| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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This works like the spell tab, but with intrinsic/evocable abilities,
invocations, and ZotDef abilities.
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See #4280. This will allow regenerating tiles out of view from the
map_knowledge, and we won't need to save the mcache anymore.
There are still a few uses of monster in the interface code, which
will have to be hunted down.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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Replaced by local variables. Also add a tab_iterator typedef, and some
simplification.
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On high res, the minimap is zoomed up to 5. This may be a bit excessive
but if anyone doesn't like it, he can still set the tile_map_pixels
option, which disable the auto resize.
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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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The map is now a dynamic region like the detached tabs and the game could
run without one. Options don't allow it yet.
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Also move the detach code into its own function.
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This fix #3081.
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Currently un-detached, and without command tiles.
(I used one of Denzi's minitiles as a placeholder
for the tab itself.)
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We've got the tiles already, after all.
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Wizard-casting Detect Items seems to crash when it finds something.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This new type defines to unsigned int, but it cleans up a lot of the
int/unsigned int/short confusion all over the codebase for tile indices.
This commit also cleans up tiles code to use coord_def more and to change
function signatures to pass const refs and non-const pointers.
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Rather than using explicit offsets (e.g. buffy[0] and buffy[1]), store
colour, glyph, and tiles for each cell in the view buffer in a struct
with named members. This refactoring will also theoretically allow for
the tiles version to display glyphs instead of tiles.
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This is currently implemented as an additional tab. Possibly
improvements might be to always display it on screen if there's room or
to simply pop to the tab when new monsters appear.
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This was done by pushing ImageManager to tiletex.h, where it better
belongs.
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This required turning TileManager::m_image int a pointer.
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Converts the menu structure to a more generic approach,
Converts the species / backgrounds menus to use the structure.
Highlighter changed to a nonfilled rectangle in Tiles.
Added descriptions to menu options in species / backgrounds menus.
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Provides implementation that allows multiple types of CRTregions for
tiles. Provides implementation of a menu that allows total freedom of
entry placement. Uses these assets provided to change the Species and
Background menus to allow mouse and arrow-keys selection. Also provides
support for adding descriptions to menu entries.
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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The check at tilesdl.cc:948 was always succeeding for
uninitialized m_cursor_loc, i.e., until the mouse was
first moved, causing extra redraws. This in turn
caused the display not to be redrawn at the points
it should have been (I think).
Fixes issue #1003.
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Because targeting mode actually returns input (CK_MOUSE_MOVE), the input
loop always exited (and then redrew the screen) after even the slightest
mouse movement. This cause all sorts of lag when moving the mouse around
to target. Now, if we get multiple mouse movements, they will all be
handled silently before redrawing the screen. Additionally, input is
only returned when the mouse cursor moves to a semantically different
location.
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I suspect that Crawl was running very slowly due to how frequently the
screen was being redrawn when resting (due to very fast turns). I hate
adding Yet Another Option, but it seemed the right thing to do here. The
default value needs testing by somebody who can reproduce this problem.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This enables us to use mouseclicks for evokables also on Unix systems.
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This reverts commit 8d42d33ae0001705105cb29a61bc0b10bde1647d.
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This reverts commit 297b3808c12ba887cc5fcd092527bb5d8ffbb3a7, except for
the changelog update.
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