Anders Jenbo
5a7d86b46e
Make ScrollBarArrowFrame C++03 compatible
6 years ago
Anders Jenbo
c32f33f19f
Use safe ranges instead of decltype() for C++03 compatability
...
SDL2 uses int, but SDL1.2 uses Uint16 and Sint16.
6 years ago
Anders Jenbo
1c824a253f
Make controller TextAlignment C++03 compatible
6 years ago
Anders Jenbo
8726e80199
Make controller enums C++03 compatible
6 years ago
Marek Majkowski
f8ac2456e5
Bugfix: allow players of level 20 to enter nightmare game
...
Right now we update heroLevel only on "CreateGame" code. This
means you can't enter nightmare/hell game at all - unless you
do createGame first. Let's set the heroLevel global variable in both
create and join game cases.
6 years ago
Anders Jenbo
dc8be6c0ab
C++03 compatibility ( #736 )
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* Use C++03 compatible constructors
* Remove conflicting definitions
6 years ago
Anders Jenbo
7a90b9102a
When needed, clear buffer before rendering menu
6 years ago
Anders Jenbo
ca82f81582
Move menu elements to the center of the screen
...
Previously the rendering was just shifted which gave the mouse an odd
position and made it impossible to place new elements in the left side.
6 years ago
Anders Jenbo
0da3461d35
Use explicit types instead of auto
6 years ago
Anders Jenbo
69ad34f58f
Consistently use NULL instead of nullptr
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While nullptr does have extra checking, most of the code uses NULL and
nullptr makes it harder to port the code to some targets like the
original XBox
6 years ago
Kai Meyer
791aa60cab
Adding top-level CPACK option ( #700 )
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* Adding top-level CPACK option
* Setting CMAKE_BUILD_TYPE should always be Cache variables
This initializes CMAKE_CXX_FLAGS_RELEASE during project() correctly. With out
this, changes to CMakeLists.txt may result in a complete rebuild because
CMAKE_BUILD_TYPE wasn't in the cache before, and wasn't respected by project(),
but now it is.
https://cmake.org/pipermail/cmake/2008-September/023808.html
* Always build deb and rpm packages where possible
* Searching for .ttf instead of hard-coding it's full path
6 years ago
Manuel Alfayate Corchete
03662be548
Remove atexit() calls and implement a diablo_deinit() function instea… ( #694 )
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* Remove atexit() calls and implement a diablo_deinit() function instead that cleans up every subsystem if it has been init before.
6 years ago
Anders Jenbo
82f72713ed
Load current heros level from save game when on difficulty screen
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Fixes #566
The hero is unloaded before entering this screen from a game, hacking
the game to track the hero level would not work with single player
(planned to also have a select screen) so the only proper solution is to
load the info from the save game. Using gszHero allows us to stay synced
with the engine.
6 years ago
Anders Jenbo
e6f1faea0e
Revert "Correctly detect player level on difficulty selection screen ( #626 )"
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This reverts commit e6b6501079 .
6 years ago
SeanHenderson
e6b6501079
Correctly detect player level on difficulty selection screen ( #626 )
6 years ago
Gleb Mazovetskiy
1eefe841b6
mainmenu: Focus on the exit item before exiting
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This affects both the B and the Esc key
Fixes #603
6 years ago
Gleb Mazovetskiy
4a0e39c830
DiabloUI: Fix dialog rendering issues
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1. The palette fade level wasn't set, resulting in black on Amiga.
2. Rendering cleared `pal_surface` instead of `GetOutputSurface()`,
resulting in mouse trails.
Also improves performance by only loading the background / palette once.
6 years ago
Gleb Mazovetskiy
3bb28a48c9
DiabloUI: Also pre-scale DrawTTF cache
6 years ago
Gleb Mazovetskiy
803217538a
DiabloUI: Fix software scaling along the X axis
6 years ago
Gleb Mazovetskiy
1f129de0c3
DiabloUI: Scale surfaces at load/creation time
6 years ago
Gleb Mazovetskiy
bbe22b3be7
Fix credits when using software scaling
6 years ago
Anders Jenbo
3ad7e21e71
Fix flashing menu transitions
...
Fixes #591
6 years ago
Gleb Mazovetskiy
041d540c6f
Fix credit lines pop-in
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+1 should +2 (+1 for rounding-up and +1 for an extra line)
Fixes #585
6 years ago
Anders Jenbo
32d91cb446
Render menu directly to the output surface
...
Fixes fades not reset when switching to a new menu before fade had
ended.
Fixes incorrect start position for credits.
6 years ago
Anders Jenbo
9092eb43e5
Test fatal functions in appfat.cpp
6 years ago
Anders Jenbo
3f3dae87e1
Fix MSVC build
6 years ago
Anders Jenbo
118e3668b4
Remove unused code
6 years ago
Anders Jenbo
08aa6a860a
Move generic helpers out of miniwin
6 years ago
Anders Jenbo
67c58583d8
Implement fullscreen toggeling via alt+enter
6 years ago
Anders Jenbo
baf2d14440
Remove unused parts of miniwin
6 years ago
Anders Jenbo
913de17a56
Use SDL_Color nativly instead of converting betwen it and PALETTEENTRY
6 years ago
Anders Jenbo
8d0c600e27
Fix compiler warning
6 years ago
Anders Jenbo
9836d6038c
Use SDL_Log instead of printf
6 years ago
Anders Jenbo
f7541fbeb9
Ask before overwriting hero
6 years ago
Anders Jenbo
3703978483
Fix SDL1 build
6 years ago
Anders Jenbo
d04e0e44bb
Implement scroll wheel navigation
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up/down/left/right = arrow keys
ctrl+up/down = zoom automap in/out
6 years ago
Anders Jenbo
2c541816e6
Track the mouse through the life of the application
6 years ago
Anders Jenbo
faaddcfd28
Allow controller events to also interupt attract mode
6 years ago
Anders Jenbo
c3f283429b
Fix high CPU load when game is minimized
6 years ago
Anders Jenbo
0bc40c6799
Remove DUMMY notice from UiProfileGetString
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The original just returns the lable for the BNet user profile values and
are never used in the main application
6 years ago
Anders Jenbo
961e7f58c4
Implement UI errors
6 years ago
Anders Jenbo
16d3fa69c6
Fix checking if sound is playing
...
Fixes #392
6 years ago
Anders Jenbo
1ebeaa7cd7
Fix missing sounds in menu
...
Fixes #392
6 years ago
Anders Jenbo
e847108b78
Clean up event handeling
6 years ago
Anders Jenbo
f9d4073620
Detect when gamepads are added or removed
6 years ago
Fabian Bieler
8ee3e75199
Do not limit clipboard paste to 31 characters.
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Previously the clipboard contents were limited to
SDL_TEXTINPUTEVENT_TEXT_SIZE-1 (31 characters).
This is not necessary since the contents of the clipboard are written
directly to the UI element's buffer.
This is especially useful when pasting IPv6 addresses.
7 years ago
rsn8887
d63c61e27c
Add virtual keyboard support on Switch
7 years ago
Gleb Mazovetskiy
a13f1580d5
Prefill player name from list
7 years ago
Anders Jenbo
c3072c9373
Correct fade delay
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(256 / 8) × (1000 / 60) / 256 = ms per level (8 levels per frame at
60hz, 256 levels)
7 years ago
Anders Jenbo
0127478673
Improve frame delay for non-v-synced rendering
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Thanks to @glebm for pointing out the issue, hopfuly this is a better
solution :)
7 years ago