github adventuregamestudio/ags v.3.6.0.20
v.3.6.0.20 - Alpha 21

latest releases: v4.0.0.6, v3.6.1.25, v4.0.0.5...
pre-release2 years ago

An Alpha build of a 3.6.0, for public test.

Editor:

  • Added "UseOldKeyboardHandling" option to the General Settings, which lets select between classic key press handling and new one meant for easier unicode chars support in scripts.
  • Select script editor's font in the editor's Preferences.
  • Fixed some editor's panes do not update previews on property changes (regression).

Compiler:

  • Support for the unicode character literals.

Script API:

  • Expanded on_key_press callback, now supports two parameters: key code and key modifier flags.
  • In the new key handling mode on_key_press is called for each actual key press; e.g. combinations like Ctrl+Z will result in two on_key_press calls, one with eKeyCtrlLeft and second with eKeyZ.
  • Implemented new on_text_input(int ch) callback which is called when the engine receives a printable character. This callback is essential for handling unicode chars in script.
  • Similarily, expanded dialog_options_key_press with the third mod argument, and implemented dialog_options_text_input callback for receiving unicode chars during the custom dialog options state.
  • Added eKeyMod enum for key modifiers constants.
  • String.AppendChar, ReplaceChar and Chars[] property are now working with the unicode characters.
  • String.Format("%c") specifier will now be able to print unicode characters.

Engine:

  • Update engine's sound config to match new SDL2 backend, allow to choose specific sound driver.
  • Allow to choose output graphics driver for software mode in config.
  • Fixed engine was handling buffered key presses one at a game frame, could cause delayed reaction to the key input (regression in 3.6.0).
  • Fixed engine switching to ASCII mode when changing to default translation, even if the game is compiled in unicode mode.

Please refer to the OPTIONS.md for the current engine config.

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