This is mainly "cosmetic" to keep the SCUMM engine and subengines at
the top of the various files, but probably a good idea to prevent any
subtle regressions associated with changing the order.
This is due to the multiple outputs produced by the configure rule,
which cause multiple invocations of configure when make is run in
parallel. Various solutions are detailed in the Multiple-Outputs
section of the GNU automake manual which apply generally to makefiles.
This solution is a simpler one, but should solve the problem, though it
can fail on "mutilated" trees ie. where some of the configure outputs
are present, but not all... but this situation is not common, tends to
be due to an error in configure and should be recoverable by a
"make clean && ./configure" call.
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
This is prominently visible in the list based save/load chooser since the
edit string is drawn on a special green background there. When the caret is
at the end of the edit string this would result in the green color missing
at the place of the (undrawn) caret. To avoid this we simply draw a fake
space now.
The value_type is analogous to std::basic_string::value_type.
The unsigned_type on the other hand is an unsigned type of the value_type which
allows to obtain an character without nasty sign extension.
The old version did only work as expected when all the filenames were all
lowercase. This seems to be the case for most (or even all?) WME games.
However, we are better safe than sorry and make the code case agnostic.