This allows to save some space on constrained devices which still allow
for command line.
Enable this space saving on DS and enable back command line support.
Cleanup old workaround for 3DS.
This is used by 3D games to limit the frames per seconds.
The default value was lost in commit b586571900 when sync'ing
ScummVM and ResidualVM code. This resulting in a default of 0,
which means no throtling.
This should fix bug #13631
Follow-up to the feature that allows skipping certain ADGF flags.
This here now also allows skipping of incomplete file/md5/size matches. It is basically the same behavior as the graylist. For the mass add all files are treated as if they are on the list.
I added skipping for the ADGF_WARNING and ADGF_UNSUPPORTED flags.
For me, this is mostly about fixing bug no. 13282. We sometimes have bogus entries which only have the purpose of presenting the error message (reasons for being unsupported) contained in the extra field of the detection entry.
The SDL backend was getting that path at the start and storing
it in a class member so that it would persist for the session.
But now that we have a kSessionDomain in ConfMan, it is cleaner
to use that (and this will also work for non-SDL backends).
These are emitted by GCC when -Wundef is passed.
This could have caused odd behaviour if the WIN32 symbol was defined
as 0 i.e. #ifdef WIN32 code is included for compilation, but #if WIN32
guarded code is excluded, hence #ifdef is used in all cases as per the
existing compile time guards.
Fixes assigning the wrong game id when upgrading a target to have
an engine id. If a game had been run earlier ran then its checksums
could still be cached. If both games were from the same engine then
advanced detector could select the previous game.
Fixes bug: #13458
Add a class to group all renderer related (static) functions.
This allows to have getBestMatchingAvailableType inline in all engines.
The matching code is now shared between all engines but allows
customization for engines needing it (Grim, WME3D).
The new code takes runtime availability of features to select the
best renderer.
It avoid crashes when user choosed OpenGL but GLES2 is used.