Age | Commit message (Collapse) | Author |
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Some project files (iPhone) and backend files (Symbian) still reference m4.dat,
but I know not enough on how to remove that without breaking something.
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KEYMAPPER: Keymapper improvements 2
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The header contains forbidden symbols on some platforms, and the
simplest solution seems to be to include it here. This also includes
it from all the portdefs.h files, except the Symbian one. Probably
the FIXME and the #if can be removed once it's known to work.
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This makes the name match with the name of the STL function with the same
behavior.
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This reverts commit ac85d134b31f770f27d085c0fe4c307e278c1875.
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It uses the fancy new kImageEraser now
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This is because the top GUI keymap is for the keymapper dialog itself.
If all GUI keymaps are skipped then when inside a game with the GMM displayed
and the keymapper dialog invoked, the game keymap is displayed even though it
is not the active one.
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This fixes a problem where opening the keymapper dialog would cause the current game
keymap to be displayed as the active keymap but then changing the keymap selection
back to it would cause the GUI keymap to be displayed as the active one. The GUI keymap
was indeed at the top of the stack but that's not the desired effect.
Also move the pushing and popping of the keymap to Dialog::Open/Close
Also constantify the GUI keymap name
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Keymapper now has a global keymap outside the active keymap stack.
That global keymap is always checked after the active stack has been checked.
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This allows clearing of the assigned key for an action.
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(If that fails, fall back to a readable app-specific directory.)
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Android 3.1 changed the default behaviour for broadcasts so that it
doens't wake up non-running receivers, so we need to override that.
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If we leave it for OSystem, the DefaultTimerManager destructor tries
constructing a StackLock which, predictably, calls a pure virtual
function, because OSystem_Android's destructor is finished.
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BADA: Misc changes merged from appstore release
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HP TouchPad compatibility and full WebOS port update, Round 2
This is a manual merge of the pull request, with some commit message changes.
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This fixes the "32MB memory limit per process" problem in Windows CE < 6.0
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N800 doesn't have a CTRL key to activate the virtual keyboard with.
Fullscreen can still be enabled/disabled through the GUI and was the most
likely sacrifice as a hardware key.
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Also add some comments to the #endifs
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Features detected right now are just the hardware keyboard
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Formatting Conventions.
* No functional changes.
* Automated astyle pass.
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This reimplement getSystemLanguage() for MacOS X because
setlocale() only works if the application is started from the terminal.
Instead we use CFBundleCopyPreferredLocalizationsFromArray() which
requires the translations to be listed in the bundle plist file (this had
already been committed). This fixes bug #3394080.
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* No functional changes.
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SurfaceSdlGraphicsManager::loadGFXMode() for the GPH backend.
* Note: This really should be cleaned up and all backends that have a custom loadGFXMode() really should setup their own _videoMode.hardware* settings. Assuming the overlay will always match the hardware is flawed logic on devices with fixed hardware screens.
* Just done for the GPH backend for now to cut down on the regresion risk to other backends near the 1.4.0 release cycle.
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The improvements in this commit are mostly code formatting, variable
abstraction, and in one case, a performance enhancement as calculations
were made a one-time fire rather than being run with every mouse move
event.
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While the right-click was working in most games, the
weapon-switching in Full Throttle wasn't registering the click.
Holding the button down for 50ms instead of immediately firing
the mouseup fixes the issue.
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The package version must be incremented for each new WebOS
release, due to the device needing a new version to install.
Whenever the ScummVM version is raised, this can be reset to 0.
Changing to 0 in anticipation of ScummVM 1.4.0.
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