251 Commits

Author SHA1 Message Date
Strangerke
fe81c9c1d3 LILLIPUT: some renaming 2018-04-11 23:21:09 +02:00
Strangerke
1a29932672 LILLIPUT: some more rework related to the positions 2018-04-11 07:27:45 +02:00
Strangerke
555056714b LILLIPUT: Some refactoring 2018-04-10 23:49:31 +02:00
Strangerke
bf5b3f62e2 LILLIPUT: more renaming 2018-04-10 07:44:48 +02:00
Strangerke
c8eff89a7e LILLIPUT: more WIP renaming 2018-04-09 00:56:17 +02:00
Adrian Frühwirth
76857c715a LILLIPUT: Fix missing format specifier in call to debugC() 2018-04-08 01:09:58 +02:00
Strangerke
7f9c06f91a LILLIPUT: more renaming, rework setMode 2018-04-08 00:02:22 +02:00
Strangerke
6695610756 LILLIPUT: More renaming work 2018-04-07 23:58:32 +02:00
Strangerke
397a94bc62 LILLIPUT: Some more renaming in the sequence manager 2018-04-07 23:58:32 +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
Strangerke
83412c91af LILLIPUT: Change the type of _characterTilePos 2018-03-31 01:55:40 +02:00
Strangerke
566f6a6443 LILLIPUT: some more renaming in the sequencer 2018-03-31 01:55:40 +02:00
Strangerke
3720c04cb6 LILLIPUT: Refactor a bit sequenceMoveCharacter to use 3 parameters instead of 2 2018-03-31 01:55:40 +02:00
Strangerke
467cfbc42a LILLIPUT: More renaming work 2018-03-31 01:55:40 +02:00
Strangerke
411e182044 LILLIPUT: Remove some useless code 2018-03-29 07:11:42 +02:00
rsn8887
b875f46db0 LILLIPUT: Fix narrowing conversion compiler errors on psp2 build 2018-03-28 23:00:13 -05:00
Strangerke
4b0fc02ad0 LILLIPUT: Rename sound opcodes 2018-03-29 00:29:23 +02:00
Strangerke
97bc0392b8 LILLIPUT: Fix name in configure.engine 2018-03-28 23:41:10 +02:00
Strangerke
74ce6af22e LILLIPUT: more renaming and refactoring 2018-03-28 17:36:57 +02:00
Strangerke
96f35b1740 LILLIPUT: Some more renaming, use CLIP in OC_scrollAwayFromCharacter 2018-03-28 17:36:57 +02:00
Strangerke
5bc90c0a4b LILLIPUT: Some more renaming 2018-03-28 17:36:57 +02:00
Strangerke
fedbb3d7fe LILLIPUT: Rename some more opcodes 2018-03-28 17:36:57 +02:00
Strangerke
2ea8d71a5a LILLIPUT: More renaming 2018-03-28 17:36:57 +02:00
Strangerke
81a16b0c8e LILLIPUT: Some more renaming 2018-03-28 17:36:57 +02:00
Strangerke
37067dd6e9 LILLIPUT: Silent some CppCheck warnings 2018-03-28 17:36:57 +02:00
Strangerke
b17dfaad10 LILLIPUT: More renaming 2018-03-28 17:36:57 +02:00
Strangerke
491dd07e68 LILLUPUT: Add missing kActionType values 2018-03-28 17:36:57 +02:00
Strangerke
bda21673e8 LILLIPUT: More renaming 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
157e69b8b1 LILLIPUT: Sorts SaveStateList instead of file names
This ensures that the save files are sorted numerically instead of
'hoping' for it.
2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
132fa2fdab LILLIPUT: Updates savefile pattern for numeric wildcard 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
40dc39d01d LILLIPUT: Reformats string 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
7abc364a4a LILLIPUT: Fixes typo 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
1552128291 LILLIPUT: Changes KValueType to kValueType 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
e92e7d5bf6 LILLIPUT: Fixes formatting 2018-03-28 17:36:57 +02:00
Strangerke
616a8291a4 LILLIPUT: Some renaming 2018-03-28 17:36:57 +02:00
Strangerke
d6092b4cbf LILLIPUT: Fix missing break in getArgumentString 2018-03-28 17:36:57 +02:00
Strangerke
c8495aa457 LILLIPUT: Fix a couple of remaining 'Robin' engine strings 2018-03-28 17:36:57 +02:00
Strangerke
2aa505fcc8 LILLIPUT: Fix bug in OC_scrollViewPort 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
de7c3d345e LILLIPUT: Marks game as unstable 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
399d1e26cb LILLIPUT: Fixes rendering by blitting mainSurface to screen
Before displayMousePointer() that calls display16x16IndexedBuf() did the
blit and I forgot to add it when removing the custom cursor handling in
38cd5b2ac3.
2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
d9aa76796d LILLIPUT: Adds delay during title screens
At least during the title screens when the game is just waiting for
user input it shouldn't use a full CPU core.
2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
a5b4be6327 LILLIPUT: Substitues custom cursor handling with CursorMan 2018-03-28 17:36:57 +02:00
Joseph-Eugene Winzer
cf29d9ceec LILLIPUT: Removes redundant mouse cursor redraws
update() and pollEvent() are called multiple times over
the course of one game loop, thus restoreSurfaceUnderMousePointer()
and displayMousePointer() are called multiple times as well. This caused
massive lag and froze the script system when the mouse was moved.
While this commit doesn't fix the cursor flickering, it is now responsive
at all times.
2018-03-28 17:36:57 +02:00
Strangerke
e059e81bab LILLIPUT: Some renaming, fix a warning 2018-03-28 17:36:57 +02:00
Strangerke
b387257138 LILLIPUT: Some renaming, fix regression in intro introduced in the two previous commits 2018-03-28 17:36:57 +02:00
Strangerke
7554c07be1 LILLIPUT: Some more renaming 2018-03-28 17:36:57 +02:00
Strangerke
ed9daf2ed6 LILLIPUT: Rework _rectXMinMax and _rectYMinMax 2018-03-28 17:36:57 +02:00
Strangerke
4efebbbeee LILLIPUT: Some more renaming 2018-03-28 17:36:57 +02:00
Strangerke
9f93ceb8aa LILLIPUT: Fix bug in interface button re-activation 2018-03-28 17:36:57 +02:00
Strangerke
f0abb4f656 LILLIPUT: Some renaming 2018-03-28 17:36:57 +02:00