This was probably causing instabilities in the MacVenture engine. The
engine is pretty broken at the moment, and the command window is so
small that text doesn't fit in it at all. Hopefully this will make the
remaining errors easier to debug... some day.
When adding/removing an engine, config.mk is changed, and this effectively
passes different -DENABLE_* command-line arguments to the compiler.
If base/plugins is not recompiled, the list of active plugins is not updated.
Before b813d1ca0d config.h was created every
time configure was executed, so everything was recompiled anyway. Now we need
to have an explicit dependency.
The only source file that's supposed to be affected is base/plugins, so there
is no reason to rebuild everything. Just add this dependency to update the
plugin list.
Building for Android (OpenGL) had noisy warning for hiding overloaded virtual function
Added a dummy implementation in OpenGLGraphics manager, and also for OpenGLSdlGraphicsManager it now explicitly calls the SdlGraphicsManager implementation for the void argument signature.
I experimented, but couldn't get the AGS in-game volume
controls to map to the ScummVM volume controls. The reason
being that the games frequently set the volume during their
startup, sometimes multiple times. The best I could do was
set up the different sound types in AGS to use the
Audio::Mixer::SoundType enum, so that any ScummVM volume
control will be respected in addition to the AGS volumes.
We have a lot of legacy code that was written with the old behaviour
where it returned the default value in such a case. Until we are
confident all this code has been updated, we continue to use the
old behaviour in release builds to avoid creating instabilities.
This still error our in non-release builds, which will help detect
the code that still needs to be updated.
This was a regression from 54b0b4ac4 that prevents from adding
null characters to a Common::String. For those screens the game
passes multiple strings as a single strings containing a '\0'
to separate the different parts. But that '\0' was no longer
added. I am now using '\1' and updated the parsing in the text
display to handle this.