Age | Commit message (Collapse) | Author |
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This fixes bug #10634 - GUI: Options cutoff for Edit Game when
Graphics mode is x2 or less
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I meant to, but forgot, to do it when adding the stretch factor
to the Options dialog. Doing it now should prevent from using
older themes that do not have the position for this widget.
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It was never used since its introduction 4 years ago
It was not updated to work with the clipping rect
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Drawing nows happens directly when the Dialog or Widget draw methods are
called. This makes it easy to debug why a particular low level draw
method was called, by inspecting the call stack.
This replaces the notion of "buffering" by two independant ways to
control what is drawn and where:
- The active layer is used to select whether the foreground or
background part of the dialogs are rendered by the draw calls.
- The active surface is used to select if the draw calls affect the back
buffer or the screen.
The foreground layer of the active dialog is drawn directly to the
screen. Its background layer is drawn to the back buffer. This way
widgets can restore the back buffer in order to update without having to
redraw the dialog's background.
Dialogs lower in the dialog stack are drawn entirely to the back buffer.
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The width of each tab is now computed from its title, independently of
the other tabs. This increases the number of tabs that fit on the
screen.
This rewrite also fixes a bug where if the window size increased while
_firstVisibleTab > 0, some tabs would become inaccessible when the
scroll buttons were hidden.
The layout key Globals.TabWidget.Tab.Width is now treated as minimal
tab width. This is set so that the tabs fit reasonably well in lowres
layouts.
At the same time, this reduces the lowres scroll buttons heights to fit.
This patch makes the Nintento DS hacks in TabWidget obsolete.
(Hopefully! I'm not able to test.)
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This should have been done when making changes to it but I forgot.
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StorageWizardDialog now shows logo of the Storage being connected (in
modern highres theme).
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It pastes clipboard contents as code into 8 fields of that dialog.
(Clipboard support works with SDL2 only.)
"Open URL" and "Paste" buttons are placed in the left column under the
picture (because there is no room for 4 buttons in the bottom row).
Commit also adds "dropbox.bmp", which is just a square 115x115 picture.
Such pictures are would be used as Storages logos in that dialog.
In lowres there is no left column, so all 4 buttons are in the same row.
None of them are visible, because they are overflowed. Container has to
be added to continue working on them.
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Includes code from https://github.com/inisider/scummvm/ , which has been
squashed and bugfixed
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This implements feature request #3600774 "File browser: show hidden files".
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This should make it clearer that Reset applies to all of the
FluidSynth settings, not just the Misc tab.
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This resets the FluidSynth settings to their default values.
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I don't really understand what these parameters do, or what the
sensible values are, so for now the sliders are limited only by
the allowed (or, in one case, "safe") values.
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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This adapts the related graphics code, which is the generic Font API and the
TTF font implementation.
It furthermore adapts the GUI to properly take care of kerning in text input
widgets.
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Now we set the default localized font to the "text_default" font of the
currently active theme and default to the big GUI font in case none is
specified properly.
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It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
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Previous triangle drawing was all wrong, rewrote it from the scratch.
Added padding to drawsteps in stx files
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