This reverts commit 30d8b64657.
It fails on MSVC with error:
C2338 static_assert failed: 'va_start argument must not have reference type and must not be parenthesized'
The FM Towns demos use audio tracks, but neither have a track 1. This
caused ScummVM to warn that the audio tracks had not been properly
ripped from the CD.
This is a doxygen review for 4 header files that have been
identified as high priority for GSoD:
- advancedDetector.h
- metaengine.h
- engine.h
- util.h
It also adds doxy groups to other headers from this folder to
make them appear properly in the structure.
This will give an error dialog and not actually start the game. The dialog can be customized with a message from the ADGameDescription::extra field.
Some changes have been made to DetectedGame to prevent the string from the extras field to be appended to the game description.
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
- Revert accidentally put translations in mt32.cpp
- Use U32::format in some places earlier missed
- Add %u and %i for u32::format
- Add support for GUIErrorMsgFormat to use u32::format internally
- Use the above whereever needed
- Improve linux tts by removing redundant code
- Some places I had changed nullptr -> "". Revert this
- 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.
If the autosave slot doesn't yet have any file in it, when the
GMM save dialog is open, the autosave slot will show a default
'Autosave' entry which is write-only, to prevent users
accidentally making a savegame in that slot
Unfortunately, this will only apply to new engines that
use the Engine::loadGameState method. Other existing engines call
loadGameState directly and provide their own implementations,
so there's nowhere convenient to add the call that'd work for
all of them