Commit graph

152 commits

Author SHA1 Message Date
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
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
940b2a20f1 Revert "COMMON: Change way the Singleton instances are instantiated"
This reverts commit eefa72afa1.

With this patch ConfigManager is broken.
2017-07-10 21:17:41 +02:00
Thierry Crozat
eefa72afa1 COMMON: Change way the Singleton instances are instantiated
This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
2017-07-10 21:11:20 +02:00
Ben Castricum
6f38c1e55d ALL: game state => saved game 2016-11-29 20:15:20 +01:00
Thierry Crozat
3e08c33c35 GUI: Add checkbox and config option to enable/disable graphics filtering 2016-10-13 01:45:01 +01:00
Thierry Crozat
a87a702eb2 ALL: Homogeneize use of 'saved game' in messages 2016-09-18 16:40:34 +01:00
Eugene Sandulenko
19be66f150 ENGINES: Make splash more robust for non-standard screen sizes 2016-06-17 12:47:00 +02:00
Eugene Sandulenko
0d369f716e METAENGINE: Hint the compiler that we intentionally ignore pollEvents() return value 2016-02-18 10:30:35 +01:00
Ori Avtalion
85fa44c32d JANITORIAL: Remove #includes of list_intern.h 2016-01-02 15:32:38 +02:00
Torbjörn Andersson
a2d3ffa882 ENGINES: Free memory used by splash screen when done with it 2015-12-28 10:21:48 +01:00
Eugene Sandulenko
1ed0a64579 ENGINES: Print version information 2015-12-24 00:07:22 +01:00
Eugene Sandulenko
9c50ffda33 ENGINES: Replaced logo background with orange 2015-12-22 19:09:13 +01:00
Eugene Sandulenko
8360d3cd6f GUI: Do not show splash when ran from launcher 2015-11-11 21:36:27 +01:00
Eugene Sandulenko
18bc506a21 ENGINES: Fix typo 2015-11-09 00:45:52 +01:00
Eugene Sandulenko
3ced58e189 ENGINES: Add ScummVM splash 2015-11-07 22:35:10 +01:00
Torbjörn Andersson
cc916625d9 SCUMM: Add a "chained games manager"
This replaces the somewhat ugly use of the config manager to store
the chained games.
2014-12-30 10:47:51 +01:00
Johannes Schickel
53e83147be ENGINES: Make GPL headers consistent in themselves. 2014-02-18 02:39:34 +01:00
Johannes Schickel
651e280801 ENGINES: Introduce method Engine::initializePath which sets up SearchMan.
This replaces the hardcoded addition of the game path in runGame in
base/main.cpp by an engine configurable one.
2014-01-22 18:07:06 +01:00
Johannes Schickel
46323074e7 OPENGL: Add new generic OpenGL (ES) backend.
This backend is based on ideas of the old OpenGL backend, of the Android GL
backend and of the iPhone GL backend.
2013-10-19 22:12:01 +02:00
Matthew Hoops
f235ef143c ENGINES: Honor the default to 1x flag for OpenGL modes 2013-01-08 10:32:08 -05:00
D G Turner
aa26d5def4 ENGINES: Add error handling for GMM Gamestate Load/Save Usage.
As indicated by wjp, the Global Main Menu (GMM) did not check or report
on the returned error state from saveGameState() and loadGameState() usage.
This corrects this and adds a MessageDialog report of any failure.
2012-02-21 22:30:29 +00:00
Tarek Soliman
40b68b41c7 KEYMAPPER: Make engine keymap init and cleanup more generic 2011-12-30 12:36:11 -06:00
Johannes Schickel
4b433c2961 ENGINES: Handle speech_mute in syncSoundSettings.
This assures we always mute all speech sounds, when the user selects
subtitles only mode. Hopefully no engine abuses the speech sound type for
other sounds, since that would make them gone now too. Then again I would
consider this an utter abuse of the speech sound type...
2011-11-13 22:25:19 +01:00