Age | Commit message (Collapse) | Author |
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First visible tab moves up when a theme's width cannot fit another tab.
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Tab cycling ignores tab width, and slides correctly for larger tab counts.
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Tab and Shift-Tab can now cycle between each Tab of the Edit Game menu.
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This is prominently visible in the list based save/load chooser since the
edit string is drawn on a special green background there. When the caret is
at the end of the edit string this would result in the green color missing
at the place of the (undrawn) caret. To avoid this we simply draw a fake
space now.
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This improves the look of the editable widgets.
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The line "y + editRect.height() + 2" is not included in drawing anymore. Thus
it is allowed to equal EditableWidget::_h.
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This fixes an ugly y position change when the caret is moved to a character in
an edit text widget.
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Includes code from https://github.com/inisider/scummvm/ , which has been
squashed and bugfixed
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In case there were less items in the list than on a page, it was possible
that a "scrollTo" call scrolled items out of the view even though all could
be displayed. This caused odd behavior in the load dialog in T7G. There
the list contains 10 entries. In case the last one was loaded via the dialog,
the next time it was brought up again it showed the 9th entry at the top
of the view and effectively hiding all the others. It furthermore did not
show the scroll bar because all entries would have fit onto one page.
To prevent this odd behavior, a boundary check has been added to all places
where the scroll position is set. This has been taken from "scrollToCurrent"
which already tried to prevent this.
This fixes the second issue described in bug #3610960
"T7G - savegame glitches".
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This was another inconsistency between changing the widget by
clicking and changing it with the mouse wheel. Hopefully the last
one, though.
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This is consistent with the notification when the widget changes by
clicking. As far as I can tell, that notification was added shortly
before mouse wheel handling was added. It missing from the mouse
wheel handler was presumably just an oversight.
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Otherwise, it will look like the value hasn't changed until the
widget is redrawn for other reasons, e.g. by mouse-over.
Incidentally, does anyone know why handleMouseDown() calls
sendCommand() when the selection changes, while handleMouseWheel()
does not?
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This is done in the spirit of 658080deeda79d20ea40643569fbcb072573e7cf.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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This should give a better user experience, since the user will not have to
scroll back to where he was when he used the dialog last.
Thanks to wjp for suggesting this.
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This change was done per request of _sev.
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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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This should be less heavy on timer usage and makes sure no race conditions
will occur.
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- Streamline keypad handling
- Allow up/down to act like home/end
- On Mac OS X, allow ctrl-a and ctrl-e to act like home/end
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Some backends may break as I only compiled SDL
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svn-id: r54267
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svn-id: r54266
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Also renamed the source/header files, now they are more closely
aligned to how we rename most other source files
svn-id: r54264
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