Age | Commit message (Collapse) | Author |
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During the gameplay room state is overwritten and needs to be restored
on restart/load. Currently the original room state is not preserved and
thus needs to be destroyed and reinitialized to obtain the original
state.
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GetKeyInput/MouseInput/Input() block until the expected input happens.
GetKeyInput() takes a parameter that checks if the key input is a
'printable' character, backspace, delete, return or escape.
Also, the key state is now stored instead of just the ascii value of the
pressed key.
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The original game's time was stored in 55ms ticks but we just run on
milliseconds. setAnimationTimer() sets the ticks the currrent room's
animation() function will not be called.
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By encapsulating the inventory state in GuiElements we can through out
inventory_object
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Most notably changes are,
Handling of object state when calling drawImage() for
inverse section rendering
Beginning to convert GUI to GuiElements (_guiCommandButton)
Mouse Input handling
This is still WIP but better than the glitchfest before.
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Of course the short description does not adequately describe the changes
made with this commit and I assume this won't be the last big
restructuring unfortunately.
Focus of this commit was to implement/fix the code so the main user
interface can be rendered. Bugs in the core routines for rendering
Messages and Images were fixed as well.
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