ctx->focus is a transient "pressed with the mouse" state, so it cannot
serve as a keyboard focus. Add a persistent ctx->kb_focus alongside it.
Controls enter the focus cycle from mu_update_control(), which every
widget already calls, so this needs no per-widget code.
Tab and Down move the focus forward, Shift+Tab and Up backward, Enter or
Space activates the focused control, and Left/Right adjust a focused
slider. The focused control is outlined with the new MU_COLOR_FOCUSRING;
window chrome is excluded via MU_OPT_NOKBNAV.
Store unit map attributes as vmvar_t and derive VR/VW transfer sizes
from their element type. This prevents buffer overruns after vmvar_t
became uint16_t and fixes upward movement in Rance IV.
Add scenario coverage for both transfer directions and verify that
adjacent variables remain intact.
The launcher and GameActivity previously ran in the same process. Native
globals and library state therefore survived after returning to the
launcher, leaking static data from one game to the next game.
Run GameActivity in a private :game process and terminate it after SDL
shutdown completes, so every game starts with fresh native state. Keep
the launcher in the main process and refresh its game list from disk
when it resumes.
EM_ASYNC_JS stringifies its function body without expanding macros. Pass
the BGM and sound-effect channel values through C wrapper functions so
the generated JavaScript receives numeric channel arguments.
System 3.9 saturates compound addition and multiplication at 65535,
while an overflowing ascending loop stores the wrapped 16-bit result
after testing the wide value.
Update the scenario expectations and regenerated fixture to cover both
cases. The suite passes with xsystem35 and the original System39.exe.
Define a dedicated `vmvar_t` type for values stored in variable pages
and propagate it through interfaces that expose those values. Keep the
type as int for now so this commit does not change runtime behavior.
This separates VM storage from ordinary int buffers and makes a later
conversion to 16-bit storage mechanically checkable.
Cover variable page allocation, array reference handling, and Shift-JIS
conversion in src_tests.
Extend the scenario suite with 16-bit boundary behavior for assignments,
loops, module results, and save/load round trips.
Round image dimensions up to even values for QNT's 2x2 pixel blocks, and
use the resulting exact size for pixel and alpha decompression.
Verification against Only You Re Cross's QNT files confirmed that the
former 1164-byte discrepancy is odd-height padding, not extra zlib
output. Remove the obsolete fixed margin.
Extend the Android CD image reader to accept .bin/.img + .ccd and
.mdf/.mds pairs. CCD metadata is converted into the existing track
model, and MDS descriptors provide data and audio track offsets for
extraction.
Extend the Android CD image reader to parse .bin/.img + .cue images
and map MODE1 data tracks into the ISO9660 extractor. Audio tracks are
extracted as WAV files under GAMEDATA/cdda, and playlist.txt is
generated from the CUE track numbers.
Add a CD image install path that accepts selected files from the
launcher and extracts GAMEDATA from ISO9660 images. The installer
reuses the existing install transaction cleanup and writes
game_directory.txt so installed games launch through the normal
GameActivity path.
Move ZIP installation and file-store responsibilities out of Launcher.
Launcher now coordinates install state and delegates game scanning,
save-data operations, and ZIP extraction to focused helper classes.
Move ZIP install jobs from GlobalScope to a Launcher-owned coroutine
scope and store progress, success, and failure in InstallState. This
lets a recreated LauncherActivity render the current install state and
consume completed results once, even when observer callbacks happened
while the activity was absent.
Let win/dialog.c and win/menubar.c define input_modal_string,
input_modal_number, menu_open and menu_init directly instead of
dispatching to them through wrappers.
The popup menu opens with a three-finger tap. Add touch support to the
modal framework: a tap is replayed as a multi-frame mouse
hover->press->release so microui registers the click, and the press is
held so sliders can be dragged. Fix a microui command-buffer alignment
bug that crashed on 32-bit ARM.
Consolidate the Android and Emscripten implementations of the string/
number input dialogs into input_modal.c, and split the input-dialog API
out of menu.h into input_modal.h.
Translate the menu/dialog strings that were left untranslated. Add a CI
step that fails when po/xsystem35.pot is out of sync with the sources.
Also remove unused autotools gettext files.
The click (or keypress) that opened a modal dialog leaves its button
"down" in the engine, and the modal consumes the matching release, so
afterwards IK kept reporting a stuck mouse button (or key). Forget all
held keys/buttons when a modal closes.
When a game defines no VolumeValancer[], fall back to two generic
channels so BGM and sound effects can be adjusted independently.
Volume controls are now always available, so drop the conditional menu
handling.
Apply the System39.ini volume valancer levels to audio output, so the
Volume controller dialog actually adjusts per-channel volumes. PCM scales
its chunk volume by the channel mapped via the .wai file, and BGM scales
its music volume by valancer channel 0.
Fixes#62.
With the blocking modal_run(), the game's main loop is frozen while a
menu is open, so the flag's input-suppression and VM-pause checks are
unreachable. Quit requested during a modal is now handled by closing the
modal and letting it propagate through the main loop.
gettext only honors LANG / LC_* once setlocale() has been called. This
used to happen inside gtk_init(); now that GTK is gone, call
setlocale(LC_ALL, "") ourselves before bindtextdomain(), otherwise the
locale stays "C" and the menu is always shown in English.
Linux and macOS now both build the pure-SDL + microui menu. Remove GTK3
detection, the ENABLE_GTK build branches, and the GTK menu sources.
Decouple gettext NLS from ENABLE_GTK so menu labels stay translatable on all
desktop builds, and update i18n to the new sources (POTFILES.in, .pot, ja.po).
Rewrite s39init.c GTK-free: keep the System39.ini / Volume.sav loading,
saving and mus_vol_set_valance() logic, and expose the channel table via
s39ini_available() / s39ini_channels() instead of driving a GtkWidget.
Add a microui volume panel to menu_sdl.c, offered as a "Volume" item in
the popup menu when the game defines volume channels.
The text field is hand-drawn and IME-aware: SDL_TEXTINPUT /
SDL_TEXTEDITING / BACKSPACE are handled directly (mirroring editor.c)
instead of using a microui textbox.
Vendor microui 2.02 under src/microui/ and use it to draw an in-game
popup menu as an overlay.
modal.c provides generic modal infrastructure: a loop that pumps SDL
events into microui and renders the command list via SDL_Renderer,
hooked into gfx_updateScreen(). menu_sdl.c builds the concrete popup
menu on top of it.
The font module kept a global "currently selected font" set by
font_select() and implicitly used when drawing. Make it stateless by
introducing a FontSpec {type, weight, size} that font_render_text() /
font_draw_text() and gfx_drawString() take directly.
Make FontWeight a two-valued enum and normalize the 1-9 weight to it
in commandZB().
Removes font_select(), ags_setFont() and ags_setFontWithWeight().
Switch the bundled mincho font from a Source Han Serif JP subset to a
subset of IPA Mincho, which has monospace ASCII glyphs.
IPA Mincho's hhea ascent/descent already match its OS/2 typo metrics, so
adjust_metrics.py is no longer needed. However, IPA Mincho is distributed
under the IPA Font License v1.0, under which a subset is a "Derived
Program"; Article 3.1(4) forbids the derived font's name from containing
the licensed program's name ("IPA"). Add rename_font.py to rewrite the
name table accordingly, and replace licenses/mincho.txt with the IPA Font
License.
gtk_menu_popup() is deprecated since GTK 3.22. Since no GdkEvent is
available at the call site, use gtk_menu_popup_at_rect() with the
current pointer position obtained via gdk_device_get_position().
Instead of hardcoding "dDEMO.alk" / "tDEMO.alk", use the actual filename
stored in nact->files.alk[0] from the directory scan. This fixes loading
failures on case-sensitive filesystems where the actual file may be
named "dDemo.alk" or "tDemo.alk".
Also update gameresource.c to store .alk files without a numeric suffix
at index 0 (these games have only one .alk file).
This resolves issues where saving to and loading from paths with
subdirectories (e.g., "Save\file.asd") would fail.
The original problems were:
1. Writing failure: A path mismatch between directory creation in
commandQE and file writing in fc_open.
2. Loading failure: fc_search could not handle paths containing
directory separators, preventing saved files in subdirectories from
being found.
This commit addresses these issues with the following changes:
- fc_open now automatically creates parent directories when writing a
file.
- fc_search is updated to support two modes:
- It performs a case-insensitive search for simple filenames
(preserving original behavior).
- It performs a case-sensitive existence check for full paths.
Fixes#74.
This introduces "Streamer Mode" to mosaic specified NSFW images, making
the game suitable for streaming or public viewing. This feature is
enabled via the '-censor <file>' command-line option, which takes a file
containing a list of image numbers to be filtered.
Rance 5D uses filename `Save\\Rance5dSystem.asd`. This caused issues:
- On Windows, saving would fail if the `Save` directory did not exist.
- On other platforms, files were created with literal backslashes in
their names.
This change addresses these problems by:
- In commandQE, normalizing backslashes to forward slashes in the path
and ensuring that the target directory exists by calling mkdir_p().
- In commandLE, first attempting to load files with normalized forward
slashes. If that fails, it retries with the original path (containing
backslashes) for compatibility with older saves.