...(for floating labels) because I don't want to modify the code used
for dialogue (and impact its peformance)
This is a quick working hack, but need to be clean later and probably
improve the algorithm about the color of fully transparent pixels.
So now we'll do it the slow step-by-step way, starting by subclassing
display from an empty superclass and moving a little bit of stuff up
before each test.
- when using color cursor, add a systematic check/set that we use the
invisible b&w one
- so reactivate the optimization checking if we already using the good
cursor before changing it
- use only the color cursor setting of preferences (to prevent
inconsistancy with a private bool)
- so, just use set() with no parameter to reset the cursor to the
appropriate color state
- and remove the possibility to use the invalid cursor (this value now
means "no change" or default)
- clean but temporary deactivate a small optimization possibly causing
a bug (will try it again later)
(used for hiding them while using color ones)
- remade the image (to skip a possible effect of the recent pngcrush)
- add a black pixel, in case of mac have problem with fully
transparent cursor image png
(this black pixel is almost invisible but must be removed later, or
used only with mac if it fix the bug)
This was used to add also a sound when closing menu (since menu do
sounds for every other actions)
I will look it later how differentiate the two cases.
The old miss sound (with slight ricochet effect) is now an alternate
hit sound; the new miss sound is a pure ricochet effect. Somewhat
cartoonish, but that's OK.
This time, menu styles are controlled by a structure which presently
contains dtem of the panel component names and a blur radius. This
design is extensible; we can easily add controls for other style
elements now.
...to a common joint nomenclature : "xx_name.cfg;xx_name.map and
id=xx_name, where xx is the number in the order of the scenario in the
campaign and the name is in a form of a '_' separated list of words
...which looks ugly with the new map frame and also made some other
aesthetic changes on the maps, edited the scenario cfgs to so that the
events match the new coordinates and fixed a couple of minor bugs in
them