| Commit message (Collapse) | Author | Age | Files | Lines |
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Documentation claimed that branch stairs were coloured with upstairs and
downstairs colours, but they were coloured like other non-stair
features. Now branch exits are coloured with tile_upstairs_col and
entrances with tile_branchstairs_col which has the same default as
tile_downstairs_col.
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This changes the default WebTiles minimap colours to match local tiles.
To get the previous default values use:
tile_floor_col = #a9a9a9
tile_door_col = #a52a2a
tile_item_col = #008000
tile_friendly_col = #ee9090
tile_peaceful_col = #ee9090
tile_plant_col = #006400
tile_upstairs_col = #0000ff
tile_downstairs_col = #ff00ff
tile_excl_centre_col = #00008b
tile_excluded_col = #008b8b
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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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Old unmappable levels are gone for good, and good riddance.
Thus, player_in_mappable_area() is obsolete; I removed it and stolen the
name for "Lab or Abyss" check, done inconsistently in several places.
Also, exclusions there were problematic -- I removed them for now, please
change this back if you can fix them.
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Conflicts:
crawl-ref/source/startup.cc
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This caused odd effects if the vi keys were remapped or rebound to
other commands. Now directly calls process_command().
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This came up in last year's Usability Project and should help in
making the required keyboard-mouseclick combinations clearer.
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Fully customizable detached tabs. It is even possible to detach the skill
and memorisation tabs. I haven't put it in the documentation as it is quite
useless and the text is already quite long.
I also put a TAG_MAJOR_VERSION condition in the skill enum so NUM_SKILL
actually does give the number of skills in the next major bumb.
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It looks correct now. I don't guarantee the code is right however.
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This prevents the view from resetting after you get out of the known map
bounds, which is irritating on small minimaps.
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Remove any non-const-reference parameters. Change const pointer
parameters to const reference parameters. Change all draw(NULL, NULL)
calls to just draw(). Also, refactor to remove pretranslate and prescale
parameters from draw calls.
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No functional changes, just rearranging and exposing functions where
needed.
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