Text mode is on by default. Calling SDL_StartTextInput() will start the
virual keyboard, but does not allow for a default value. Calling it as
well as switch_start_text_input() will start the keyboard a secound
time.
We still turn TextInput off on other platforms when it's not needed as
it can require additional resources.
The static bool means there's one copy of the variable per compilation
unit using the header. So changing its value in one compilation unit
doesn't affect the other compilation units. This is clearly not what is
wanted here.
Fixing this requires adding a CPP in SourceS. This is the first one
there, I hope it's not an issue. The sdl2_to_1_2_backports should only
be used with SDL1 so I only include it in the list of sources for SDL1
builds. I'm not familiar with cmake so I hope I don't do anything stupid
there!
Right now we update heroLevel only on "CreateGame" code. This
means you can't enter nightmare/hell game at all - unless you
do createGame first. Let's set the heroLevel global variable in both
create and join game cases.
I've recently done some massive updates to the buildroot, necessitating
some minor changes to the defconfig here.
Good news: The buildroot use GCC 5.4 and newer binutils, so it now
builds with LTO.
The cmake package in debian-stretch has recently been updated: https://packages.debian.org/stretch-backports/cmake
This new version of cmake depends on a version of libarchive13 that is only available in stretch-backports-sloppy.
To allow libarchive13 to be installed from stretch-backports-sloppy I've added the debian-stretch-sloppy "suite" and changed -t stretch-backports to -t 'stretch-backports*'.
Ensures the contents can be easily copy-pasted into the terminal from
most editors on all systems.
Otherwise, on Linux, you get 2 newlines for each newline in the source
when copying from VS Code.
Fixes#566
The hero is unloaded before entering this screen from a game, hacking
the game to track the hero level would not work with single player
(planned to also have a select screen) so the only proper solution is to
load the info from the save game. Using gszHero allows us to stay synced
with the engine.