Thierry Crozat
96c977cd56
ENGINES: Reset virtual keyboard state when showing and hiding GMM
2020-08-29 16:31:37 +01:00
Eugene Sandulenko
1302adc796
ENGINES: Added GUIErrorMessageWithURL()
2020-08-26 17:28:13 +02:00
Thierry Crozat
5f34aaa52b
ENGINES: Pop the TTS stack before calling syncSoundSettings
...
This allows engine to change the TTS speech volume for the correct
state if they use the Options text volume for TTS.
2020-06-29 22:48:57 +01:00
Cameron Cawley
cc5abf5ebb
TTS: Fix crash when TextToSpeechManager is unavailable, clean up formatting
2020-05-27 12:43:49 +02:00
mataniko
321a02aff2
JANITORIAL: Rename shouldRTL, resetRTL and FORCE_RTL
2020-05-12 10:36:38 +02:00
Henrik "Henke37" Andersson
1b4ce9096f
ENGINES: Disallow clearing an already clear pause token.
2020-05-10 23:39:31 +02:00
Henrik "Henke37" Andersson
830a239b04
ENGINES: Move semantics for PauseToken
...
Only compilers who understands move semantics see the code.
2020-05-10 23:39:31 +02:00
Henrik "Henke37" Andersson
f5ac623cca
ENGINES: Disallow assignment to a busy pause token.
2020-05-10 23:39:31 +02:00
Henrik "Henke37" Andersson
c15f268e9b
ENGINES: Allow clearing a PauseToken
2020-05-10 23:39:31 +02:00
Henrik "Henke37" Andersson
ea7db12ee0
ENGINES: Base PauseToken support
2020-05-10 23:39:31 +02:00
Bastien Bouclet
0d895ec2f9
ENGINES: Allow showing the engine options in the in-game options dialog
2020-03-28 07:38:39 +01:00
Cameron Cawley
f2db412ba5
GUI: Store the shader name in the config file instead of the ID
2020-03-09 18:01:14 -05:00
Cameron Cawley
7488e17c0a
GUI: Allow shaders to be selected for individual targets
2020-03-09 18:01:14 -05:00
Paul Gilbert
52b87e7660
ENGINES: Add an autosave flag to the extended savegame data
2020-02-16 15:44:28 -08:00
Paul Gilbert
0b81eaab7b
ENGINES: Abstract autosave check into SaveStateDescriptor
2020-02-16 15:44:28 -08:00
Paul Gilbert
4f26f2c7ef
ENGINES: Autosave won't save over a custom save in it's slot
2020-02-16 15:44:28 -08:00
Paul Gilbert
e8abfaf98e
ENGINES: Added OSD messages for failed autosaves or savegames
2020-02-16 15:44:28 -08:00
Paul Gilbert
510818499d
ENGINES: If an autosave can't be created, try again in 5 minutes
2020-02-16 15:44:28 -08:00
Paul Gilbert
a2a8229abe
ENGINES: Do an autosave before loading a new game
...
Unfortunately, this will only apply to new engines that
use the Engine::loadGameState method. Other existing engines call
loadGameState directly and provide their own implementations,
so there's nowhere convenient to add the call that'd work for
all of them
2020-02-16 15:44:28 -08:00
Paul Gilbert
d35d91e6f6
MOHAWK: Remove autosave code
2020-02-16 15:44:28 -08:00
Paul Gilbert
30d34fa63d
ENGINES: Implement autosaving in the Engine base class
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
98f9c4f254
ENGINES: Create a default debugger when needed if none is yet set
2020-02-16 13:07:19 +02:00
Paul Gilbert
7b721eaac1
ENGINES: Adding debugger to base Engine class
2020-02-16 13:07:19 +02:00
Bastien Bouclet
35e0b72c21
ENGINES: Display a GUI error message when loading / saving failed
2020-02-07 09:25:11 +02:00
Paul Gilbert
2d09358030
ENGINES: Change load/save game dialog message to OSD
2020-02-04 19:05:26 -08:00
Paul Gilbert
4b8d509cfe
ENGINES: Added GUI message to save/load dialog methods if unavailable
2020-02-04 19:05:26 -08:00
Paul Gilbert
055a9effc2
ENGINES: Adding an isAutosave flag to the new saveGameStream method
...
This is primarily future-proofing. Many games either show a message
or do some other UI action like closing an open game menu, and
obviously that should only be done when a savegame created by the
user is done, rather than for regular autosaves. By making this a
flag, when engines override saveGameStream, they'll be able to
tell if it's an autosave, and only do UI changes if not
2020-02-04 19:05:26 -08:00
Paul Gilbert
866cc57d64
ULTIMA: Move methods for showing save/restore dialogs into Engine class
2020-02-04 19:05:26 -08:00
Paul Gilbert
6c419d7d32
ENGINES: Adding new save wrappers to better support extended saves
2020-02-04 19:05:26 -08:00
Bastien Bouclet
ee8229dc00
ENGINES: Move keymap initialization to MetaEngine
...
To be able to access the keymap while the engine is not running.
2020-01-26 23:09:08 +02:00
Bastien Bouclet
19de568e24
KEYMAPPER: Untangle the dependencies between Action and Keymap
2020-01-26 23:09:08 +02:00
Bastien Bouclet
d60190b12e
ENGINES: Define default bindings for the existing engine keymaps
2020-01-26 19:07:53 +01:00
Bastien Bouclet
17791e2f7d
KEYMAPPER: Actions can now have default mappings
2020-01-26 19:07:53 +01:00
Eugene Sandulenko
26d0931499
ENGINES: Added clarifying comment
2019-12-17 23:59:51 +01:00
Eugene Sandulenko
d17464e86b
ENGINES: We must poll events in order to show the window on some platforms.
...
This is a regression from b86840087
. The side effect of it that on Mac the
splash screen in not visible at all. I hope that this does not trigger same crash,
as it happens now only once.
2019-12-17 23:57:59 +01:00
Cameron Cawley
f2b9f7bb76
BACKENDS: Remove the Windows CE port
2019-11-17 22:33:56 +01:00
Bastien Bouclet
bb813719b5
ENGINES: Change targets to have an 'engine ID'
...
The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.
Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03 11:43:00 +01:00
Cameron Cawley
b868400876
ENGINES: Disable event polling while splash screen is shown
...
Co-authored-by: jdgleaver <jdgleaver@users.noreply.github.com>
2019-09-22 23:16:52 +02:00
Ben Castricum
d7af4a8c1c
ENGINES: More consistent error messages
2019-09-14 01:36:37 +01:00
Jaromir Wysoglad
4ec10ffec7
TTS: Remove "static" from initTextToSpeech()
2019-09-01 22:47:55 +03:00
Jaromir Wysoglad
324a90f4f6
TTS: Implement tts state switching when needed.
...
The state has to be pushed and poped when there is a transition
between game and gui code.
2019-09-01 22:47:55 +03:00
Thierry Crozat
fa50678125
ENGINES: Use new logo for splash screen
2019-03-30 23:25:01 +00:00
Cameron Cawley
f6015086e1
ENGINES: Add GUIErrorMessageFormat to replace duplicated functions ( #1455 )
2018-12-19 08:31:26 +02:00
SupSuper
d0512db25c
WIN32: Move all ARRAYSIZE undefs to util.h
...
Instead of trying to undefine ARRAYSIZE everywhere we use a Windows header, let's just do it before we define our own
2018-12-17 12:28:33 +02:00
Torbjörn Andersson
8f3e1b7373
ENGINE: Allow stretch mode on a per-game basis
...
It was already possible to override the stretch mode per game
in the options dialog, but this was ignored when starting the
game from the launcher due to this bug.
2018-10-22 22:08:39 +01:00
Thierry Crozat
89f1b1c96e
GUI: Add Stretch Mode selection in Options dialog
2018-07-08 16:54:51 +01:00
Eugene Sandulenko
e2d1ee5b19
ENGINE: Improvements to splashscreen displaying
2018-06-23 14:50:34 +02:00
Colin Snover
6e157429b7
BACKENDS: Fix window sizing of games that switch between multiple resolutions
2017-10-07 12:30:29 -05:00
Colin Snover
24f5d45619
ENGINES: Remove Graphics::PixelFormat alias from engine.cpp
...
Almost the entire file does not use the aliased PixelFormat except
for a single function, so just make that function work like
everything else already in the TU.
2017-10-07 12:30:29 -05:00