Commit Graph
26 Commits
Author SHA1 Message Date
Anders Jenbo 72656b3011 Move path and palette to the engine folder 2022-06-24 16:34:20 +02:00
Anders Jenbo 99181fd709 Move more files to the engine folder 2022-06-24 11:08:15 +02:00
Gleb Mazovetskiy 73f9dd45ab Move embedded dialog assets to the MPQ
If we can't find `devilutionx.mpq`, we can't render a dialog either,
because the MPQ contains the fonts.
2022-06-19 18:59:06 +02:00
Gleb Mazovetskiy 9d2948c782 Loading screen: Free the background early
Frees the background after blitting it once in the loading screen.
This gives the game more RAM for the actual loading.
2022-06-15 12:22:28 +02:00
Gleb Mazovetskiy 8514cc80a9 Migrate embedded button data to PCX
It is a bit smaller that way.

Also renders the non-embedded dialogs as PCX.
The embedded dialog is still raw pixel data because it is larger as PCX.
2022-06-13 09:54:01 +01:00
Gleb Mazovetskiy 9e9b656b88 DiabloUI: Render backgrounds as PCX
The backgrounds can be quite large, for example
the Hellfire title background is a 2.4 MiB PCX file.

Previously, we converted all background to SDL surfaces.
This required extra memory, e.g. the 2.4 MiB Hellfire
title background uses 4.6 MiB as an SDL surface.

Changes the background to render directly from PCX instead
to reduce the allocator pressure.
2022-06-13 09:54:01 +01:00
obligaron d86c4e5d84 Introduce GetUIRectangle() to distinguish between UI and main panel 2022-05-29 20:20:44 +02:00
staphen 7b0ae932b0 Blit UI surface to game surface when waiting for game data 2022-05-29 20:05:41 +02:00
Anders Jenbo 1409e604f5 Reduce string conversions 2022-03-20 11:04:15 +01:00
staphen 74a77666b9 Improve behavior of ToControllerButtonEvent() 2021-12-24 23:08:41 +01:00
Anders Jenbo 4dd8b121ec Replace TTF with PCX font 2021-09-29 18:13:48 +02:00
Anders Jenbo 958087ab86 Switch TTF render to UTF-8 2021-09-24 03:03:58 +02:00
Juliano Leal Goncalves 20d356a6eb ♻️ Leverage 'Point' in art_draw functions 2021-08-30 06:45:51 +02:00
Vladimir Olteanu 56946fc5d7 progress.cpp: use TTFWrap::RenderText_Solid 2021-08-24 00:49:40 +02:00
ephphatha 4ad53232a0 Convert the UiFlags enum to a scoped enum type
Replace operator&& with named function
2021-07-31 20:22:40 +02:00
Vladimir Olteanu c57560674e Use smart pointers for UI items
vector::push_back(new Foo(...)) leaks if resizing fails
2021-07-08 03:37:47 -07:00
Gleb MazovetskiyandVictor Luchits f9d20b44d6 🎉 Hardware cursor (SDL2-only)
Disabled by default because of these known issues:

1. When clicking on inventory item, it briefly appears a bit shifted (in the wrong coordinates).

   This issue can happen with software cursor as well, but is a lot more
   obvious with the hardware cursor.

2. Cursor is scaled with nearest-neighbour scaling, which may look a bit different from
   how the rest of the graphics are scaled.

See also previous attempt: https://github.com/diasurgical/devilutionX/pull/955 by @viciious

Co-authored-by: Victor Luchits <[email protected]>
2021-06-19 01:03:40 +02:00
Anders Jenbo c66604c7ad 🐛 Do not render text as UTF8 for now 2021-04-30 21:32:27 +02:00
Anders Jenbo dbfa9c27a5 ✨ Enable translation for all menus 2021-04-25 06:55:11 +02:00
Anders Jenbo cc164985a3 🎨 Correct type checks in src sub-folder 2021-04-22 20:33:24 +02:00
Anders Jenbo 191d98207b 🎨 readability-identifier-naming on DiabloUI 2021-04-22 00:50:07 +02:00
Anders Jenbo f004c78824 🧹 performance-unnecessary-value-param 2021-04-22 00:08:19 +02:00
Anders Jenbo b978d80119 🎨 llvm-include-order 2021-04-19 20:11:20 +02:00
Anders Jenbo bb4e1960e7 🎨 modernize-use-nullptr 2021-04-19 16:02:05 +02:00
Gleb Mazovetskiy ff798a5e43 🧹 DiabloUI/progress.cpp: Move to anonymous namespace
Also removes the unused `char dialogText[256];`
2021-04-17 13:37:04 +02:00
Anders Jenbo 8c821e98d3 🚚 Restructure files 2021-04-16 03:57:22 +02:00