| Commit message (Collapse) | Author | Age | Files | Lines |
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Add a third, default, value for show_inventory_weights, to enable
weights for pick-up and drop menus only.
Ctrl-W continues to toggle weight display in the current menu, but is
no longer persistent from one menu to the next.
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I left them only where the contents is not indented, like in a namespace
or a template.
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Also re-align, and highlight input keys as in lots of other places.
Show this improved -more- line for viewing character notes, too.
The TODO was removed as well because the only effect of dynamically
changing displayed "help" information like this is player confusion.
Static information works better when it comes to legends.
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The start and end values for the webtiles menus were not being updated
correctly when a jump_to was used before the menu actually appeared.
Signed-off-by: Florian Diebold <flodiebold@gmail.com>
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item displayed
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slightly for tiny screens
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Does the same as shift-letter.
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Scale up with the tile_cell_pixels option, and scale down when the
resolution is too low (instead of disabling tiles).
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2 files are added to the root of the repository:
* AndroidAppSettings.cfg: settings file required for Android SDL port. Will
change on each minor release to reset configuration.
* AndroidBuild.sh: script called by the Android SDL port to commence building
the game itself
It might be nice to be able to move them elsewhere, but for now, their
presence here is required.
The build process is documented in docs/develop/android.txt
There's a TOUCH_UI compiler flag which sets all the things specific to a
touch screen interface.
There has been a large amount of changes in the Makefile for redefining where
the dat/, saves/, etc. directories go, because the "install" part of the make
isn't the final destination for these files under Android - the environment we
deploy to is a separate device from the build environment.
There is also a number of changes to the tiles interface. Some are specific
to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL.
Touch only:
* 'a'bilities menu goes straight to menu without prompting first
* tap menu header to toggle/submit
* menu instead of prompt to select which corpse to butcher
* same for eating food from the floor (those 2 could go in local tiles too)
* show_more defaults to false and less --more-- messages
* pickup mode defaults to menu
* defaults for tile_layout_priority is different (commands are more
important than inventory)
* popup for yes/no prompts, level-up stat gain and swapping rings (should
be used for all prompts, and probably local tiles too)
* spell casting: force selection menu
* map mode: left-click rather than right-click for mouse mode; autotravel on
left-click removed
* remove skills training and memorisation panels
Also local tiles (some could also be integrated in webtiles):
* commands below description are clickable
* clickable shopping menu (uses PrecisionMenu)
* split the command panel in 2 (common actions and system commands)
* add a map command panel
* tapping or left-clicking the player is smarter:
* picks up the item if there's one on the tile, otherwise
* shows pick-up menu if there's several items on the tile, otherwise
* traverses stairs (or enters a portal or shop) if one is present, otherwise
* prays if an altar is present, otherwise
* waits one turn
* right-clicking the map enters map mode and brings the map commands tab to
the front; map mode stays until exited rather than upon release of mouse
Some more details can be found in android_patch_notes.txt on #5677 (although
some TODOs are already obsolete).
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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Previously it was only doing one or the other - a fact somehow missed in
my testing of the new ability menus.
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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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I left a few cases where it helps disambiguate between global and object
functions by the same name (formatted_string::cprintf(), etc).
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This reverts commit 5463df55be15f947822623c723ca0053f18816b3.
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Adding items to the shopping list is still not permitted, since those
items will be permanently unavailable upon leaving the level.
Partially fixes #2251.
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Because we used MF_EASY_EXIT as a hack for regenerating the menu,
the user's easy_exit_menu option would prevent leaving the menu.
Instead use lastch == CONTROL('R') to indicate that the menu should
be re-entered, and respect the user's easy_exit_menu setting.
Unfortunately, easy_exit_menu was disallowed when anything is selected,
to prevent leaving e.g. the drop menu too soon. Override this behaviour
for MT_KNOW inventory menus.
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Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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This also fixes indentation for bulleted lists that have a space after the
bullet.
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ctrl+letter doesn't work for several letters in console and in webtiles.
If more than 26 skills can be trained, the 27th+ are mapped to numbers
(and they cannot be single-selected with shift number).
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Both now use the same formatted_scroller. Also, the other side of the
vampire mutation menu uses another formatted_scroller.
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With the mutation display, its last use has switched to
formatted_scroller, which seems to be the better tool to just display
a formatted string as a menu.
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Some menus, namely ^P, ? and ?:, are too large to be sent to the
client in one piece. Instead, they are now loaded on demand, in chunks
of 50 elements.
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Spectators can still scroll independently; but as long as they don't,
they'll see where the player scrolls. Also, Crawl needs the current
scroll position to select the correct item in long (>52) lists.
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This is just for menus using the Menu class. It means that the menu
items are laid out in html on the client side, the menu size adapts to
the window of each spectator, and scrolling is done client-side.
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So far, this consists of moving GodMenuEntry to a new module and slightly
altering its interface to be more useful outside of ?/G.
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Having different prototypes for different ports without a good reason is bad.
After unification, it's easier to have, for example, two ports at once.
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Conflicts:
crawl-ref/source/startup.cc
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