Age | Commit message (Collapse) | Author | Files | Lines |
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* When hovering an empty box in the shortcut window, the tooltip of a
previously hovered non-empty box would stay visible.
* When hovering to the right of a row of inventory items, the tooltip
for the left-most item on the next row would be displayed.
Also added some padding to shift the text and item icon a little in the
shortcut window when using the Jewelry theme.
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Guichan 0.8.3 was released and can now be installed through Homebrew,
we don't need to rely on the Guichan submodule on macOS anymore.
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When adding support for SMSG_NPC_COMMAND in d5ebad4e74da011777f9ba1a13f,
I mistakenly assumed the "close dialog" (5) command should just close
the NPC dialog. However, the client is expected to send CMSG_NPC_CLOSE
as well.
Closes #91
Closes #107
Closes #108
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This was broken by 79e4325192f3260ed4ded264e43da8429650bf72 due to there
being a case difference between the serverTypeToString and parseType
functions, causing loaded servers to be invalid due to unknown server
type.
Closes #105
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When compiled with MinGW, the va_list overload of Logger::log was chosen
where a char* was passed, causing a crash at runtime.
Resolved by renaming the va_list version to Logger::vlog.
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Closes #100
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Can avoid some memory allocations. Also simplified its implementation a
little.
Also made ChatLogger::getDateString use the full year.
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getWalkMask() and getCollisionRadius() are not going to return different
values each time, so assign them to a local variable.
Also marked LocalPlayer::getNextWalkPosition const.
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Mainly using std::vector<std::unique_ptr<Item>> to automate memory
management.
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When we use SDL_PIXELFORMAT_RGBA32, which is actually the same as
SDL_PIXELFORMAT_ABGR8888 on little-endian systems, we can cast the pixel
data directly to SDL_Color* for easy access to the components.
This may also make applying dye more efficient on big-endian systems,
though I have no such system to test with.
Follow-up to d8b871727c363892b14f2eadfad8f6058ec6ab72.
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The window needs to be slightly larger on Jewelry theme. By not
specifying a width, the layout will take care of this.
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Allows more flexible customization as needed by Jewelry theme.
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Instead of loading images directly, which is less flexible. In Jewelry
theme, these icons are embedded in the window.png image.
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This enables customized outlines for each text color as well as adding
outlines for specific palettes, as done by the Jewelry theme.
Merged PARTY_CHAT_TAB and PARTY_SOCIAL_TAB into just PARTY_TAB since we
should probably be using the same color there anyway.
Split off WHISPER_TAB as separate color from WHISPER.
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Each Skin can point to a different palette, which can be used to tweak text
colors where necessary. For now there is no generic solution for this, instead
a number of locations have been adjusted to take the palette into account:
* ChatWindow sets its palette on the BrowserBox used in its tabs.
* Popup sets its palette on child widgets when they are added (covering
BrowserBox, Label and TextBox).
* ItemPopup now uses its palette when looking up colors.
The BrowserBox now retrieves its numbered text colors from the theme. Also
added OLDCHAT, AWAYCHAT and GLOBAL theme colors, with ##g, ##o and ##a to
choose these colors respectively.
Fixed ImageRect move constructor.
TextPreview class was cleaned up from unused functionality.
Being name colors are no longer different between the name shown on the being
and the name shown in the SpeechDialog.
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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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We don't need to keep an array of SubImage instances, but can just
remember the top, left, right and bottom margins and use those when
rendering the scaled ImageRect.
Graphics::drawRescaledImagePattern had to be extended to allow
specifying the source rectangle.
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Used "spacing" to store the additional space between the sticky button
and the edge of the window (or the close button).
Adjusted Popup and ToolWindow skins by one pixel to make the sticky
button align the same way as for the Window skin.
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Now we can define icon names for each equipment box and then look up the
icon image through the theme, enabling some shared control over
equipment slot icons between the game data and GUI theme.
The icon for an equipment slot is also no longer rendered when the slot
has an item in it.
Removed the needless storing of equipment box positions and images in
the EquipmentWindow, because this information is readily available from
the InventoryHandler and the images are already loaded by the Theme.
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* Added EquipmentBox and ItemSlot skin types.
* Allowed rectangles drawn by the theme to be not filled.
* Added width/height attributes to skin element since we needed a way to
specify the size of the item slots and equipment boxes.
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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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The images returned by IMG_Load_RW appear to usually be in the format
SDL_PIXELFORMAT_ABGR8888. As such, adjust the code performing the dye to
operate on this format rather than always converting the surfaces to
SDL_PIXELFORMAT_RGBA8888.
This appears to make the loading of dyed images about 30% faster.
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Sometimes I've used CamelCase and sometimes SNAKE_CASE for these values.
Since "enum class" values are always prefixed with the enum name, which
uses CamelCase, I find it more fitting to use it for the values as well.
Also fixes compilation on Windows where 'ERROR' was conflicting with a
define.
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* Removed some unused includes and forward declarations.
* Use std::unique_ptr to automate cleanup.
* Use TextRenderer::renderText in BrowserBox to avoid code duplication.
* Removed unused STATE_NORMAL from StateFlags.
* Small layout fix in ServerDialog.
* Reduced rewrapping delay in BrowserBox to 33ms and disabled it
entirely when there are no more than 1000 lines to rewrap. The
rewrapping is usually fast enough.
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Needs to allow space for all three buttons, especially since they are no
longer clipped to the window.
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* Displayed Being was deleting its SpeechBubble after the
WindowContainer had already deleted it. Resolved by registering a
DeathListener.
* On dialog deletion, the CharHandler had become a roaming pointer but
was still accessed.
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Added handling of padding and text format and added new "spacing" skin
variable which is used for the space between the label and the control
in case of CheckBox and RadioButton.
Small tweaks to UI layout in various places.
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No need to cache the image in different colors since color modulation is
cheap these days.
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The following widgets now support setting the font, text color, outline
color and shadow color through the theme:
* Button
* Tab
* Window (title)
* ProgressBar
The text format can be specified differently per skin state.
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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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ImageRect now stretches the sides and center images by default because
this is more efficient these days. FilMode::Repeat can be specified when
repetition is desired.
Added 'fill' attribute to allow the fill mode to be specified for the
GUI theme images.
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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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It wasn't setting the size of the srcRect correctly when the last drawn
images were partially cut off and the image wasn't being rendered at 1:1
scale.
This issue might have affected ambient layers with mKeepRatio set to
true.
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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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These are not necessary since we can instead make sure the referenced
values match case, like we do for everything else.
This affects server types in the server list and colors referenced in
theme files. The server version was also compared case-insensitively
for some reason.
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Now when NPCs text includes "###MoveUp;", it will get replaced by "Up",
or whatever key is currently bound to that action.
For compatibility reasons the key name can optionally have a "key"
prefix, for example "###keyMoveUp;".
Closes #73
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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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No longer supported by manaserv and not supported by tmwAthena.
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The getWidth and getHeight functions need to make sure the mWidth and
mHeight members have been initialized, by calling redraw() when still
necessary.
Removed the unused getOffsetX/Y getters.
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When switching between tmwAthena and Manaserv the GeneralHandler was not
getting deleted, resulting in crashes later on when the still around
instance (or one of its child handlers) would try to respond to events
it was listening to.
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For historical reasons, sprites get a 16 pixel offset by default, which
is used to position them correctly on their tile.
When pixel-based movement was added, actors are now positioned on the
middle of a tile and the built-in offset was removed. Servers that use
sprites that do not rely on this offset can now set the spriteOffsetY
option to 0.
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