High-resolution native Macintosh fonts are now supported in the
following games when the game's executable is present:
- Castle of Dr. Brain
- Freddy Pharkas
- King's Quest 6
- Leisure Suit Larry 1
- Leisure Suit Larry 5
- Space Quest 1
And in these games when classicmacfonts.dat is present:
- Leisure Suit Larry 6 (floppy)
- Quest for Glory 1
Even though strcpy in SegManager isn't a problem, our forbidden symbols
list being defined at preprocessor level, we won't be able to use this
name anymore.
This is based on the work done for GSoC by @taylorzhancher in PR #3256
Highlights:
- TTS has been hooked globally onto places where text is shown
- TTS is currently performed for textboxes and button texts
- TTS stops when text windows are disposed (which enhances the in-game
experience)
- No game-specific logic has been added
- This hasn't been extensively tested with all SCI16 games yet
- There will be cases that are not handled properly yet
- The TTS functions have been grouped under a SciTTS class
When using original save/load screens, the games list wasn't properl
aligned, if contained Hebrew text. Fixed by calling the BiDi algorithm
in drawListControl.
This avoids an issue with MSVC where if (non-SCI) "graphics/font.h" is
included through another include file from the SCI engine root, it finds
"sci/graphics/font.h" first and uses that instead.
Convert macros and vars to enums, rename keyboard events in
preparation for adding key up events, clean up unnecessary nested
conditionals, add TODOs for potential future work.