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path: root/gui/editgamedialog.cpp
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2020-01-09GUI: Fix crash opening edit game dialog for games with no musicPaul Gilbert
2020-01-04GUI: Use a dialog theme layout for the unknown game dialogBastien Bouclet
2020-01-04GUI: Introduce dynamic layoutsBastien Bouclet
Prior to this change, a GUI layout was only affected by the screen size. Now, a layout can additionally be influenced by the GUI dialog and widgets that uses it. This capability is leveraged to implement the following features: * Layout elements that are not bound to a GUI widget do not take space. This means that dialogs where the widgets shown depend on for example a feature being enabled at configure time no longer have blank spaces. * Widgets can define a minimal required size for their contents not to be cut. For now this is only used for buttons so their width is always sufficient for their caption not to be cut. This mechanism could be applied to other widget types in the future.
2020-01-01ENGINES: Copy the data referenced by QualifiedGameDescriptorBastien Bouclet
The engineId, gameId and description come from static data in the game engines. When the game engines are compiled as dynamic plugins, the QGD structure may outlive the engine plugin. Making a copy ensures the data remains available. Fixes #11292.
2019-12-07GUI: Don't show midi setting tabs if the game has no music at all.Henrik "Henke37" Andersson
2019-11-03BASE: Change the command line interface to use engine-qualified game namesBastien Bouclet
Qualified game names have the following form: engineId:gameId. Unqualified game names are still supported as long as they are not ambiguous. However they are considered deprecated and are no longer displayed by the --list-games command.
2019-11-03ENGINES: Automatically upgrade the targets on launch to add an engine IDBastien Bouclet
2018-11-14GUI: Don't display the ScrollContainer background inside tabsBastien Bouclet
Fixes #10645.
2018-07-22GUI: Use ScrollContainer in graphics tabThierry Crozat
This fixes bug #10634 - GUI: Options cutoff for Edit Game when Graphics mode is x2 or less
2018-05-28Merge pull request #1187 from bgK/detection-refactor-unknownBastien Bouclet
ENGINES: Return unknown game variants with the list of detected games
2018-05-24JANITORIAL: Fix trailing whitespaceAdrian Frühwirth
2018-05-10ENGINES: Change MetaEngine::findGame to return a plain game descriptorBastien Bouclet
2018-01-27GUI: Remove Dialog::markAsDirty to expose full GUI redrawsBastien Bouclet
2018-01-27GUI: Implement dirty-checking for widget redrawsBastien Bouclet
2017-12-03BASE: Remove bad casts between incompatible Plugin typesColin Snover
Previously, a C-style cast was used to convert a Common::Array<Plugin *>, populated with pointers to StaticPlugin and DynamicPlugin instances, to a Common::Array<PluginSubclass<T> *>, but PluginSubclass<T> is a *sibling* class to StaticPlugin/DynamicPlugin, so this cast was invalid and the results undefined. The methods for retrieving subclasses of plugins can't be easily changed to just generate an array of temporary wrapper objects that expose an identical API which dereferences to the preferred PluginObject subclass because pointers to these objects are retained by other parts of ScummVM, so the wrappers would needed to be persisted or they would need to just re-expose the underlying Plugin object again. This indicated that a way to solve this problem is to have the callers receive Plugin objects and get the PluginObject from the Plugin by explicitly stating their desired type, in a similar manner to std::get(std::variant), so that the pattern used by this patch to solve the problem. Closes gh-1051.
2017-08-06JANITORIAL: Silence some more GCC 7 fall through warningsTorbjörn Andersson
I think these are the last one that were already flagged as being deliberate.
2016-10-30GUI: Add Apply button in global options dialogThierry Crozat
2016-10-17ALL: Fix compilation with disabled cloud but enabled libcurlEugene Sandulenko
2016-09-18ALL: Homogeneize use of 'saved game' in messagesThierry Crozat
2016-08-24GUI: Fix Cloud-related dialogs a littleAlexander Tkachev
Minor mistakes which lead to build failure in some cases.
2016-08-24CLOUD: Add auto-detect for downloaded gameAlexander Tkachev
If that's the game, that is. Method is copy-pasted from Launcher, but fixed not to ask the directory and thus doesn't contain the loop.