Gleb Mazovetskiy
17a97450bc
Convert assets to CLX
...
Converted using the following commands:
```
cd Packaging/resources/assets
pcx2clx --transparent-color 1 --num-sprites 256 fonts/*.pcx && rm fonts/*.pcx
pcx2clx --num-sprites 2 ui_art/dvl_but_sml.pcx && rm ui_art/dvl_but_sml.pcx
pcx2clx --transparent-color 1 data/hintbox.pcx data/hintboxbackground.pcx && rm data/hintbox.pcx data/hintboxbackground.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/hinticons.pcx && rm data/hinticons.pcx
pcx2clx --num-sprites 2 data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx && rm data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx
pcx2clx --transparent-color 1 data/healthbox.pcx && rm data/healthbox.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/resistance.pcx && rm data/resistance.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/monstertags.pcx && rm data/monstertags.pcx
pcx2clx --transparent-color 1 data/stash.pcx && rm data/stash.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/stashnavbtns.pcx && rm data/stashnavbtns.pcx
pcx2clx **/*.pcx && rm **/*.pcx
git checkout master -- ui_art/black_diablo.pcx ui_art/black_hellfire.pcx data/charbg.pcx data/talkbutton.pcx data/panel8bucp.pcx
rm ui_art/black_diablo.clx ui_art/black_hellfire.clx data/charbg.clx data/talkbutton.clx data/panel8bucp.clx
```
4 years ago
Gleb Mazovetskiy
961866e1c4
CLX: A new graphics format
...
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.
This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.
Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.
4 years ago
Gleb Mazovetskiy
0cd035ef61
Load PCX as CL2
...
Similar to #5059 , which converted CEL to CL2 at load time,
we now do the same for PCX.
Some size stats: https://gist.github.com/glebm/067bf1ec73f9d14514932cfe237e4e8e
Notably, fonts RAM usage is decreased by ~35%.
4 years ago
Gleb Mazovetskiy
73f9dd45ab
Move embedded dialog assets to the MPQ
...
If we can't find `devilutionx.mpq`, we can't render a dialog either,
because the MPQ contains the fonts.
4 years ago
Andrew James
13a3424ff0
Add helpers for creating/using Rectangles in UI contexts ( #4734 )
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* Add MakeRectangle helper to convert from SDL_Rect
* Add Rectangle::inset method for shrinking a rectangle
Turns out some of the other use cases I though this could apply to were actually doing something based on a fixed region
* Simplify initialisation of settings menu rects
4 years ago
Gleb Mazovetskiy
8514cc80a9
Migrate embedded button data to PCX
...
It is a bit smaller that way.
Also renders the non-embedded dialogs as PCX.
The embedded dialog is still raw pixel data because it is larger as PCX.
4 years ago
Andrew James
5046b1288d
Apply clang-tidy configuration to (some of) ui_item.h ( #3719 )
4 years ago
Gleb Mazovetskiy
7e1fea6f76
clang-format all files in {Source,test}/
...
Also includes a few manual tweaks to comments and newlines for better results.
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
Anders Jenbo
73e749f491
Adjust dialog font metrics
4 years ago
Anders Jenbo
4dd8b121ec
Replace TTF with PCX font
5 years ago
Juliano Leal Goncalves
20d356a6eb
♻️ Leverage 'Point' in art_draw functions
5 years ago
ephphatha
0575716eac
Rename UiFlags members to group related options
5 years ago
ephphatha
4ad53232a0
Convert the UiFlags enum to a scoped enum type
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Replace operator&& with named function
5 years ago
Anders Jenbo
6d492e8220
Rename UI globals
5 years ago
Anders Jenbo
191d98207b
🎨 readability-identifier-naming on DiabloUI
5 years ago
Gleb Mazovetskiy
295b5bce81
🧹 DiabloUI: Clean up text render cache
...
Cleans up the handling of text render cache for `UiText` and `UiButton`.
This also happens to fix a memory leak (`FreeCache` was never called).
5 years ago
Anders Jenbo
8c821e98d3
🚚 Restructure files
5 years ago
Anders Jenbo
bfb3c11c2b
🎨 Change namespace to devilution
5 years ago
BDC
62de5f1600
Refactor DiabloUI to dynamic C++03 compatible code
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This will help with porting the game to the original Xbox, and also make
it easier to implement dynamic resolutions and translations.
6 years ago
Gleb Mazovetskiy
803217538a
DiabloUI: Fix software scaling along the X axis
6 years ago
Anders Jenbo
ba9288c6cf
Unify error dialogs, for looks and portability
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- Use UiOkDialog() to display all error messages
- Add SDL simple message, and console fallbacks to UiOkDialog()
- Boot graphics early on to facilitate most error messages with build in
gui
- Some more miniwin clean ups
7 years ago
Gleb Mazovetskiy
458fbcef88
DiabloUI: Implement some dialogs
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Partially addresses #303
7 years ago