81157 Commits

Author SHA1 Message Date
Tommy
71d1bd3f62 Correctly trigger credits animation
Or it would probably correctly trigger, if it didn't crash.
2022-08-06 17:31:52 +12:00
Tommy
af81bba53b GUI2: a modal_dialog is now a window
As it always should have been.

There may be some bugs with semi-persistent windows, i haven't
thoroughly checked whether they should explicitly hide.
2022-08-06 17:31:52 +12:00
newfrenchy83
465e5c1a4d revert removefiles of list
all files necessary for compilation of tests in codeblock projectfiles/CodeBlocks/tests
2022-08-05 00:08:03 -05:00
Tommy
6ad4cd4a31 modeless_dialog: Remove now-unnecessary friend declaration 2022-08-05 15:23:01 +12:00
Tommy
247e5ff055 GUI2: A modeless_dialog is now a window
Which it should have been all along, as evidenced by the diff stats
here of +84, -246.
2022-08-04 19:30:04 +12:00
Pentarctagon
6e357ea8b3 Enable LTO for steam-linux builds. 2022-08-03 17:19:44 -05:00
Pentarctagon
e6f0ffa556 Use the Sniper runtime. 2022-08-03 17:19:44 -05:00
Tommy
1e7deb7434 Fix retained blindfold after turn dialog 2022-08-04 04:14:55 +12:00
newfrenchy83
b16a196dbc
update codeblock test project (#6929) 2022-08-03 08:40:25 -04:00
Tommy
cda30ba0a7 display: Don't try to render empty report fragments.
The more correct fix would be to ensure that get_size() on the text
object returns the same thing as the actual rendered size, but i'm
not sure how easy that is to fix.
2022-08-03 20:55:21 +12:00
walodar
6eb2246eff
Colored attack type icons, resistances and movement costs. Reordered resistances. (#5264)
Using colors to make relevant information stand out at a quick glance.

The six attack type icons are recolored using the six equidistant hues cyan, green, yellow, red, magenta and blue, with the same saturation and lightness as the old icons. The images are optimized with woptipng.

Resistances and movement costs are colored using a gradient from red to green, like the defense values.

The resistance table in the help browser now also shows the attack type icons.

Previously, the resistance table was always ordered alphabetically by their original English names (not their translation, unlike the terrain modifiers). Now, the order is set to blade - pierce - impact - fire - cold - arcane.

These changes are made in all relevant areas, including the help browser, tooltips, the sidebar and dialogs.

Missing icons are handled by replacing them with a blank image scaled to the same size.
2022-08-01 17:57:46 -05:00
ancestral
efafebb1df Changed and added hotkeys (#3157)
Re-created hotkeys file.

Borrows heavily from https://r.wesnoth.org/t41525.

Most of the common commands now have single keystrokes on the keyboard in addition to their currently defined keystrokes. Almost everything remains the same, except the following has changed:

* Continue is now `C` instead of `T`
* Go to Leader is now `K` instead of `L`
* Kill Unit is now `DEL` instead of `X`
* Undo is now `Z` or `CTRL + Z` instead of `U`
* Redo is now `SHIFT + Z` or `CTRL + SHIFT + Z` instead of `R`
* Planning mode is now `ALT + P` instead of `P`
* Delete Action (Planning Mode) is now `BACKSPACE` instead of `H`
* Suppose Dead (Planning Mode) is now `X` instead of `I`
2022-08-01 14:59:39 -05:00
Nils Kneuper
d6bc417bb3 updated French translation 2022-07-31 11:54:59 +02:00
Tommy
5bd20f5f44 Make TLD layout() interface optional
Most things are currently doing layout on demand in event handling,
or do not ever need to change layout.
2022-07-31 16:47:26 +12:00
Tommy
dd854f9dcc log: Remove unnecessary newline from scope_logger 2022-07-31 16:47:26 +12:00
Tommy
a0cd1c76d5 Remove excessive and unnecessary spacing in some defines 2022-07-31 16:47:26 +12:00
Tommy
376fd5007a GUI2: Fix widget redraw when partially offscreen 2022-07-31 16:47:26 +12:00
Tommy
bd745d244b Upgrade some SDL_Rect to rect 2022-07-31 16:47:26 +12:00
Tommy
073b468dde Remove halo TODOs as done or out of scope 2022-07-31 16:47:26 +12:00
Tommy
9cd5fd1249 display: Replace pre_draw etc. subclass hooks with TLD overrides
pre_draw() -> update() override
post_draw() -> render() override
refresh_reports() -> layout() override
2022-07-31 16:47:26 +12:00
Tommy
1b7a0ae3be display: Address some simple TODOs and discard some complex ones 2022-07-31 16:47:26 +12:00
Nils Kneuper
0bcc3aea33 updated Chinese (Traditional) transalation 2022-07-30 19:17:52 +02:00
newfrenchy83
7c4e0e51d9 update codeblock projectfile 2022-07-31 01:34:54 +12:00
Tommy
00ed0535a8 Fix addons connection dialog, and perhaps others
I am not entirely sure the workaround this is necessary for still
applies (setting the mouse button state after the first event pump),
but i'm also not sure how to test that it doesn't.
2022-07-31 00:32:10 +12:00
Wedge009
461fd5fff5 Replace deprecated wesnoth.fire_event with wesnoth.game_events.fire. 2022-07-30 16:32:31 +10:00
Celtic Minstrel
9edb9cdc16 Update Xcode project 2022-07-30 00:07:46 -05:00
Pentarctagon
b586e38e30 Move simple_wml unit test into the actual unit tests. 2022-07-30 00:07:46 -05:00
Pentarctagon
408571cc42 Remove disabled test. 2022-07-30 00:07:46 -05:00
Wedge009
04de5a3771 Resolves #6908 - text rendering on Windows excessively heavy
The work-around is no longer required due to 06b02471 (#6685).

Revert "font: Work around chromatic aberration issue with Windows ClearType"

This reverts commit a56497a561b0f491d686fb396029f98fe94fac72.
2022-07-30 14:25:02 +10:00
Tommy
1070e584cd Fix bad merge. 2022-07-30 15:50:47 +12:00
Celtic Minstrel
0f3d8388df Fix deprecation warning in [kill]
Fixes #6924
2022-07-29 23:37:36 -04:00
Tommy
d0f9c6b8e3 display: Properly display the last frame of a screen_fade 2022-07-30 14:58:46 +12:00
Tommy
2e4117c759 display: Ignore the ending colour when fading to 0 alpha 2022-07-30 14:58:46 +12:00
Tommy
64a5a7c20d Allow items in the test scenario to submerge when the map changes 2022-07-30 14:56:38 +12:00
Tommy
0418df9281 Modify most items in the map editor to submerge if placed on water
Many items where the effect does not make sense (or looks especially
bad) were passed over and will appear on top of water as previously.

This could use more definition by using submerge values other than
0 and 1 (numbers from 0.0 to ~2.5 work as it multiplies the base
unit submerge value) however there is a bug with blitting transparent
textures so it will not appear correct for the submerged part.
2022-07-30 14:56:38 +12:00
Tommy
36d43da21a Add new PLACE_IMAGE_SUBMERGED macro and use for HttT:04_BoP
It does the same thing as PLACE_IMAGE except the created item may
use the same submerge code as units. If not placed on water there
will be no submersion effect. If placed on water it will be submerged
to the same level a unit would be submerged to. In general physical
items placed into water should use this, whereas items placed on top
of water should use PLACE_IMAGE.

The new macro has been applied to the merfolk cages in the Bay of Pearls
scenario in HttT.
2022-07-30 14:56:38 +12:00
Tommy
b4119dce4a Change pickuppable item macros to create submergable items
This fixes #1146.
2022-07-30 14:56:38 +12:00
Tommy
3127178e17 Add a submerge value to items, to control submerge amount
It defaults to 0, which is no submersion.
2022-07-30 14:56:38 +12:00
Tommy
13c3235a68 Submerge items on water, just like units
This is currently applied to all item overlays.
2022-07-30 14:56:38 +12:00
Tahsin Jahin Khalid
6701542f63
[SoF] In S7, adjust wording to avoid awkward reuse of the word "doubt" 2022-07-30 03:23:32 +06:00
Tahsin Jahin Khalid
058949e848
NR: Give Hamel leadership to add consistency to plot 2022-07-30 01:34:09 +06:00
Alexander Lacson
2b2b70d2e1
[UTBS] Remove some fungus from S6 2022-07-30 03:12:33 +08:00
Alexander Lacson
c74f1e49c7 [SoF] In S7, edit a sentence to not use awkward reuse of the word "doubt"
Resolves #6773.
2022-07-30 02:33:05 +08:00
Alexander Lacson
5a38c3ff53
Merge pull request #6914 from wesnoth/UtBS-zochtanol-bat-sounds
[UtBS] Add series of bat screeches in the Zochtanol Isle scenario
2022-07-30 00:54:08 +08:00
Tommy
c6e97b20ae Remove draw() from sdl_handler interface 2022-07-29 19:20:20 +12:00
Tommy
09f80573a1 Add draw_manager::get_frame_length() to get the length of one frame
This will usually be determined by the monitor's refresh rate,
but also is rounded down to provide some leeway. It also limits
according to the draw_delay preference.

The loading screen now uses this to limit event calls.
2022-07-29 16:52:44 +12:00
Tommy
c0990fd258 Clarify basic pump-and-draw loop 2022-07-29 16:52:44 +12:00
Tommy
b8d4f49858 Minor refactor to pass draw regions in display::expose() 2022-07-29 16:52:44 +12:00
Tommy
4ece911e07 Minor floating_label todos 2022-07-29 16:52:44 +12:00
Tommy
9dd7bc886e Replace most GUI1 set_dirty() calls with queue_redraw() 2022-07-29 16:52:44 +12:00