Age | Commit message (Collapse) | Author |
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The other paths have one.
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Previously it was only possible to specify whether items where aligned
to the start or centered in the cross direction of the layouts. It is
now additionally possible to align the items to the far end of the cross
direction or to resize them to match the size of the layout.
Terminology and behavior are loosely based on CSS's flexbox containers.
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Prior to this change, a GUI layout was only affected by the screen size.
Now, a layout can additionally be influenced by the GUI dialog and widgets
that uses it. This capability is leveraged to implement the following
features:
* Layout elements that are not bound to a GUI widget do not take space.
This means that dialogs where the widgets shown depend on for example
a feature being enabled at configure time no longer have blank spaces.
* Widgets can define a minimal required size for their contents not to be
cut. For now this is only used for buttons so their width is always
sufficient for their caption not to be cut. This mechanism could be
applied to other widget types in the future.
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Fixes #11271.
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The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.
Fixes #11292.
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The DropdownButtonWidget changes broke compatibility with older themes.
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Fixes the having the drag in the dialog to change the selection on
platforms with a touch screen.
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DropdownButtonWidget is a button split in two parts vertically. Clicking
the left part triggers a default action. Clicking the right part shows a
list of other actions the user can choose from.
Using this widget on the launcher lets 'Mass add' be a secondary action
of the 'Add' button, removing the necessity of pressing the shift key to
access the feature.
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Also don't eagerly allocate EE as it consumes quite a bit of memory.
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Related to about cls() and easter egg. Crashed on Android port on small screen devices
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Qualified game names have the following form: engineId:gameId.
Unqualified game names are still supported as long as they are not
ambiguous. However they are considered deprecated and are no longer
displayed by the --list-games command.
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The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.
Also-By: Matthew Hoops <clone2727@gmail.com>
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Pressing escape sets the dialog result to -1.
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The height of the tab widget was reduced by 2px in
eabb81829f29716e949890844029567687626bc8. However, that change caused
the tab nav buttons to be drawn slightly outside of the tabs with the
low resolution layout.
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The changes in 1dce33dd9f909b09a73902b3939b61a81a149b7a introduced a
case where the width of widgets would not be set. This commit reverts
the offending changes and introduces a different fix for the original
issue.
Only recompute the width/height of a stack if it is not explicitly set.
Fixes #11214.
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* Testing if a widget can be centered was ignoring the padding.
* Only resize a layout based on its content if it was not explicitely
sized by its parent. Fixes the logo causing incorrect layout
computations when the window width is lower than the image width.
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These languages have 2 charater codes, and setting third character
in the Common::String led to assert. The proper consturctor is used
instead now.
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These are flagged by GCC if -Wswitch-default is enabled.
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Selecting whether a clipping variant of a draw call needs to be used is
no longer the responsibility to the caller. The clipping rect is now
part of the state of the renderer.
Also fix some of the draw calls to better apply the clipping rect.
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These are flagged by GCC if -Wswitch-default is enabled.
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