The previous limit was an artificial limit, using the character limit
feels less arbitrary. Did some other cosmetic fixes to let the dialogue
look nicely for different window widths.
The number of characters per line can now be limited for a text object.
The limit is an approximation since the character width for a true type
font is not fixed. When this constrain is used, the text should also be
allowed to wrap.
After sorting there is no need to re-render the entire image.
The code is used to experiment with a different approach of the
implementation of a listbox.
If present it's used instead of the movement to calculate the sight of the unit.
Support for [vision_costs] in [movement_type].
If present it's used for the costs when calculationg the sight of the unit.
This version uses the visible state to determine whether or not to place
a grid.
The code is used to experiment with a different approach of the
implementation of a listbox.
It fires when the text in the box is modified. Note the implementation
is not tested heavily.
The code is used to experiment with a different approach of the
implementation of a listbox.
The list of available addons is now drawn directly on the screen, but it
already looks like a list. No interaction with the widgets is possible
yet.
The code is used to experiment with a different approach of the
implementation of a listbox.
This allows widgets to draw upon the entire screen, which makes testing
easier.
The code is used to experiment with a different approach of the
implementation of a listbox.
This makes writing some new code easier. It requires the inclusion of
the grid header so the compiler can determine the relation between
twidget and tgrid and verify it's a valid covariant return type.
Only when --new-widgets is specified since it will break a lot.
The code is used to experiment with a different approach of the
implementation of a listbox.
The code is mainly copy pasted from the current drawing code, but adds
some helpers as well.
The code is used to experiment with a different approach of the
implementation of a listbox.
It's possible (at least) for the ambush message and the sighted
message to appear simultaneously (i.e. sighted an ally before being
ambushed). The "Failed teleport!" message might also be able to occur
with the sighted message.
* Gave the dialog a title
* Hardcoded trailing blanks previous found in translatable strings
* Removed 'excited' exclamation marks from UI strings
* Removed the silly "My lord" at the start; merits no further
explanation