Now that we can get an accurate HiDPI screen scaling from OSystem,
defaulting to using that seems to make sense. But we may still want
to use a slightly different scaling. The GUI scale option allows
that by providing a scaling (in percentage) with which to multiply
the HiDPI scaling.
I think it works better than a base resolution as it avoids having
the GUI getting bigger or smaller when we resize the window.
This commit keeps a popup widget, but this could be changed with
a slider if we want more fine grain control.
This is a placeholder implementation that preserves the current
behaviour (asusmes a scaling of 2). But since the Android API
provides a way to get an accurare device-dependent scaling, this
should probably be used.
The pathfinding debugging code is using Sierra's buggy 8-bit matching
algorithm to find colors for drawing obstacles and path points in most
of the SCI 1.1 games. This usually results all colors being black.
Now we select the good 16-bit algorithm for internal use.
Fixes crash when kDebugLevelAvoidPath is enabled and kMergePoly merges
room obstacles, such in QFG1VGA after defeating a monster.
The debugging code that draws obstacles uses the polygon type as an
index to a color array and asserts that this value is between 0 and 3,
but that didn't take into account the 0x10 flag that kMergePoly sets.
In backends/fs/windows/windows-fs.cpp, the macros F_OK/R_OK/W_OK are not defined by system includes of MSVC, so they have been added manually into the code.
While this solution works, in my opinion it would be much cleaner to use GetFileAttributes() for getting this information.
Actually, this is what the _access()/_waccess() functions do and, afterall, this is a piece of code expected to work on Windows only.
This partially revert commit 0ff00cca2a and should hopefully
fix bug #12647.
The issue is that the executable name in the Info.plist did not
match the name of the executable generated by Xcode (ScummVM vs
scummvm). I changed it back to $(EXECUTABLE_NAME), which is
automatically replaced by Xcode, and added a sed command to the
make target to replace it with the actual executable name (as
we did with the $(PRODUCT_BUNDLE_IDENTIFIER) already).
An alternative would be to hardcode the name to "scummvm" in the
Info.plist and change the iphonebundle and ios7bundle target to
also use all lower case scummvm when copying the executable.