Commit Graph

68 Commits

Author SHA1 Message Date
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
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
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.
(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)
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
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