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* Added Theme dropdown to Interface setup
* Added CARET theme color
* Fixed issue with logging errors in `check` function in `theme.cpp`
* Fixed XML::Children::Iterator to iterate only element nodes
* Changed default theme to "jewelry"
Changing the theme (or font size) shows a dialog that points out a restart is
required to apply these changes. This is necessary at the moment because many
things, like default or minimum window sizes, are only calculated once.
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And made the Jewelry theme hide those buttons.
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Due to getVerticalMarkerDimension and getHorizontalMarkerDimension not
being virtual, this unfortunately required copying a lot of code from
Guichan to make sure it calls our versions of these functions.
Also addressed a small issue where gcn::ScrollArea::checkPolicies was
not taking the frame size of the content into account.
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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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* Moved previously hardcoded values for frame size, padding and title bar
height to the Skin.
* Added support for rendering colored rectangles (used for scroll bar
background).
* Scroll bar width is now determined by its skin.
* Added separate skins for horizontal and vertical scroll bars and horizontal
and vertical scroll markers and added a skin for the shortcut box.
* Added support for hovered state on window close button.
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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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This is cleaner overall since now each widget type no longer needs to
keep track of its own instances and updating of the GUI alpha. It also
introduces a single point from where the GUI theme support can be
enhanced.
Theme is no longer a singleton, though for now there is a single
instance owned by the Gui singleton.
Widgets adjusted to delegate their painting to the Theme:
* Button
* Tab
* TextField
* CheckBox
* RadioButton
* Slider
* DropDown
* ProgressBar
* ScrollArea
* ResizeGrip
* PlayerBox (by subclassing ScrollArea)
The Window and Popup widgets already use the theme through the Skin
class. They can actually use a different skin per instance, though this
feature is only used by the SpeechBubble.
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Code appeared duplicated just because we don't draw the background, but
this could be done by overriding drawBackground instead.
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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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Thanks to https://github.com/cgmb/guardonce and a follow-up replace to
remove duplicated newlines at end of file:
find src -type f -name '*.h' -exec \
sed --in-place -e :a -e '/^\n*$/{$d;N;};/\n$/ba' {} \;
Source: https://unix.stackexchange.com/questions/81685/how-to-remove-multiple-newlines-at-eof
Fixes compile on macOS, which appears to have been due to the EVENT_H
include guard.
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* Removing unused includes
* Use member initialization
* Use range-based for loops
* Use nullptr
* Removed no longer used aliases
* Use override
* Don't use else after return
* Use '= delete' to remove implicit members
* Use std::string::empty instead of comparing to ""
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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Update more frequently (every tick) and by a smaller amount.
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button is pressed, instead of just moving one tick for each press.
Signed-off-by: Tametomo <irarice@gmail.com>
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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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opacity.
Of course, in-game, the wanted opacity still shows up.
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Also remove that code from SkillDialog. I tried to do the same with
ChatWindow, but it kept segfaulting. Will try again later.
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radio buttons, tabs, checkboxes, slider and scrollbars
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Plus some random cleanups.
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In an attempt to make the GUI code a little more structured, basic
widgets are now put in gui/widgets. Many includes were also cleaned up.
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