Also adjust SetupHandleTable to use TinselV2 directly,
so that it also works for V3 with the above adjustment.
Some of this is based on kimskoglund's Tinsel Noir
sourceforge repository.
This reverts commit 8105d91802.
There was a question mark on this commit because the ANIM
struct is used in the MOVER struct that is zero-initialized
using memset, and adding a constructor to it make it non-POD
type.
Also now the engine has been marked as using c++11, so the
original code will not break buildbot.
A lot of the global variables have been moved into classes, which get
reinitialized on launch. The rest of the global variables are reset
when the engine gets destroyed. Thus, this feature can be safely
enabled now.
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.
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
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
I'm not sure of the underlying cause, but as a suitable
workaround, when playing the Mac version it'll simply use
the tooltip font instead, which is at least properly visible