This fix applies to drawPanelText(), where we used to hard-code
the text positions. Now we define the dimensions of the area where
the text is drawn (like we do for button texts) and calculate the
position based on the dimensions of the text string.
The drawPanelText() function is used for the Save, Quit, Protect
and Option dialogs, but for everything except the Option dialog it
already centered the text to the dialog. I decided to use this
centering mechanism for the title of the ITE Option dialog, even
though that changes the X coordinate by one pixel. Other than that,
it only affects the following texts:
ITE: Show Dialog / Reading Speed, Music and Sound
IHNM: Reading Speed, Music, Sound, Voices
I have verified that this looks at least ok for the English and
German versions of ITE, and the English, German, French and
Spanish versions of IHNM, so I'm reasonably confident that this
change is ok.
- Added two new defines, ENABLE_IHNM and ENABLE_SAGA2 (enabled by default), which can be used to remove the parts of the SAGA engine which are specific to IHNM and SAGA 2 games. Hopefully, this will reduce the size of the engine even more for platforms with little memory (e.g. the Nintendo DS)
svn-id: r35672
- Stopped loading the isomap and puzzle game modules for IHNM, as they are not used for that game (this saves some memory for IHNM)
- Removed getDisplayWidth() and getDisplayHeight()
svn-id: r35473
The buttons are still wrong and not all the options are implemented yet, but at least the game doesn't freeze when the user tries to open the options dialog and it's now possible to exit normally
svn-id: r26735