Age | Commit message (Collapse) | Author | Files | Lines |
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Now different windows can use different skin types. This also introduces
a new ToolWindow skin type, which is generally a window without title
bar nor close button. Customized windows are:
* Chat -> Popup skin
* MiniMap -> Popup skin
* ShortcutWindow (items and emotes) -> ToolWindow skin
Even though the MiniMap now appears as a Popup, it does have a title, so
appropriate attributes have been added to this skin type.
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Clipping has been disabled globally by taking it out of
Graphics::pushClipArea. Now its name is a little confusing, but it can't
just be changed since it is part of Guichan.
Widgets that do need to clip their children use the new
Graphics::pushClipRect, which pushes a clipping rectangle without
affecting the local coordinates. These are:
* ScrollArea
* TextField
* TabbedArea (scrolling tabs)
* MiniMap
While it might count as a small optimization, I'm actually disabling
clipping because it is not always desired. For example it gets in the
way of rendering the complete ResizeGrip in the Jewelry theme because
that's a child widget.
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Now all images used by the various UI widgets are defined in a
`theme.xml`, removing hardcoded requirements on the size of images,
borders and sub-images and their locations. The `colors.xml` file was
merged into this new file as well.
The `<img>` element defines either a plain image, or a 9-scale that is
automatically rendered at the size of the widget when any of the `left`,
`right`, `top` or `bottom` attributes are given.
The `x`, `y`, `width` and `height` attributes determine the
sub-rectangle within the image referenced by `src`. `x` and `y` default
to 0 and `width` and `height` default to the imge size.
The `<state>` element defines in which state its images are used by
setting its `selected`, `disabled`, `hovered` or `focused` attributes to
either `true` or `false`. Only the first matching state is rendered.
The `Text` and `SpeechBubble` classes now use the same skin to draw the
bubble, as well as using a newly introduced `BUBBLE_TEXT` color from the
theme palette.
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All ResourceManager functions that load resources now return respective
ResourceRef values, which helps to make sure resources are properly
cleaned up.
The Sound class was cleaned up and now also allows SoundEffect resources
to be unloaded.
The Animation class now keeps its ImageSet loaded only as long as
necessary. Previously, SimpleAnimation and ParticleEmitter would keep
the ImageSet loaded indefinitely by never decreasing its reference
count.
Reduced duplicated animation loading code between SimpleAnimation and
ParticleEmitter.
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* Most direct PhysFS calls now contained within a single header file.
* File class that automatically closes.
* Files class allows iterating files with range-based for.
* Use std::optional to force error handling where applicable.
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This makes accessing the config values much faster, since it no longer
needs to do a lookup nor string conversion, which means we could remove
some needless copying of the values.
Overall it makes it easier to find out where settings are used and it
puts the defaults along with the declaration.
Options with default values are no longer saved to the config file. This
does not include unrecognized options, which are kept around to provide
some compatibility with older clients.
While most basic options have kept the same name, more complicated
settings like window geometry, shortcuts, outfits, etc. now have their
own XML elements. Older clients will ignore these and erase them when
saving the configuration.
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Automatic reference counting of images is now used by Item, Icon,
AnimatedSprite, ImageSprite, ParticleEmitter, Minimap, Desktop and
Emote.
Since ResourceManager::get automatically adds a reference, it needs to
be explicitly subtracted when the resource is managed by ResourceRef.
This is taken care of by the new ResourceManager::getImageRef.
Also removed the apprently unused and duplicate "mDrawImage" from Item
(which also didn't get decRef called on it).
Fixes cleanup of emote ImageSet and ImageSprite instances, as well as
particle images.
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* Use default member initializers
* Use range-based loops
* Don't use 'else' after 'return'
* Removed some unused includes
* Construct empty strings with std::string() instead of ""
* Clear strings with .clear() instead of assigning ""
* Check whether strings are empty with .empty() instead of comparing to ""
* Removed redundant initializations
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This patch is not exhaustive.
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modernize-loop-convert
modernize-deprecated-headers
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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Reviewed-by: Bertram
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Reviewed-by: Ablu
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Actually Bertram explained the fix in the bugtracker and I only did what he said
there.
Resolves: Mana-mantis #444.
Reviewed-by: Bertram.
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Every files has been checked against the hard coded
32 values except the map.cpp file.
I also added convenience functions in the Game class,
centralized the default item icon size, and removed two
unused defines in being.cpp.
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Conflicts:
src/actorspritemanager.h
src/beingmanager.cpp
src/game.cpp
src/gui/beingpopup.cpp
src/gui/chat.cpp
src/gui/chat.h
src/gui/inventorywindow.h
src/gui/itempopup.cpp
src/gui/socialwindow.cpp
src/gui/statuswindow.cpp
src/gui/widgets/chattab.cpp
src/gui/widgets/chattab.h
src/net/tmwa/inventoryhandler.cpp
src/net/tmwa/partyhandler.cpp
src/party.cpp
src/sound.cpp
src/utils/stringutils.cpp
src/utils/stringutils.h
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Reviewed-by: Thorbjorn
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Reviewed-by: Yohann Ferreira
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Reviewed-by: Thorbjørn Lindeijer
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Instead of having these three subclasses with minor differences, this
commit merges them back into Being. In the future, we can make Beings
that are talkable to some, attackable by others, etc. This also puts
back support for monster equipment.
Also changes remaining references to Being::Type and the constants to
refer to ActorSprite::Type.
Reviewed-by: Freeyorp
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Themes can now control the colors they use. Colors in the Viewport (being
names, particles, etc) can still be changed by the user. Also make
ProgressBars more easily colored. DyePalette was made more flexible in the
process.
Also fixes comparing strings of different lengths insensitively.
Reviewed-by: Thorbjørn Lindeijer
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This reverts commit 20d2a17c8c0fa9220c257d61641a6459e154de26.
Going to try to remove this fix, people have still been reporting
crashes with minimap caption. Maybe if more people report it, we
can get more information.
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Looks for "graphics/minimap/MAPID.png"
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And a Swedish translation of the desktop file.
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Instead of shutting down, the client will now draw a gray background.
This allows the player to still contact a GM in order to be helped out
of the situation.
It also helps me warp out of the non-existing map I accidentally warped
myself onto. ;)
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setting since this is only saved on manually setting visibility. go back to saving visibility and use sticky bit to decide if minimap should be turned off or not.
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equivalent Palette color type.
Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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Also cleaned up some debug log statements, fixed initialization order,
removed an unused member variable and added some documentation.
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Now the minimap can adapt every image ratio, not only 0.5 (even images
with differents width and height)
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Mainly avoid all the convertions from integer to float and then to
string and also back from string to float and then to integer.
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The Minimap window uses this so you can froce it to always be open. The
Minimap toggle button can be used to show or hide it temporarily, as
warping will reset it's visibility based on the sticky state and weather
the 'new' map has a minimap.
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