Age | Commit message (Collapse) | Author |
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- The checkbox state was not initialized when opening the dialog.
- The visibility state was initialized from ConfMan too early resuling
in the value being incorrect when multiple file browsers are used.
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Cloud tab now contains a button to select path, path label and a clear
button.
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StorageWizardDialog now runs LocalWebserver in "minimal mode" for
security reasons. In this mode server uses only those handlers which
state to support it.
There are two handlers which support minimal mode: IndexPageHandler
(which handles `code` requests needed by StorageWizardDialog) and
ResourceHandler (which provides inner resources like `style.css` or
`logo.png` from `wwwroot.zip` archive).
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Commit adds kFeatureClipboardSupport. hasTextInClipboard() and
getTextFromClipboard().
OSystem_SDL has this feature if SDL2 is used.
EditableWidget and StorageWizardDialog use g_system to access clipboard
now.
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Removed extra comma in the enum.
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StorageWizardDialog now shows logo of the Storage being connected (in
modern highres theme).
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It now looks fine in both 640x400 and 320x200!
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It pastes clipboard contents as code into 8 fields of that dialog.
(Clipboard support works with SDL2 only.)
"Open URL" and "Paste" buttons are placed in the left column under the
picture (because there is no room for 4 buttons in the bottom row).
Commit also adds "dropbox.bmp", which is just a square 115x115 picture.
Such pictures are would be used as Storages logos in that dialog.
In lowres there is no left column, so all 4 buttons are in the same row.
None of them are visible, because they are overflowed. Container has to
be added to continue working on them.
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Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
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Checked by rebuilding ScummVM without SDL_Net in MinGW.
Also fixes StorageWizardDialog's warning about _stopServerOnClose.
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Commit also adds a fix for StorageWizardDialog, where LocalServer was
used even if USE_SDL_NET was undefined.
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Added prefixes, used debug(9).
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Now it's not hardcoded based on USE_SDL_NET, but one or another value is
used depending on currently selected LocalWebserver's port.
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I knew there were some, but I wanted to fix them once, instead of doing
it all the time.
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If it was completely clipped out (empty rectangle), it was drawing the
whole text ("empty means no clipping"), so I had to detect such cases
and change textArea to one small pixel.
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It now hides code fields not just when built with SDL_Net, but also when
LocalWebserver's using default port.
So that's why NETWORKING_LOCALWEBSERVER_ENABLE_PORT_OVERRIDE is defined
in localwebserver.h now.
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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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We do that in CloudManager::replaceStorage(), but I've tried to
eliminate such possibility by adding a check in the StorageWizardDialog.
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Shows OSD message.
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If user's connection seems limited, ScummVM shows a warning message to
prevent using that by accident.
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Looks fine.
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In SDL2 there is SDL_GetClipboardText(), so EditableWidget could support
pasting into it.
No copying yet, as there is no selecting.
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Minor mistakes which lead to build failure in some cases.
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It now has download size and speed labels.
Commit also fixes minor mistake in ConnMan.
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It now keeps track of downloaded bytes.
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It now shows a MessageDialog (its message label is hidden in some
cases).
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It uses Networking::Browser::openUrl().
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Now NetworkReadStream, which is used in DownloadRequest, which is used
in FolderDownloadRequest, returns progress information provided by
libcurl.
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As it's controlled by ScrollContainer also, we have to explicitly
setVisible(true) for "always" visible widgets.
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Now it calls Launcher directly, so it updates games list on success.
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I should've done these in PR, I guess.
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Now it respects outer code's decision to hide or move some widgets
around. Outer code must be CommandReceiver which is set as
ScrollContainer's target.
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It has a visibility issue, but we're already working on it.
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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.
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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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Linking was failing when disabling curl support.
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