wesnoth.scroll_to_tile can now skip if onscreen
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3 changed files with 13 additions and 4 deletions
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@ -26,6 +26,8 @@ Version 1.13.6+dev:
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* New read-only keys: share_maps, share_view
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num_units, num_villages, total_upkeep, expenses, net_income
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* Existing keys made mutable: shroud, fog, flag, flag_icon
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* wesnoth.scroll_to_tile now accepts a third boolean argument - if true, the scroll
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is skipped when the tile is already visible onscreen.
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* WML Engine:
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* Removed LOW_MEM option when building.
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* Add color= attribute to [floating_text]
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@ -354,7 +354,7 @@ function wesnoth.wml_actions.message(cfg)
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else
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-- Check ~= false, because the default if omitted should be true
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if cfg.scroll ~= false then
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wesnoth.scroll_to_tile(speaker.x, speaker.y)
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wesnoth.scroll_to_tile(speaker.x, speaker.y, false, false, true)
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end
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wesnoth.highlight_hex(speaker.x, speaker.y)
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@ -2371,15 +2371,22 @@ int game_lua_kernel::intf_play_sound(lua_State *L)
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* - Arg 1: location.
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* - Arg 2: boolean preventing scroll to fog.
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* - Arg 3: boolean specifying whether to warp instantly.
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* - Arg 4: boolean specifying whether to skip if already onscreen
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*/
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int game_lua_kernel::intf_scroll_to_tile(lua_State *L)
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{
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map_location loc = luaW_checklocation(L, 1);
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bool check_fogged = luaW_toboolean(L, 2);
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bool immediate = luaW_toboolean(L, 3);
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game_display::SCROLL_TYPE scroll = luaW_toboolean(L, 4)
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? luaW_toboolean(L, 3)
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? game_display::WARP
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: game_display::SCROLL
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: luaW_toboolean(L, 3)
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? game_display::ONSCREEN_WARP
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: game_display::ONSCREEN
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;
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if (game_display_) {
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game_display_->scroll_to_tile(loc,
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immediate ? game_display::WARP : game_display::SCROLL, check_fogged);
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game_display_->scroll_to_tile(loc, scroll, check_fogged);
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}
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return 0;
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}
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