Location is directly inside the app's internal storage folder
I am not sure if I did this by mistake, because I think it would be better for it
to be under the subpath ".config/scummvm" which we do create earlier.
However, this *mistake* makes the file easier accessible via the "LAN" feature,
since otherwise the user has to also enable the "show hidden files" option
and navigate specifically to the ".config/scummvm" subpath
to set it as root for the LAN server, in order to see the scummvm.ini.
In the current way, the user simply has to set the internal app folder
as root for the LAN server.
There were issues with manually aligning apks possibly due to upgrading gradle
The manual zipalign even though running with no fail message, would NOT align the apk properly anymore.
Command to manual verify alignment of an apk is:
Android/Sdk/tools/bin/zipalign -c -v 4 release/ScummVM-release-unsigned.apk
And also add some code to load and use the keyCharacterMap of the source device for the event
It is unclear if getUnicodeChar() already does this (loads the keyCharacterMap of the source device.
If it does, then the extra code is redundant.
Also remove ndk.dir from local.properties since it is getting deprecated
Gradle will only use the info (ndkVersion) in gradle.build. Possibly ndkPath too, but we probably don't need that, since ndk is within the sdk folder (default location)
Keyboard was ported over from our SDL port which used https://github.com/pelya/commandergenius/tree/sdl_android/project
Pending optimizations, floatable/draggable implementation and a few bug fixes
We are using a local copy and slightly modified version of KeyboardView and Keyboard (and related resources).
since the android KeyboardView widget will be deprecated in API 29.
The copies are taken from the AOSP, as per the recommendation from Android Developers.
Games load up to 30 times faster. For example, the Zork games took up to 10 minutes to start. Now they load in under 20 seconds. Similar improvements can be seen in the massadd feature.
SDL 2.0.10 and above favors Metal over OpenGL rendering on macOS, but
this currently causes blurriness issues on Retina displays.
Going back to OpenGL rendering works around this bug for now.
Users can override this with the SDL_RENDER_DRIVER environment variable.
c59bf95ba8 and 70f79d3df8 are still a requirement to
work around this bug, too.
Bug #11430.
User choice in launcher's Option, Graphics Tab detemines whether filtered graphics should be used
This now affects the ScummVM UI (it was previously set to not affect the UI overlay for OPENGL)
This is a bug fix specific for 2.2.1 beta1
If an old config is found in the extra locations, it will be reused and replace the existing config. Also in that case, the extra locations will be scanned for saved games to copy to our default save location.
Also have it with higher priority than the Android's assets structure which is too slow
Fixes a bug whereby a large font.dat file was very slow to be accessed during launch (for the modern themes), due to it being accessed from the Assets rather than the file system
To avoid possible mem leaks (see "This Handler Class Should Be Static Or Leaks Might Occur” warning
Also a few optimizations based on recommendations from the Android Studio error highlighting/fix suggestions (F2)
Also androidx is replacing the Android Support library so it's best to use this one
According to https://developer.android.com/jetpack/androidx
AndroidX is a major improvement to the original Android Support Library, which is no longer maintained. androidx packages fully replace the Support Library by providing feature parity and new libraries.
AndroidX replaces the original support library APIs with packages in the androidx namespace. Only the package and Maven artifact names changed; class, method, and field names did not change.