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Commit Graph

7986 Commits

Author SHA1 Message Date
toneyisnow
1319175bdc Removed the create functions in the ColorShifter classes. 2020-01-27 00:34:59 -08:00
toneyisnow
a03e696ec0 Updated const. 2020-01-26 16:18:07 -08:00
toneyisnow
8db638c054 Fix tiny space issue and remove reference of SDL.h 2020-01-26 00:05:38 -08:00
toneyisnow
468584d469 Update the originalPalette, and use SDL_Palette methods to improve memory management. 2020-01-26 00:01:48 -08:00
toneyisnow
0f4a9e5106 Updated resolved some issues. 2020-01-25 18:49:53 -08:00
toneyisnow
0f3dabab9a Initialize the change:
1. Make color shifter for CAnimation, and use that in the clone effect.
2. Update the original position of the cloned object.
2020-01-25 01:21:26 -08:00
Alexander Shishkin
304b6e2fb2
Merge pull request #624 from Toneyisnow/toneyisnow/Fixbug_LobbyScreen_LoadGame
Fix bug: LobbyScreen UI has a bug on the Difficulty toggle group.
2020-01-23 16:13:51 +03:00
toneyisnow
8341ba3c27 Update according to comments. 2020-01-22 23:07:20 -08:00
toneyisnow
01ca21ae67 Fix bug: LobbyScreen UI has a bug on the Difficulty toggle group.
Scenario: In LoadGame Lobby screen, the difficulty toggle group is showing multiple choices, but actually only one valid is working.

The reason is, in the Lobby screen Initialization code will set the difficulty = 0, and each time the player changes a map in the selection, the toggle group control is not resetting the difficulty buttons to disabled state.

How fix:
Add a new method to ToggleGroup class: setSelectedOnly, which will disable all other buttons and then set the selected button.

Note:
During the game loading time, the client is loading the map, and send a NetPack to server: LobbySetMap, and send a NetPack to Interface: LobbyUpdateState.
In the LobbyUpdateState it sets the map difficulty.
2020-01-21 01:09:08 -08:00
krkos
ac81d0f7b4 Fix build with Boost versioni >= 1.70 (#615) 2020-01-21 11:55:28 +03:00
toneyisnow
8bfe510e9c Fix one space issue. 2020-01-19 04:12:59 +00:00
toneyisnow
a1ea72d84a Update according to comments. 2020-01-19 04:12:59 +00:00
toneyisnow
0fe3c0a569 Initialize the change. 2020-01-19 04:12:59 +00:00
Arseniy Shestakov
905d31b8d7 CModHandler: remove hardcoded wog mod integrity check
Now we have unpacked WoG mod version that dont need specific data files.
As far as I can tell only texts for commanders not going through proper mod system
2020-01-15 18:20:51 +00:00
Alexander Shishkin
5afcb070fa
Merge pull request #621 from sztupy/android_fix_sdl_letterboxing
Fix SDL letterboxing on Android builds
2020-01-08 10:17:03 +03:00
Zsolt Sz. Sztupák
e6f1ab6539 Fix SDL letterboxing on Android builds
On Android calling `SDL_RenderSetLogicalSize` with dimensions having a different aspect ratio than the screen will cause letterboxing with blinking garbage data in that areas (instead of having black bars). This is annoying and makes the game really hard to play.

This change will make sure that on Android `SDL_RenderSetLogicalSize` will always be called with dimensions where the aspect ratio is the same as the screen to make sure there is no letterboxing.

The only problem with this is that during drawing the adventure map nothing will clear out the areas that would have been letterboxes, so there is an added explicit clear screen command for `totalRedraw()`.

The changes are only applied to Android builds in order not to affect PC builds - but some changes, especially clearing the screen could be easily added to the PC builds as well
2020-01-06 18:46:56 +00:00
Alexander Shishkin
d81940d3b0
Merge pull request #620 from sztupy/android_campaing_fix
Add support for the Android App to notify if the server has been closed
2020-01-06 20:40:25 +03:00
Zsolt Sz. Sztupák
3c5194a232 Add support for the Android App to notify if the server has been closed
When winning the campaign there is a lock that waits for the old server to stop before allowing to continue with restarting the server. While the lock was released on PC builds as the server runs differently on Android this was missed making campaigns always hang the app when you win.

This change adds a new native method that can be called from the Android app to signal that the server has stopped, so the client can continue with requesting a new server and showing the new campaign scenatio screen.

Note: this change alone doesn't fix the bug but it's required for a fix on vcmi-android's side. It doesn't break anything and can be merged before the vcmi-android changes
2020-01-06 16:43:02 +00:00
Alexander Shishkin
c538705fcd
Merge pull request #619 from JakubK44/more_mouse_scroll_fixes
More mouse scrolling fixes
2020-01-06 08:42:25 +03:00
JakubK
a8d5081895 More mouse scrolling fixes
Defect:
After my previous change that enabled map layer (`CAdvMapInt`) to listen to all mouse move events via `strongInterest` bool, I noticed that there are a few scenario that start scrolling the map unexpectedly. The two that were the easiest to reproduce were using keyboard arrows to move the hero or dimissing a popup dialog.

I traced this down to unexpected mouse move event (`SDL_MouseMotionEvent`) that SDL seems to dispatch in this situation. The windowID that comes with the event in this scenario is 0 (so no window with mouse focus). I don't know why SDL dispatches this mysterious (to me) mouse move event in that case (note that there is no actual mouse movement in either repro case).

Fix:
Don't handle the mouse move event if the windowID of the mouse motion event is 0.

Notes:
Impacts scrolling of the game map. Did some play testing and didn't notice the scrolling not working when expected. The two specific cases where the map would scroll unexpectedly (move a hero with keyboard arrows or dismiss a popup dialog) no longer move the map.
2020-01-04 22:45:33 -08:00
Alexander Shishkin
98e2d177c0
Merge pull request #618 from vcmi/dydzio0614-patch-1
Update year to 2020
2020-01-01 18:11:21 +03:00
Dydzio
bedd158d2c
Update year to 2020 2020-01-01 12:54:23 +01:00
Alexander Shishkin
730a2a32f6
Merge pull request #617 from JakubK44/fullscreen_mousemove
Fix fullscreen map mouse scrolling
2020-01-01 02:16:28 +03:00
JakubK
09cd4c072a Defect:
In fullscreen mode, when the adventure window size does not fill the entire monitor (leaving black bars on each side), mouse movement is ignored in these areas. This results in difficulty scrolling the map in fullscreen mode, since you have to be exactly within [0,15] of the edge of the adventure window.

Fix:
Have the adventure map element, CAdvMapInt, subscribe to all mouse move events by setting the `strongInterest` bool to true. This will extend the scroll region to [min, 15], eliminating the dead mouse move space on the side of the window.

Notes:
Impacts adventure window mouse move event handling. Manually validated the scrolling the map now works without having to precisely aim for the edge of the window.
2019-12-26 10:10:39 -08:00
DjWarmonger
3fd8faf41b
Merge pull request #614 from vcmi/Launcher_GUI_fixes
Hmm.. it looks like it works for me.
2019-10-14 18:21:28 +02:00
Alexander Shishkin
3290ae19b0
Merge pull request #616 from nullkiller/fix-3085
[3085] - MapObjectEvaluator crashes on custom monolith
2019-09-14 16:49:44 +03:00
Andrii Danylchenko
bdec7db528 [3085] - MapObjectEvaluator crashes on custom monolith 2019-09-13 10:33:06 +03:00
DJWarmonger
ab62430785 Remove space after if 2019-07-30 11:00:44 +02:00
DJWarmonger
20ea7ac44f Disable drag & drop icons:
https://bugs.vcmi.eu/view.php?id=3078
https://bugs.vcmi.eu/view.php?id=3079
2019-07-30 09:37:00 +02:00
DJWarmonger
d58c7b2105 Persist mod table header (especially column widths). 2019-07-30 09:28:42 +02:00
DJWarmonger
37bebd8f62 Persist window settings in system 2019-07-30 08:32:35 +02:00
DjWarmonger
7e7c98852d
Merge pull request #613 from vcmi/dydzio0614-patch-1
Lol, it's been in "TODO" for years now :P
2019-07-21 11:46:21 +02:00
Dydzio
e3f52d74af
Stop launcher from asking to update essential files 2019-07-21 09:01:57 +02:00
Dydzio
f8c294ad0b Fix attack cursor on guarded visitable object 2019-07-14 13:25:06 +03:00
Alexander Shishkin
f599187563
Merge pull request #608 from vcmi/BreakVS2015Compatibility
Break Visual Studio 2015 support
2019-07-03 11:23:48 +03:00
Dydzio
bb14131c5c Use newer dependencies package 2019-07-02 21:01:01 +02:00
Dydzio
2716a8ecbb
Swap to VS 2017 where 2015 was used before 2019-06-24 19:16:07 +02:00
Alexander Shishkin
8014cdc3e7
Merge pull request #607 from vcmi/AppveyorQtFix
Fix Qt-related dll files not used when building appveyor installer
2019-06-22 09:19:26 +03:00
Dydzio
14427764ab Copy Qt files to appveyor build installer 2019-06-21 10:53:44 +02:00
AlexVinS
e7bced112c Fixed https://bugs.vcmi.eu/view.php?id=3059 2019-06-09 22:46:29 +03:00
AlexVinS
d2de94b811 fixed broken test 2019-06-09 20:32:06 +03:00
Alexander Shishkin
a2364b9351
Merge pull request #606 from dydzio0614/UpdateVSto2019
Update VS files to 2019, partially fix test project
2019-06-09 20:05:18 +03:00
Dydzio
54550b50de Update VS files to 2019, partially fix test project 2019-06-09 17:28:55 +02:00
Alexander Shishkin
c2ad0e67de
Merge pull request #605 from vcmi/VictoryDefeatCrashFix
Fix all common victory/defeat crashes
2019-06-08 21:54:48 +03:00
Dydzio
492d6504b4 Fix all common victory/defeat crashes 2019-06-08 16:59:04 +02:00
Alexander Shishkin
6c64356e48
Merge pull request #604 from dydzio0614/StatusbarFix2
Revert old statusbar hackfix
2019-06-07 01:03:27 +03:00
Dydzio
fd9f16142d Revert old statusbar hackfix 2019-06-06 22:56:14 +02:00
Alexander Shishkin
f6ab4c1f63
Merge pull request #603 from dydzio0614/AiPrisonValueFix
Fix wrong AI prison value handling
2019-06-06 05:13:50 +03:00
Dydzio
4be4e10fe9 Fix wrong AI prison value handling 2019-06-05 23:07:22 +02:00
Alexander Shishkin
e3b3bba603
Merge pull request #602 from dydzio0614/TownEventFix
Do not build pseudo-buildings explicitly with events
2019-06-05 01:25:30 +03:00