1150 Commits

Author SHA1 Message Date
aryanrawlani28
7a19c7ffee I18N: Update POTFILES
In the previous commit, some new places where translations could be used were found. This commit adds the relevant files to POTFILES.
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
Eugene Sandulenko
1aea38cc63 COMMON: Makw SeekableSubReadStreamEndian subclass of SeekableReadStreamEndian 2020-07-21 18:20:00 +02:00
athrxx
87ca13c331 SAGA: (ITE/PC98) - add missing comma 2020-05-19 16:18:42 +02:00
athrxx
d2aa06eef5 SAGA: (ITE/PC98) - fix opening credits style/color 2020-05-19 16:18:38 +02:00
athrxx
386aad2196 SAGA: (ITE/PC98) - fix opening credits 2020-05-19 16:18:34 +02:00
athrxx
9148e8822d SAGA: (ITE/PC98) - fix voices in second intro part 2020-05-19 16:18:30 +02:00
athrxx
a933b0a83e SAGA: (ITE/PC98) - fix music fading 2020-05-19 16:18:26 +02:00
Misty De Meo
9a131c6cb1 SAGA: store Japanese strings as escaped Shift JIS 2020-05-19 12:35:54 +02:00
Misty De Meo
8fc6187c5e SAGA: add menu Japanese menu strings 2020-05-19 12:35:54 +02:00
Misty De Meo
6327fbd129 SAGA: add Japanese puzzle strings 2020-05-19 12:35:54 +02:00
Misty De Meo
4189c2acfa SAGA: add introduction text for Japanese versions
Contains the intro text and opening credits.

This is currently in Unicode; may need to make it Shift JIS later,
depending on how multibyte handling goes.
2020-05-19 12:35:54 +02:00
athrxx
c22d9ea086 SAGA: (ITE/PC98) - add music support
We had an existing driver for that, so that could be hooked up rather quickly.

I haven't targeted the non-digital sfx for now, since I haven't fully analyzed whether they are even used. And it would require the reading of static data from the executable which we'd rather avoid.
2020-05-19 12:35:54 +02:00
athrxx
925e9e6fbc SAGA: (ITE/PC98) - digital sfx fine tuning
The experimental/guessed approach works fair enough, but there is a bit more to it.

I also removed the GF_ITE_PC98, since the platform is not exactly a game feature and can just as well be queried via _vm->getPlatform().

This commit doesn't fix the missing speech during the chess game sequence. Might be a resource issue. I haven't looked into it...
2020-05-19 12:35:54 +02:00
Misty De Meo
90e6bd8e3d SAGA: add support for PC-98 ITE voices 2020-05-19 12:35:54 +02:00
Misty De Meo
a87d8ca778 SAGA: skip music for PC-98 version of ITE
The PC-98 version of ITE has music in a different format I haven't
identified yet, so normal music handling code chokes on it. For now,
simply skipping all music allows the game to run.
2020-05-19 12:35:54 +02:00
Misty De Meo
4ebfe85f3d SAGA: add PC-98 CD version of Inherit the Earth 2020-05-19 12:35:54 +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
00848cff4c SAGA: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
ccfb09151b SAGA: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko
d145eccdb4 SAGA: Added override keywords 2020-02-05 16:10:07 +01:00
Paul Gilbert
5b80320525 ENGINES: Adding override keyword to hasFeature methods 2020-02-04 20:04:11 -08:00
D G Turner
5dc1cb2fca SAGA: Fix Memset on Non Trivial Structure Compiler Warnings
These are emitted from GCC when -Wclass-memaccess is enabled.
2019-12-24 09:03:14 +00:00
D G Turner
76d1814c7d SAGA: Use Advanced Detector LISTEND Macro in Detection Entries
Also fix indent formatting of detection entries.
2019-12-04 05:19:40 +00:00
D G Turner
f26bb57ef8 SAGA: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-01 15:11:36 +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
Eugene Sandulenko
4e629e4f91 SAGA: Add Windows trial version of ITE for reference (not supported) 2019-10-05 22:18:29 +02:00
Torbjörn Andersson
66400e7422 SAGA: Fix potential crash when talking to Sist (bug #10365)
When Rif puts on the rat disguise, he is swapped out for a
different actor. When he takes off the disguise, after reaching
Sist's office, the old actor is swapped back in again.

At that point, original Rif's actor will have a _lastZone pointer
which not only is for the wrong room, it was deleted when Rif in
disguise left the room.

To fix this, we also swap the actors's _lastZone pointers.
2019-02-03 23:33:59 +02:00
Paul Gilbert
11e33ba3fc JANITORIAL: Removing trailing spaces after int casts 2018-08-17 20:30:20 -07:00
Adrian Frühwirth
a4ab2d8cfe SAGA: Deduplicate kScriptTimeTicksPerSecond constant 2018-08-03 14:58:09 +02:00
David Fioramonti
8405c5d5f0 SAGA: Don't show pause message in saved thumbnail
Fixes Trac#10008. Previously, the game would show
a paused game message in the thumbnail when the
game was saved using the gmm.
2018-06-03 19:36:58 +01:00
Bastien Bouclet
8fb149e3c7 ENGINES: Change MetaEngine::findGame to return a plain game descriptor 2018-05-10 09:04:23 +02:00
Adrian Frühwirth
f58731cfae SAGA: Enforce code formatting guidelines 2018-05-07 20:06:31 +02:00
Adrian Frühwirth
0cbea68e76 SAGA: Fix whitespace 2018-05-07 20:06:30 +02:00
Adrian Frühwirth
019eca0ae8 SAGA: Use CLIP in IsoMap::adjustScroll() 2018-05-07 19:54:45 +02:00
Bastien Bouclet
e866543c82 SAGA: Remove useless AD includes 2018-05-01 12:48:05 +02:00
Adrian Frühwirth
9bee9e1ba6 JANITORIAL: Fix whitespace 2018-04-19 12:08:31 +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
Matan Bareket
2a417fd3d2 SAGA: Added detection entries for IHNM Hungarian fan translation - Bug #7886 2017-12-26 20:31:14 +01:00
Colin Snover
51329c0dc6 ALL: Fix misuse of comma operator 2017-11-10 09:57:03 -06:00
D G Turner
d59690424c SAGA: Replace Remaining French Accented Characters with Escape Codes. 2017-10-28 11:28:42 +01:00
D G Turner
0416249765 SAGA: Add Define for French Language for clarity. 2017-10-28 11:24:58 +01:00
D G Turner
913aae6155 SAGA: Correct Tenses in French Fan Translation of ITE.
These changes were suggested by bgK.
2017-10-27 10:51:47 +01:00
D G Turner
d50c13a7c7 SAGA: Add Code to Support French Fan Translation.
This code was supplied by Darknior (hugues.fabien@gmail.com).
2017-10-26 18:16:11 +01:00
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