When SDL is built using CMake, Find_Package imports a target instead of
defining variables. If a target was imported we now define the include
path and linker flags variables from the target's properties.
Using imported targets is a best practice. Ideally, we should define an
imported target when we detect variables were defined.
However, the linker flags variable would need to be parsed into a
library path and a list of libraries, making that approach impractical.
When SDL is built using CMake, Find_Package imports a target instead of
defining variables. If a target was imported we now define the include
path and linker flags variables from the target's properties.
Using imported targets is a best practice. Ideally, we should define an
imported target when we detect variables were defined.
However, the linker flags variable would need to be parsed into a
library path and a list of libraries, making that approach impractical.
I still haven't tracked down how the original handles the
integer division rounding that results in the pre and post
deposit Deposit dialog message being offset by 1 pixel.
But since the problem could be resolved by standardising
when center alignment is set in both messages, and I
haven't noticed any problem elsewhere, I think this is
sufficient for now
In the CMake generator. So the linker can resolve the symbols it marked
as unresolved as it walks the libraries.
Fixes building ResidualVM with msys2 from Qt Creator on Windows.
In the CMake generator. So the linker can resolve the symbols it marked
as unresolved as it walks the libraries.
Fixes building ResidualVM with msys2 from Qt Creator on Windows.
The later games stored them in resources, but Clouds of Xeen had
them hardcoded. So this adds them under the same resource names
as the later games, so the existing code can load them
This could be used as an example of how other new maps could be
added in the future, and it also gives people a cool result if
they try typing 'ScummVM' into the teleport mirror