the message now makes it obvious the 'name' key is faulty and covers the case where it is empty. Originally, it only notified that the formula was invalid.
Resolves#9009, closes#9384. Besides the issues that came from having both int and bool conversions (even with bool marked explicit), it doesn't make sense to use int for all numeric assignments. I didn't test whether it would be an issue in practice, but it seems better to let callers be explicit about what type they want for numeric values than risking overflow or wrapping for very large values.
A rich text label widget that can show text marked up with help markup.
Also includes the GUI Test Window, accessible in the title screen after launching wesnoth using --clock option. It can be used as dialog template/example or as a place to test GUI2 code.
assert() is not a good way to handle incorrect user input,
It is a debugging tool that should only be used for
conditions that the program guarantees to be true
(unless there a is a bug in the c++ code).
UI elements with blur effects (such as translucent windows) now defer
rendering for one frame, so they can snapshot the area underneath
for blurring.
In the future this should be done as multiple passes in one frame,
but for now this is fine.
The only real change is that in stead of passing around CVideo
pointers and calling things via CVideo::get_singleton().foo()
one simply does not pass around pointers, and calls video::foo().
Squashed from new_rendering:
* Ported over the basic text texture cache
* Font/Text: fixed bad hashing leading to duplicate textures
* Use text texture drawing method instead of surface one
* Cleaned up and optimized pango_text rendering pipeline
* Font/Text: removed get_width and get_height in favor of just get_size
* Font/Text: guard against caching a null texture
This breaks the credits screen. The game will crash when it tries to
display it.
- Removed overload of set_resolution taking two ints
- Removed get_width and get_height in favor of draw_area
- Removed some dead code
- Minor formatting cleanup
It is now transparent to the user.
The meaning of sdl::texture.w() and .h() have changed. These now
return the intended width and height of the texture in draw-space,
rather than the real width and height. To get the real width and
height, use texture::get_info().
Contains primitive drawing functions, such as fill, points, line, etc,
and also texture drawing functions blit, flipped, tiled.
This removes specialty drawing code from several places, most notably
CVideo and gui/core/canvas.
Functions to draw to the screen should now go in draw.cpp.
Places where usage is clear have been converted to the new calls.
Places that need extra work to convert are still using get_image(),
as are places that will be clobbered as part of general rendering
system upgrades anyway.