Bastien Bouclet
9cc2fee887
SDL: Enable joystick input by default
...
Game controller input is now enabled whenever a compatible device is
connected. The keymapper's keymaps are refreshed when a joystick is added
or removed.
Fixes #10366 .
2020-03-16 18:41:27 +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
Zvika Haramaty
3b4810aab4
AUDIO: Added dump-midi mechanism
...
This mechanism is enabled by '--dump-midi' command line parameter.
The midi events are printed to screen, and dumped to 'dump.mid' file.
2020-02-28 08:27:12 +02:00
Bastien Bouclet
3567c4f159
BASE: Reset the keymapper on RTL with dynamic plugins enabled
...
When returning to the launcher with dynamic plugins enabled, the config manager
is re-created, invalidating the pointers the keymapper keeps to the
configuration domains.
Fixes #11348 .
2020-02-09 07:29:43 +01:00
Bastien Bouclet
2ef7365401
KEYMAPPER: Change backend default bindings to replace keymap defaults
...
Previously backend defaults where added to the keymap defaults.
However, it became apparent backends need to change the default bindings
to resolve conflicts.
2020-01-29 08:51:30 +01:00
Bastien Bouclet
519b4a57e2
KEYMAPPER: Allow engines to return multiple keymaps
...
The idea is that keymaps may be situational. A keymap may be always
enabled, while another one may be enabled only during combat..
2020-01-29 08:51:29 +01:00
Bastien Bouclet
7617723ab5
KEYMAPPER: Allow backends to register multiple keymaps
2020-01-29 08:51:29 +01:00
Bastien Bouclet
14663c4790
KEYMAPPER: Make the keymapper mandatory
2020-01-29 08:51:29 +01:00
Bastien Bouclet
8dd2b7ca39
EVENTS: Expose the primary global keymap builder
2020-01-26 23:09:08 +02:00
Bastien Bouclet
be388fd9b0
BASE: Don't needlessly go through EngineMan to get the game description
2020-01-26 23:09:08 +02:00
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
576982bc33
KEYMAPPER: Use the default action bindings defined by the backends
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
Bastien Bouclet
9c0bc2b633
KEYMAPPER: Simplify the way keymaps are enabled and disabled
2020-01-26 19:07:53 +01:00
Bastien Bouclet
ac44469558
KEYMAPPER: Remove the domain class
2020-01-26 19:07:53 +01:00
Bastien Bouclet
e197a75829
KEYMAPPER: Action can generate only a single event
2020-01-26 19:07:53 +01:00
Bastien Bouclet
b7a816f1eb
KEYMAPPER: Clean up the classes dependencies
2020-01-26 19:07:53 +01:00
Cameron Cawley
795452042e
BASE: Add mouse click events to the global keymap
2020-01-21 19:49:10 +00:00
Bastien Bouclet
f17a7a96da
BASE: Fix being unable to run games when using dynamic plugins
...
When the plugin-engine mapping is not cached in the configuration file,
we were not scanning all the plugins to establish the mapping.
This is a regression from commit: e2d91258b7
This commit reverts the offending commit and implements a proper fix for
the case where there are no dynamic plugins.
Fixes #11300 .
2020-01-04 17:49:32 +01:00
Bastien Bouclet
9454346782
ENGINES: Copy the data referenced by QualifiedGameDescriptor
...
The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.
Fixes #11292 .
2020-01-01 08:19:48 +01:00
Cameron Cawley
e2d91258b7
PLUGINS: Fix crash when no plugins are available
2019-12-02 11:04:57 +02:00
Cameron Cawley
f2b9f7bb76
BACKENDS: Remove the Windows CE port
2019-11-17 22:33:56 +01:00
Bastien Bouclet
3c0abc0800
BASE: Remove the engines/games alphabetical sort
2019-11-03 11:43:00 +01:00
Bastien Bouclet
c142838122
BASE: Change the command line interface to use engine-qualified game names
...
Qualified game names have the following form: engineId:gameId.
Unqualified game names are still supported as long as they are not
ambiguous. However they are considered deprecated and are no longer
displayed by the --list-games command.
2019-11-03 11:43:00 +01:00
Bastien Bouclet
47a2b2a9a2
BASE: Add a command line option to list the engines
2019-11-03 11:43:00 +01:00
Bastien Bouclet
ae9f764c7a
ENGINES: Automatically upgrade the targets on launch to add an engine ID
2019-11-03 11:43:00 +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
Jaromir Wysoglad
9a7a7743bb
TTS: Fix "No voice available" warning
2019-10-14 01:34:54 +02:00
Eugene Sandulenko
41b49444b6
RELEASE: This is 2.2.0git
2019-09-23 00:12:30 +02:00
Eugene Sandulenko
7414258dff
JANITORIAL: Fix indentation
2019-09-14 22:23:04 +02:00
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
Jaromir Wysoglad
ce64528129
TTS: Make sure that TTS lang matches transMan lang
2019-09-01 22:47:55 +03:00
Bastien Bouclet
c5b92bcb2e
GUI: Better integration for the unknown game dialog when adding games
...
* The list of candidates now includes unknown variants. When an unknown
variant is selected, the unknown game dialog is shown.
* On the unknown game dialog, users are given the choice to add the game
when that is possible, or to cancel.
The goal of those changes is to make the unknown game dialog less
confusing for users, especially when both known and unknown games
variants are found.
2019-05-12 11:44:51 +03:00
Eric Culp
6d11f46b15
BASE: Only reload engine plugins after return to launcher
...
The other plugins do not need to be reloaded. Reloading
the scaler plugins breaks the graphics.
2019-03-10 03:49:29 +02:00
sluicebox
e67b8501bf
WIN32: Fix embedding disabled engine files
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Fix Windows builds (msvc and mingw) including data files from disabled
engines as embedded resources in executable. Bug #10878
2019-03-02 10:01:37 +02:00
Torbjörn Andersson
3153f017a2
BASE: Add feature string for liba52 support.
2019-01-13 09:02:45 +01:00
SupSuper
fc504996d3
GUI: Allow user to opt between GUI browser and native browser
2018-12-16 10:48:13 +00:00
Paul Gilbert
ef161922d8
ENGINES: Add optional extra configuration entries when creating new targets
2018-12-08 19:05:59 -08:00
Bastien Bouclet
bbbd40477d
GUI: Add an option to set the GUI language to the game language
2018-12-02 19:47:32 +01:00
Cameron Cawley
8c6f9e5116
WIN32: Retrieve the version information for the resource script from base/internal_version.h
2018-11-16 09:14:37 +00:00
Cameron Cawley
79a4e3f813
BACKENDS: Remove references to the GP32 backend
2018-11-04 21:38:45 +00:00
Thierry Crozat
adacb4fcfd
BASE: Add command line stretch mode arg
2018-07-08 16:54:51 +01:00
Bastien Bouclet
9d62f13e3a
BASE: Fix a segfault when mass detector encounters an empty directory
...
Was introduced in the recent detection rework.
2018-06-17 18:09:40 +02:00
Torbjörn Andersson
4ea8ed4ff5
JANITORIAL: Fix comment typo
2018-06-13 20:49:36 +02:00
Bastien Bouclet
643ce81cf7
BASE: Remove temporary targets when they fail to launch
...
Prevents invalid targets created from the command line to show up in the
launcher.
Fixes Trac#2788.
2018-06-03 13:48:31 +02:00
Bastien Bouclet
1dcb8076db
ENGINES: Remove usage of C++11 extended initializer lists
2018-05-10 09:26:26 +02:00
Bastien Bouclet
90b78c5446
ENGINES: Merge GameDescriptor and DetectedGame
2018-05-10 09:04:23 +02:00
Bastien Bouclet
faa2534f46
ENGINES: Factor adding games to ConfMan
2018-05-10 09:04:23 +02:00