Age | Commit message (Collapse) | Author |
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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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obsolete now.
svn-id: r24872
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svn-id: r24727
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a central place, get rid of such messages printed by engines
svn-id: r24686
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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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svn-id: r24407
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svn-id: r24330
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testing with subtitles enabled... :-)
svn-id: r24089
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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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* Moved Common::Debuggger to GUI::Debugger (mainly to satisfy linker
restrictions)
* Change the base Debugger class to *not* be a template class anymore;
instead, a thin (template based) wrapper class is used to hook up
debugger commands
* Removed duplicate Cmd_Exit and Cmd_Help methods in favor of a single
version of each in GUI::Debugger
* New Cmd_Help doesn't word wrap after 39/78 chars, but rather queries
the console to determine when to wrap
* Debugger::preEnter and postEnter aren't pure virtual anymore
svn-id: r23890
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svn-id: r23842
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svn-id: r23840
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consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more
accurate...)
svn-id: r23774
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DXA movies (the MPEG movies still work, of course), there is no longer any need
for the MPEG decoder to handle sound and frame syncing. That is now the
responsibility of the player, not the decoder.
The obvious next step, then, would be to put that in a new player class, and
have both BS1 and BS2 use that. Maybe FF as well.
svn-id: r23757
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size. This should help people who want to use the smaller, low-quality
cutscenes instead of the high-quality ones.
The MPEG player probably doesn't know this trick. Maybe later.
svn-id: r23742
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recent change to the CINE engine (which in turn was based on some other engine,
I forget which), and should fix bug #1544796. Of course, given how primitive
the Broken Sword 2 detector is, it's easy to fool it. There isn't really any
need for it to be smart, though.
svn-id: r23741
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* Modified about dialog to list all available plugins with their resp. copyright
* Modified about dialog credits to show the GPL last (like movie end credits do with their legal text, too)
svn-id: r23645
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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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