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Commit Graph

141 Commits

Author SHA1 Message Date
Ivan Savenko
052d0d314a Implemented Scrollable class, to server as common base for such classes 2023-06-05 19:17:04 +03:00
Ivan Savenko
6fe00ad55c Moved slider class to a separate file 2023-06-05 19:16:01 +03:00
Ivan Savenko
57df1c3e0d Implemented gesture for town/hero lists and town/hero selection 2023-06-05 19:12:24 +03:00
Ivan Savenko
360bf48031 Implemented panning/swiping gesture for sliders 2023-06-05 19:09:56 +03:00
Ivan Savenko
48859e186e Added panning gesture, activated by mouse wheel press 2023-06-05 19:00:56 +03:00
Ivan Savenko
503bd1dd66 Fix double-clicking to start scenario 2023-06-05 19:00:56 +03:00
Ivan Savenko
acac42291e Remove excessive CMap.h includes 2023-05-31 23:18:38 +03:00
Ivan Savenko
62595cb039 Split massive CMap.h a bit 2023-05-31 23:01:57 +03:00
Ivan Savenko
daaaf84392 Icon index for map format is now defined in config 2023-05-31 23:01:57 +03:00
Ivan Savenko
fb55719671 Map format support status can now be loaded from gameSettings 2023-05-31 23:01:57 +03:00
Ivan Savenko
e23dfec6c5 Fix SDL_Hints location 2023-05-20 01:51:49 +03:00
Ivan Savenko
1f513fd280 Extracted event management from GuiHandler and CIntObject 2023-05-20 01:51:49 +03:00
Ivan Savenko
c688411bab Extracted window management from CMT to new class 2023-05-09 13:10:33 +03:00
Ivan Savenko
dea10e6091 Use more descriptive names for hotkeys 2023-05-01 17:59:20 +03:00
Ivan Savenko
832e56e005 Implementation of (very basic) shortcuts system
- Added EShortcut enumeration that contains all in-game shortcuts
- CIntObject::keyPressed now receive values from hotkey enumeration
- On keypress, SDL key code will be translated to shortcut ID
- Removed access to SDL key codes from most of engine
2023-05-01 17:58:17 +03:00
nordsoft
753b72f96d Revert "Hidden maps"
This reverts commit e669d31d33.
2023-04-20 19:50:00 +04:00
nordsoft
80220fda5b Merge remote-tracking branch 'upstream/develop' into vcmi-campaign
# Conflicts:
#	lib/mapping/CMap.h
2023-04-17 04:54:57 +04:00
nordsoft
70f4cc5e0f Refactor campaign regions 2023-04-17 04:26:35 +04:00
Ivan Savenko
cc8c1c769a Fix duplicated maps in scenario selection screen 2023-04-15 17:20:38 +03:00
Ivan Savenko
3738171b21 Refactoring of H3M loader to make HotA format support easier
- extracted low-level reader from MapFormatH3M class
- added separate structure to define version-specific values
- cleared up some H3M format edge cases
- replaced witch hut skill vector with set
- converted several fields to enum type
2023-04-15 17:20:38 +03:00
nordsoft
e669d31d33 Hidden maps 2023-04-12 02:44:17 +04:00
nordsoft
307fb071a2 VCMI campaign format support prototype 2023-04-09 03:24:40 +04:00
Ivan Savenko
383387ef29 Integrated defaultMods into mod system 2023-03-16 17:55:09 +02:00
Adriankhl
eba4e4dd2c No longer save/load common game state to/from client file 2023-03-13 10:10:44 +01:00
Ivan Savenko
4260726e4b Provide encoding information to maps & campaigns loaders 2023-03-05 17:39:27 +02:00
Ivan Savenko
cfcaf5cbb6 renamed keyDown -> keyPressed 2023-02-03 11:39:40 +02:00
Ivan Savenko
d4fba3787c Removed usage of SDL_KeyboardEvent from UI code 2023-02-03 11:39:40 +02:00
Ivan Savenko
108a42e4ba Reorganized includes for new layout. New class - IImageLoader 2023-02-01 20:42:06 +02:00
Ivan Savenko
9c3030603d Removed most SDL includes from headers, removed SDL int's 2023-01-30 19:55:32 +02:00
Ivan Savenko
50a0fc4fb2 Removed pointer to current SDL_Event from GuiHandler 2023-01-27 23:17:40 +02:00
Ivan Savenko
a19c9eccc4 Fix ios compile 2023-01-20 16:11:43 +02:00
Ivan Savenko
cb4f5edae9 All Heroes 3 texts are now passed through translator 2023-01-01 14:56:45 +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
Andrey Filipenkov
f56acf8a80 fix crash on exiting Custom Campaign
fix kambala-decapitator/vcmi#46
2022-09-24 15:55:25 +03:00
Andrey Filipenkov
bca46d9560 fix focusing input on Save screen 2022-09-24 15:55:19 +03:00
Andrii Danylchenko
2710d1df50 Android: make keyboard appear and disappear only on demand 2022-05-08 17:09:17 +03:00
Sergei Trofimovich
e4dd2f6dd8 client/lobby/SelectionTab.cpp: initialize generalSortingBy before use
Noticed use of uninitialized value when built vcmi with -fsanitize=undefined:

```
  Established connection with
    VCMI 0.99 b310f2e61e (server).
    UUID: bab9a90d-7416-4566-8817-e367ffcac7c1
  ../vcmi-9999/client/lobby/SelectionTab.cpp:138:16:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
  /usr/lib/gcc/x86_64-pc-linux-gnu/12.0.0/include/g++-v12/tuple:190:4:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
  /usr/lib/gcc/x86_64-pc-linux-gnu/12.0.0/include/g++-v12/tuple:190:4:
    runtime error: load of value 32717, which is not a valid value for type 'ESortBy'
```

Here (before the change) `SelectionTab()` used `generalSortingBy` before
first use:

```
    SelectionTab::SelectionTab(ESelectionScreen Type) {
        ...
        if(tabType != ESelectionScreen::campaignList)
        {
            ...
                ESortBy criteria = (ESortBy)i;
                if(criteria == _name)
                    criteria = generalSortingBy;

                buttonsSortBy.push_back(... std::bind(&SelectionTab::sortBy, this, criteria)));
            ...
        }
        ...
        switch(tabType)
        {
        case ESelectionScreen::newGame:
                generalSortingBy = ESortBy::_name;
        ....
```

The change moves `generalSortingBy` initialization before first use.

Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
2021-07-25 21:00:31 +03:00
John Bolton
c61bae4060 Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation. 2020-10-05 16:28:28 -07:00
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
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