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2018-07-02I18N: Regenerate translations data fileThierry Crozat
2018-06-30GUI: Fix null pointer dereference in mass addBastien Bouclet
When looking for duplicates if the detected game had an unknown platform or an unknown language, the string for the corresponding code is null, resulting in a null pointer dereference.
2018-06-29GUI: Added license for M+ fonts (PD)Eugene Sandulenko
2018-06-29GUI: Added font, used in Japanese Riven menusEugene Sandulenko
2018-06-27GUI: Grey out unlaunchable games in launcherAdrian Frühwirth
2018-06-25I18N: Regenerate translations data fileThierry Crozat
2018-06-18I18N: Regenerate translations data fileThierry Crozat
2018-06-17CREDITS: Add dafioram to the Mohawk sectionBastien Bouclet
2018-06-11I18N: Regenerate translations data fileThierry Crozat
2018-06-04I18N: Regenerate translations data fileThierry Crozat
2018-05-28GUI: Improve layout update for UnknownGameDialogThierry Crozat
Previously the dialog was not resized and was just recentered on the screen when the overlay size changed. Now it is properly resized as well.
2018-05-28GUI: Use ScrollContainerWidget in unknown game dialogThierry Crozat
This should fix issues when the text to display in the dialog is too big to fit on the screen.
2018-05-28GUI: Move UnknownGameDialog to guiThierry Crozat
2018-05-28Merge pull request #1187 from bgK/detection-refactor-unknownBastien Bouclet
ENGINES: Return unknown game variants with the list of detected games
2018-05-24JANITORIAL: Fix trailing whitespaceAdrian Frühwirth
2018-05-20JANITORIAL: Remove trailing whitespaceAdrian Frühwirth
2018-05-14I18N: Regenerate translations data fileThierry Crozat
2018-05-10ENGINES: Merge GameDescriptor and DetectedGameBastien Bouclet
2018-05-10ENGINES: Factor adding games to ConfManBastien Bouclet
2018-05-10ENGINES: Turn GameDescriptor into a simple structBastien Bouclet
2018-05-10ENGINES: Change MetaEngine::findGame to return a plain game descriptorBastien Bouclet
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2018-05-07GUI: Add copy and paste support to the graphical consoleBastien Bouclet
2018-05-07I18N: Regenerate translations data fileThierry Crozat
2018-05-02JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-05-02CREDITS: Add XeenBastien Bouclet
2018-04-30GUI: Make the tab completion case insensitive in the debug consoleBastien Bouclet
It made little sense for the tab-completion to be case sensitive while command execution itself is case insensitive.
2018-04-30I18N: Regenerate translations data fileThierry Crozat
2018-04-29ENGINES: Show the unknown Game dialog only when the detector is launched by ↵Lothar Serra Mari
the Add Game feature
2018-04-29GUI: Add copy to clipboard shortcut for EditableWidgetThierry Crozat
2018-04-23I18N: Regenerate translations data fileThierry Crozat
2018-04-19Merge pull request #1156 from bgK/gui-simplify-textBastien Bouclet
GUI: Unify clip and non-clip draw calls
2018-04-19GUI: Unify clip and non-clip draw callsBastien Bouclet
2018-04-19GUI: Remove alpha bitmap supportBastien Bouclet
It was never used since its introduction 4 years ago It was not updated to work with the clipping rect
2018-04-16I18N: Regenerate translations data fileThierry Crozat
2018-04-09I18N: Regenerate translations data fileThierry Crozat
2018-04-07DS: Fix building with AGI engine disabledCameron Cawley
2018-04-02I18N: Regenerate translations data fileThierry Crozat
2018-03-28GUI: Added override specifiersEugene Sandulenko
2018-03-28GUI: Added override clausesEugene Sandulenko
2018-03-26I18N: Regenerate translations data fileThierry Crozat
2018-03-19I18N: Regenerate translations data fileThierry Crozat
2018-03-12GUI: Remove the ThemeItem draw queuesBastien Bouclet
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.
2018-03-12I18N: Regenerate translations data fileThierry Crozat
2018-02-05I18N: Regenerate translations data fileThierry Crozat
2018-01-29I18N: Regenerate translations data fileThierry Crozat
2018-01-27GUI: Remove the parent from the button_idle DrawDataBastien Bouclet
Removing it does not result in any visible difference. It was likeliy set by mistake.
2018-01-27GUI: Fix the caret drawing over the scroll bar in the list widgetBastien Bouclet
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.
2018-01-27GUI: Remove Dialog::markAsDirty to expose full GUI redrawsBastien Bouclet
2018-01-27GUI: Remove explicit redraw when scrolling the ScrollContainerBastien Bouclet
The redraw is already handled by the GUI main loop