Based on request in Bugreport #10901
This is used for sticking those strings into our translations. A tool
to generate appdata.xml before the release with all the strings extracted
will follow once we have the translations
A Release build with all engines enabled exceeds the
32-bit linker heap space, so just default to the 64-bit linker.
This does not affect the generated binary (it will still run on x86).
Since commit a1d930209a seems to be a
reliable way of avoiding any blurry display issue on Retina screens,
macOS Dark Mode can be enabled again.
This reverts commit c59bf95ba8, and thus
restores commit 485e8bee17.
This fixes back bug #11305: Dark Mode is not supported.
Also added various comments to document behavior.
Minor JE_MULTI event (Fix concerned bad brackets code in the events.cpp for JE_MULTI (multiple fingers held down)
) fix and comments for mouse behavior
Allow onHover to catch the mouse events instead of OnTrackBallEvent()
Also the "system back" button is ignored for the Trackball too because we treat it as mouse in isMouse(e) check
Add multitouch handler class. Handling and early filtering of multitouch events is moved in the new class.
* AMIGAOS: amigaos.mk fixes
switch to AmigaOS makedir, as mkdir seems to break pathes/dirs
* AMIGAOS: Fix RM2AG.rexx
New tables have been introduced which start with a bunch of minus (-) signs.
That broke the script at exactly 3.10 (where the tables are) by leaving it.
Updated the complete condition.
* AMIGAOS: amigaos.mk
Fix some comment oversights
* AMIGAOS: RM2AG.rexx
Fix an oversight
* AMIGAOS: amigaos.mk
Last oversight
* AMIGAOS: Update RM2AG.rexx.in
Different platforms have different levels of support of encodings and
often have slight variations. We already have tables for most encoding
with only CJK missing. Full transcoding inclusion allows us to get reliable
encoding results independently of platform. The biggest con is the need for
external tables encoding.dat.
It removes a duplicate table for korean in graphics/korfont.cpp
* KYRA: Support Russian LoK translation by Siberian Gremlin
* Mention source of engine data translation
* Mark Russian CD as fan translation to force subtitles
There were issues with manually aligning apks possibly due to upgrading gradle
The manual zipalign even though running with no fail message, would NOT align the apk properly anymore.
Command to manual verify alignment of an apk is:
Android/Sdk/tools/bin/zipalign -c -v 4 release/ScummVM-release-unsigned.apk
And also add some code to load and use the keyCharacterMap of the source device for the event
It is unclear if getUnicodeChar() already does this (loads the keyCharacterMap of the source device.
If it does, then the extra code is redundant.
Also remove ndk.dir from local.properties since it is getting deprecated
Gradle will only use the info (ndkVersion) in gradle.build. Possibly ndkPath too, but we probably don't need that, since ndk is within the sdk folder (default location)
Keyboard was ported over from our SDL port which used https://github.com/pelya/commandergenius/tree/sdl_android/project
Pending optimizations, floatable/draggable implementation and a few bug fixes
We are using a local copy and slightly modified version of KeyboardView and Keyboard (and related resources).
since the android KeyboardView widget will be deprecated in API 29.
The copies are taken from the AOSP, as per the recommendation from Android Developers.
See bug ticket: https://bugs.scummvm.org/ticket/11753
API 29 makes certain file access functions return empty lists due to restricitve policies. We need to come up with an alternative for Android 10 and higher, when we will switch to targeting API 29 (or higher). Google enforces this switch on November 2nd for application updates.
This repeats the commit change that mduggan did
The original commit was:
fdf84ed93e
Then it got revered by:
280446deb1
We need to manually remove some (android_project) directories in order for the builds to succeed on our buildbot after these changes. The buildbot does this itself once daily.
This makes the icon render much better on Android 11 and Chromebook devices. I
think it should also be backwards compatible - although the oldest device I had
to test was Android 7, it works fine there.
This does need upgrading at some point and it's basically harmless, but I need
to coordinate upgrading gradle on the buildbot to make it work.
This reverts commit fdf84ed93e.
- Added Japanese, Korean and Traditional Chinese fonts to fonts.dat
- Bumped fonts.dat file version to 1.4
- Bumped theme version to 0.8.39
- Regenerated built-in theme
Also androidx is replacing the Android Support library so it's best to use this one
According to https://developer.android.com/jetpack/androidx
AndroidX is a major improvement to the original Android Support Library, which is no longer maintained. androidx packages fully replace the Support Library by providing feature parity and new libraries.
AndroidX replaces the original support library APIs with packages in the androidx namespace. Only the package and Maven artifact names changed; class, method, and field names did not change.
This is only relevant for sandboxed environments like Snap
and FlatPak, but not for all GNU/Linux distributions.
Dropping it since it shouldn't have landed here at all.
This also bug #11648 about the string not being translated to
English (as the translation is mapped to the correct German
string). I have also checked that the original game as the
correct string, so the typo was specific to ScummVM.
- Add the missing FreeMono, FreeSerif and FreeSerifBold fonts
- Add the following Liberation fonts, to be used in zvision games (regular
and bold font faces): LiberationMono, LiberationSans, LiberationSerif
Allow map display via 'm' key. The original doesn't have that, although there are keyboard controls for most other buttons. I add this as a feature, since it's useful for controller play.
As with fluidsynth, it'll be easier on developers if we keep
the new library disabled until such time as someone can
build the library and include in the VS libraries zip file.
Initial import from https://github.com/snapcrafters/scummvm.
Importing the snapcrafters repository here is the first step in order
to officially take over maintenance of the snap package hosted at
snapcraft.io/scummvm.
For now, please submit PRs to the _snapcrafters_ repository.
The canonical location for AppStream XML files has been changed to
/usr/share/metainfo four years ago at least, with /usr/share/appdata
left as legacy location. It is time to switch to the right location.
Bug #11430.
Enabling Dark Mode compatibility, either by using NSRequiresAquaSystemAppearance
on older SDKs, or by using 10.14+ SDKs, makes the display blurry on
Retina screens on Mojave (and probably Catalina).
This is probably a macOS bug:
https://bugzilla.libsdl.org/show_bug.cgi?id=5087
Revert commit 485e8bee17 for now.
Android API level 29 introduces scoped storage which is enabled by
default for applications targeting level 29.
This protection prevents us to access external storage.
There is a compatibility flag but it will disappear in Android 11.
To target more recent platforms, we should implement SAF FS backend.
Updated NDK to r21 (LTS)
Switch target Android to 29 as it is required by Google Play Store
Switch minimum Android to 16 (4.1) as it is the lowest supported version by NDK
Removed MIPS and armeabi as they are no longer supported
Renamed Android build names into official ones
This was a relatively short-lived port. We have it broken and
disabled on the buildbot since 2016. Also, the last builds
were provided in 2011. Thus, it makes a little sense to continue
to keep the code in the repository, as it gets bitrot.
On macOS Catalina, the application needs to ask for permissions to
access some folders, such as the Desktop, Downloads, and Documents
folder. It for example asks for permission when listing files in
one of those folders or trying to read a file that was created by
another application and not selected using the system Open panel.
Since the default savegame path on macOS is in the Documents
folder it will ask for permissions to access this folder when we
open the Load Game dialog or try to load a savegame that was
copied there manually). So, while not required, it seems a good
idea to provide an explanation why ScummVM wants access to the
Documents folder.
macOS 10.14 introduced a dark theme in addition to the nornal
aqua theme. Applications compiled with the 10.14 SDK or above
are automatically opt in for both, but applications compiled
with an older SDK are not and still use the aqua theme even
when the system is set to use the dark theme. Those applications
need to explicitely opt in to use the dark theme.
This fixes bug #11305: Dark Mode is not supported
On macOS Catalina, the application needs to ask for permissions to
access some folders, such as the Desktop, Downloads, and Documents
folder. It for example asks for permission when listing files in
one of those folders or trying to read a file that was created by
another application and not selected using the system Open panel.
Since the default savegame path on macOS is in the Documents
folder it will ask for permissions to access this folder when we
open the Load Game dialog or try to load a savegame that was
copied there manually). So, while not required, it seems a good
idea to provide an explanation why ScummVM wants access to the
Documents folder.
macOS 10.14 introduced a dark theme in addition to the nornal
aqua theme. Applications compiled with the 10.14 SDK or above
are automatically opt in for both, but applications compiled
with an older SDK are not and still use the aqua theme even
when the system is set to use the dark theme. Those applications
need to explicitely opt in to use the dark theme.
This fixes bug #11305: Dark Mode is not supported
Also added macros for the plain (non-SDL) Android port __ANDROID_PLAIN_PORT__ and ANDROID_PLAIN_PORT
The workaround of this commit uses the same logic as for the Nintendo Switch port and should suffice for testing purposes. It should be replaced by more elaborate code of installing and maintaining a certificates pem file.
* AMIGAOS4: Fix Script
Turns out i had the wrong directory set to pull the shared libraries from.
* AMIGAOS4: Fix script
Fix arithmetic conversion error on EXIT cases.
* AMIGAOS4: Update amigaos.mk
- reorg
- add stripping/copying engine plugins
- add Ext_Ins_so.rexx
* Ext_Inst_so.rexx
Add script to extract and install all compiled-in shared libraries to a local sobjs/ dir.
Reason is that not every AmigaOS4 installation, especially vanilla ones, feature all mandatory libraries (which has led to many bug reports and lots of gathering of the correct libraries for users in the past)
* AMIGAOS4: RM2AG.rexx
- Add automatic installation to the correct path
- Add deleting the temp file
- Typos and rewording
- Add I/O panic switches