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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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).
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.
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.