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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
Commit Graph

15 Commits

Author SHA1 Message Date
Ivan Savenko
108a42e4ba Reorganized includes for new layout. New class - IImageLoader 2023-02-01 20:42:06 +02:00
Ivan Savenko
05a1d7c6e3 All text for factions/towns/building are passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
fa6f7513e8 All heroes-related strings are passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
a0157d6117 replaced C array with std::array 2022-11-28 21:20:46 +02:00
Ivan Savenko
0cae259f53 Most of rendering in BattleInt is done via canvas
- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00
Ivan Savenko
abb553d975 Next step of code refactoring:
- refactoring of CBattleFieldController code (except for 2 arcane
methods)
- introduced class CCanvas for encapsulated rendering surface
- battleint rendering is now partially done with CCanvas
- removed unused includes of CBitmapHandler
2022-11-25 11:46:47 +02:00
Ivan Savenko
6b3beb05e5 BattleInt split is finished, start of refactoring:
- Refactoring of siege controller code
- Replaced some usages of C struct SDL_Surface with proper c++ class
IImage
- Refactoring of rendering of battlefield objects (WIP)
2022-11-25 00:26:14 +02:00
Dmitry Orlov
a65feb29f5 Fixed: Advanced options window issues 2021-11-13 17:02:11 +02:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Dmitry Orlov
854a2e6c39 Feature: Mods system improvement, Part III. Bunusing buildings customization. 2021-01-14 01:02:13 +03:00
Dmitry Orlov
9cf953157a Fix: client crashes while browsing saves, if some factions are removed 2021-01-06 17:19:59 +03:00
John Bolton
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
Alexander Shishkin
75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00
Alexander Shishkin
5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00