Age | Commit message (Collapse) | Author |
|
|
|
|
|
Should fix the AmigaOS4 build
|
|
|
|
Format is:
common/scummsys.h (Only if a .cpp file)
header file for this file (Only if a .cpp file)
zengine includes
other includes, grouped by module
|
|
|
|
|
|
|
|
This ensures that the first auto save of the game will have a
useful location
|
|
|
|
|
|
|
|
|
|
|
|
Useful for putting a breakpoint at certain ResultActions/Controls to
test out different instances of them.
|
|
This allows the main engine to pass mouse events to Controls
|
|
iterate over _activeControls
We also change _activeControls to a List instead of a HashMap because a List should have
slightly better iteration time.
|
|
Control syntax
|
|
SharedPtrs
|
|
This allows List::push_back() to not cause a data copy
|
|
|
|
|
|
|
|
|
|
|
|
Since it can be in either the x or the y direction
|
|
the end of the frame
This prevents memory corruption since changeLocation could be called in the middle of
a Puzzle list iteration and changeLocation clears all the Puzzle lists.
|
|
Then make the individual update functions private
|
|
ScriptManager::initialize()
|
|
|
|
|
|
This gets rid of the need for specific destruction as well as making the copy swap
operations in the ScriptManger _referenceTable more efficient
|
|
|
|
The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ResultAction objects
ResultAction is abstract, therefore, it can't be directly stored in the list
|
|
|
|
|