Commit Graph
330 Commits
Author SHA1 Message Date
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 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 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 cf5581f27f TOON: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
Bastien Bouclet 0f2c6cd9ea ENGINES: Change mac resource fork file detection to use the file cache
Common::MacResMan is now able to open files from a specified
Common::Archive. This is a bit hacky as dynamic_cast is used to break
the Archive encapsulation to retreive the underlying FSNode. It should
however be more correct than the previous code that assumed files were
at the root of the currently running game's path.

AdvancedDetector constructs a Common::Archive from its FileMap based
filesystem cache and uses it to detect the mac resource fork files.

This cuts the time it takes to run the detection code with all the
engines enabled as dynamic plugins on the 3DS to 30 s from 280 s.
2020-09-20 16:33:45 +02:00
aryanrawlani28 1612b6845a ENGINES: GUI: U32: Improve translation message usage 2020-08-30 14:43:41 +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 e22b32abfe GUI: U32: Use Common::U32String::format where necessary and GUIError to u32
- Where necessary as in, where translated messages are used.
- GUIErrorMessage now takes in U32String
- error messages across some engines use U32Strings. they are changed because they show a message dialog.
2020-08-30 14:43:41 +02:00
aryanrawlani28 bed05ea134 GUI: U32: Fix compilation errors across entire project
After the initial changes just to scummvm/gui for u32, this commit includes the whole project

- Widget creations now always have u32 descriptions, labels, or tooltips
- Message dialogs make use of default arguments instead of providing the same argument explicitly
- encode String::format properly before passing on as argument where necessary
- Modify hugo utils (yesNoBox and notify box) to use u32
- Also provide fake constructors for the above which redirect to the u32 constructor
- Convert all keymap descriptions to u32 across all engines
- showConfirmationDialog in mohawk now uses u32
- showScummVMDialog also uses u32
- Scumm engine has dialogs now which use u32
- General fixes and wrapping convertToU32String for setLabels and related functions
- Add a fake constructor to MesssageDialog which redirects to the u32 constructor
2020-08-30 14:43:41 +02:00
mataniko 581a6ec7d6 JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher 2020-05-12 10:36:38 +02:00
Thanasis Antoniou 573c10f0c8 TOON: Prevent segmentation fault if PAK file is missing
Could be related to ticket #11319

https://bugs.scummvm.org/ticket/11319
2020-02-28 10:57:53 +02:00
Paul Gilbert a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert ed71bef83b TOON: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 319758e7ea TOON: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko 44ad78be98 TOON: Added override keywords 2020-01-31 14:32:28 +01:00
BLooperZ 47462e9810 TOON: formatting 2019-11-18 02:02:14 +01:00
BLooperZ 32b9b7226c TOON: plaintext format for subtitles 2019-11-18 02:02:14 +01:00
BLooperZ e87e18052c TOON: fix types + remove unused import 2019-11-18 02:02:14 +01:00
BLooperZ a2a4278c0f TOON: support SUBTITLES.PAK 2019-11-18 02:02:14 +01:00
BLooperZ a81b47633e TOON: comment out non-warning 2019-11-18 02:02:14 +01:00
BLooperZ 656246d50d TOON: typedef not needed 2019-11-18 02:02:14 +01:00
BLooperZ 2a21ef0bb6 TOON: order imports 2019-11-18 02:02:14 +01:00
BLooperZ d08027ae1f TOON: simplify method to pick subtitles color 2019-11-18 02:02:14 +01:00
BLooperZ ff039617bb TOON: formatting 2019-11-18 02:02:14 +01:00
BLooperZ f7e039d3c2 TOON: fix strings without null termination 2019-11-18 02:02:14 +01:00
BLooperZ b6ff8f77b7 fix always true condition 2019-11-18 02:02:14 +01:00
BLooperZ 83285746b0 TOON: add support for cutscene subtitles 2019-11-18 02:02:14 +01:00
D G Turner 29aef74f66 TOON: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09 03:24:47 +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
Henrik "Henke37" Andersson 0fe9a0666d TOON: The game doesn't use MIDI. Mark it as such. 2019-09-29 19:34:16 +03:00
D G Turner 28fe02eb30 TOON: Replace Various String Functions with Common String Usage
This removes the dependency on the unsafe strcpy and strcat string
functions with usage of Common::String instead.
2019-09-15 18:15:19 +01:00
lotharsm 2afb6e185d TOON: Add detection entry for English re-release
Provided in https://bugs.scummvm.org/ticket/10910
2019-03-21 21:58:36 +01:00
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 e2e0f9f528 TOON: Add playtime to saved game
Supports saved games made in the current version or the the last saved game version.
2018-08-18 14:21:28 +02:00
Bastien Bouclet cf1ebf2951 ENGINES: Add unknown game variants to the game detector results 2018-05-10 09:04:23 +02:00
Adrian Frühwirth 4bf0eac94d TOON: Enforce code formatting guidelines 2018-05-07 20:06:29 +02:00
Adrian Frühwirth a20f90cbb7 JANITORIAL: Fix formatting 2018-04-22 00:56:21 +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 51329c0dc6 ALL: Fix misuse of comma operator 2017-11-10 09:57:03 -06:00
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
D G Turner d2a7c296a2 COMMON: Migrate Various Endian Functions to Common from Engine Code.
Thanks to N.E.C <beholdnec@gmail.com> for this.
2017-07-30 22:03:29 +02:00
Ben Castricum ebaab44cd1 ALL: Leave out instructions for engine data issues 2016-12-08 13:38:56 +01:00
Ben Castricum 55512414dd ALL: Change instructions for engine data file issues
The engine data files should be included in the package, so downloading
may not be the best suggestion. Instead refer to the README.
2016-12-06 14:16:37 +01:00
Ben Castricum 1cf3f50b74 ALL: Unify 'wrong version of engine data' message 2016-12-06 09:38:25 +01:00
Ben Castricum eb7ffb1e2c ALL: Unify 'corrupted engine data' message 2016-12-06 09:38:19 +01:00
Ben Castricum e1ec91b69a ALL: Unify 'missing engine data' message 2016-12-05 21:04:50 +01:00
Ben Castricum 38eb27212d ALL: savegame => saved game 2016-11-29 20:15:13 +01:00