Only for strings without an explicit action. The first level takes in a u32 string, encodes it, and passes it along further with the default action
- For gui widgets, the strings are passed in as native u32 strings.
- For everything else, they are being converted to u32 by Common::convertToU32... and then being passed along
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
This was a relatively short-lived port. We have it broken and
disabled on the buildbot since 2016. Also, the last builds
were provided in 2011. Thus, it makes a little sense to continue
to keep the code in the repository, as it gets bitrot.
This removes the usage of memset to clear complex structures and replaces
them with constructor methods for the structures which will be executed
when these are instantiated.
Every other SDL warning/error states that it is related to SDL in the output, except those four warnings in surfacesdl-graphics.cpp and openglsdl-graphics.cpp.
Adding those crucial information to the output
Four modes are supported:
- Use original size with no scaling
- Scale by an integral amount as much as possible but not bigger
than the window.
- Scale to fit the window while respecting the aspect ratio. There
may be black bars on the left and right, or on the top and bottom,
but not both. This is the default, and the old behaviour.
- Scale and stretch to fit the window. In this mode the aspecy ratio
is not respected and there is no black bars.
The mode is controled by the "scaling_mode" value (between 0 and 3) in
the config file.
Also add Crtl-Alt-s hotkey to cycle through scaling modes
- configuration of engines natively supporting joystick or not
- for engines not supporting joystick input (Myst3, TLJ), reuse the ScummVM code to emulate mouse from joystick.
A modification was also needed to support relative movements (needed in Myst3 to support camera movements)