Age | Commit message (Collapse) | Author |
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Also-By: Matthew Hoops <clone2727@gmail.com>
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This was a miss in commit 00e59a3122. The new parameter was supposed
to be called skipThumbnail and default to true instead.
For consistency's sake (the rest of the tree uses skipThumbnail, not
loadThumbnail) I'm reverting this and will separately update the
declaration to how it should have been from the beginning.
Thanks dreammaster!
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This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
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I reduced the header includes a lot in Titanic.h and forward
declared when I could. Titanic.h was including a lot and
a lot of functions that were including it were not using its
API. This will help make it more clear which implementation
files are using which class since they will just need to include
which ones they need.
I also moved the debug related items in Titanic.h into the debugger
header.
I also reordered several of the the header includes to be local to
global.
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Before the const specifying the max number of save/load games was
in titanic.h, core/project_item.cpp, main_game_window, and detection.cpp.
Since they all inherit from titanic.h they should just use the const there.
Also the saved game const in core/project_item.cpp was named differently
so I also changed that.
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Also moved all standard game event methods to CMainGameWindow. This
will allow for the Continue Save dialog to be added in and get
events instead of the game window
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