For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
- Entire code was located in the main sword2.cpp file.
- Seperate detection-related code to detection.cpp
- Seperate other MetaEngineConnect related code to metaengine.cpp
- detection.h serves common code between the above files
- A enum value has been copied from sword2.h into the detection TU to avoid duplicate copy
- the detection.h has static function definitions for detecting games.
- This is because metaengine.cpp includes it & detection.cpp does as well.
- If we keep the methods as static, we can truely seperate out everything detection related.
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
Removed a bunch of pause-related code which I either can't remember why
it's there, or which doesn't seem to serve any useful purpose. Most
things I've tried seem to work as well or better than before.
svn-id: r53997
code to distinguish outside pausing from in-game pausing, to avoid cursor-related
problems. The screen is now only dimmed during in-game pausing.
svn-id: r34957
class and the backend, i.e. as far as the game engine is concerned the palette
remains unchanged. (This is similar how to the SCUMM engine handles the "noir"
mode in Sam & Max.)
This is one small step towards allowing the game to be paused anywhere.
svn-id: r32369
the engine doesn't always allow the game to be paused, and some things (GUI,
movie cutscenes, credits, ...) are outside the main engine loop.
svn-id: r32232
Fingolfin's blessings. Keyboard repeat is now handled by the event manager,
rather than by individual engines.
Since this can cause problems with some engines (see the AGI engine), the extra
"key down" events are marked as "synthetic", so that they can be ignored if
necessary.
svn-id: r26170