71558 Commits

Author SHA1 Message Date
Charles Dang
0103959c36 Cleaned up deprecated API usage in core Lua
[ci skip]
2018-03-13 16:55:36 +11:00
Hironori Fujimoto
3b581b65e5 text_box_base: adapt to separated SDL_TextEditingEvent
Also arg 'len' removed from handle_editing because utf8::size(unicode)
can be used instead of len in wesnoth.
2018-03-13 16:40:22 +11:00
Severin Glöckner
f97329a110 add a translation hint 2018-03-13 00:33:44 +01:00
Iris Morelle
0d855608c3 Convert the rest of players_changelog to Markdown
Also correct the URL at the start.

[ci skip]
2018-03-12 18:42:22 -03:00
Iris Morelle
66e82ffc4a Convert the rest of the changelog to Markdown
Sort of.

The only things that are converted here are the version headings and the
category sub-headings, up to and including version 1.1.9. Versions older
than that have mixed root items and categories, and converting those to
Markdown that renders correctly on GitHub without mixing up extraneous
root items with the categories' own entries requires some non-trivial
hand-fixing that I'm not going to do (at least not right now).

[ci skip]
2018-03-12 18:26:33 -03:00
Charles Dang
b92ee187b8 Cleaned up use of deprecated APIs in campaign Lua
[ci skip]
2018-03-13 08:06:11 +11:00
Charles Dang
8a0d697eec Changelog entry for 443339d
[ci skip]
2018-03-13 07:11:07 +11:00
Charles Dang
93731f6afc Made players_changelog also a Markdown file
[ci skip]

No reformatting yet.
2018-03-13 07:08:57 +11:00
Charles Dang
443339d8a0 Updated default schedule ToD images
[ci skip]

Constructed from resources in images/unit_env/schedule (created by @Lordbob)
2018-03-13 06:12:33 +11:00
Charles Dang
47359c8c65 Reformatted 1.13 changelog entry headers for Markdown
[ci skip]

Only the 1.13 section was touched. One line was merged in order to have it function properly
as a header without half its text being split onto a new line.
2018-03-13 04:56:20 +11:00
Charles Dang
4f2073ae2e Made the changelog a Markdown file
[ci skip]

Reformatting to come
2018-03-13 04:46:56 +11:00
Charles Dang
beec27f778 pofix entries for 1340c005b3be
[ci skip]

Forgot to include this in the above commit... >_>
2018-03-13 04:13:11 +11:00
Charles Dang
1340c005b3 Fixed minor text errors reported on the wiki
[ci skip]

Added all to pofix except the extra space added before the Initiative ability's special note.
2018-03-13 04:11:54 +11:00
Charles Dang
c0244dc4e1 Addon Manager: quick fix for the stack button having the wrong text
#2023, #2596.
2018-03-13 03:16:29 +11:00
Charles Dang
376f0f446b More changelog updates
[ci skip]
2018-03-13 02:05:13 +11:00
Charles Dang
7477b585e8 changelog entry for 2cb98bf
[ci skip]
2018-03-13 01:52:43 +11:00
Charles Dang
2cb98bfc5a GUI2: allow use of the fullscreen hotkey in any dialog
As opposed to just the Main Menu and MP Lobby.
2018-03-13 01:41:00 +11:00
Sergey Popov
0a0156660a
Merge pull request #2640 from sevu/desktop-action-pr
Add a way to launch the map editor with the same desktop file
2018-03-12 10:37:40 +03:00
Charles Dang
06e3c8ad7d Don't try to sanitize path if getenv returns null 2018-03-12 15:13:33 +11:00
Severin Glöckner
c17e47cfd0 Add a way to lauch the map editor with the same dsektop file
similar to the extra options which Firefox has
with an right click one can launch the editor now
one could as well add an "cheating mode" option for -d

Many distributions use modified desktop files, and add a 2nd
to launch the map editor. I think that's a better idea, because
it's less hidden than this feature. However, I think one doesn't
out-rule the other.

The translations are taken from downstream's desktop files for
the map editor - unfortunately they aren't complete

[ci skip]
2018-03-12 04:38:45 +01:00
Charles Dang
aeee185391 Fixup 26e8c14 further 2018-03-12 14:19:03 +11:00
Severin Glöckner
733f40f40f correct side names in on of the new MP maps (the last of them)
closes #2453 [ci_skip]
2018-03-12 03:54:08 +01:00
Steve Cotton
981dd13965 LoW save the persistent multiplayer data for chapter 2 (fixes #2637)
In multiplayer mode, the LoW campaign has multiple start points, and some
persistent storage that stores the characters at the end of a chapter, so that
a new game starting from the next chapter starts with those stats.

The data for chapter 2 wasn't saved, because the campaign tried to create it in
a cutscene scenario that doesn't have the expected sides.
2018-03-11 22:50:11 -04:00
Charles Dang
43de036fa6 GUI2/Toggle Panel: removed outdated comment
[ci skip]

Inapplicable as of 775970f9209a423f0f0d383c0d7634ae722f825b.
2018-03-12 13:47:24 +11:00
Charles Dang
dfe53378bd GUI2: made more use of retval::NONE over 0 2018-03-12 13:36:15 +11:00
Charles Dang
7eff742fba GUI2/Modal Dialog, Modeless Dialog: made window_ a protected class member
This will allow direct use of the window pointer without binding in hundreds of different
callbacks just because we want to use it for, say, find_widget.

This is just the base change. I still might change my mind as to this method, and I have
yet to undertake any refactoring around this.

modal_dialog::get_window and modeless_dialog::get_window remain.
2018-03-12 13:30:00 +11:00
Charles Dang
61e9acec7c Fixup 26e8c148b176 for Travis 2018-03-12 13:09:11 +11:00
Charles Dang
007c5b7473 GUI2/Widget: removed dialog() getter
The doc comment indicated this should be removed once dialog_callback was refactored out,
which has now been done.

This function just a wrapper for window::dialog(), which I left. That makes sense, since
windows and dialogs are closely related. If one *really* still needs to get the dialog in
which a widget is placed, they can still use widget.get_window().dialog().
2018-03-12 13:00:32 +11:00
Charles Dang
e8da0d67cb GUI2: removed now-unused dialog_callback helper 2018-03-12 12:56:18 +11:00
Charles Dang
eabd3743f8 GUI2: convert remaining uses of dialog_callback to std::bind
dialog_callback was designed to be passed where a void(widget&) function was expected.
It took the widget parameter, then found its dialog and window, and called the given
callback on that dialog object with the window as a parameter. I had left a few remaining
usecases for convenience, but it's not needed anymore.

* Faction Select: window parameter can be directly bound with std::ref
* Unit Create: window parameter not even needed, was only there to satisfy dialog_callback's
  signature.
* MP Create Game: window parameter needed, but I changed it to an in-function variable using
  modal_dialog::get_window. There's no window object to directly bind in the constructor, and
  using the actual callback widget's own get_window method just seems redundant.
2018-03-12 12:46:39 +11:00
Charles Dang
09d3f31b48 GUI2: use NONE retval where applicable 2018-03-12 12:26:27 +11:00
Celtic Minstrel
3bececed7c Sanitize the build info report to blank out the user's name
This report is intended for submission in bug reports,
so it makes sense to avoid the user's name for privacy concerns.
2018-03-12 12:20:52 +11:00
Celtic Minstrel
296f8b091b Make --report imply --wconsole on Windows 2018-03-12 12:03:50 +11:00
Celtic Minstrel
500a7def2e Add set_range in [effect]apply_to=attack 2018-03-12 12:03:49 +11:00
Charles Dang
26e8c148b1 GUI2: split default return value enum into its own file
This avoid having to include gui/widgets/window.hpp every time you just want to
check a dialog's return value.
2018-03-12 12:03:48 +11:00
Celtic Minstrel
ab354737ef Fix wesnoth.show_message_box ignoring user-specified case for button label 2018-03-11 13:50:53 -04:00
gfgtdf
4943e6dbcf
avoid unnecessary copying of units in editor 2018-03-11 18:41:52 +01:00
gfgtdf
30e863e74a
make [cancel_action] work in attack related events (#2625) 2018-03-11 18:19:34 +01:00
Charles Dang
3a90f86674 Addressed more whitespace issues from #2613
[ci skip]
2018-03-12 03:48:59 +11:00
Celtic Minstrel
9712147eed Fix incorrect filter for Thunderer victory animation
Also remove a useless key in a Water Serpent attack animation

Issues found by schema validation (#2562)
2018-03-11 12:08:16 -04:00
Sofartin
733b76241d Fix for DEBUG_WINDOW_LAYOUT_GRAPHS macro
With big help from @jyrkive and @Vultraz
2018-03-11 11:51:13 -04:00
Charles Dang
a7f6862210 More include cleanups
Cleaned up unnecessary inclusions of:
* event.hpp
* exceptions.hpp
* formatter.hpp
* hash.hpp
* image.hpp
* sound.hpp
* team.hpp
* tstring.hpp
* wml_exception.hpp
2018-03-11 23:22:02 +11:00
Charles Dang
4ba33d464e Cleaned up text rendering-related includes 2018-03-11 21:46:21 +11:00
Celtic Minstrel
6bda3a9b6f Re-indent attack_info report function 2018-03-11 01:36:18 -05:00
Celtic Minstrel
afc60b9cc6 Rename the unit copy function (and make it non-static) 2018-03-11 01:36:17 -05:00
Celtic Minstrel
a8f2500773 Use unit_ptr in a few more places for increased consistency 2018-03-11 01:36:17 -05:00
gfgtdf
a32f6aaf64 make sure units are always stored in unit_ptr step2
previously the unit ctor could invoke arbitrary umc lua code, for
example via advance_to -> add_modification ->
resources::lua_kernel->apply_effect and during that call the unit was
not owned by a unit_ptr, so the code could not use unit_ptr objects at
several places because the unit might not be owned by a unit_ptr object.
2018-03-11 01:36:16 -05:00
gfgtdf
b2cb4be47d Fix #2615
this changes it so that the during events the attack_type references its
context units always by location, like it was done in 1.12, considering
the soon 1.14 release i think this is the best fix

The problem with the old implementation basically was that if a wml
script replaced the unit in a attack events  the
attack_type::self_/other_ would point to an outdated unit during the
next handler of the same event.
2018-03-11 01:35:37 -05:00
Charles Dang
7ed2e57ebc Fixup 950a156 (revert unintended changes) 2018-03-11 15:26:38 +11:00
Charles Dang
950a156712 Addressed most of the remaining whitespace issues from #2613
[ci skip]
2018-03-11 14:59:37 +11:00