The error message was not correct.
When you add a game data dir to launcher and after do this
rename game data dir the error was wrong.
It said that the "path wasn't a directory",
the expected error message was
"Path does not exists" because we had changed.
How to solve this:
We split in two the validation of the path, first
we check if it's a existing path and then if the path is a directory.
if (!dir.exists())
err = Common::kPathDoesNotExist;
else if (!dir.isDirectory())
err = Common::kPathNotDirectory;
Solve Bug: 6765 Wrong error code if directory missing
Prior to OS X 10.9, the OS was passing the process serial number
as an additional argument on OS X when starting an application bundle.
For whatever reason, when compiling with SDL 1.2 this gets suppressed
before getting to the place where we handle command line arguments.
But when compiling with SDL2 this additional argument remains so we
need to ignore it to avoid erroring out.
Instead of returning to the launcher, a game may now specify a list
of "chained" games and optional save slots. The first game is popped
from the list and started. Quitting still quits the entire ScummVM.
It seemed like the sensible thing to do.
AmigaOS features a "version" command which can read out version information if stored in a sepcific way.
To get to that information it parses the exe for "$VER:" and prints out everything behind it.
This adds such a version information to ScummVM so users on AmigaOS can read it out without the need to use "scummvm --version"
This is a (temporary) hack to assure that when the launcher is set up as an
SurfaceSDL graphics mode and the game is using an OpenGL graphics mode
everything will work as expected.
This is a manual merge of a slightly adapted pull request #296.
The changes made are:
- Each time the theme format changes, the version was increased
- default.inc has been regenerated in the same commit as the theme changes
To help people familiar with Qsynth (I'm not, but it seems to be
one of the more polished FluidSynth front ends), use the same
presentation and terminology for the FluidSynth settings.
More to follow.
I don't really understand what these parameters do, or what the
sensible values are, so for now the sliders are limited only by
the allowed (or, in one case, "safe") values.
Clang will produce plenty of warnings (most of them seem to be of
the "if the stars align the wrong way, this may happen" variety),
but I don't have the time or patience to look at all of them.
This allows opening the dialog on (nearly) the same page again as when it was
closed. Sadly due to the different number of entries in the save and load
version this is not always exactly the same page as before. Same goes for
resolution changes.
Thanks to wjp for suggesting this.