55680 Commits

Author SHA1 Message Date
Ignacio R. Morelle
dd9b53f0de Return the indentation unit instead of an empty string with indent("",n) 2014-02-16 04:23:19 -03:00
Ignacio R. Morelle
f229367ca1 Return a copy of the original string with indent(str,0) instead of an empty one 2014-02-16 04:21:56 -03:00
Ignacio R. Morelle
ca7bac5f4f parser: Cleaner display of the tokenizer state on errors with DEBUG 2014-02-16 01:47:51 -03:00
Ignacio R. Morelle
2734999839 loadscreen: Update magic numbers 2014-02-16 01:12:35 -03:00
Alexander van Gessel
3473592e0c Merge branch 'bug21358' (PR #95) of github.com:sachith500/wesnoth-old 2014-02-16 05:04:55 +01:00
Alexander van Gessel
3d10304490 Merge pull request #96 from cbeck88/lua-get-era
add mp-only lua proxy for the current era
2014-02-16 05:01:30 +01:00
mattsc
bb977a5609 SotBE S16: balancing adjustments to turns and gold 2014-02-15 18:22:42 -08:00
mattsc
21565f63fa SotBE S16: map changes for balancing purposes
As in previous scenarios, taking villages off the map.
2014-02-15 18:22:42 -08:00
Ignacio R. Morelle
304af6bb09 editor: Use "Identifier:" instead of "ID" for the label for gui2::tedit_text 2014-02-15 22:28:45 -03:00
Ignacio R. Morelle
9edee42b7e gui2/teditor_edit_side: Let the team id/name input boxes grow horizontally 2014-02-15 22:28:17 -03:00
Ignacio R. Morelle
ebc214ff12 gui2/ttext_box: Use standard GUI__BACKGROUND_COLOR_* background colors
Note that this widget lacked a background before, making it look like
a simple label with a border and caret. In my opinion, the subtle
background is an improvement that highlights the widget's "dynamicness",
and makes it more obvious when it is disabled.
2014-02-15 22:21:42 -03:00
Ignacio R. Morelle
ecf62cdaf2 gui2/ttoggle_button et al: Make GUI__BACKGROUND_COLOR_DISABLED transparent
Affects ttoggle_button "listbox_text" and "listbox_text_with_icon", and
ttoggle_panel.
2014-02-15 22:15:22 -03:00
Ignacio R. Morelle
a4340c9375 gui2/tchat_log: Use GUI_FORCE_WIDGET_MINIMUM_SIZE macro instead of local hack
Turns out there already was a somewhat more elegant solution in use for
the GUI2 lobby and macroified for everyone else. It uses a
stacked_widget with a spacer within instead of the awkward 2x2
{[central widget,spacer],[spacer,spacer]} grid we were using here.
2014-02-15 21:58:04 -03:00
Ignacio R. Morelle
393ebb447c gui2/tprogress_bar: Use same background as listbox (children) widgets
Replaces the solid RGB background with the generic RGBA background
defined in GUI__BACKGROUND_COLOR_ENABLED.
2014-02-15 21:54:36 -03:00
Ignacio R. Morelle
c054a5e89a gui1: Reduce menu column text padding to 2px, use only on headers 2014-02-15 21:54:00 -03:00
Ignacio R. Morelle
f8f9338d55 gui1: Highlight currently-sorted column header even when not hovered 2014-02-15 21:38:56 -03:00
Ignacio R. Morelle
89f612a5ff gui1: Add some horizontal padding to menu header column text and sort indicator
Otherwise they are drawn on the very edge of the column, which isn't
nice.
2014-02-15 21:37:21 -03:00
Ignacio R. Morelle
e992f4eb84 gui2/ttoggle_button et al: Use transparent color background to match GUI1
Replace the definition of GUI__BACKGROUND_COLOR_ENABLED (used by the
"listbox_text" and "listbox_text_with_icon" variations of
ttoggle_button, and the default ttoggle_panel variation) so that it
matches the gui::menu::bluebg_style GUI1 menu style definition in
src/widgets/menu_style.cpp:29.

These controls are commonly used with gui2::tlistbox, so this change is
intended to make GUI2 listboxes in general have the same overall
appearance as GUI1 menus after the dialog background graphics were
replaced as part of the UI overhaul in 1.11.x.

The previous background definition for these GUI2 widgets was a solid
color, rgb(21, 19, 19), meaning that they necessarily wouldn't match
the standard bluebg_style GUI1 menu style, which uses rgba(0, 0, 0,
0.35).

Alpha 255 * 0.35 = 89.25, hence the new definition of
GUI__BACKGROUND_COLOR_ENABLED has an alpha channel value of 89 and not a
multiply of 10 or 2 like 90.
2014-02-15 19:38:35 -03:00
Mark de Wever
a6a12c9f1f Add a work-around for a blurring issue.
When pressing the next or previous tip button there is a drawing glitch.
As soon as the mouse pointer leaves the button area the glitch
disappears. For now force an update directly after the button is
pressed. This is not particularly elegant, but it works. The SDL2
transition will probably fix this issue automatically.
2014-02-15 21:53:17 +01:00
Mark de Wever
3c9f91a8af Enables blurring in the title screen.
Shadowm figured out why blurring didn't work properly in the title screen
and created a proof-of-concept patch. This patch is heavily based upon
that patch.
2014-02-15 18:55:13 +01:00
Mark de Wever
56b18db1fc Merge branch 'bug_21584'
Fixes bug #21584.
2014-02-15 17:13:13 +01:00
Mark de Wever
136f38c642 Properly redraw the minimap upon resizing.
When the main screen and in turn caused the minimap to resize this change
was not propagated to the minimap until one of the minimap view buttons
was pressed.

This fixes a part of bug #21584.
2014-02-15 17:06:08 +01:00
Mark de Wever
e6df6f7b87 Disallow change and remove sections without an id.
This change to the ThemeWML will avoid the offmap drawing issues due to
accidentaly changing or removing the main_map_border section from a
resolution. If it is really wanted it is possible to add an id to this
section, the game doesn't use it, but inheritance uses the raw config.

This fix rewrites the expand_partialresolution, adding the check and
making the code easier to follow.

This should avoid bugs like bug #21584.
2014-02-15 17:02:17 +01:00
Andrius Silinskas
f16c90be76 Translatable MP game types (MP Create).
Fixes bug #21574.
2014-02-15 15:37:48 +00:00
Mark de Wever
9bcfeffc42 Fix drawing the offmap area for small resolutions.
The problem was a bit tricky. A partial resolution removed an element with
an empty id. The main_map_border section has no id and thus an empty id.
So the inheritance removed this section by accident. Of course the id for
a removal or change should be mandatory, which the next patch will do.

This fixes a part of bug #21584.
2014-02-15 09:20:33 +01:00
Sachith Hasaranga Seneviratne
e5193966b4 Fixed bug#21358: Dead links in help for unit variations
The ".." in the unit reference for new soulless/walking corpses was not being added by the code.

https://gna.org/bugs/index.php?21358
2014-02-15 11:56:27 +05:30
mattsc
8b6b33a27f SotBE S16: rearrange some messages in opening dialog
No new messages, just a slightly different order.  The dialog flows
better that way, IMO.
2014-02-14 17:20:27 -08:00
mattsc
bbb2059b6a SotBE S15: balancing adjustments to turns and gold 2014-02-14 17:20:27 -08:00
mattsc
ad80628e3e SotBE S15: map changes for balancing
Taking a number of villages off the map.
2014-02-14 17:20:27 -08:00
David Mikos
60fe06b02e AnimationWML: add warning for mismatched leading zero paddings in square bracket expansions. 2014-02-15 08:16:41 +10:30
Mark de Wever
8a1ff1eca2 Adds -Wold-style-cast to the CMake strict flags. 2014-02-14 21:42:48 +01:00
Mark de Wever
0504f6c2ea Remove a no longer existing Doxygen param. 2014-02-14 20:49:18 +01:00
mattsc
4980d5f1ca EI S8 (Training the Ogres): add custom AI for the ogres 2014-02-14 10:12:43 -08:00
ln-zookeeper
d4d9960996 Fixed some screwups 2014-02-14 19:59:53 +02:00
ln-zookeeper
31ccbaf6e2 Rewrote 'Training the Ogres' 2014-02-14 19:03:49 +02:00
mattsc
69b3fe4728 SotBE S14: balancing adjustments to turns, gold, income 2014-02-14 08:30:13 -08:00
mattsc
a830516910 SotBE S14: map changes for rebalancing
Take about 40% of the villages off the map and change the paths in the
southeastern part of the map a little.  The latter is done so that the
eastern enemy focuses more on Kapou’e rather than the southeastern
ally, making the AI leader surviving less dependent on luck.
2014-02-14 08:30:13 -08:00
Ignacio R. Morelle
b0950f006c gui2/tchat_log: Hack to set a minimum cell size to 200x250
Because this window many contain a lot of text in both directions,
having it change size dynamically every time the log page is switched or
a new text filter is entered can be extremely annoying for the player.

Setting the scroll_label's parent (now ancestor) cell's minimum size to
something that isn't 0x0 mitigates the issue to some extent. Better than
nothing, I guess.

(Tested with a screen resolution of 800x480.)
2014-02-14 06:13:03 -03:00
Ignacio R. Morelle
1cdc5df63d gui2/tchat_log: Let the log scroll_label grow horizontally 2014-02-14 05:22:10 -03:00
Ignacio R. Morelle
b11bd24711 gui2/tchat_log: Use 'description' scroll_label type for the log 2014-02-14 05:21:52 -03:00
Ignacio R. Morelle
29f08abd6f gui2/taddon_description: Let the description area grow horizontally
Let it grow to fill the space available when it's greater than the
description box's requested size (e.g. for very short descriptions).
2014-02-14 05:07:31 -03:00
Ignacio R. Morelle
5fdadffaa4 Move hotkey/hotkey_preferences_display.cpp from libwesnoth.a to main sources
Oops.
2014-02-14 03:38:05 -03:00
Ignacio R. Morelle
1916898d01 scons: hotkey/hotkey_preferences_display.cpp is not special
The only reason game_preferences_display.cpp receives special
considerations is that it depends on a preprocessor symbol that we don't
want to trigger a full rebuild every time the relevant scons option is
changed. hotkey_preferences_display.cpp does not use that symbol
(WESNOTH_PREFIX).
2014-02-14 03:34:37 -03:00
Ignacio R. Morelle
e829d32464 Update RELEASE_NOTES 2014-02-13 23:59:34 -03:00
Ignacio R. Morelle
c3895f0a1a Update changelog for the WML error report improvements 2014-02-13 23:58:15 -03:00
Ignacio R. Morelle
30200a012c Move rules for trash terrains up to where they belong in terrain-graphics.cfg 2014-02-13 22:57:18 -03:00
Ignacio R. Morelle
a21d13f1f4 Refactored trash terrain gfx macros into a separate file, removed TRI prefix
The macro-less portions of these terrain graphics rules are now the
TRASH_A and LITTER_BASE macros. I tried to the best of my ability to
understand how they are supposed to work together, so this is the naming
scheme and parameter set I found to be the most optimal:

    #define TRASH_A TERRAIN PROB IMAGESTEM
        Covers the first and second rules, which are used on a single
        terrain pattern.
    #define LITTER_BASE TERRAIN IMAGESTEM
        Covers the third rule, which affects both trash terrains.
2014-02-13 22:54:06 -03:00
Ignacio R. Morelle
3486ad75d5 Strip optional whitespace in the test scenario's terrain map 2014-02-13 22:31:33 -03:00
Ignacio R. Morelle
cdaf2b14aa Move data/hardwired/tips.cfg to data/tips.cfg
Since the GUI2 titlescreen took over, the path to tips.cfg is not
hard-coded in the engine anymore; in fact, this commit also updates that
path, which is in data/gui/default.cfg.
2014-02-13 22:28:02 -03:00
mattsc
58185947a2 SotBE S14: minor change to dialog
The tone of the original messages just didn’t fit in with the rest of
the scenario and campaign.
2014-02-13 10:10:20 -08:00