7f16e5a5d7
Allow passing colour when drawing texture
2025-06-02 11:32:20 -05:00
2d8e77b9e2
don't clear the party sheet when clearing scenario graphics.
...
This is because when you leave a scenario and enter a new one,
your party sheet gets clobbered
2025-05-19 21:41:12 -05:00
f394cfb411
more comments and simplification of graphics sheet export
2025-05-19 21:41:12 -05:00
a1adaa3e48
comment more parts of copy_graphic() and fix a logic error
2025-05-19 21:41:12 -05:00
0bc13148bf
function for debugging internal textures
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this would have been nice for checking the textures of sf::Fonts
2025-05-19 21:41:12 -05:00
3319a4ec53
comments on copy_graphic()
2025-05-19 21:41:12 -05:00
64727a5c1b
dash in wave blade description has no glyph. replace with -- for now
2025-05-19 21:41:04 -05:00
4cd07098cd
optimize the last change
2025-05-19 21:40:59 -05:00
5ea7fcd145
new text mode, ELLIPSIS, truncates one line within rect...
2025-05-11 10:50:06 -05:00
76d14741b8
Re-add old baby hydra graphic, make more monsters pickable
2025-05-11 10:49:52 -05:00
a84ec50045
Avoid font corruption by pre-enlarging font atlas
2025-05-11 10:49:45 -05:00
96beb0d4b1
specify std::round
2025-05-11 10:49:42 -05:00
db64b53cd2
Move ScaleAwareText to render_text.hpp
2025-05-11 10:49:41 -05:00
880d7bd1bf
round final text render coordinates to int.
...
This didn't fix the main bug I'm struggling with, but someone
in SFML forums reported that float coordinates could cause
graphical bugs in text rendering.
2025-05-11 10:49:40 -05:00
e30a5a6541
fix clip_rect for window modes that reposition the UI
2025-05-11 10:49:25 -05:00
b9936a80ee
fix red talk word hitbox
2025-03-16 14:03:53 -04:00
cef17ea91c
Optimize calculate_line_wrapping from O(N^2) to O(N)
2025-03-16 14:03:53 -04:00
46bfc92051
Refactor: function to turn eFont into sf::Font
2025-03-16 14:03:53 -04:00
1866fff3ce
Cache measurement of space in TextStyle
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I noticed a ton of string_length() calls on empty space strings,
each one making an sf::Text object to measure. I thought caching
the result would make the slow dialogs open faster but it didn't.
Still might as well do it, though.
2025-03-16 14:03:53 -04:00
5cfc6ba328
Fix all the compile warnings that occur on Mac.
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(Except the OpenGL deprecation warning and some warnings coming from Boost.Process.)
2025-03-08 20:43:04 -05:00
823fb8904d
Set scale-aware text size when initializing the object
2025-03-06 21:23:57 -05:00
01c11518cc
Fix scaled text offset in fullscreen modes. Fix #651
2025-02-22 11:21:47 -05:00
32a532b7eb
draw scale-aware text clipped to the adjusted clip_rect
2025-02-17 13:03:55 -06:00
d78793c979
store clip_rects of RenderTextures
2025-02-17 12:33:08 -06:00
9c70859244
Fix C++11 compiler error
2025-02-15 15:16:39 -06:00
78d10987fe
draw scale-aware text onto RenderTextures
2025-02-15 15:16:15 -06:00
6fa63307b1
Draw scale-aware text onto windows
2025-02-15 15:12:25 -06:00
318f430917
clip missiles when they go beyond the ter screen
2025-02-13 09:49:59 -06:00
1103715faf
add an option to show pipes to TextStyle
2025-02-09 20:28:06 -06:00
d8089fe013
silver
2025-01-22 11:01:22 -06:00
1fb1aa2ce3
add back the extra colours
2025-01-21 19:33:49 -06:00
3de6870628
parseColor use - instead of _
2025-01-21 19:15:38 -06:00
4260d41bf6
colorize hp and sp in casting menu
2025-01-20 13:44:42 -06:00
daecca4abe
dialogxml parseColor use a map built from Colours constants
...
parseColor() was doing a big if-else with string comparisons,
and returning values that differed from our Colours constants.
Since I couldn't find an instance of the colour attribute in our
existing xml, it should be safe to do away with those conflicting
values and refactor parseColor() to match the constants
and use cleaner code.
2025-01-20 13:44:31 -06:00
c7ce84def2
More intuitive coloration in spell menu
2025-01-20 13:42:20 -06:00
0ef3ad81d9
Recast hint for spellcasters
2025-01-20 13:42:03 -06:00
37640bf349
fix compiler warnings
2025-01-20 09:41:29 -05:00
a551da6299
add very rudimentary right-alignment text option
2024-11-16 17:47:07 -06:00
a725dc606a
Fix #455 ( #467 )
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Also fix #454 and #427
2024-11-16 15:44:12 -05:00
e2142158af
fix #465
2024-11-10 11:33:02 -05:00
7791380a9a
refactor dialogue word button on/off colors to constants
2024-09-03 00:08:26 -04:00
13a62445a3
Fix some compile warnings
2024-08-24 20:14:40 -04:00
d81e613ea1
more DRY overload function implementation
2024-08-22 09:47:06 -04:00
c08a10867c
cTextMsg pre-calculate layout
2024-08-22 09:47:06 -04:00
5f97d8bfb3
refactor win_draw_string() so line wrapping can be cached
2024-08-22 09:47:06 -04:00
f400a5b7de
Address a bunch of dead store issues found by the static analyzer.
...
Pretty much all of these fall into one of two categories:
* Variables that are obviously unneeded and in many cases completely unused – probably remnants of old code that was rewritten. These ones were deleted.
* Variables that look like they should be used but aren't. These ones have been suppressed, with a TODO message added as a reminder to investigate them in more detail later.
2024-08-10 12:22:05 -04:00
8a2cfbae7e
Fix some issues rendering animated terrains in dialogs, and avoid a crash if a graphics sheet cannot be found
2023-01-30 00:07:25 -05:00
1654ac69aa
Squash a too-verbose log message
2023-01-21 16:42:54 -05:00
8872f1aa25
Stop storing players as bare pointers - use unique_ptr instead
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Should fix some potential memory leaks that were caught by static analysis
2023-01-12 21:26:08 -05:00
Morel Berenger
4cd2bfd8d1
render_image.cpp: improve gl error messages by adding filename
2023-01-06 20:49:08 -05:00