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2012-10-22Client side patch for change of sending order of genderErik Schilling2-8/+13
Reviewed-by: Stefan Beller.
2012-08-14Can now build using cmake on OSXSocapex7-81/+75
Tested-by: Frost.
2012-08-05Add a checkbox to the debugging window to show being ids.Stefan Beller3-4/+46
Reviewed-by: Ablu Conflicts: src/gui/viewport.cpp
2012-08-04Fixed compile with MinGW/G++ 4.6.2Thorbjørn Lindeijer1-1/+1
It does not know 'ushort', and this variable should be 'size_t' anyway.
2012-08-02Crash fix when re-entering the gameThorbjørn Lindeijer3-0/+15
Throw away the old layout rather than trying to reuse it and crashing cause of collisions.
2012-08-02Dynamically scaling background for login screenThorbjørn Lindeijer6-5/+61
Hacked Graphics::drawRescaledImage a bit to make it work...
2012-08-02Made download progress colorableErik Schilling3-2/+5
2012-08-02Enable OpenGL by default on all platformsThorbjørn Lindeijer2-6/+2
Before it was only enabled by default for Mac.
2012-08-02Tweaked default positions of chat and shortcut windowThorbjørn Lindeijer2-4/+4
Added some margin and made the shortcut window not movable/resizable.
2012-08-02Split off minimap window from mini status window and repositioned themThorbjørn Lindeijer7-50/+139
2012-08-02Changed default position and size of shortcut windowThorbjørn Lindeijer1-3/+4
2012-08-02Revert "Changed default position and size of chat window"Thorbjørn Lindeijer1-1/+1
This does not seem like a good idea at the moment. This reverts commit 7d0ba78e45a6f8d0e99dcde2a2f06fa98dfbee83.
2012-08-02Changed default position and size of chat windowThorbjørn Lindeijer1-1/+1
Moved it to the top-right.
2012-08-02[Hack] Removed emotion buttonjurkan1-1/+1
2012-08-02Removing the need to press space twice to close a dialog (probably a hack)jurkan1-0/+1
2012-08-02Embedded the minimap into the mini status windowThorbjørn Lindeijer8-105/+73
2012-08-01Some positioning changes in the game UIThorbjørn Lindeijer10-64/+78
Moved player status bars to the top-right, next to the window menu. Used the layout for dynamic adjustments to screen resolution.
2012-08-01Removed unused TabbedArea from SpecialsWindowThorbjørn Lindeijer2-15/+0
2012-08-01Improved the layout of the specials windowThorbjørn Lindeijer1-10/+8
Just in case I don't get around to do anything better...
2012-08-01Resized minimap + fixed clipErik Schilling1-7/+8
2012-08-01Fixed compile error when not compiling in C++11 modeThorbjørn Lindeijer1-1/+1
Qualifying enum values by the name of the enumeration is a C++11 feature.
2012-08-01Modify the NPC Dialog to be more RPG-LikeChuck Miller7-240/+146
2012-07-31Removed the emote shortcut windowThorbjørn Lindeijer3-9/+0
We have no emotes for now, and we will never trigger them from such an ugly shortcut window anyway.
2012-07-31Removed ImageLoader and ProxyImage classesThorbjørn Lindeijer6-190/+0
They allowed using gcn::Image, which in turns allows using gcn::Icon and gcn::ImageFont, but none of this is actually used anymore.
2012-07-31Removed 'virtual' from methods of ImageThorbjørn Lindeijer4-26/+15
Maybe it used to be necessary for these methods to be virtual, but this is no longer the case. Hence we can avoid wasting CPU ticks searching through virtual function tables, especially for frequently used methods like getWidth, getHeight and setAlpha. MapLayer::getTile was inlined.
2012-07-31Fixed drawing issues with tiles that don't match the gridThorbjørn Lindeijer2-2/+7
An optimization in the tile layer rendering code meant for drawing repeated tiles faster was not taking into account the case where the tile width does not match the width of the tile grid.
2012-07-30Hacked away the sliders in the character create dialog. Better not try ↵Erik Schilling2-11/+4
connecting to tmwAthena server.
2012-07-26Removed player box from the equipment windowThorbjørn Lindeijer1-9/+0
2012-07-26Fixed height of item popup that shows no itemThorbjørn Lindeijer1-1/+1
2012-07-26Removed UI to manually increase skillsThorbjørn Lindeijer2-19/+1
2012-07-26Fixed the dimensions of the popup/tooltipThorbjørn Lindeijer4-29/+21
2012-07-25Reduced the height of the Setup windowThorbjørn Lindeijer20-83/+66
Also removed all the hardcoded sizes of the various setup tabs. Instead, support for dynamically adjusting layout was added to the Container class. Various other places were also adapted to use the new layout support in Container.
2012-07-25Fixed UI layout after changing resolution in Setup dialogThorbjørn Lindeijer1-1/+2
It was doing the relayout using the unscaled screen dimensions.
2012-07-25Added an option to reduce input lagThorbjørn Lindeijer2-1/+31
Always enabled at the moment.
2012-07-25Corrected the minimum height shown in the video optionsThorbjørn Lindeijer1-1/+1
Actually for me it doesn't list 640x360 anyway, but it might for some people I guess.
2012-07-25Merge branch 'master' into lpc2012Erik Schilling4-2/+24
2012-07-25Prevented crash with nonexisting particle sprite.Erik Schilling1-2/+10
2012-07-25Added handler to display text particles sent by serverErik Schilling3-0/+14
Change is tested. Reviewed-by: bjorn.
2012-07-23Avoid copying surfaces unnecessarily for upload to textureThorbjørn Lindeijer2-26/+36
When uploading an SDL surface to an OpenGL texture, it was always making a copy that had the desired size and pixel format. Now this copy is no longer being made when the existing surface already has the target size and pixel format. In fact most images are already in 32-bit RGBA format after loading them.
2012-07-23Specify a more specific image format when uploading texturesThorbjørn Lindeijer1-1/+1
While simply specifying "4 components" works, it is preferred to specify the actual image format like GL_RGBA8 in our case. http://www.opengl.org/wiki/Common_Mistakes#Image_precision
2012-07-23Removed manual calling of glFlush / glFinishThorbjørn Lindeijer1-2/+0
This should never be needed [1]. [1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush
2012-07-23Added support for ARB_texture_non_power_of_two extensionThorbjørn Lindeijer3-2/+7
If the graphics driver supports this, there is no need to create textures with power-of-two dimensions. It is then also preferred to use regular textures than relying on the older GL_ARB_texture_rectangle extension.
2012-07-23Some cleanups in OpenGL codeThorbjørn Lindeijer2-49/+1
* Removed empty and unused function `setTargetPlane` * Removed duplicated enabling of `GL_VERTEX_ARRAY` * Removed strange smoothing code from `drawRescaledImage`
2012-07-23Fixed mixup of parameter types in OpenGL codeThorbjørn Lindeijer1-4/+4
Textures were not rendering correctly on cards that did not support the GL_ARB_texture_rectangle extension, since the alternative code path was passing ints as floats and floats as ints to OpenGL.
2012-07-23Fixed indentation of Image::_GLloadThorbjørn Lindeijer1-75/+75
2012-07-23Revert "Leave the default values for OpenGL texture filters"Thorbjørn Lindeijer1-0/+1
This reverts commit 137ade7226af37d073a5755b90181275664dd65c. Turns out that when leaving the default values, the textures won't actually work since they are incomplete unless the mipmaps are generated (since GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR by default). For now we don't want to generate mipmaps anyway since we're going for a pixely look, so revert the filters back to GL_NEAREST. The reason this had worked for me is because on my system the texture type GL_TEXTURE_RECTANGLE_ARB is used instead of GL_TEXTURE_2D and this texture type does not support mipmaps.
2012-07-22Replaced font with DejaVu Serif CondensedThorbjørn Lindeijer2-4/+4
Looks nicer in the game in my opinion.
2012-07-20Removed options to configure particle and ambient effectsErik Schilling2-128/+4
As discussed on IRC we agreed to remove the particle and ambients effects options. They are important for the game play and should stay enabled. Also moved the remaining options right to the resolution selection since there is enough space for them now. Change is tested. Reviewed-by: bjorn.
2012-07-17Fixed pixel alignment drawing glitches in OpenGL modeThorbjørn Lindeijer1-1/+1
At some window sizes, lines would flicker in between the tiles. This happened when the window size was not dividable by the scaling factor. Fixed by setting a slightly smaller viewport in this case (which will hopefully not cause other issues).
2012-07-17Fill the window also in software rendering modeThorbjørn Lindeijer2-8/+9
Mouse handling is broken when the game only fills a subset of the screen, and this doesn't look very nice either. Do the same as done in OpenGL mode for now.