Age | Commit message (Collapse) | Author |
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SAGA: Add Code to Support French Fan Translation.
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These changes were suggested by bgK.
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This code was supplied by Darknior (hugues.fabien@gmail.com).
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BUILD: Require 64bits integers
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Folks are confused about the new behaviour where the mouse is not
restricted to the game area in fullscreen, which is understandable.
This changes mouseIsGrabbed to use SDL directly in order to avoid
making changes to the user preference in the _inputGrabState.
Otherwise we'd either clobber the user's previous windowed mouse
grab preference, or require maintaining a second variable just to
track the original state, when we can have SDL do that for us.
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This code was assuming that retval points to the start of the next
instruction, which is only true if the current parameter is the last
one. This fixes op_call printing.
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I noticed that in Maemo the cursor was offset after the SDL refactoring
in de2bbe3b9738ef95b2529db989570770ef434f9d
In Maemo when entering fullscreen, ScummVM receives a SDL_VIDEORESIZE
event with the native touchscreen resolution rather than the current
window size. This causes a call to notifyResize.
Before that refactoring, notifyResize did nothing (in SDL1).
Now it calls handleResize but doesn't actually set a new video mode.
This messes up the coordinate mapping, causing an overcorrection for
the cursor position.
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This may be a problem with SDL 2.0.4 generally, not just on
Windows, but it doesn't really matter much since it can't be
broken on *any* platform.
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When quitting the game at the main menu and hitting no
or quitting the game while playing the cursor color
over the buttons will be tan the first time rather
than red. This fix makes it so it will be red.
This was done by removing a check in HotSpot::doit()
which checks the global193 value. Removing this check
fixes the problem.
Fixes Trac#9977.
Thanks snover and wjp for your help.
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Currently translated at 100.0% (959 of 959 strings)
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The SDL1 loop is not very optimal. Unfortunately all our existing
scalers only work in 16bpp and I don't have time to fix that right
now, so this is fine.
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This is needed so that the system cursor can be appropriately
hidden outside the game's draw area, to match the normal behaviour
of ScummVM.
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This ensures the window gets resized properly when a user changes
the scaler options in the GUI. Simply unlocking the window size on
a call to setGraphicsMode is not good enough, because the scaler
mode can be changed by games during mode switches, and we don't
want to reset the window size in that case.
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32bpp cursor scaling is not available, but this should be fine as
many of the software scalers are not designed to work with >16bpp
data in any case.
This change also includes some minor cleanup of unnecessary #ifdefs
around code that works equally well with or without USE_RGB_COLOR,
to simplify the implementation.
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Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.
Refs Trac#9689.
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Blank cursors don't mean to continue drawing the previous cursor,
they mean that the cursor in the backend needs to be blank.
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The SDL graphics manager was just ignoring calls from CursorMan to
set the cursor to a blank cursor, which meant engines that did not
immediately send a cursor to CursorMan at startup would still show
the launcher's cursor (usually with a broken palette).
The OpenGL graphics manager would try to generate and draw an
invalid cursor surface when receiving an empty cursor.
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