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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
Commit Graph

95 Commits

Author SHA1 Message Date
Ivan Savenko
0f8d53e978 Replaced SDL user events list with dispatching of arbitrary functors 2023-06-26 21:51:10 +03:00
Ivan Savenko
e2bd98e21e CampaignRegions class encapsulation 2023-06-26 17:15:59 +03:00
Ivan Savenko
f6b2f58da9 Use inheritance instead of composition for campaign header 2023-06-26 17:15:59 +03:00
Ivan Savenko
a08fe09517 Added encapsulation for CampaignState class 2023-06-26 17:15:59 +03:00
Ivan Savenko
8420a90aa4 Reorganization of campaigns code 2023-06-26 17:15:59 +03:00
Ivan Savenko
d1e5a347ff Refactoring of campaign handler: rename types and use strong typing 2023-06-26 17:15:59 +03:00
Ivan Savenko
563d7dd41f Renamed RCLICK -> SHOW_POPUP 2023-06-20 19:58:05 +03:00
Ivan Savenko
d4aa778547 Replaced clickRight event with showPopupWindow/closePopupWindow 2023-06-20 19:58:05 +03:00
Ivan Savenko
e2ef136003 Renamed "Int" -> "Window" in WindowHandler API 2023-05-16 19:10:22 +03:00
Ivan Savenko
7838190ef4 Moved window stack management from GuiHandler to new class 2023-05-16 19:10:21 +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
70f4cc5e0f Refactor campaign regions 2023-04-17 04:26:35 +04:00
nordsoft
08809f1cdc String building id 2023-04-09 04:53:06 +04:00
nordsoft
9e5e1aebbc Remove hardcoded campaign screens 2023-04-09 00:16:11 +04:00
Konstantin
5366f9190e vcmi: reduce boost::lexical_cast usage 2023-03-09 16:36:46 +03:00
Ivan Savenko
e1bd0d2a04 API for custom events no longer requires SDL access 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
87218c63c4 CPicture now uses IImage internally 2023-01-30 17:18:59 +02:00
Ivan Savenko
e35a669eeb Refactoring of CPicture class to improve encapsulation 2023-01-30 13:58:13 +02:00
Ivan Savenko
50a0fc4fb2 Removed pointer to current SDL_Event from GuiHandler 2023-01-27 23:17:40 +02:00
Konstantin
cf56f7ccce vcmi: remove unused-but-set-variables 2023-01-26 23:49:00 +03:00
Ivan Savenko
05a1d7c6e3 All text for factions/towns/building are passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
388ed88b5d All artifact strings now pass through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
d2b837b116 All creature-related texts go 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
e22f6283c2 Secondary skills strings are now passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
5da407e822 All spell texts are now passed through translator 2023-01-20 15:18:36 +02:00
Ivan Savenko
6fd50a7ded MXE compile fix 2023-01-01 22:26:07 +02:00
Ivan Savenko
cb4f5edae9 All Heroes 3 texts are now passed through translator 2023-01-01 14:56:45 +02:00
Ivan Savenko
a512e0d58f Fixed ugly solid-white status bars in pregame, removed operator* from
CPicture
2022-11-29 17:07:21 +02:00
Ivan Savenko
3e58d1e3c5 Merge remote-tracking branch 'refs/remotes/vcmi/develop' into battleint_refactor 2022-11-28 16:10:13 +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
nordsoft
41e652dad2 Move buttons blocks at proper place 2022-11-25 14:36:17 +04:00
nordsoft
ebb65b5d0e Prevent multiple clicks 2022-11-25 14:26:59 +04:00
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
Evgeniy Meshcheryakov
e38b822303 Fix crash in scenario information window if campaign has no difficulty settings 2022-07-28 11:35:14 +03:00
Andrii Danylchenko
1e97859fbf Fix crash when clicking scenario info during campaign gameplay. 2022-05-10 09:48:05 +03:00
Sergei Trofimovich
e407d4e547 client/lobby/CBonusSelection.cpp: fix difficulty overflow in bonus UI
Before the change campaign bonus selection screen had inconsistent
overflow behaviour for difficulty selection:

```
    0 1 2 3 4 | available buttons: '-' to decrease
      ^       |                    '+' to increase
```

Before the change:

1. If we click '+' 5 times we will end up on difficulty=4 (ok, saturated).
2. If we click '-' 5 times we will end up on difficulty=1 (unexpected, wrap around).

After the change:

1. If we click '+' 5 times we will end up on difficulty=4 (saturated).
2. If we click '-' 5 times we will end up on difficulty=0 (saturated).

The inconsistency happens because `difficulty` variable has `ui8` type
and server uses `difficulty = vstd::abetween(difficulty, 0, 4)` to
implement the saturation.

For large positive values saturation works as expected:
    vstd::abetween(difficulty=5, 0, 4) -> 4
For small values it does not:
    vstd::abetween(difficulty=-1, 0, 4) -> 4

The change makes client to avoid using negative values.
2021-07-25 21:01:17 +03:00
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
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
Arseniy Shestakov
4af288aee4 Refactoring of main menu related code
We need to make sure it's not stay active during gameplay.
Proper fix would require actually removing menu interface from GH, but then GH needs refactoring too.
2018-04-07 18:44:21 +07:00
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