Even if the game doesn't draw anything to the screen, it can still
change from outside events e.g. by changing the scaler or - on some
systems - by dragging another window across the ScummVM window.
Instead of storing the encrypted string (which may contain zeroes) in a
String, decrypt it as it's read from file. While adding zeroes to a
string is allowed (for a brief time it wasn't), doing so is bad form.
- Also makes it match other engine conventions.
- Engine files get a copy of detection_enums, while metaengine & detection.cpp get a copy of detection.h as well as detection_enums.
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
- Change APPLECHAR to APPLEBYTE, when its output is used as a byte
- Replace uses of strncpy with Common::strlcpy
- Merge redundant switch and if statements
- Remove redundant semicolons
This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.