Commit Graph
709 Commits
Author SHA1 Message Date
Eugene Sandulenko 2722235c86 LAB: Use AD_ENTRY2s in the detection table 2020-11-28 17:41:23 +01:00
Eugene Sandulenko 7ff34bc9ec PLUGINS: MetaEngineStatic -> MetaEngineDetection 2020-10-11 23:14:39 +02:00
Eugene Sandulenko 7ea6781043 PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION 2020-10-11 23:12:32 +02:00
aryanrawlani28 d26bbe521c ENGINES: ALL: Finish renaming ME & AME classes
- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
2020-10-03 14:56:36 +02:00
aryanrawlani28 a56dc094b9 ENGINES: ALL: Move detection_enums -> detection.h
- Cleans up headers quite a bit.
2020-10-03 14:56:36 +02:00
aryanrawlani28 29ceb07959 ENGINES: ALL: Revert detection submodule to be directly present in the engine directory
- DETECT_OBJS are present and added inside an engine's modules.mk file.
2020-10-03 14:56:36 +02:00
aryanrawlani28 f3b9477893 ENGINES: ALL: Add header guards for the new detection-header files. 2020-10-03 14:56:36 +02:00
aryanrawlani28 8189a05316 ENGINES: ALL: Adapt to changes for new plugins by defining a new detection module
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.
2020-10-03 14:56:36 +02:00
aryanrawlani28 0fbfa709a2 LAB: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00
aryanrawlani28 a9bfe35216 GUI: U32: More issue fixes and general improvements
- Use the fake constructor for message dialog less often
- solve errors regarding comparision between string and u32string in midi
- solve errors in testbed/speech related to ttsMan->say
- fix unsigned comparision warning in tab.cpp
- fix issue with static strings and translations in sdl-graphics
2020-08-30 14:43:41 +02:00
Eugene Sandulenko 44d8aa33fb LAB: Do not rewind stream on music change. Fixes #7015 2020-08-29 02:17:18 +02:00
Eugene Sandulenko 5d9006e11b LAB: Added GUI messages to translation 2020-08-28 01:09:37 +02:00
Eugene Sandulenko ac6932bd89 I18N: Added missing files to POTFILES 2020-08-27 20:26:45 +02:00
mataniko 581a6ec7d6 JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher 2020-05-12 10:36:38 +02:00
mataniko 06242a712b JANITORIAL: Rename EVENT_RTL
Now that ScummVM is adding RTL support, the EVENT_RTL should be disambigious that it is for returning to launcher
2020-05-12 10:36:38 +02:00
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
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
2020-02-16 15:44:28 -08:00
Paul Gilbert a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert 72d0d84be2 LAB: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 040497017c LAB: Add override keywords 2020-02-09 12:43:15 +01:00
Eugene Sandulenko 7f5f631a24 LAB: Added override keywords 2020-02-05 15:41:32 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
D G Turner 4aaff742fc LAB: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-14 23:48:05 +00:00
Bastien Bouclet 9c8bd056d6 ENGINES: Stop using 'single id' 2019-11-03 11:43:00 +01:00
Bastien Bouclet 4b42112721 ENGINES: Add an engine ID to all the engines 2019-11-03 11:43:00 +01:00
D G Turner 03380c0e8a LAB: Replace memcpy of overlapping region with memmove
The result of using memcpy when source and destination overlap is
not clearly defined, so use memmove instead which avoids this problem.
2019-10-05 01:32:41 +01:00
Henrik "Henke37" Andersson 5fa83b2839 LAB: Game does not use MIDI, mark it as such. 2019-09-29 19:34:16 +03:00
Bastien Bouclet 9a4c0ae281 ENGINES: Normalize the getName() result of metaengines
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-12-10 06:47:27 +01:00
David Fioramonti 2649c429db LAB: By default skip thumbnail loading for readSaveGameHeader
This changes the convention back to skipping the thumbnail loading
for readSaveGameHeader. querySaveMetaInfos is the only place it
shouldn't be skipped.
2018-08-03 14:51:12 +02:00
David Fioramonti 75587c3c66 LAB: Fix thumbnail issues
Fixes Trac#10619.

The thumbnail loading for the saved games was defaulting to
disabled so no thumbnail was being loaded and this caused trying
to show the thumbnail to crash scummvm.

So I have set the thumbnail pointer to be null if the thumbnail
doesn't get loaded and I've set the thumnail to not be skipped
so that thumbnails get shown when using the gui.
2018-07-25 10:15:32 +02:00
Adrian Frühwirth c4edac23b2 LAB: Fix UB (use of deallocated memory) 2018-05-05 17:54:46 +02:00
Adrian Frühwirth 00e59a3122 ALL: Load savegame thumbnail only when necessary
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.
2018-04-07 09:26:20 +02:00
Colin Snover 432fd522d2 ENGINES: Remove default1x scaler flag
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.
2017-10-07 12:30:29 -05:00
Alexandre Detiste f8388db32b JANITORIAL: Typos
I've not fixed this one, maybe it's on purpose:

RELASE -> RELEASE

engines/mads/staticres.cpp:const char *const kGameReleaseTitleStr =
"GAME RELASE VERSION INFO";
2016-10-31 09:56:43 +01:00
Eugene Sandulenko dead4aa014 JANITORIAL: Remove trailing spaces 2016-10-09 14:59:58 +02:00
Alexander Tkachev b665fc933d ALL: Make simpleSaveNames() a MetaEngineFeature
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.
2016-08-24 16:07:55 +06:00
Alexander Tkachev ab1d160ec8 ALL: Add MetaEngine::simpleSaveNames()
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.
2016-08-24 16:07:55 +06:00
Hubert Maier f91cab147e Fix LAB copyright sign 2016-05-29 15:13:27 +03:00
Filippos Karapetis b2ec7acbf7 LAB: Fix waiting for sounds embedded in animations
A regression of 75d1385c8d
2016-05-17 11:22:27 +03:00
Ori Avtalion 3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
Johannes Schickel 7fde01b658 LAB: Remove gap handling from removeSaveState.
This removes the annoying behavior that removing a save state causes your
physical files to be renamed.
2016-03-08 19:07:48 +01:00
Johannes Schickel 0b6befdcc5 ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.
_singleid   -> _singleId
_gameids    -> _gameIds
_guioptions -> _guiOptions
2016-03-08 19:01:13 +01:00
Bendegúz 82e73c38fc LAB: Process events during ending sequence
LAB: Fix bug #7022 - Events not processed during ending sequence
2016-03-05 15:33:34 +01:00
Kirben 1ad3b6d3cf LAB: Remove ADGF_TESTING from DOS version of Labyrinth of Time. 2016-02-28 11:13:49 +11:00
Johannes Schickel c31fdb1efc LAB: Let listSaves return list sorted on slot numbers. 2016-02-25 21:39:45 +01:00
Johannes Schickel 9d3fdfc300 LAB: Enable by default.
Thanks to tsoliman for noticing.
2016-02-10 07:00:16 +01:00
Filippos Karapetis c5d78ecd63 LAB: Allow saving/loading in animated scenes - bug #7014 2016-02-08 00:19:06 +02:00
Filippos Karapetis eb97c05ccc LAB: Merge all the different scene restoring code after saving/loading 2016-02-08 00:19:05 +02:00
Filippos Karapetis e6fbf372fb LAB: Fix wrong glowing belt file in getInvName()
A regression from 4fb53ad170
2016-02-02 21:19:59 +02:00
Willem Jan Palenstijn 727ba4f2b1 LAB: Fix loading rules from room 0
Regression from cd3ebf687c.

This fixes bug #6997.
2016-02-02 00:18:34 +01:00