Age | Commit message (Collapse) | Author |
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svn-id: r55600
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svn-id: r55464
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warning/error/debugC calls
svn-id: r55462
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Since SWORD25 uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
However, this is not currently usable as the command key code is commented out.
This is due to the event loop which reads keyboard input being buried 2 object layers below the Engine VM object and I am unsure how the engine development team would want this exposed / interfaced.
svn-id: r54184
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All should be renamed to reduce risk of accidental incorrect use.
svn-id: r53899
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svn-id: r53897
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Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
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This should enable use of F-keys in BS25. Most of the KEY_*
constants are not used by the scripts anyway.
svn-id: r53877
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This fixes a crash one got by quitting via the GMM.
svn-id: r53876
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svn-id: r53835
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svn-id: r53832
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Previously, the constructor of an anonymous global object was used to do
this, for no apparent reason.
However, maybe there was a hidden reason which I missed, so this change
might cause regressions. I.e., please test.
svn-id: r53735
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svn-id: r53734
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svn-id: r53626
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svn-id: r53568
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svn-id: r53477
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svn-id: r53446
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svn-id: r53430
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svn-id: r53391
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svn-id: r53354
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svn-id: r53310
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svn-id: r53309
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svn-id: r53308
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The things which are intentionally left with the prefix:
BS_LOG, BS_ASSERT, BS_Rect, BS_String.
svn-id: r53261
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svn-id: r53259
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svn-id: r53257
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svn-id: r53254
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svn-id: r53234
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Under MinGW, with OpenGL and tinyxml.
svn-id: r53225
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svn-id: r53222
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svn-id: r53216
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It turns out that strict C++ doesn't allow function pointers to be converted to void pointers and vice versa. Since there are two callback function pointer types - one with a KEY_COMMANDS enum parameter, and the other with an unsigned char type, I changed all void * occurances to a function pointer type with an 'int' parameter, and changed all implementation methods to take in an int parameter.
svn-id: r53208
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I have the same problem with this file as inputengine.cpp.. I'm getting errors converting between 'void *' and CommandCallback function pointers.
svn-id: r53205
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svn-id: r53203
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svn-id: r53200
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Previously with some of the files I was leaving the #include references to the library inside the global namespace. However, since the engine itself is now inside a namespace, I had to do a lot of changes, such as lua_State to ::lua_State. This way is cleaner, and I just need to add a 'using namespace Lua' where needed.
svn-id: r53198
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svn-id: r53188
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This commit creates a skeleton detection and engine class, as well as code necessary to call the kernel initiation.
The kernel/kernel.cpp has been converted to compile under ScummVM, along with all dependant header files.
svn-id: r53184
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Majority of files now compile under Windoze.
svn-id: r53182
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svn-id: r53180
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svn-id: r53171
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