Age | Commit message (Collapse) | Author |
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The GUI now uses the content of the Language field from the po file
header if it is present and not empty for the language selection
PopupWidget. If not present it uses the file name as before (e.g.
ru_RU).
Also update all the translation template and all the translation files.
svn-id: r51542
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svn-id: r51388
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This makes the GMM's option dialog work again.
The fix itself is exactly the same like I made in r50468, which
also broke the GMM's option dialog.
svn-id: r51330
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svn-id: r51277
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If tabs are scrolled, do not draw those which are supposed to be invisible.
svn-id: r51268
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svn-id: r51266
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Bug #3027772: "Can't switch between Text and Speech". The problem was in
overcrowded Audio tab in any resolution with height < 480.
Solved by adding new MT-32 tab and grouping all relevant widgets there.
TODO:
- The problem still exists for 320x200 resolution where Subtitle speed
control is not accessible
- Apparently nobody tested tab control scrolling after switching to new
GUI, and now there are artifacts
svn-id: r51265
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Bug #3024930: "GUI: GMM errors out in Hercules mode". Fixed by switching
Hercules resolutions to lowres GUI.
svn-id: r51226
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With help of Tanoku tooltips were switched from widgets to dialogs
which helped to fix nasty bug with background not being restored.
Although it is basically a hack around inconsistent font backbuffering
in our GUI code, for the time being it is feasible.
The patch was extended with way to specify tooltip background in the
theme file.
svn-id: r51217
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Formerly in case a game only specified GUIO_MIDIMT32, only the MT-32 Emulator
was shown, since that is the only device which is of type MT_MT32. All
external MIDI devices are currently only flagged with MT_GM.
svn-id: r51107
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svn-id: r51094
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This is based on the Android specific patch found under:
backends/platform/android/scummvm-android-themeengine.patch
After some testing we should be able to get rid of that custom patch.
svn-id: r51028
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svn-id: r50966
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svn-id: r50964
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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svn-id: r50925
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svn-id: r50822
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credits files.
svn-id: r50821
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_("string2") in two places. With the old code the second string was not detected as being translatable.
svn-id: r50763
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options for a target the gui tries to select the audio device from global options, but that particular device is unavailable due to GUIO flags settings
svn-id: r50684
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instead of newly created id.
svn-id: r50651
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svn-id: r50650
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svn-id: r50649
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svn-id: r50648
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svn-id: r50647
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the audio device from the global settings if no device config key is found for that game (This should fix the problem reported by LordHoto on devel. It might make sense to implement this behaviour to other settings, like subtitle mode etc.)
svn-id: r50646
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svn-id: r50642
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the widget.
svn-id: r50641
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This fixes the thumbnails for games with resolutions != n*200 in the launcher.
svn-id: r50640
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widget's size.
svn-id: r50639
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our module unzip.cpp can read uncompressed ZIP archives even without zlib. if some of the files
inside are compressed and zlib is not linked in, an error is returned.
svn-id: r50483
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the GMM's options dialog.
The problem here is that our ConfigDialog uses "" as domain name,
this will result in the assert in common/config-manager.cpp:323
getting triggered, when using ConfMan.removeKey.
Since setting the domain to the game's domain does not seem save
according to the FIXME in gui/dialogs.cpp about this domain hackery,
I decided to adapt the OptionsDialog to only call ConfMan.removeKey
for "music_driver" etc., when the music driver widgets are present.
This is consistent with the over uses of removeKey in
OptionsDialog::close too.
svn-id: r50468
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last call - fixes sci breakpoints
svn-id: r50449
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Currently it ws not decided where to put fonts, but if you put BDF files into
themepath, they will get picked up.
The font name has to contain same codepage specification as in the .po file,
i.e. fixed5x8-iso-8859-5.bdf for Cyrillic codepage. In case the font does not
exist, default will be used.
All built in fonts get proper names.
TODO: Currently there is a bug with our font cacher. Font clR6x12-iso-8859-5
is empty after loading from FCC file. Reason is unknown.
svn-id: r50448
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svn-id: r50437
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svn-id: r50436
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svn-id: r50386
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svn-id: r50384
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svn-id: r50382
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It will be used for future support of locale-dependent fonts.
svn-id: r50377
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In recent discussions on -devel it turned out, that this
feature is rather superfluous and instead we should rather
implement a proper error reporting in our GUI.
I also removed the dependency on iconv along with this.
svn-id: r50335
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svn-id: r50327
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svn-id: r50324
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select "<default>" (which is already in use) instead of English.
svn-id: r50323
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svn-id: r50281
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update the website credits this time (it was also missing the Android credits by the way).
svn-id: r50251
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svn-id: r50248
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svn-id: r50128
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less space wasted between buttons)
svn-id: r50098
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(thanks fuzzie).
svn-id: r50080
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