- Common: add wordWrap function to ustr.cpp
- Bladerunner: Explicitly state we have a U32String in subs (same as Subtitles::loadOuttakeSubsText)
- Don't use translations for engine specific "put strings", because they might not support.
- SCI: Use const references for showScummVMDialog
- SCUMM:
-- Don't use translation in md5 warning. left comments with the translated version.
-- Remove some redundant headers in help.cpp
-- Don't use translation in handleSaveload when printing to console
-- Also, display success transaction correctly via u32::format
- TESTBED: Use fake constructor when setting label of button
- SKY: Correctly use translation when using SaveStateDescription
- ULTIMA: Don't use translations when display_string
- ENGINES:
-- GenerateUnknownGameReport correctly, with proper translations.
-- There was an error, where a function had been declared twice, in a header file. Correct this.
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
- 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.
After the initial changes just to scummvm/gui for u32, this commit includes the whole project
- Widget creations now always have u32 descriptions, labels, or tooltips
- Message dialogs make use of default arguments instead of providing the same argument explicitly
- encode String::format properly before passing on as argument where necessary
- Modify hugo utils (yesNoBox and notify box) to use u32
- Also provide fake constructors for the above which redirect to the u32 constructor
- Convert all keymap descriptions to u32 across all engines
- showConfirmationDialog in mohawk now uses u32
- showScummVMDialog also uses u32
- Scumm engine has dialogs now which use u32
- General fixes and wrapping convertToU32String for setLabels and related functions
- Add a fake constructor to MesssageDialog which redirects to the u32 constructor
Returning to launcher via ScummVM popup menu would retain the values of _systemVars
This would cause relaunching the game (after returning back to launcher) to have wrong value for eg. pastIntro, thus allowing "Save" from the ScummVM popup menu during the intro sequence.
Slot 0 is reserved for autosave but ScummVM in-game would allow saving on it
This was causing segmentation fault (_selectedGame would overflow and also saveGameTexts would be indexed with a -1 index
There's still some specific code remaining to keep the way the
existing autosave is handled the same, even though it now saves
it to slot 0, rather than with a .asd extension
The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.
Also-By: Matthew Hoops <clone2727@gmail.com>
This commit adds a workaround to unlock existing fullscreen images in
the intro of Beneath a Steel Sky.
The original engine clips the whole intro to 320x192 (the common game
format) even though some images exist as 320x200 in the game data files.
This workaround whitelists all images which actually are 320x200px and
displays them as must have originally been intended.
Fixes Trac#7559.
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.
asm code.
Certain width attributes of the two objects being checked were flipped.
I guess this may render a couple of hacky workarounds not
necessary anymore.