Enable the new dialogs and update changelogs.

This commit is contained in:
Mark de Wever 2008-12-25 11:16:11 +00:00
parent 53e42ab4e9
commit 76300051f1
4 changed files with 17 additions and 1 deletions

View file

@ -24,3 +24,17 @@ Compressed start of scenario saves are recognized
again by the load-game dialog.
***
The drawing engine for the new widgets is rewritten, the engine does show
scrollbars too often, which will be fixed later.
***
The game now has two ingame dialogs, the old one and a new one. The new one
shows a transparent portait which will be scaled to fit nicely on the screen.
This might need some tuning. This means all portraits made by Kitty and the new
portraits of LordBob can now be shown in their full glory.
(Note the WML part of it is not documented since the API is not stable yet,
this will be done before 1.6.)
***

View file

@ -77,6 +77,7 @@ Version 1.5.6+svn:
* ~BL(radius): blur an image by the given radius.
* Added the transparent version of Kitty's portraits.
* Rewrote the drawing engine for the new widgets.
* Enabled the new dialogs when a new portrait is available.
* Language and i18n:
* Renamed the --dummylocales parameter to --dummy-locales.
* Fixed the po extraction tool to also include the id field.

View file

@ -56,6 +56,7 @@ Version 1.5.6+svn:
Revenant, Naga Warrior.
* New tile variations for Oasis.
* New portraits for Peasant, Swordsman, Spearman.
* The game now shows an transparent image in the new dialog when available.
* Language and translations
* updated translations: Chinese /Simplified), Czech, Danish, Dutch, Finnish,

View file

@ -2928,7 +2928,7 @@ namespace {
if (side_for_show && !get_replay_source().is_skipping())
{
// We whether we can show the new dialog.
if(gui2::new_widgets && options.empty() && speaker != units->end()) {
if(options.empty() && speaker != units->end()) {
// Get the portrait and if found proceed to use the new dialog.
const tportrait* portrait =