Age | Commit message (Collapse) | Author | Files | Lines |
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Throw away the old layout rather than trying to reuse it and crashing
cause of collisions.
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Moved player status bars to the top-right, next to the window menu. Used
the layout for dynamic adjustments to screen resolution.
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We have no emotes for now, and we will never trigger them from such an
ugly shortcut window anyway.
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Unified Graphics:setFullscreen and Graphics:resize into a single
Graphics:changeVideoMode function that tries to restore the existing mode when
changing to the new mode didn't work, and exists with an error when that also
fails.
Split up handling of SDL_VIDEORESIZE and the adapting to new resolution in the
Client class, so that the second part could also be called when changing
resolution fullscreen mode.
The Video tab in the Setup window now also filters out any modes smaller than
640x480 since the game won't properly adapt to that resolution anyway.
Reviewed-by: Yohann Ferreira
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+ Fixes from Bjorns review.
Reviewed-by: Bjorn.
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Window positions are semi-smartly corrected as a result of the resize.
Not supported when using OpenGL on Windows for now.
Reviewed-by: Yohann Ferreira
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This was already done by ManaPlus. It's a good idea anyway and it makes
comparing the code a little easier.
Reviewed-by: Yohann Ferreira
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1st part of Mana-Mantis #441.
Reviewed-by: Bjorn
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Reviewed-by: Ablu
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The close button will only display when the window is waiting
for the server, so that crashed windows can be closed without
restarting the client.
Pushing the QUIT key (Escape by default) will also close
the crashed windows in that case.
I also fixed a memleak with the "next" button.
Resolves: Mana-Mantis #72, 93, 389.
Reviewed-by: Ablu.
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I also made the number of slots displayed
taken from the equip.xml file for manaserv.
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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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The comment in game.cpp about the server waiting for this is a lie.
Reviewed-by: Bertram.
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Currently the same equipment window is used as for tmwAthena so that at
least something is visible. This means the location of equipped items is
currently illogical.
It is now possible to equip and unequip items.
Mantis-issue: 164
Reviewed-by: Stefan Dombrowski
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* The f-key is no longer used. That means new players are less likely
to get into trouble by accidentally activating the debug mode.
* The debug mode can now be activated in a new tab in the debug window.
* The main advantage of using a gui is its extensibility. At the moment
the debug mode does show too much information at once. In a follow-up
patch the user should get more choices.
Reviewed-by: Bjorn
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Bug introduced in 88934303761ba950be56eac8b60de2dede88a29f and spotted
by Stefan Dombrowski.
Reviewed-by: Stefan Dombrowski
Reviewed-by: Yohann Ferreira
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This is fixng many issues and (hopefully) will make the movement
rendering much smoother.
Merge branch 'master' of gitorious.org:~bertram/mana/mana-movement-code-merge
Conflicts:
src/being.cpp
src/net/manaserv/beinghandler.cpp
Resolves: TMW-Mantis #946.
Reviewed-by: Thorbjorn.
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No point in using mCurrentDialog for the OkDialog, since it will clean
up after itself, as was pointed out in many places throughout the code.
Now there are two convenience functions for popping up the OkDialog and
having it change to a specified state afterwards. This also gets rid of
the 4 different ActionListener classes that existed solely for this
purpose.
Reviewed-by: Yohann Ferreira
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We're now using it when picking up items.
Also, de-overnested the Game::handleInput() function when
handling pickups.
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It's currently used when changing maps.
Resolves: TMW-Mantis: #750.
Reviewed-by: Thorbjorn.
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It's just an annoyance when it's only applied to a few classes. Either
we place everything in this namespace or nothing, and at the moment I
don't see any rationale for placing everything in a Mana namespace.
Acked-by: Jared Adams
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Acked-by: Jared Adams
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Acked-by: Jared Adams
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Reviewed-by: thorbjorn
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The character picks up one item at a time (to remain kinda realistic)
and turns to the item picked up.
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Conflicts:
po/de.po
src/game.cpp
src/resources/wallpaper.cpp
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(As requested by Thorbjorn.)
Now the foundation to set up per-protocol equipment display
is ready.
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The pick-up with the joystick happend on the wrong tile.
Bug was reported by Feufochmar on IRC.
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Resolves: Mana-Mantis #265.
Trivial fix.
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By default OK shortcut is space key.
Reviewed-by: Jaxad0127, Kage
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Reviewed-by: Freeyorp
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Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
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Since the tile coordinates are already avaible the
calculation is not needed. Furthermore this avoids
the correction of the tile, which was needed because
the pixel coordinates are meant as coordinates for
drawing the being.
This resolves http://bugs.manasource.org/view.php?id=249
Reviewed-by: Thorbjorn
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This could potentially leak confidential information.
Reviewed-by: cody
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Removed due to unresolved social issues.
In master it had been already removed by Kage in
commit 89f192b9039f9c000515f0a12f4bb9fb55c4691c.
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The implamentation is poor, and this is something that
would be better handled by the addon engine later down
the road.
Reviewed-By: Freeyorp < Freeyorp101@hotmail.com >
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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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An orderly disconnect of the map-server does work fine. Then in
Game::logic() an OkDialog is created, which triggers an event that
set the state to STATE_CHOOSE_SERVER.
Upon an unexpected disconnect the same OkDialog is created, but the player
does not see it. That is because the state gets changed to STATE_ERROR,
which creates another OkDialog. It changes the state to STATE_CHOOSE_SERVER
as well, but the ServerDialog does not take any input.
Reviewed-by: Jaxad0127
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The mini status window is higher than its visible area. Creating it first
makes sure that it does not overlap other windows. For example put the
equipment window right below the mini status window. After a restart
you cannot use the close button nor drag it, because you are actually
clicking on the mini status window.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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