Age | Commit message (Collapse) | Author |
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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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Also remove the unused linesWidth variable and fix the hlLeftPadding and
hlRightPadding widget attributes to actually work.
There are still issues remaining with the caret in the list widget due
to the ellipsis being used to shorten long text. Ellipsis is accounted
for when drawing the text but not when computing the caret position.
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The redraw is already handled by the GUI main loop
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Comments explain how the num lock handling works before the
fall-through cases.
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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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Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
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The issue could occur when adding or removing widgets to a tab, and then
not switching to a different tab before the destructor or reflowLayout() were
called. In such a case the firstWidget of the current widget in the _tabs list
could be out of date. Accessing this first widget from the destructor or from
reflowLayout() could then cause a crash, or random issues caused to access
to free'ed memory. In theory this could also lead to a memory leak, although
I don't think this could occur in our current code.
Usually we add several tabs to a TabWidget and then switch back to the first
tab after building all the tabs. So in such a case the issue would not occur.
But because we are deleting and reconstructing the clear buttons for the
MIDI and Path tabs of the options dialog from reflowLayout(), if the current
tab is the Path tab, it would be kept as active tab after adding and removing
widget to it and the issue would occur.
This fixes bug #9618.
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Commit adds kFeatureClipboardSupport. hasTextInClipboard() and
getTextFromClipboard().
OSystem_SDL has this feature if SDL2 is used.
EditableWidget and StorageWizardDialog use g_system to access clipboard
now.
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I knew there were some, but I wanted to fix them once, instead of doing
it all the time.
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In SDL2 there is SDL_GetClipboardText(), so EditableWidget could support
pasting into it.
No copying yet, as there is no selecting.
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I should've done these in PR, I guess.
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Now it respects outer code's decision to hide or move some widgets
around. Outer code must be CommandReceiver which is set as
ScrollContainer's target.
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Changes theme stx files to specify TabWidget's type. That fixes wrong TabWidget height.
Changes TabWidget's getHeight() to return not only "children" height, but also tabs height. That fixes wrong clipping area.
Changes Widget's findWidget to use getHeight(). That fixes bug when widgets in the bottom of TabWidget were not reacting to the mouse events.
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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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