Age | Commit message (Collapse) | Author |
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Have refrained from changing the usage of 'goto' in the embedded LUA
interpreter code for the time being, as this is still in flux due to
the savegame issues.
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This makes the name match with the name of the STL function with the same
behavior.
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Janitorial removed function call which had a side effect.
Thus the actor image load code crashed.
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Silences the clang warning:
static data member specialization of '_singleton' must
originally be declared in namespace 'Common'; accepted as a C++0x
extension [-Wc++0x-extensions]
Wrapping "namespace Common {}" around the macro assignment causes clang
to complain about a spurious semicolon, and removing the semicolon at
the end of the macro causes some editors to misbehave.
Changing the requirement of using the macro in one namespace (the
global) to another (Common) seems a small price to pay to
silence a warning.
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Now sound is properly saved/restored. Implemented savegame versioning.
Compatibility with old saves pertained.
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When reallocation is unsuccessful, the passed buffer is not freed. In this case, assigning the result (NULL) will result in a leak of the original memory buffer.
See http://msdn.microsoft.com/en-us/library/kkedhy7c.aspx
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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This fixes exit menu.
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This just uses the provided filename rather than trying to recreate
it with a hard-coded target (causing crashes with other targets).
(Also, add an error check rather then crashing there, just in case.)
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- Savegame thumbnails are now created using a flat image format,
instead of PNG. This allows us to remove the PNG encoding code used
in the engine. Note that the saved games we create cannot be used
with the original engine anyway, so this change does not break
savegame compatibility with the original game (it's already broken).
- Compatibility is preserved with older saved games that were made with
ScummVM.
- Moved the embedded thumbnail reading code out of the PNG loader class,
to stop it from needlessly checking every PNG file.
- With this change, libpng is no longer required for the sword25 engine
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PNGLoader is able to load images embedded in saved games already. This
helps remove some duplicate code
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There is currently a bug and only the thumbnail of the first save slot is
shown
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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byte depth.
I am not 100% sure whether the surfaces all use the same format as the screen,
but a quick test showed that it still works fine. In case this is wrong please
set them up with the correct format.
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Plus some extra white space changes by myself.
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- Increase the resource cache limits
- Added a check before forcing resources to be freed
- Only force free image and animation resources, with a warning. It seems like there is
a bug in the resource reference code and several bitmap resources are not freed - added
a FIXME
- Clarify that initializeAnimationResource() is used with XML resources
svn-id: r55736
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engine
libpng is still needed for PNG encoding (for thumbnails in saved games of sword25), but
since we'll probably drop support for the original saved games anyway, the PNG encoding
code will ultimately be removed
svn-id: r55723
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Videos are never saved or loaded, thus when this happens, it probably indicates a game bug
or a corrupted saved game
svn-id: r55667
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svn-id: r55664
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Translated some comments, and pushed the indirect rendering define to the header
file, so that the engine won't try and update the screen with direct movie rendering.
Also, the thumbnail hack has been disabled, as it doesn't really work (at least not for
me: all the thumbnails are gray)
svn-id: r55663
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svn-id: r55613
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svn-id: r55600
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