Mark de Wever
1c2af8b04a
reverted [SVN:16261] the new halo render code, it seems to cause crashes.
...
Will look at a real fix when I have more time.
2007-03-21 17:29:55 +00:00
Mark de Wever
7d4cc5638b
Rewrote the halo render engine...
...
...which solves a few minor glitches but most importantly speeds up the
drawing of the halos.
2007-03-16 20:02:53 +00:00
Mark de Wever
a32f36041e
made an option to set the number of fps that should be shown,
...
...not all code honours this yet
the default is 50 fps
changed the draw delay logic it now determines when the next draw
should take place, this avoids adding a delay when the code is already
lagging. That problem occurs with scrolling and animations. The engine
now stays much closer to the desired fps, provided that the system it
runs on is fast enough.
2007-02-25 18:44:47 +00:00
Mark de Wever
7bf5325486
merged commit 2006-10-19T12:48:28Z!rusty@rustcorp.com.au from 1.2
2007-02-24 22:54:40 +00:00
Martin Renold
dff1d0a84d
remove drawSkips_
2007-02-19 20:46:30 +00:00
Mark de Wever
bc8c22f8a6
removed a header dependency
2007-02-16 22:15:19 +00:00
Mark de Wever
530ecd97f1
remove unused function display::unit_image_on
2007-02-16 21:57:34 +00:00
Mark de Wever
a28f0720e1
removed unused function get_angle_direction
2007-02-16 21:48:09 +00:00
Mark de Wever
294c479672
removed unused function angle_is_northern
2007-02-16 21:33:19 +00:00
Mark de Wever
d75611e919
marked some functions for inlining
2007-02-16 21:19:41 +00:00
Karol Nowak
d2404994e0
Expose a map scrolling event, for use with sound sources.
2007-02-16 20:17:56 +00:00
Mark de Wever
64dd7b02e5
added the option to draw overlays on terrains filter by location,
...
...selected and mouseover hex
2007-02-16 19:39:18 +00:00
Martin Renold
44c96d4207
speed up scrolling about 2x (only invalidate the border tiles)
2007-02-16 11:41:53 +00:00
Jörg Hinrichs
93b3494f2a
Fixes bug #6935 (reproducible replay mode fog glitches).
...
Also makes the appearance of replay buttons (pressed/released) more
consistent.
2007-02-15 19:22:43 +00:00
Martin Renold
807508a0e7
check the actual reach_map change instead of calling invalidate_all
...
this speeds up switching between two controlled units a lot
2007-02-15 14:33:55 +00:00
Mark de Wever
15b1727545
merge trunk 2007-01-20T19:47:57Z!koraq@xs4all.nl..2007-01-24T19:19:50Z!koraq@xs4all.nl
2007-01-24 19:42:19 +00:00
Mark de Wever
e8c63b14ef
merge trunk 2007-01-03T22:00:18Z!koraq@xs4all.nl..2007-01-05T19:19:37Z!koraq@xs4all.nl
...
(with small change due to missing header after the header cleanup in trunk)
2007-01-05 19:53:12 +00:00
Mark de Wever
5c0a611315
merge trunk 2007-01-02T20:37:30Z!david@torangan.de..2007-01-03T22:00:18Z!koraq@xs4all.nl
2007-01-03 22:26:57 +00:00
Mark de Wever
aa7e2e373d
merge trunk 2006-12-28T17:56:12Z!koraq@xs4all.nl..2007-01-02T20:21:22Z!david@torangan.de
2007-01-03 21:36:38 +00:00
Mark de Wever
c347e9790b
Added some typedefs for the terrain_translations and shorted the names a little.
...
Added some extra comment to terrain_translation.hpp.
Applied these changes to all users and did some whitespace enhancement.
Various minor code cleanups while busy.
2006-12-03 11:48:45 +00:00
Mark de Wever
7ad017f6f3
A big merge with the local changes so far.
...
Removed most of the terrain char assumptions but not ready yet. Also a
lot of bugs are left.
2006-10-10 18:52:47 +00:00
Jérémy Rosen
87e8ffe410
allow animation filtering on secondary unit
2006-09-10 17:55:15 +00:00
Jérémy Rosen
9a649421ad
add a turbo speed setting, thx to EdB
2006-09-09 08:03:07 +00:00
Jörg Hinrichs
aef0dfb4b0
fixes bug #6672
...
(replay control bar disappears after showing the preferences dialog)
2006-09-03 17:42:45 +00:00
Rusty Russell
bbae6cf1c2
Neatening:
...
use unit_map everywhere in preparation for making it a real class to
speed up AI
2006-05-28 05:21:57 +00:00
Rusty Russell
8b69833317
Move away from SDL_Delay for gui-related delays,
...
so --nogui runs at full speed (doing AI testing)
2006-05-26 01:03:08 +00:00
Jérémy Rosen
ebe9c01ab2
better animation filtering criterias
2006-05-08 09:11:58 +00:00
Rusty Russell
8ee4c19c48
Fix display bug from 2006-04-29T13:31:07Z!rusty@rustcorp.com.au...
...
...where health bars & balls were not clipped into viewport.
Also rename refresh_unit to redraw_unit as suggested by Boucman.
2006-04-29 14:17:30 +00:00
Rusty Russell
43e16b7f96
Simplify display updating:
...
...always use display::invalidate() then display::draw(), not
display::draw_tile().
This means display needs to be told about moving units (can't be on
map, because can overlap). This means there is only one caller of
draw_tile (draw), so it can figure out all the drawing which needs
doing and do units right at end, dealing with overlap. We currently
invalidate all hexes around any unit: if this is too slow, we should
ask the unit itself what hexes it overlaps.
2006-04-29 13:31:07 +00:00
Jérémy Rosen
43348064f4
fix unit being drawn under transitions
2006-04-01 12:03:11 +00:00
Jérémy Rosen
100619c6c6
fix UtBS freeze on lvl3
2006-03-29 21:37:13 +00:00
Jérémy Rosen
812b22e947
fix freeze on fog limit
2006-03-25 15:04:15 +00:00
Jérémy Rosen
4c14bd8a32
the long promissed new animation engine... report all glitches to me (boucman)
2006-03-24 19:17:23 +00:00
Jérémy Rosen
6d08bfdf1f
fix problems with refresh with messages (and probably other weird cases too)
2006-03-03 12:35:23 +00:00
Rusty Russell
a5b935bc09
Neaten display::set_paths() and display::set_reach_map().
...
Bug #5145 was caused by a missing set_paths(NULL), because the display
object used to keep the paths pointer it was passed.
This is unnecessary, because the gui only needs to keep which tiles to
highlight: it does not need to keep the paths themselves. Also, both
interfaces are very similar and should be combined. While we're
there, rename them: we don't use it for the actual "route"
highlighting (ie. the footsteps), just for showing where a unit/units
can reach.
2006-01-26 02:35:07 +00:00
Jon Daniel
85e4f29e64
Fix bug #4963
2005-12-30 08:58:26 +00:00
András Salamon
b3128abe01
reduce unnecessary scrolling even more
...
(but make sure we scroll when close to the edge of the screen), and
fix up display.cpp for coding style
2005-12-14 13:29:48 +00:00
Jörg Hinrichs
9bdb4bbd0a
adds support for changing themes ingame
...
removes replay gui controls from normal gameplay
fixes "corrupted file"-message after single side turn
2005-12-06 20:38:00 +00:00
András Salamon
13bb34761d
codeclean, whitespace changes only (line endings and spaces at end of lines)
2005-12-03 18:12:10 +00:00
Isaac Clerencia Perez
1f15bbf440
Apply patch from Rusty Russel...
...
...(wow!) to print the number of enemies who can reach a given hex
when "Showing enemy moves"
2005-11-22 00:07:49 +00:00
András Salamon
abd9bb607b
reduce excess scrolling even further
2005-11-21 12:15:17 +00:00
András Salamon
7f68096bbd
infrastructure for clicking on unit image
2005-11-21 07:51:55 +00:00
András Salamon
4efcadadf4
remove some unused data structures
2005-11-14 12:51:37 +00:00
Jörg Hinrichs
0f7816c9ef
New replay functionality.
2005-11-08 22:23:03 +00:00
Philippe Plantier
8bf2fda5bf
Fixed #13995 :
...
now, steps go below units & foregrounds (as before), but movement text
goes above.
2005-08-21 16:22:15 +00:00
András Salamon
8d25fb99a6
codeclean in src, mostly Dave's new email address (checked with cvs diff -b)
...
BY THE WAY, many of the source files have no copyright headers!
2005-07-02 21:37:20 +00:00
András Salamon
8bd9bc98a5
ran codeclean against files
2005-06-04 19:16:06 +00:00
Philippe Plantier
bad9cdea56
Commited patch #3880 from grzywacz: "make screenshot" hotkey.
2005-04-17 20:42:10 +00:00
Philippe Plantier
39efc08b48
Fixed bug #12386 :
...
Background glitch when changing from windowed to fullscreen mode and
vice versa.
2005-04-13 18:47:20 +00:00
Yann Dirson
d7d7ab8054
moved the overlay-related part of CVideo::flip() up to display;
...
this causes intro and about to require again a display, but that does
not harm much compared to this cleanup in video deps
2005-03-24 21:35:52 +00:00