Commit Graph
301 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 d69a9b519f TOUCHE: 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
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 6b096f3a9f TOUCHE: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet 422e749ab3 TOUCHE: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko f45439add5 TOUCHE: Added override keywords 2020-02-06 23:46:47 +01:00
Paul Gilbert 5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
Eugene Sandulenko 7b3fbbdd95 TOUCHE: Added override keywords 2020-01-31 14:33:11 +01:00
D G Turner fbb60c6d89 TOUCHE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09 05:42:33 +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 b17ca95569 TOUCHE: Remove Various Fixed Sized String Buffer Usage 2019-09-15 00:46:59 +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
Bastien Bouclet 61f9398b04 Merge pull request #1187 from bgK/detection-refactor-unknown
ENGINES: Return unknown game variants with the list of detected games
2018-05-28 18:43:15 +02:00
Adrian Frühwirth 5cc607f329 TOUCHE: Add TODO 2018-05-10 20:18:25 +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 a20f90cbb7 JANITORIAL: Fix formatting 2018-04-22 00:56:21 +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
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
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.
2016-05-17 18:21:30 +02:00
Ori Avtalion 3564032330 JANITORIAL: Reduce audio header dependencies 2016-04-14 16:10:21 +03:00
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
Eugene Sandulenko 23d74fddb4 CONFIGURE: Introduced new engine dependency: highres
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).

Instead of manually updating the list of engines, we now introduce
a new dependency.

I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
2016-03-05 14:25:56 +01:00
Willem Jan Palenstijn f94153f07a TOUCHE: Fix semi-intentional array overrun
op_getInventoryItem/op_setInventoryItem could operate on
inventoryItems[4] while inventoryItems has only 4 elements. This
effectively accesses the 'money' field right behind this array.
Due to a broken assert, this was never detected.

This commit fixes it by redirecting accesses to inventoryItems[4] to
money, and also fixes the assert.

An alternative solution would have been enlarging the array, and
removing the money field, but that would require more changes in the
engine.
2016-02-01 20:21:27 +01:00
Willem Jan Palenstijn 8a0e813493 Revert "TOUCHE: Fix buffer overrun. CID 1003934"
This reverts commit 9d2cc7ce84.
2016-02-01 20:17:09 +01:00
Thierry Crozat 38d1bc35b0 TOUCHE: Update list of files that contain translatable strings 2014-10-04 01:08:28 +01:00
Johannes Schickel ae4ffe01f0 ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd. 2014-05-27 02:04:08 +02:00
Johannes Schickel daa8d57a86 ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf. 2014-05-27 02:04:07 +02:00
Strangerke e37affcf4a TOUCHE: Move some enums and struct definition to header file, get rid of some void* parameters 2014-05-25 23:30:22 +02:00
Strangerke f01a402694 TOUCHE: Reduce the scope of a variable 2014-05-25 23:29:03 +02:00
Strangerke 2eee236c8d TOUCHE: Initialize some uninitialized variables, fix a lot of pointers and booleans default values 2014-05-25 22:04:03 +02:00
Johannes Schickel 4e4f51794b TOUCHE: Make GPL headers consistent in themselves. 2014-02-18 02:39:39 +01:00
Johannes Schickel 94f7d01882 TOUCHE: Use keycodes for hotkey handling. 2014-02-14 20:09:14 +01:00
D G Turner ef85456859 BUILD: Remove need for engine.mk in each engine directory.
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
2013-11-24 00:48:01 +00:00
D G Turner 1ac01d2333 BUILD: Remove need for engine-plugin.h in engines.
This is now generated automatically by the configure script from the
engine directory names.
2013-11-24 00:48:01 +00:00
D G Turner 00c27a28f9 BUILD: Split engines/plugins_table header down to a file per engine.
This is the third and final commit enabling fully pluggable engines.

Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
2013-11-24 00:48:01 +00:00
D G Turner d77cf95a18 BUILD: Split engines.mk down to a single file per engine.
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
2013-11-24 00:48:01 +00:00
D G Turner aa947c9474 BUILD: Split configure.engines down to a single file per engine.
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
2013-11-24 00:45:38 +00:00
Eugene Sandulenko 6491ad1cf9 TOUCHE: Initialize more variables. CID 1002423 2013-11-09 12:49:48 +02:00
Eugene Sandulenko ba99c3d3b6 TOUCHE: Initialize class variables. CID 1002423 2013-10-29 09:53:34 +02:00
Eugene Sandulenko 9d2cc7ce84 TOUCHE: Fix buffer overrun. CID 1003934 2013-10-29 09:46:59 +02:00
Eugene Sandulenko 7ef9798fd4 TOUCHE: Initialize uninit variables. CID 1002423 2013-10-18 16:11:54 +03:00
Matthew Hoops 0031c41db8 COMMON: Change kPlatformPC to kPlatformDOS
"PC" was very ambiguous and now it matches what we show in the GUI.

This also corrects sword2's platform to Windows.
2013-05-02 18:43:10 -04:00