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AgeCommit message (Collapse)Author
2016-02-04AGI: Add buttons to save/restore verify dialogsMartin Kiewitz
2016-02-04AGI: Add Amiga system UI buttonsMartin Kiewitz
Also adjust window frames for Amiga. Amiga also uses hi-res ones.
2016-02-04AGI: Add Apple IIgs system UI buttonsMartin Kiewitz
For Restart/Quit/Pause dialog
2016-02-03ACCESS: Fix display of ending creditsPaul Gilbert
2016-02-03ACCESS: Workaround Floppy room establishment reshown when loading savesPaul Gilbert
2016-02-03ACCESS: Setup wall codes correctly after reinitializing for new roomPaul Gilbert
2016-02-04AGI: Fix disabled look to work properly in menusMartin Kiewitz
2016-02-03AGI: Add different window frames for MacintoshMartin Kiewitz
Also work on drawCharacter code for SystemUI usage
2016-02-03AGI: Add different window frames for Apple IIgsMartin Kiewitz
Only slightly different than on PC
2016-02-03SCI: code/define formattingMartin Kiewitz
2016-02-03SCI: Remove hardcoded value in getScummVMEvent()Martin Kiewitz
2016-02-03AGI: Message box mouse supportMartin Kiewitz
2016-02-03AGI: Rename WINDOWRESET to WINDOW_AUTO_CLOSE_TIMERMartin Kiewitz
2016-02-03AGI: Increase time delay for Apple IIgsMartin Kiewitz
It seems that either Apple IIgs ran very slowly or that its AGI interpreter didn't do the delays as on all the other platforms. Further investigation needed Fixes all sorts of games running now way too fast.
2016-02-03AGI: Remove unused initialized variableMartin Kiewitz
2016-02-03AGI: Remove _game.state, not needed anymoreMartin Kiewitz
2016-02-03AGI: Change cycle delay handling, seems to fix GRMartin Kiewitz
Removed pollTimer() Renamed pause() to wait() Doing 10 msec delays instead of at least 50 msec per EventProcess Seems to fix weird Gold Rush ingame timer issue?! bug #4147
2016-02-03AGI: Cycle event processing changedMartin Kiewitz
processEvents() renamed to processScummVMEvents() mainCycle() renamed to processAGIEvents() have.key now sets up an inner loop and calls processAGIEvents() to avoid any further cycle work processing
2016-02-03AGI: Call update screen in have.key for nowMartin Kiewitz
Some games call it in an endless loop until a key is returned
2016-02-03AGI: Make inner loop handlers consistentMartin Kiewitz
2016-02-03AGI: Implement messageBox() as inner loopMartin Kiewitz
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03AGI: Remove Gold Rush workaround, no longer neededMartin Kiewitz
2016-02-03AGI: Fix regression of have.key changesMartin Kiewitz
original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37 Now hopefully properly implemented. Adjusted a few more inaccuracies (we set v19 to 0, where we shouldn't have)
2016-02-02AGI: add drawCharacterOnDisplay()Martin Kiewitz
2016-02-02AGI: Remove inputMode, not needed anyoreMartin Kiewitz
2016-02-02AGI: test commands cleanupMartin Kiewitz
2016-02-02AGI: Use inner loop functionality for have.keyMartin Kiewitz
Also do it like the original interpreter did it
2016-02-02AGI: Don't pause in game timer while in menusMartin Kiewitz
Original interpreter did not do it and we paused music/sfx, which the original interpreter also didn't do. Shouldn't cause issues.
2016-02-02AGI: code formattingMartin Kiewitz
2016-02-02LAB: Fix wrong glowing belt file in getInvName()Filippos Karapetis
A regression from 4fb53ad170f483bbce2e27643cd3ee1fa604cebd
2016-02-02AGI: Fix formatting.Johannes Schickel
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
2016-02-02AGI: Add WORKAROUND comment to "render after menu"Martin Kiewitz
see commit 0b75bf37219cf49f274da330a44e81068152599c Original AGI did not do, what we are doing now
2016-02-02AGI: Don't use status row for menu mouse triggerMartin Kiewitz
Use hardcoded first line instead In Donald Duck the status line is at line 24, but also hidden
2016-02-02AGI: Render after menu, when playarea starts at 0Martin Kiewitz
Fixes graphics glitch for Donald Duck
2016-02-02AGI: mouse support for menuMartin Kiewitz
2016-02-02SCI: make event type, modifiers + character uint16Martin Kiewitz
2016-02-02SCI: Make event handling helper tables staticMartin Kiewitz
2016-02-02SCI: Fix comment about debugger keysMartin Kiewitz
Was changed to Ctrl-Shift-D at some point, because a SCI game uses Ctrl-D. Comment wasn't changed accordingly back then.
2016-02-02SCI: Keyboard event handling cleanupMartin Kiewitz
Renamed "ourModifiers" to "scummVMKeyFlags" Now also using the flags directly from the ScummVM event in case it actually was a Keyboard event.
2016-02-02SCI: Fix regression of previous keycode commitMartin Kiewitz
7aeadba863ed1893fa6095008d35b32ce5117749 Thanks LordHoto for spotting it
2016-02-02SCI: Removed ".data" from SciEventMartin Kiewitz
Was the ScummVM-system-Keycode, sometimes modified. Changed Menu/Portrait/Controls32-code to use .character instead. Cleaned up a bit of code in getScummVMEvent()
2016-02-02AGI: changed debug msg VGA font -> PC BIOS fontMartin Kiewitz
2016-02-02SCI: fix typo in commentMartin Kiewitz
2016-02-02Merge pull request #659 from wjp/sword25_loadingWillem Jan Palenstijn
SWORD25: Use more appropriate function for growing the stack
2016-02-02SWORD25: Remove now unused functionWillem Jan Palenstijn
2016-02-02SCI: Do not pass/use .data for mouse button typeMartin Kiewitz
Also added comment about .data field. Should be renamed.
2016-02-02SCI: Fix control/Fx keys not working anymoreMartin Kiewitz
Was effectively caused by commit adding the keyboard driver bug for SCI0/SCI01, although the bug is actually real and happens. It seems Sierra did not check the key-modifier in kMenuSelect. We do and that's why the code didn't recognize all sorts of menu keys anymore. We now isolate the lower byte before comparing. I also noticed, that Sierra passed keyboard modifiers in mouse events. This was probably done, so that owners of a 1-button mouse were able to right-click. We do this now too. Also added information about mouse modifiers in kGetEvent. Moved the mouse modifier code into getScummVMEvent(). This should fix bug #7009.
2016-02-02SWORD25: Use more appropriate function for growing the stackWillem Jan Palenstijn
The call to lua_growstack in unpersistThread would unconditionally at least double the size of the stack. This caused memory usage to grow exponentially (literally) with the number of serialized threads. Bugs #6977, #6999.
2016-02-02LAB: Fix loading rules from room 0Willem Jan Palenstijn
Regression from cd3ebf687c0e783147723095056d72684eddd347. This fixes bug #6997.
2016-02-01SHERLOCK: Silence GCC signed/unsigned warningTorbjörn Andersson