Because some things were previously updated during the
render, we also need to explicitly run these whenever we do
not update whole game, but need to keep cursor updated:
* Dialog options;
* blocking Display command
* built-in gui dialogs
From upstream e236f3ee05bb7e1e748fb050c99ba1afa564ec65
We now use a U32String for the savegame descriptions, but
the code was calling c_str() directly on it, and the uint32 pointer
was casted to a char pointer along the way. This resulted in only
the first character of the description being displayed on little
endian systems (and probably none on big endian systems since the
first byte would be 0 for ASCII characters).
This fixes bug #12869