Age | Commit message (Collapse) | Author |
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WINTERMUTE: Added mappings for VKeyCodes->ScummVM KeyCodes
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Fix bug #6654 (white chamber - some keys don't work)
Wintermute games on ScummVM used ScummVM keycodes for keyboard mapping,
whereas the game scripts only accepted Windows VKeyCodes. Therefore an initial
set of mappings are added and the debug room is now loading properly, when
HOME is pressed (Rest of the keys need to be tested in-game)
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"language"/"languages", Fix bug #6655 (Dead City - hotspot text issue)
Fixed Wintermute incorretly parsing folder names with trailing \
(Windows-only issue)
It seems that calling getParent returns trailing '\' which is absent on POSIX based file systems but not on Windows. This causes Wintermute to load outline_red2.font from russian.dcp, which is not desired. This is fixed by calling it->getName() directly, which returns the folder name (without the trailing '\').
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WME Subtitles
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This fixes #6647
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I aped what has been done with AGS: in engines/agi/detection.cpp, adding
a struct that includes ADGameDescription at the beginning.
This is also recommended in advancedDetector.h
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This makes room for the EOS char.
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This necessarily loses const in SubtitleCard's attributes
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MSVC complains otherwise.
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We are thus making room for the sentinel == -1
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SubtitleCard
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No idea why they were bools in the first place.
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It's just as good: at 30 FPS, this allows for
2 ^ 32 / 30 / 60 = 2386093 mins, which is, I guess, a reasonable limit.
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Conflicts:
engines/wintermute/video/video_subtitler.cpp
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