Age | Commit message (Collapse) | Author |
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sword2 detector code too.
svn-id: r23557
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svn-id: r23551
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svn-id: r23543
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clearFrame(), and is only responsible for clearing the frame buffer. Frame
syncing and frame drawing are now separate from each other.
svn-id: r23525
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svn-id: r23524
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memory leak, and be a bit more robust about handling text objects in the dummy
player.
svn-id: r23523
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to track the black colour.
svn-id: r23522
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seems to still keep msvc8 happy.
svn-id: r23521
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svn-id: r23520
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svn-id: r23518
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done before the MPEG player calls showOverlay().
svn-id: r23482
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svn-id: r23470
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svn-id: r23439
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svn-id: r23436
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svn-id: r23428
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cutscenes and the "dummy" (subtitles and voice-over) mode. Several tweaks and
cleanups were made in this process, and there may very well be regressions, but
it should be stable enough to commit.
svn-id: r23420
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* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
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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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* Initialise _frameWidth and _frameHeight to prevent them from being undefined.
* Fix BS2 subtitle positioning. (Fixes bug #1499916)
* In BS2, copy the frame to the backend in 8-bit mode.
* Fix compilation in 8-bit mode.
BS2 subtitles aren't quite right in 8-bit mode, but I expect we want to
re-design things a bit if we ever add DXA cutscenes. We can fix minor details
then.
svn-id: r22859
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svn-id: r22704
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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"insert CD" messages. (Of course, that isn't supported, or even well tested,
but the idea is sound.) This makes it possible to run the BS2 demo again.
Incidentally, this is how I *meant* for it to work when I added that check - I
even wrote so in the comment above that section of the code - so how on earth
did I manage to screw it up like that?
svn-id: r22594
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data files are missing.
svn-id: r22520
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svn-id: r22518
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svn-id: r22515
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- Eriktorbjorn's patch from same tracker item for scaling sword1/2 cutscenes
is applied as is. It lacks resolution switch on-the-fly.
- GUI widgets are repositioned on the fly and use most space, even aspect
ratio corrected screen is used without scaling
- Heavy tesing is required, but works for me in all cases except for bug
#1483272: "GUI: SCUMM pause dialog breaks upon scaler switch" which needs more
work.
- I probavly broke some backend or two
svn-id: r22505
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That limit has been lifted from the SDL backend.
NOTE: This may cause problems in other backends!
svn-id: r22405
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svn-id: r22342
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subclasses to namespace Audio
svn-id: r22231
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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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svn-id: r22172
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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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almost four months ago.
svn-id: r22167
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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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svn-id: r21935
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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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it in several calls to avoid duplication!!11!
svn-id: r21607
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svn-id: r21573
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svn-id: r21538
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comment about that (removed in the previous commit) since roughly forever.
svn-id: r21536
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svn-id: r21533
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identical -- unified the two files in many places (but a lot more could be done, feel free to pick up and continue this work)
svn-id: r21526
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to ~250). Many greetings to eriktorbjorn, and have fun recompiling.
svn-id: r21500
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svn-id: r21376
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- Added new GameDescriptor struct (similar to PlainGameDescriptor but with
Common::String members instead of const char * ones)
- Changed DetectedGame to subclass GameDescriptor
- Removed toGameSettings() in favor of new (template) constructors in
DetectedGame and GameDescriptor
- Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines
svn-id: r21150
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- made use of the new DetectedGame constructor from my last commit
- some related cleanup
svn-id: r21149
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several errors where the format string didn't match the number of arguments to the call)
svn-id: r21141
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