- MEC: MetaEngineConnect.
- How do games handle save/load if MetaEngine (detection) is seperate from MetaEngineConnect (engine factory)?
- Most of the changes are quite similiar. ConfMan finds us the relevant MetaEngine, then simply use the new helpers from PluginMan.
- The new helpers will help convert a relevant MetaEngine into the other format or vice versa.
- Once the matching is complete, simply invoke functions by:
plugin->get<MetaEngineConnect>().engineMethod();
- Refer to previous commits to see the new class changes & notes.
This commit addresses a range of changes, within scummvm subproject.
- Audio files, like mididrv, remove U32String based name and identifier, because ASCII only.
- mididrv.cpp had some wrong format for warning messages, fix those
- Message dialogs were modified to use default arguments more often, but reverting back to the orignal to minimize changes.
- SetTooltip has a fake constructor that takes in a string, and use it.
- U32Format had some break statements missing, add those.
- RemapWidget: Use fake constructor for setLabel and setTooltip, to make minimal changes
- SDL: setting text in clipboard no longer uses SDL_iconv_string
- TTS: Override base class "say" with strings, so tts->say can be used with normal strings too.
- About dialog: fix incorrect code for u32string variables
- Fix some extra brackets
- Some buttons were incorrectly removed from using translated labels, revert those
- Message Dialog: Pass default and alt buttons as const references
- Saveload Dialog: Use translations in missing places, use const-references. Also, use translations in a correct manner.
- Use const references for tooltip in GraphicsWidget, EditTextWidget, error.cpp
- DomainEditTextWidget: Use U32String for text
A frame number can be given to --start-movie and it will start
at that frame.
Examples:
--start-movie=movie.dir@45 # start movie.dir at frame 45
--start-movie=@23 # start the default movie frame 23
--start-movie=movie.dir # start movie.dir as usual
Game controller input is now enabled whenever a compatible device is
connected. The keymapper's keymaps are refreshed when a joystick is added
or removed.
Fixes#10366.
The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.
Fixes#11292.
Qualified game names have the following form: engineId:gameId.
Unqualified game names are still supported as long as they are not
ambiguous. However they are considered deprecated and are no longer
displayed by the --list-games command.
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>