The autosave refactoring that was done in
7adad5aaf5 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.
Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.
Amends 7adad5aaf5.
Found on 1997 Sfinx CD from LK Avalon.
From the readme:
+-------------------------+
| "zwiastun gry SOLTYS" |
| (mini-gra przygodowa) |
+-------------------------+
Translated to "Soltys Game Trailer" (mini-adventure game)
Some engines call setAutosave and some don't. isAutosave is used to
determine if a saved game is an autosave, but in fact, on most cases it
just falls back to comparing the name to "Autosave".
This is wrong for several reasons:
* Older versions of ScummVM used Autosave 0.
* The name "Autosave" is translated, so if you change the language, it
won't be detected.
Instead of relying on the name, use the well-known getAutosaveSlot() from
Engine/MetaEngine.
Fixes#12735.
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.
There was a check in place to avoid redrawing the infoline when
calling the update() function with the same text multiple times.
Such calls happen when the cursor moves over an object (or menu
option) without leaving that object. The check was however
incorrect and did nothing because it was keeping the pointer
from the end of the previous text and not the start.
From the log it seems that the bug was present from the start,
and probably in the original source code. It was however fixed
in Sfinx (CGE2 engine), and this commit uses the same logic.
For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
Common::MacResMan is now able to open files from a specified
Common::Archive. This is a bit hacky as dynamic_cast is used to break
the Archive encapsulation to retreive the underlying FSNode. It should
however be more correct than the previous code that assumed files were
at the root of the currently running game's path.
AdvancedDetector constructs a Common::Archive from its FileMap based
filesystem cache and uses it to detect the mac resource fork files.
This cuts the time it takes to run the detection code with all the
engines enabled as dynamic plugins on the 3DS to 30 s from 280 s.
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
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
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
This was a relatively short-lived port. We have it broken and
disabled on the buildbot since 2016. Also, the last builds
were provided in 2011. Thus, it makes a little sense to continue
to keep the code in the repository, as it gets bitrot.
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames