Commit Graph

19 Commits

Author SHA1 Message Date
dbf5822590 Add hotkey in top-left corner of shop item. Fix #624 (#630) 2025-02-18 20:40:36 -05:00
ec06ca4be3 Don't handle arrow keys specially in some modes. Fix #588 2025-02-18 09:37:56 -05:00
3ad647c700 Fit preset talk word click rects. Fix #566 2025-02-04 08:48:18 -06:00
2d824e869e Encode startup buttons as string in replays, fix #533 2025-01-16 16:53:27 -06:00
b7da0f0c62 remove ITEMBTN_NORM and _ALL, and button_position arg 2025-01-08 19:07:22 -05:00
df3839ab5d Rearrange startup buttons, add tutorial button with stub event
Fix #173
2024-11-30 20:11:08 -05:00
54d769a4d1 Experimental: Identify spell now brings up shop-like identify interface 2024-09-10 22:18:59 -04:00
753dbbcc59 Add a new dialogue mode to recharge items
This is currently useless, as exhausting an item's charges currently deletes it, but it is part of a work in progress
2024-09-10 22:18:59 -04:00
ALONSO Laurent
e2a4fcc788 OsX[AppleEvents]: try to avoid some crash by delaying the function which is called
by such events...

Fixes #292
2023-01-06 13:57:01 -05:00
x-qq
158de40ce3 Fix unclickable shop info icons 2020-02-11 11:35:14 +02:00
deac7b0cb6 Merge pull request #251 from x-qq/fix_scrollbar_segfaults
fix for scrollbar segfaults

* fixes #206
* fixes broken mousewheel scrolling of the scenedit palette
* removed boost threads dependency
* added foundation for further refactoring of the drawing and event handling code: interfaces and drawable manager with layering
* removed a bunch of unneeded redraw calls
* removed some repeated recalculation of effectively constant values (boe.actions)
* removed recalculation of effectively constant scrollbar and button positions (boe.graphics)

Closes #251
2020-02-09 15:55:51 -05:00
2520f56fb0 I suppose it's a little cleaner to have separate modes for bashing a door and picking a lock 2020-02-04 00:34:01 -05:00
aad9918f13 Remove the explicit assignment of mode numbers
Also remove MODE_CUTSCENE, which is unused and may never be used since the
cutscenes implementation ended up using something else.
2020-02-04 00:25:43 -05:00
72bd8265fa Game modes cleanup
- Fix some cases where modes were still referenced by number
- Replace most cases of mode range-comparison with is_out(), is_town(), and/or is_combat()

There could be some minor errors in the replacements.
2020-02-04 00:02:08 -05:00
a2e73a0223 Fix small item icons being shrunk even further in the inventory screen 2020-01-26 16:07:12 -05:00
29ef8b9c1e Refactor the game event loop and add menus to the Linux build
Patch from @x-qq
Addresses #195
2020-01-25 17:57:32 -05:00
4f785e2650 Use enums for most of the rest of the game constants.
This adds an "enum map" type that allows safe usage of an enum to index an array.
(That is, it enforces that the index is of the enum type.)
2019-11-24 20:28:52 -05:00
9c69e006d8 Refactor rendering to use an SFML view for placing the main UI within the overall interface 2017-09-04 14:36:55 -04:00
82abdab695 Major code reorganization
This commit only updates the XCode project for the changes.
A later commit each will update it for scons and MSVC.

A few actual changes are mixed in:
- Add a prefix header for a handful of common definitions
- Moved current_cursor into the Cursor class as a static member
- Removed the make_cursor_sword and make_cursor_watch functions
- Include tests in the All target
- Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)
2017-04-14 00:24:29 -04:00