Anders Jenbo
c3f283429b
Fix high CPU load when game is minimized
2019-12-31 04:15:38 +01:00
Anders Jenbo
da03bae69d
Merge branch 'master' of github.com:diasurgical/devilution
2019-12-25 20:38:25 +01:00
Anders Jenbo
0c90ad0527
Set bool values TRUE/FALSE
2019-12-22 23:57:10 +01:00
Anders Jenbo
7273e6a32d
Fix mouse clicks not registering on 0x* and *x0
...
Fixes #507
2019-12-22 19:35:45 +01:00
Anders Jenbo
9a704ff2f0
Merge branch 'master' of github.com:diasurgical/devilution
2019-12-19 01:05:01 +01:00
Anders Jenbo
5fa0c5781b
Backport cleanups from Hellfire branch
2019-12-15 06:14:57 +01:00
Anders Jenbo
0c75636db3
[controller] Automatically apply heal-other, resurect and disarm
2019-11-20 10:49:16 +01:00
Anders Jenbo
9e37eddfd0
Uncap FPS counter
2019-11-12 18:14:57 +01:00
Anders Jenbo
af0a7c0653
Apply SPANEL_WIDTH
2019-11-10 22:35:17 +01:00
Anders Jenbo
34a6615fed
Only show level up icon when there is space for it
...
Thanks to @de4me for pointing this out and figuring out the height
2019-11-10 22:25:54 +01:00
Anders Jenbo
45844b71ae
Make controls more responsive
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- Fix double events
- Fix ignored events
- Allow moving diagonal in the inventory
- Fix mouse wobbling in inventory when scalling
- Make controler actions cursor independants
- Make sure secoundery and primery key doesn't fire each others events
- Highlight both primary and secondary target
- Automatic switch between controller and keyboard+mouse
- Allow the user to change facing direction when blocked
- Make code event based instead of relying on time outs
2019-11-06 02:13:07 +01:00
Anders Jenbo
e590e6995a
Implement recharge and fix cursor for repair
2019-11-06 02:13:07 +01:00
Gleb Mazovetskiy
a2e821d241
Game controller support
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Initial game controller support.
Actions are based on the Switch branch but the controller code itself is
implemented differently, allowing for easy remapping and minimizing
changes to the Source/ directory.
Many subtle and not so subtle controller bugs have been fixed
in this implementation, including:
1. Smoother & more responsive movement with the joysticks.
2. Consistent controls for all the menus in the game (stores, quest log,
etc).
3. Cursor appearance / disappearance at appropriate times.
Low-level controls are abstracted and 3 SDL interfaces are supported:
game controller, joystick, and keyboard. See SourceX/controls/ for more
details on this.
Wishlist for the future:
1. Primary button and use button should attack continously.
This is hard as it requires checking the cooldowns / attack speed.
2. Quick spell menu navigation is very buggy. It is also buggy in the
switch branch. I haven't had a change to investigate.
2019-11-06 02:13:07 +01:00
Anders Jenbo
215ff59e65
Merge branch 'master' of github.com:diasurgical/devilution
2019-11-01 00:06:53 +01:00
galaxyhaxz
67fedd9e99
Fix unknown struct field and drawpanflag
2019-10-31 22:57:15 +01:00
Anders Jenbo
5a65eec646
Merge branch 'master' of github.com:diasurgical/devilution
2019-10-28 04:31:30 +01:00
Anders Jenbo
048429b4cd
Apply more constants
2019-10-28 04:29:39 +01:00
Anders Jenbo
8976e4fd39
Check if panels conver the screen before affecting the viewport
2019-10-28 03:31:26 +01:00
Anders Jenbo
d46ae517d0
Merge remote-tracking branch 'refs/remotes/devilution/master'
2019-10-28 03:14:06 +01:00
Anders Jenbo
71adfe509e
Document more attributes
2019-10-28 03:05:40 +01:00
Anders Jenbo
9146e3ea35
Enable FPS meter for releases
2019-10-28 02:01:43 +01:00
Anders Jenbo
4e8a8d2157
Merge remote-tracking branch 'refs/remotes/devilution/master'
2019-10-26 13:43:28 +02:00
Anders Jenbo
92ab05ea13
Decompose more magic numbers
2019-10-26 00:24:55 +02:00
qndel
8ca4f545df
fix english ( #389 )
2019-10-24 14:22:48 +02:00
Anders Jenbo
5b95289440
Render FPS count using ingame font
2019-10-22 21:07:08 +02:00
Anders Jenbo
0e578ffb11
Enable assertions
2019-10-22 19:04:55 +02:00
Anders Jenbo
933262d701
Remove support for partial cel decoding
...
Since we no longer make use of this it should result in a small speed up
2019-10-22 01:31:14 +02:00
galaxyhaxz
8570d3bdfe
Fix function order [dx.cpp]
2019-10-21 20:08:23 +02:00
Anders Jenbo
86bf1fe0d5
Correct spelling
2019-10-21 19:54:32 +02:00
Anders Jenbo
2348c3a8fd
Documentations, enums and clean ups
2019-10-21 19:33:14 +02:00
Anders Jenbo
d354bd9767
Lock framerate at vsync instead of 20fps
...
Since most animations are still controlled by the game logic the only
real benefit is smoother mouse and scrolling text, but it's a start :)
2019-10-20 15:59:47 +02:00
Anders Jenbo
7d1b0f24f7
Eliminate overdraw in cell functions
2019-10-20 15:59:47 +02:00
Anders Jenbo
991f26f2c6
Deduplicate scrollrt.cpp
2019-10-20 15:59:47 +02:00
Anders Jenbo
3fe2d08940
Deduplicate monster drawing
2019-10-20 15:59:47 +02:00
Anders Jenbo
dfbce7b2ce
Deduplicate drawing players
2019-10-20 15:59:47 +02:00
Anders Jenbo
305484156e
Deduplicate drawign items, remove pBuff from scrollrt_draw_e_flag()
2019-10-20 15:59:47 +02:00
Anders Jenbo
8f916e4d1f
Merge town_draw_town_all() with scrollrt_draw_dungeon()
2019-10-20 15:59:47 +02:00
Anders Jenbo
40fa2f6596
Merge east-flag functions
2019-10-20 15:59:47 +02:00
Anders Jenbo
16820106bc
Merge town_draw() with scrollrt_draw()
...
This require calling DRLG_InitTrans() during CreateTown() to clear out
the transparancy flags after having been to the duntion. Else the
mausoleum will be transparent.
2019-10-20 15:59:47 +02:00
Anders Jenbo
f8c16a1dcb
Only use safe blitting and set gpBufEnd to the correct relative values
...
This again allows us to only selectivly render the UI panel
This also eliminates the need for the BORDER_BOTTOM 10k memory saved!
2019-10-20 15:59:47 +02:00
Anders Jenbo
2079b67475
Drop dpiece_defs_map_1 memory access optimization
...
This also gets rid of IsometricCoord. They where used to map tiles in a
way that had a simpler access pattern when rendering the screen in
visual oriented rows.
See
https://github.com/diasurgical/devilution/pull/544#issuecomment-450968761
2019-10-20 15:59:47 +02:00
Anders Jenbo
bfe0a54f4a
Merge T_DrawView and T_DrawGame with there scrollrt variants
2019-10-20 15:59:47 +02:00
Anders Jenbo
7ab68036f2
Remove extra flag and double call to draw function
2019-10-20 15:59:47 +02:00
Anders Jenbo
c4a7df80a7
Use CelDraw function for rendering instead of CelBlit
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This leaves just town_special, scrollrt arches and left side of
two-handed weapons to be using direct blitting functions.
2019-10-20 15:59:47 +02:00
Anders Jenbo
337bc9b125
Render text in screen cordinates instead of buffer offsets
2019-10-20 15:59:47 +02:00
Anders Jenbo
ad7a621e5f
Drop PitchTbl to avoid resolution restriction
2019-10-20 15:59:47 +02:00
Anders Jenbo
e695c0d9ea
Combine zoomed and standard view
2019-10-20 15:59:47 +02:00
Anders Jenbo
d4e3b573d0
Allow for adjustable resolutions
...
The render is still only stable when height is a multiple of 32 and
width is a multiple of 64. 832x480 gives you close to 16:9 with the
original height.
2019-10-20 15:59:47 +02:00
Anders Jenbo
9e1b161bc0
Unify upper and lower screen rendering
2019-10-20 15:59:47 +02:00
Anders Jenbo
8ed4515727
Strip clipping from town and scroll
2019-10-20 15:59:47 +02:00