Age | Commit message (Collapse) | Author |
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svn-id: r35062
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bring up the GUI, which has its own cursor. (This fixes the cursor disappearing
when pausing on one of the engine's own dialog windows.)
svn-id: r34977
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svn-id: r34969
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palette when pausing the game in a mid-fade. The game can only be paused in
mid-fade from the outside, and then the palette isn't dimmed/undimmed.
svn-id: r34958
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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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svn-id: r34956
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getSoundElapsedTime() function to work better.)
svn-id: r34954
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dialog.
svn-id: r34947
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svn-id: r34916
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OSystem::getOverlayFormat to several ports (pending testing by the porters)
svn-id: r34912
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used in more places. Help with this is highly welcome
svn-id: r34906
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svn-id: r34905
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EngineFeature comments
svn-id: r34896
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as discussed in patch #2122869
svn-id: r34854
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savegames
exist at all. (The old method was to potentially try and open a hundred files,
though it would stop after finding the first one.)
svn-id: r34790
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- Moved initCommonGFX() && GUIErrorMessage() out of class Engine
- got rid of the _autosavePeriod member (this prevented users from
changing the autosave period during runtime)
- Got rid of an evil 'using GUI::Dialog' statement
- Clarified some Doxygen comments
svn-id: r34720
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svn-id: r34716
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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need to be slightly tweaked to fix overloading errors/warnings)
svn-id: r34514
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svn-id: r34495
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FSNode); adapted code to that (by using getChild() to get subdirs, not string concatenation
svn-id: r34434
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svn-id: r34336
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added a new alternate SeekableReadStream::readLine() instead
svn-id: r34315
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svn-id: r34310
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'typedef Common::String String;' name aliases
svn-id: r34302
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GMM if the engine doesn't support it
svn-id: r33921
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features to allow/disallow loading and deleting saves
svn-id: r33909
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33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446,33452-33453,33455-33459,33463-33464,33466-33471,33473-33474,33478,33490,33492,33495-33496,33509-33512,33518-33519,33522-33527,33529-33530,33537,33541,33544,33546,33550,33552-33554,33556,33558,33561-33562,33565,33568,33570,33574,33576,33578-33581,33584-33587,33590,33596,33604-33611,33614-33615,33617-33618,33620-33621 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33624
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added a new class DumpFile for writing
svn-id: r33412
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svn-id: r33396
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33052-33053,33056-33058,33061-33064,33068,33070,33072,33075,33078-33079,33083,33086-33087,33089,33094-33096,33098-33099,33104,33108-33109,33114-33117,33120,33135-33146,33160,33162,33165,33167-33169 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33183
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wasn't found, it would close the file even if something else was already
playing from it. (Some music is in both files.)
svn-id: r33094
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_shouldQuit, shouldQuit is only set if there's an EVENT_QUIT. EVENT_RTL and EVENT_QUIT are completely separate from each other. Engine::quit() method now checks both _shouldQuit and _shouldRTL to determine if the engine should exit. There is no longer a need for resetQuit(), so it's removed
svn-id: r33082
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svn-id: r33044
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svn-id: r32794
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fundamently changed in g++ 4.3
- Added -Wno-empty-body and -Wno-parentheses as compiler flags for g++ 4.3 for *now* (we should think of removing -Wparentheses though)
- Fixed some warnings for g++ 4.3 (only for the engines I'm using)
svn-id: r32540
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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: r31927
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svn-id: r31888
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constructor
svn-id: r30871
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svn-id: r30825
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svn-id: r30803
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MetaEngine instance. Used this to simplify the rest of the plugin system
svn-id: r30780
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svn-id: r30754
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API with a more object oriented approach)
svn-id: r30726
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svn-id: r30667
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svn-id: r30664
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soundtrack was present. It should work better now.
svn-id: r30455
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exit warps back to the same room, clicking on the same exit again is
misinterpreted as a double-click, and that only works if we're already walking
towards that exit. Otherwise, the game will hang. This fixed bug #1851502
("SWORD2: Black-out in Forest").
svn-id: r29876
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