More to come, no doubt.
svn-id: r20651
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svn-id: r20582
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