Age | Commit message (Collapse) | Author |
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GUI_ONLY_FULLSCREEN
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PS2: Pull request to master for latest PS2 code
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP.
Now I added a method to SaveLoadChooser instead, which takes care of this. This
might not be the best placement of such a functionality, thus I added a TODO
which talks about moving it to a better place.
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This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
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We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.
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As indicated by wjp, the Global Main Menu (GMM) did not check or report
on the returned error state from saveGameState() and loadGameState() usage.
This corrects this and adds a MessageDialog report of any failure.
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Shamelessly copied from the SCI engine code
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(Savegames now get loaded after GMM dialogue execution. This avoids mouse cursor glitches (e.g. mouse cursors which get changed during loadGameState() being popped when the dialogue closes).
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Some backends may break as I only compiled SDL
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This incorrectly invoked (indirectly) the runModal() method of a
SaveLoadChooser, but for that one should use runModalWithPluginAndTarget
instead.
svn-id: r55816
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This avoids hiding an overloaded virtual method, which in turn can
cause weird bugs (see also the next commit).
svn-id: r55815
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svn-id: r54265
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Also renamed the source/header files, now they are more closely
aligned to how we rename most other source files
svn-id: r54264
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In the SCUMM engine (and maybe other engines), the GMM Dialog is created
in the engine constructor and before the window resolution is updated (so it is
still using the resolution from the Launcher). Therefore if the global scaler is x2
but a SCUMM game overwrite it to use x1, it was not using the correct labels
when they had a different translation for the lowres context.
svn-id: r54237
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svn-id: r54001
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SCUMM)
svn-id: r53860
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This enables translators to use a different translation for these strings in
1x mode (e.g. 320x200 or 320x240) and in 2x or 3x modes.
svn-id: r52461
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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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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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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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The new "Help" button in the GMM is currently only used by SCUMM.
To use it, an engine currently needs to subclass MainMenuDialog.
svn-id: r49249
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svn-id: r48564
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svn-id: r48563
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svn-id: r48561
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Add generic per-game GUI options support along the way ;)
svn-id: r41275
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svn-id: r38981
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Fixed key mappings dialog layout
svn-id: r36285
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optional, and enable only for game engines where subtitles settings are synced.
svn-id: r36237
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gui/GuiManager.h
svn-id: r35668
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svn-id: r35648
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GUI::ThemeEngine::TextAlignVertical
svn-id: r35023
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svn-id: r35017
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svn-id: r35002
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Massive cleanup.
svn-id: r34983
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svn-id: r34965
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svn-id: r34949
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svn-id: r34946
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svn-id: r34936
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description is not set correctly yet
svn-id: r34932
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svn-id: r34918
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svn-id: r34913
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