The change in theme.cpp is just to make the "title_literal" key be consistently applied as documented. Since the key isn't used in mainline, it should have no effect on actual uses.
Commit 43de778 made all themes scale from their base dimensions rather
than from an arbitrary hard-coded 1024x768 pixel size. As a result, the
800x600 layout for the editor needs its main map explicitly sized --
the 843-pixel width no longer fits in 800x600, and it isn't being scaled
down from 1024. (But once it is explicitly set for the 800x600 layout,
it will scale up for pixel widths between 800 and 1024). This commit
adds such an explicit sizing, analogous to the one found in default.cfg.
Resolves#5193.
This extends to a few other button labels used for replay control. While
checking if commit 46dbbc06c967bfc8ee5acb6525e1f1bd96b53005 was fit for
backporting to 1.14 I found out that "Play" was already in use
exclusively for one of the replay control buttons (which means, no, it
can't be backported). This makes the disambiguation markers absolutely
necessary.
To give a more practical example of why this is a big deal, in Spanish,
"Play" would be translated as "Jugar" in the context of the Campaigns
menu, and "Reproducir" in the context of a replay (or movie). The
Spanish translation in fact already uses the latter in both 1.14 and
master.
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When [unit_status] shows two or more images, only the first showed and
there was no indication that there were further statuses. Now an
ellipsis is shown and the tooltip contains the information about the
second and further statuses.
Fixes#3197
The strategy is two-fold. We move the rendering of the icon into the
battery status report where it can be disabled at runtime, and allow the
countdown/clock to move to the position of the battery status if the device
doesn't have a battery. I also moved rendering of the clock icon to the
time report to allow the icon to move together with the text.
I needed to change theme::status_ to store pointers to status items because
otherwise the countdown object loses its type when inserted to the map. And
to be able to use std::unique_ptr inside the theme class, I had to make the
class non-copyable and movable.
Closes#3543. Fixups #3441.
The observers icon is declared immediately after `report_timeout`,
therefore the timeout widget was the ref rect for the observers widget:
83ba09a5a9/src/theme.cpp (L120)
PR #3441 added a battery icon to the left of the timeout widget. That
shifted the timeout widget to the right and the observers widget shifted
along with it due to its relative positioning. The observers widget
moved even on devices that didn't have a battery.
Fix this by using the battery box as the ref of the observers widget,
because it currently occupies the absolute location the observers widget
was positioned relatively to.
(cherry picked from commit 461cd2c4bdeb2eb0e84ede6e57cd0b315dee2cee)
English uses 2 letter abbrev but some languages like Czech don't have this abbrev so we need wider space for our 6 letter label "Životů"
(cherry picked from commit d51ccbe5386e5325c6ecfe6c46472f7a8113bfa7)
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These were half-baked and mostly badly-designed. The Unit Box theme was never finished, is completely broken,
and if we were to do a major theme refresh we'd probably go in another direction. The Widescreen theme was a
legacy experiment that was never adopted and as of now is basically alsp completely broken.
[ci skip]
Not really necessary, just took up space. Partly addressed #1844. As for the new [main_map] rect numbers, I
just played around with them until they filled the available space.
These were added with permission from shadowm, and were copied verbatim save for a small tweak to
the position of the menu button in the cutscene theme to get rid of the 3 pixel offset on the left
which had been corrected a few releases back in the default theme.
These were rendered unnecessary by 781276709d, which changed border rendering to use the terrain engine.
This also removes display::draw_border, which used the keys.
This slider hasn't worked in ages, and we're planning to remove it anyway.
The slider "groove" image remains since it's hard drawn in the background image file.
This is similar to "Draw Hex Coordinates" and "Draw Terrain Codes", and displays the number of terrain graphics surfaces draw for each hex. It is useful for spotting mistakes such as overlay images having non-transparent pixels in adjacent hexes where they shouldn't, or for comparing the efficiency of different kinds of terrain graphics rules.