Age | Commit message (Collapse) | Author | Files | Lines |
|
Conflicts:
Many files.
|
|
Superfluous semicolons, initialization order and signed/unsigned
mismatches.
|
|
|
|
framerates in OpenGL even on older hardware, this should be done to
conserve on CPU usage, rather than stressing it with more frames than
the monitor can render.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
aesthetically pleasing.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
their guis are similarly laid out.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
fixing tables to correct the highlights to draw where they're supposed
to, as well as at the opacity they're supposed to.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
|
|
|
|
|
|
Please set up your include path if this include doesn't work for you.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Reviewed-by: trapdoor
|
|
|
|
|
|
the open source project Wormux. To improve SDL performance, the number
of layers that are pushed out to the hardware or software buffers should
be reduced, which is where this function comes into play, as it combines
two surfaces together so that the number of blit operations is reduced.
This function is currently not used, but will be used once a good way to
link each of the target systems is determined so that it only initiates
when SDL is enabled, as well as making sure that each hook that uses
this function is benefiting from it sufficiently. At the moment, it's
suspected that the particle engine will likely be the most likely to
benefit from this function, followed by tile drawing, then sprite drawing.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
d654758ef63f6515d678ceaf77d63a2693e08fb7, but for SDL instead. This
currently doesn't buy too much, but it's a little better than it used to
be.
TODO: Find out why SDL is bottlenecked, and try to bring its performance
up to OpenGL levels, if possible.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
|
|
Having two classes called Palette makes the program crash,
when compiled without optimisation.
|
|
Cherry-picking changes from Bjørn's 1b3cb122be1a418ce82b66fb9ce1ecf3aa5813fb
Mainly making sure 'const std::string &' is used everywhere instead of
'std::string const &'. The former has always been the preferred order in
this project.
|
|
saving, this needed a window name set.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
position of the recorder, as well as fixed resetting the help window,
and exposing the buy/sell window to being resettable, as well as
remembering its previous position. All windows should now be covered by
the reset button on the setup pane.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
These windows required an external declaration to reset.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
dialog.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
and pulsates back and forth between it and black. Added directly after
the spectrum effect. Also modified the gradient delay to be a lot
farther out, so that we don't end up with a Pokemon seizure causing
disaster (the speed was the same, as well as the colors. The new speed
should be a lot more considerate of people who are prone to having
issues from that speed of color changing).
TODO: Modify the palette class to allow for updating the color for the
pulse gradient without needing to have it applied first.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
type colors.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
gui folder.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
3575c7a606c2d24c0d444e9999892c0390fa5ae8
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
the palette colors. While technically, this can be accomplished through
other means, it's rather clumsy overall, and is prone to introducing in
programmer errors.
This commit finally catches every case where text is used, and applies
the text color from the color dialog to each of them appropriately.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
only using alpha values after the first change.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
pull from the stored text color. This should help in situations in which
the user has their own custom skin in the future, and needs to adjust
text colors to be more friendly to a darker skin.
Signed-off-by: Ira Rice <irarice@gmail.com>
|
|
|
|
info on item change. Also fixed color updating for item shortcuts and
item links, as the displayed colors wouldn't update on change on color
change in the setup color dialog.
Signed-off-by: Ira Rice <irarice@gmail.com>
|