Age | Commit message (Collapse) | Author |
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svn-id: r49784
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Proper version of patch #2988641: "GSoC: Select drivers in GUI
based on output types". So far only SCUMM engine supports this
feature.
svn-id: r49783
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Since AGI distinguishes between PCSPK and PCJR/Tandy, make it as a
pseudodriver.
svn-id: r49782
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svn-id: r49781
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svn-id: r49780
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svn-id: r49779
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svn-id: r49778
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svn-id: r49777
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svn-id: r49776
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svn-id: r49775
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FR #2821513: "GUI: add tooltips".
Added tooltips for Add Game button, clear field buttons and couple
other.
Current problem: Only first call correctly restores text. I could
not find where restore information gets lost.
svn-id: r49774
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svn-id: r49773
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installTimerProc requires interval specified in milliseconds,
not microseconds. Correct palVary method accordingly.
svn-id: r49772
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Second parameter to intallTimerCallback is in _micro_seconds.
Correct calls which assumed milliseconds.
svn-id: r49771
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FR #2821514: "GUI: OK and Cancel buttons in option tabs".
Now tabs are visually separated from the buttons.
svn-id: r49770
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svn-id: r49769
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svn-id: r49768
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Implement radiobuttons in GUI. Also closes FR #2821529:
"GUI: volume and subtitles speed sliders".
Subtitle toggle button is replaced by three radiobuttons grouped
by a single group.
Updated translations and themes.
svn-id: r49767
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Now it is possible to specify hotkeys in place for ButtonWidget
and CheckboxWidget (the only widgets with hotkeys now).
Use de-facto standard with putting hotkey between tildes (~).
Like '~O~pen'. The tildes gets stripped before after hotkey
is extracted.
This is done for giving translators possibility to specify
their own hotkeys.
Old hotkeys defined at widget instance creation are left for
leaving possibility to specify non-printable hotkeys such as
Common::ASCII_ESCAPE.
Translation files were updated respectively.
svn-id: r49766
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svn-id: r49765
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Bug #1328120: "MANIACNES: Screen width incorrect, camera halts sometimes".
Fixed by workaround and was tested with intro and on the kitchen,
where now it is possible to see Edna without her noticing you
first.
svn-id: r49764
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Bug 1879604: "MANIACNES: Music not played when loading game".
Actually previous attempt to fix this bug was not successful
since first entry of script 5 does not have needed functionality.
Now we resume music manually.
svn-id: r49763
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svn-id: r49762
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svn-id: r49761
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svn-id: r49760
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Based on patch #2903830: "Updated Translation Prototype" by alexbevi
which in turn is based on patch #1739965 by jvprat.
Currently it builds all translations right into ScummVM. Once the
feature will be accepted more widely, i.e. more translations will
pop up, it will be trivial to move translation strings to external
file.
Finished translation: Russian
Unfinished translation: Hungarian
Things which are nice to do:
- Language code -> language mapping for more user friendness
- Specifying fonts to be used with language
- Updating of interface language without restart. It will require
moving of much code to reflowLayout() methods for each dialog
The .po files must be in single byte encodings. I.e. no support
for Unicode.
svn-id: r49759
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svn-id: r49758
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Now the sound subsystem of the engine finally is possible to grasp.
Also now it is obvious why CoCo3 sounds are not functioning.
svn-id: r49757
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svn-id: r49756
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FR #2813133: "AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support".
Add proper Tandy music. Heavily based on NAGI source, thus attached
its X11 license.
To run it now use -e pcjr. Old one is still default for adlib but
most likely will be changed in the future.
Also lied ground for further separation of different sound generators.
svn-id: r49755
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svn-id: r49754
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svn-id: r49753
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svn-id: r49752
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FR #1913900: "AGI: MIDI support".
Currently it gets selected when Adlib is chosen. Finding a better
way to do it is a todo.
Also default instrument mapping is plain.
Based on original code by Jens. Christian Restemeier.
svn-id: r49751
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If it deserves a separate class, shout.
svn-id: r49750
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svn-id: r49749
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FR #1881179: "AGI detecting agi mouse". Always run ScummVM in
AGIMOUSE compatibility mode, thus no detection for it is
needed.
svn-id: r49748
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svn-id: r49747
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Bug #2825273: "AGI: KQ4: Dwarf sequence". Always allow ESC to work
in KQ4.
svn-id: r49746
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This fixes many subtle effects as in many cases there were no
special pausing and engine relied only on the slowliness of the
machine.
svn-id: r49745
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Bug #1875842: "AGI: Character loses final walking position".
Do not reset ADJ_EGO_XY if non-directional keys were pressed.
svn-id: r49744
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Bug #2825278: "AGI: KQ4: Swimming on land". Our drawing code was
not picture perfect, and thus priority screen was trashed by one
of Fills, i.e. the color leaked and took whole screen.
svn-id: r49743
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Bug #1945716: "AGI: Fan(Kings Quest 2 1/4) - Sprite not erased".
Added a workaround, since it is design flaw of our rendering
system.
svn-id: r49742
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svn-id: r49741
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svn-id: r49740
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svn-id: r49739
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Bug #2862508: "AGI: Black cauldron save through GMM". BC does not
have input line, and that was used for determining that user
can save. Added special case for BC, so it is always allowed to
save. In fact, original does not allow saving in some rare
occasions, but that will require analysing of variables, which
is a gross hack.
svn-id: r49738
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Bug #2960557: "AGI: (Fan) SQ0 - Sprite (Ego) not erased".
Added a workaround. Actually root cause is not yet clear.
svn-id: r49737
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Bug #2960563: "AGI: (Fan) SQ0: Text input field overdraws Text window".
Now our text wrapping code matches original.
svn-id: r49736
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Bug #2960584: "AGI: (Fan) SQ0: Music lost on saving (and loading)".
Actually music did not loop at all. Our looping code was broken.
svn-id: r49735
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