* KYRA: Support Russian LoK translation by Siberian Gremlin
* Mention source of engine data translation
* Mark Russian CD as fan translation to force subtitles
There were issues with manually aligning apks possibly due to upgrading gradle
The manual zipalign even though running with no fail message, would NOT align the apk properly anymore.
Command to manual verify alignment of an apk is:
Android/Sdk/tools/bin/zipalign -c -v 4 release/ScummVM-release-unsigned.apk
And also add some code to load and use the keyCharacterMap of the source device for the event
It is unclear if getUnicodeChar() already does this (loads the keyCharacterMap of the source device.
If it does, then the extra code is redundant.
Also remove ndk.dir from local.properties since it is getting deprecated
Gradle will only use the info (ndkVersion) in gradle.build. Possibly ndkPath too, but we probably don't need that, since ndk is within the sdk folder (default location)
Keyboard was ported over from our SDL port which used https://github.com/pelya/commandergenius/tree/sdl_android/project
Pending optimizations, floatable/draggable implementation and a few bug fixes
We are using a local copy and slightly modified version of KeyboardView and Keyboard (and related resources).
since the android KeyboardView widget will be deprecated in API 29.
The copies are taken from the AOSP, as per the recommendation from Android Developers.
Games load up to 30 times faster. For example, the Zork games took up to 10 minutes to start. Now they load in under 20 seconds. Similar improvements can be seen in the massadd feature.
The code for detecting multiple Glk sub-engines using the same
game Id is only relevant to debug builds when new games are
first added. It's not needed for proper release builds
Make sure that the right palettes and scroll offsets are set after a sequence is aborted. Instead of actually aborting the sequence we fast forward through it in order to have the same final values as if the sequence had been played normally
This slightly modifiies the save code so that parties created with the SegaCD version (from save files created after this commit) can be imported into any version of EOB II.
Also fix a memory leak in party transfer code.
SDL 2.0.10 and above favors Metal over OpenGL rendering on macOS, but
this currently causes blurriness issues on Retina displays.
Going back to OpenGL rendering works around this bug for now.
Users can override this with the SDL_RENDER_DRIVER environment variable.
c59bf95ba8 and 70f79d3df8 are still a requirement to
work around this bug, too.
Bug #11430.
See bug ticket: https://bugs.scummvm.org/ticket/11753
API 29 makes certain file access functions return empty lists due to restricitve policies. We need to come up with an alternative for Android 10 and higher, when we will switch to targeting API 29 (or higher). Google enforces this switch on November 2nd for application updates.