This commit addresses a range of changes, within scummvm subproject.
- Audio files, like mididrv, remove U32String based name and identifier, because ASCII only.
- mididrv.cpp had some wrong format for warning messages, fix those
- Message dialogs were modified to use default arguments more often, but reverting back to the orignal to minimize changes.
- SetTooltip has a fake constructor that takes in a string, and use it.
- U32Format had some break statements missing, add those.
- RemapWidget: Use fake constructor for setLabel and setTooltip, to make minimal changes
- SDL: setting text in clipboard no longer uses SDL_iconv_string
- TTS: Override base class "say" with strings, so tts->say can be used with normal strings too.
- About dialog: fix incorrect code for u32string variables
- Fix some extra brackets
- Some buttons were incorrectly removed from using translated labels, revert those
- Message Dialog: Pass default and alt buttons as const references
- Saveload Dialog: Use translations in missing places, use const-references. Also, use translations in a correct manner.
- Use const references for tooltip in GraphicsWidget, EditTextWidget, error.cpp
- DomainEditTextWidget: Use U32String for text
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.
- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
This commit also includes some additional major changes.
- Return U32String from TransMan getTranslation()
- Change tooltips to be U32Strings
- Remove temporary code of convertToU32String
- U32 Support various dialogs (Browser, FileBrowser, Messages, Chooser, etc)
- U32 for music plugins
- U32 for OSD messages
- Add some helper functions to ustr.cpp
- Change default tooltips from nullptr & 0 -> ""
- Some runtime exceptions may occur when changing languages due to incorrect String::Format
A frame number can be given to --start-movie and it will start
at that frame.
Examples:
--start-movie=movie.dir@45 # start movie.dir at frame 45
--start-movie=@23 # start the default movie frame 23
--start-movie=movie.dir # start movie.dir as usual
This code is adapted from similar code in SerenityOS and allows the
LIST_INITIALIZER1 test to pass with c++11 compliant compiler when
targeting an old c++ std librray that does not have
std::initializer_list.
CoreMIDI provides hardware midi device support.
On my MacBook, the first call to MIDIGetNumberOfDestinations() takes around 2
seconds. Using one of the midi devices lower on the plugin list (mt32,
fluidsynth, etc) takes 2 extra seconds on every game start as
MidiDriver::getDeviceHandle() enumerates all the plugins to find the right one.
This change simply moves CoreMIDI to the bottom of the list. It will still
take 2 extra seconds when opening the options box, but that's a rare operation
relative to starting games.
By implementing MetaEngine::buildEngineOptionsWidget, engines can
instantiate a container widget that will be shown in the Engine tab of
the edit game dialog. The default implementation retains the existing
behavior and shows the extra GUI options.
Game controller input is now enabled whenever a compatible device is
connected. The keymapper's keymaps are refreshed when a joystick is added
or removed.
Fixes#10366.
When returning to the launcher with dynamic plugins enabled, the config manager
is re-created, invalidating the pointers the keymapper keeps to the
configuration domains.
Fixes#11348.
Previously backend defaults where added to the keymap defaults.
However, it became apparent backends need to change the default bindings
to resolve conflicts.
When the plugin-engine mapping is not cached in the configuration file,
we were not scanning all the plugins to establish the mapping.
This is a regression from commit: e2d91258b7
This commit reverts the offending commit and implements a proper fix for
the case where there are no dynamic plugins.
Fixes#11300.
The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.
Fixes#11292.