Age | Commit message (Collapse) | Author |
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Supports saved games made in the current version or the the last saved game version.
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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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Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
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Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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DETECTOR: Make reportUnknown() accessible to inherited AdvancedMetaEngine classes
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Since we need a FSNode parent for Mac resource forks, we need to change
signature of detectGameFilebased(), too.
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GUIO_NOASPECT from Toonstruck
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Now it returns the Surface, so the caller does not need to create one and pass it.
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This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
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Maybe caused random crashes on reading invalid memory
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svn-id: r54105
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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Loading/Saving during runtime, Advanced Pausing,
Load savestate via launcher, RTL
svn-id: r53549
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svn-id: r53099
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svn-id: r53098
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ADGF_DEMO already marks it as a demo, so labeling the id as "Demo" would be redundant.
svn-id: r53094
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svn-id: r53089
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svn-id: r53087
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