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2013-11-26Merge pull request #375 from digitall/engineAutoPlugJohannes Schickel
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
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.
2013-11-23WINTERMUTE: Switch WideString to U32String.Johannes Schickel
2013-11-23WINTERMUTE: Use const_iterator in BaseFileManager::registerPackages.Johannes Schickel
2013-11-23WINTERMUTE: Slight interator usage cleanup.Johannes Schickel
2013-11-23WINTERMUTE: Remove another unused variable.Johannes Schickel
2013-11-23WINTERMUTE: Make BaseFileManager::registerPackages case agnostic.Johannes Schickel
The old version did only work as expected when all the filenames were all lowercase. This seems to be the case for most (or even all?) WME games. However, we are better safe than sorry and make the code case agnostic.
2013-11-23WINTERMUTE: Remove unused variables.Johannes Schickel
2013-11-18WINTERMUTE: Add a fake detection entry for Czech Dead City.Einar Johan Trøan Sømåen
The language data for the Czech version are in data.dcp, but the pairs of {language.dcp, data.dcp} get preference over just a match on data.dcp, thus we need to detect Czech as one of these pairs, giving the user the choice of language on detection. In this case I just copied the english-detection.
2013-11-18WINTERMUTE: Add quite a bit of hackery to allow Reversion 1.3 to select ↵Einar Johan Trøan Sømåen
languages properly. Reversion 1.3 seems to have one language file in it’s main-folder, and a full set in languages/ (not language/ like a few other games), the names of the language-files are also different from what we’ve seen earlier.
2013-11-15WINTERMUTE: Add bold-font support for FreeSans.ttf (and only FreeSans for now).Einar Johan Trøan Sømåen
This is mostly a quick fix to solve the rather common case of wanting to use bold Arial. This will not handle the user adding the actual Arial.ttf file to the folder yet, but atleast it solves the common case of having to fallback to FreeSans.
2013-11-08WINTERMUTE: Move the isAscii() string changing code to another functionFilippos Karapetis
2013-11-08WINTERMUTE: Allow utf8ToWide() and wideToUtf8() work with ASCII stringsFilippos Karapetis
This is needed for English versions of multilingual games, which use UTF-8 strings, but we can treat them as plain ASCII, since wide and UTF-8 strings are not yet supported in Wintermute. This allows at least the English versions of these games to run. This allows Reversion 2 and Shaban to start
2013-11-07Merge pull request #396 from JenniBee/md5sEinar Johan Trøan Sømåen
Adding detection for more fan games
2013-11-07WINTERMUTE: Add the keycode for the ESC keyFilippos Karapetis
This is used by Looky
2013-11-06WINTERMUTE: Adding detection for more games.JenniBee
2013-11-05WINTERMUTE: Remove unused transfer-function. (AnsiStringArray).Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Common::Strings explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Const Char* explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Char* explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Sint32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Uint32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Remove BasePlatform::setRect (replace with member-call)Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Remove BasePlatform::isRectEmpty (replace with member-call).Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Remove BasePlatform::setRectEmpty (replace with member-call)Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Remove unused BasePlatform-functions ↵Einar Johan Trøan Sømåen
(showWindow/setCapture/releaseCapture)
2013-10-29WINTERMUTE: Transfer Doubles explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Transfer Point32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Transfer Rect32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Correct some doxygen-comments in TransparentSurface.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Transfer Vector2s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Transfer bytes explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-28WINTERMUTE: Transfer booleans explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-28WINTERMUTE: Change BaseObject::getHeight() to return int32 instead of int.Einar Johan Trøan Sømåen
2013-10-28WINTERMUTE: Deconstify UIObject::getHeight() to fix a shadowed overload.Einar Johan Trøan Sømåen
2013-10-28WINTERMUTE: Fix compile errors in XCode 5 caused by nullptr-issues.Einar Johan Trøan Sømåen
2013-10-17WINTERMUTE: Remove useless __inlineMatthew Hoops
2013-10-09WINTERMUTE: Remove superfluous assignmentsWillem Jan Palenstijn
2013-10-08WINTERMUTE: Fix displayTransOffsetWillem Jan Palenstijn
Regression from 14cb1f09c0bc2cace830eaa793227f195acb06bc. This fixes font border drawing.
2013-10-07WINTERMUTE: Call updateScreen() every frame, even without updates.Willem Jan Palenstijn
This fixes expose events with the opengl backend.
2013-10-06WINTERMUTE: Fix typo causing tiled image corruptionWillem Jan Palenstijn
2013-10-06WINTERMUTE: Integrate SDL_rotozoom code for scale/rotoscaleWillem Jan Palenstijn
2013-10-06WINTERMUTE: Partially fix rotoscale coordinate confusionWillem Jan Palenstijn
This fixes two issues: * The rendering rectangle was not rotated, causing garbage to be drawn if the rotated rectangle did not fully cover the unrotated rectangle, or sprites to be clipped in the opposite case. * The order of mirror/scale/rotation operations was inconsistent. This commit does scaling first, followed by rotation. (This is only an issue because scaling is specified separately in X and Y directions.) For now only FIXMEs are added for mirroring.
2013-10-06WINTERMUTE: Remove outdated commentWillem Jan Palenstijn
2013-10-06WINTERMUTE: Remove presumably outdated off-by-one correctionWillem Jan Palenstijn
This correction no longer seems to be necessary, and removes an off-by-one in the J.U.L.I.A. Demo main menu screen.
2013-10-05WINTERMUTE: Let pixel blending functions be inlinedWillem Jan Palenstijn