| Commit message (Collapse) | Author | Age | Files | Lines |
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The option to set it is neither needed nor supported. Which is good if
you want consistency with about every other program on your box, and bad
if you want to fine-tune Crawl differently.
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We need to adjust keyboard input to not use dropped interfaces, though.
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Committing separately as I'm not sure whether checking, for example,
ASSERT_RANGE(level, 1, 28) is that nice. Perhaps 27 + 1 could be better?
Perhaps some other syntax?
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It's not known why but the include path for SDL
needs to be different for SDL in MSVC.
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Convert conjunctive assertions into separate assertions. This ought to be correctness preserving. I ran the stress tests and didn't notice anything unusual. While I have confidence in it, if you are the slightest bit suspicious of this, please roll it back.
Found instances with `ASSERT(\([^(|]*\) && \([^)|]*\))`
Manually inspected each instance.
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In the case in spl-data.cc, the comment made it sound like the line was
supposed to set min_dist instead of the dead variable dist. However, we
could only reach this code path if min_dist == dist, so that assignment
wouldn't do anything anyway.
I left a few reported dead assignments that I think make the code more
maintainable.
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It's a bad idea to reuse the names of one of core win32 concepts for
something similar but distinct.
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emulator-specific?)
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The latter may become no-op if you're not careful, lacks debug messages.
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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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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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For way too paranoid and underinclusive values of "simple".
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Conflicts:
crawl-ref/source/startup.cc
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Arrow keys for example produce digits if by a mistake NumLock is on.
This is an user error as NumLock keys should be ripped away from all
keyboards, but there might be actual valid cases like this :p
I'm not sure if the opposite case can happen, but since there's no obvious
thing to do I'm leaving the assertion there for now.
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Conflicts galore...
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It doesn't fix any bug, but it could prevents futur problems.
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Also resize the window to keep it inside the screen if necessary
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made a special case for windows 7 because its taskbar behave strangely
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taskbar overlap is now automatically detected, and the window is placed
just above it.
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When set, the window will be aligned at the top of the screen instead of being centered (avoid taskbar overlap, see mantis 2043).
In theory, it would be possible to give the player full control of the window position, but it's more complicated and I don't see any use for it. It can easily be added if anyone ever request it.
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Only iostreams functions are left; on Windows they don't support Unicode
so a workaround will be needed.
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tilesdl.cc now calls this after GLStateManager::shutdown() so
that it is not responsible for managing the wm pointer.
Signed-off-by: Enne Walker <enne.walker@gmail.com>
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If SDL considers -1 to be an error, just handle that internally and don't
pollute the API with that.
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glwrapper-ogl.cc, windowmanager-sdl.cc, and fontwrapper-ft.cc now contain
the static functions for their parent class's factory create. This
allows new implementations to be added without requiring modification of
the generic file (with #ifdefs).
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No spaces on parens. Line up function params. Sort includes more
rationally. Put curly braces on their own line. Don't C-style typedef
enum and structs. Put if-clauses on their own line.
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