Even if this is a const and Rect is constexpr, this instantiation can't
be done at compile time as the parameters of Rect are defined in another
translation unit.
Using this construct make the compiler emit code at init which is
forbidden as per our rules.
Warning comes from Walloc-size-larger-than
Warning text was:
" warning: argument 1 range [18446744073709551615, 18446744073709551615] exceeds maximum object size 9223372036854775807 [-Walloc-size-larger-than=]
_walkOffDR = new Common::Point[dataCount]"
Previously the use of getChild("tdrom") was causing issues in File Systems such as on Android
getChild("tdrom") is "case sensitive" as the name given in the parameter is used for this FSNode,
but that name is not necessarily the actual name of the file or folder in the File System.
This can cause, then, methods such as FSNode::isDirectory() to fail.
Using the addSubDirectoryMatching() directly addresses this, since it can use a case insensitive
pattern to match folders and subfolders of folders, provided that folders are seperated
in the pattern with a forward slash.
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.
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.
I assume we want to use stable language codes in access/resources.cpp
even if language.h keeps changing, so I've used language code "23" for
ES_ESP since this was the enum value in language.h the last time
access.dat was generated.
Note: we still need access.dat to be regenerated for the game to work,
but create_access should now be able to extract the needed info
from the Spanish version of AMAZON.EXE and the game should run fine
afterwards.
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.
- 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.
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
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