Age | Commit message (Collapse) | Author |
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This fixes bug #10634 - GUI: Options cutoff for Edit Game when
Graphics mode is x2 or less
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Removing this GUI control was suggested as far back as 2011 at
<http://lists.scummvm.org/pipermail/scummvm-devel/2011-November/010416.html>.
There were no objections, but it was never removed. When working
on audio latency bugs, I independently rediscovered that the GUI
option was broken: the per-game options would *never* work, and the
option would not take effect until ScummVM was restarted because
there is no API for interacting with the backend audio mixer. So
now, it is finally gone.
Primarily for the sake of future troubleshooting, configurability
of the audio sample frequency within SdlMixerManager is maintained
for the moment, but now users will need to edit their ScummVM
configuration file manually to change it.
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Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
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ANDROIDSDL: added tab Control in main Options menu for switching some features
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hasFeature... condition, renamed some fields and methods
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GUIO_NOSPEECHVOLUME can be used for games that allow toggling of
speech but do not provide the ability for users to control speech
volume.
GUIO_LINKMUSICTOSFX and GUI_LINKSPEECHTOSFX can be used for games
that allow control of music, sfx, and speech in combinations, like
games that provide control of digital audio separately from MIDI,
or games that only control all three audio types through a single
volume control.
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This will be needed to allow changing the GUI language and applying
the change without having to close the dialog.
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Unlike other options in the OptionsDialog, the theme change was
done when selecting a new theme and not when clicking on OK or
Apply. This commit makes it consistent with other options
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Cloud tab now contains a button to select path, path label and a clear
button.
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It's enabled only when NETWORKING_LOCALWEBSERVER_ENABLE_PORT_OVERRIDE is
defined.
It's not defined, because override means we have to reconfigure our
redirect links somehow to use the override port.
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Shows OSD message.
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Now it calls Launcher directly, so it updates games list on success.
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It should show the real server's IP over there, but that doesn't work
yet.
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In most cases that's the right one to check. USE_CLOUD is defined when
either USE_LIBCURL or USE_SDL_NET are, which means if there is no curl,
USE_CLOUD still could be defined and linking errors would appear.
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Commit changes CloudManager and Storages so they would automatically
refresh the fields when the could.
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This is a dialog which guides user through Storage connection procedure.
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It now supports only one storage of each type. Only one Storage could be
loaded to the memory as well.
Options' Cloud tab now changes the Storage only when user pressed OK
button, giving the ability to look through the Storages without actually
changing them.
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And corresponding stub implementations in CloudManager.
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With StorageBrowser to select a Storage. It actually uses CloudMan to
switch active Storage.
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GUI_ONLY_FULLSCREEN
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I don't really understand what these parameters do, or what the
sensible values are, so for now the sliders are limited only by
the allowed (or, in one case, "safe") values.
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Because the "clear" buttons are very different between themes (in
the Modern theme they have a graphical symbol, while in the Classic
theme they have a letter), they have to be removed and re-added
when reflowing the layout. This is patterned after how the
LauncherDialog class handles the larger changes in layout.
Removing widgets from a tab turned out to be trickier than I first
thought, so I had to move the removeWidget() method from Dialog to
GuiObject.
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The purpose is the same as for the sound gui options: users shouldn't be offered modes that the engine doesn't support.
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This is so it can be used outside options.cpp
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This eliminates nasty limitation of caping number of flags to 31.
Current code has limitation of 255 flags, though.
Only SCUMM engine is converted, rest do not even compile.
Detection of fan talkie MI is broken as it has to be implemented
differently.
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Some backends may break as I only compiled SDL
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