aboutsummaryrefslogtreecommitdiff
path: root/engines/voyeur
AgeCommit message (Collapse)Author
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-09-29VOYEUR: The game doesn't use MIDI, mark it as such.Henrik "Henke37" Andersson
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-04-22JANITORIAL: Fix formattingAdrian Frühwirth
2018-04-19JANITORIAL: Fix whitespaceAdrian 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.
2017-10-07ENGINES: 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.
2017-08-07VOYEUR: Workaround original game using invalid hotspot IdsPaul Gilbert
2017-08-06VOYEUR: Fix exiting game from the VCR screenPaul Gilbert
2017-08-06VOYEUR: Fix playback of audio events on VCR, thanks to BakhtoshPaul Gilbert
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2017-06-10VOYEUR: Fix backgrounds not showing for static roomsPaul Gilbert
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-10-04VOYEUR: remove empty first lineFedor
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.
2016-05-29Fix Voyeur copyright signHubert Maier
2016-05-26VOYEUR: Reorder ViewPortResource fields to fix VS packing warningsPaul Gilbert
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-14VOYEUR: Changed engine to use Graphics::ManagedSurfacePaul Gilbert
2016-02-25VOYEUR: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26VOYEUR: Only request actual save slots in listSaves.Johannes Schickel
2016-01-12VOYEUR: change the type of the variable in a for loopStrangerke
2016-01-12VOYEUR: Fix bitwise comparison, make more use of DISPFLAG enumStrangerke
2016-01-12VOYEUR: Replace a check on a value by the use of an enumStrangerke
2016-01-12VOYEUR: Fix formatting in sound.cpp.Johannes Schickel
2016-01-12VOYEUR: Reduce variable scope, fix typo in commentStrangerke
2016-01-12VOYEUR: Add a safeguard in getVOCFileNameStrangerke
2015-12-02VOYEUR: Remove useless global variableStrangerke
2015-05-31VOYEUR: Remove unnecessary semicolonTorbjörn Andersson
2015-01-26VOYEUR: Fix bug in vDoCycleIntStrangerke
2015-01-26VOYEUR: Add missing breakStrangerke
2014-07-03VOYEUR: Fix crash when playing video #42Paul Gilbert
2014-07-03VOYEUR: Fix double apartment enter animation when loading save from launcherPaul Gilbert
2014-07-01VOYEUR: Fix to show cursor after loading savegamePaul Gilbert
2014-07-01YOVEUR: Enable engine by default.Johannes Schickel
We ship this with 1.7.0 according to our release plans, thus it should really be enabled by default.
2014-06-08VOYEUR: Don't reset mansion view position after looking at roomsPaul Gilbert
2014-06-08VOYEUR: Disable the if statement with identical statements in its branches, ↵Strangerke
add a comment
2014-05-28VOYEUR: Janitorial - Remove trailing whitespaceSven Hesse
2014-05-27VOYEUR: Don't overwrite "exit" command in the debugger.Johannes Schickel
It actually overwrite "exit" by cmdExit and thus effectively the same command...
2014-05-27ALL: Make Debugger command function names conform to our guidelines.Johannes Schickel
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-05-26VOYEUR: Make engine pointer in graphics class private.D G Turner
2014-05-26VOYEUR: Fix showing credits in the introductionPaul Gilbert
2014-03-24VOYEUR: Remove useless usage of pointer in EventManagerStrangerke
2014-03-17VOYEUR: Use a nullptr instead of a 0 in a return valueStrangerke
2014-03-16VOYEUR: Initialize an unitialized variableStrangerke
2014-03-16VOYEUR: Fix some missing variable initializationsStrangerke