aboutsummaryrefslogtreecommitdiff
path: root/engines/toon
AgeCommit message (Collapse)Author
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-08-18TOON: Add playtime to saved gameDavid Fioramonti
Supports saved games made in the current version or the the last saved game version.
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2018-05-07TOON: Enforce code formatting guidelinesAdrian Frühwirth
2018-04-22JANITORIAL: Fix formattingAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
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.
2017-11-10ALL: Fix misuse of comma operatorColin Snover
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-07-30COMMON: Migrate Various Endian Functions to Common from Engine Code.D G Turner
Thanks to N.E.C <beholdnec@gmail.com> for this.
2016-12-08ALL: Leave out instructions for engine data issuesBen Castricum
2016-12-06ALL: Change instructions for engine data file issuesBen Castricum
The engine data files should be included in the package, so downloading may not be the best suggestion. Instead refer to the README.
2016-12-06ALL: Unify 'wrong version of engine data' messageBen Castricum
2016-12-06ALL: Unify 'corrupted engine data' messageBen Castricum
2016-12-05ALL: Unify 'missing engine data' messageBen Castricum
2016-11-29ALL: savegame => saved gameBen Castricum
2016-11-26TOON: Enable translation for some stringsrootfather
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
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.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
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.
2016-06-13TOON: Fix uninitialized variableStrangerke
2016-05-31TOON: Plug memory leakEugene Sandulenko
2016-05-31JANITORIAL: Whitespace fixesEugene Sandulenko
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-25TOON: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-20TOON: Add missing POTFILESThierry Crozat
2016-02-20TOON: Translate buttons in load and save dialogs.Thierry Crozat
2016-01-26TOON: Only request actual save slots in listSaves.Johannes Schickel
2015-05-15TOON: Check for quitting in runEventScript()Torbjörn Andersson
This keeps the game from hanging when trying to quit during Jim's gym demonstration. Hopefully any other effect of it is also good.
2015-03-19TOON: Fix bad enum syntaxsylvaintv
2015-03-19TOON: Add options menusylvaintv
- Add options menu when pressing F1 - Add in-game font change
2014-10-28TOON: Remove trailing whitespaceFilippos Karapetis
2014-08-06TOON: Remove some dead codeStrangerke
2014-05-25TOON: Add a safeguard to avoid dereferencing a null pointer in playAnim()Strangerke
2014-02-28TOON: Reduce the scope of some more variables.Strangerke
2014-02-28TOON: Reduce the scope of a couple of variables.Strangerke
2014-02-28TOON: Remove double identical check.Strangerke
2014-02-18TOON: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-14TOON: Use keycodes for hotkey handling.Johannes Schickel
2014-02-14TOON: Ignore hotkeys when *any* modifier is used.Johannes Schickel
This makes, for example, META+d also be ignored and not only CTRL+d etc.
2014-02-14TOON: Do not use KeyState::hasFlags when only presence of any flag should be ↵Johannes Schickel
checked. hasFlags has the semantics to check whether *all* of the supplied flags are active. Toon looks like it rather wants to know whether any modifier is active and thus not use hasFlags.
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-09TOON: Fix unintialized variables. Fix CID 1002424Strangerke
2013-11-09TOON: Fix uninitialized variable in audio. CID 1002729Strangerke
2013-10-30TOON: For consistency, replace the remaining strncpy by strlcpyStrangerke