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* gui: Allow elements to be hiddenXavier Del Campo Romero2022-09-233-18/+32
| | | | | | When a GUI element is hidden, no rendering or updating is done to it or its children. This can be useful to define a complex GUI tree structure that changes under specific conditions, without redefining it.
* gfx: Provide functions for fullscreen handlingXavier Del Campo Romero2022-09-233-0/+22
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* Implement checkbox GUI elementXavier Del Campo Romero2022-09-234-0/+116
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* net: Group events into structXavier Del Campo Romero2022-09-213-16/+21
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* gui: fix wrong logic on update/render/deinitXavier Del Campo Romero2022-09-211-11/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The older implementation caused some elements to be update/rendered/deinitialized more than once per call. For example, considering the following tree of GUI elements: A B C D E The older implementation would update/render/deinitialize C and E more than once, as shown below: Update A Update B Update C Update D Update E Update C This was because a GUI element was acting on its siblings, but the siblings would also act on theirs, causing the extra calls. OTOH, as an additional improvement, no nested call is now required for siblings.
* menu: Implement join_menuXavier Del Campo Romero2022-09-209-5/+342
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* Implement GUI line editXavier Del Campo Romero2022-09-204-0/+271
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* gui: Implement gui_deinitXavier Del Campo Romero2022-09-202-0/+14
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* Implement net componentXavier Del Campo Romero2022-09-2010-0/+555
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* Remap calls to pad/mouse/keyboard to inputXavier Del Campo Romero2022-09-2022-94/+195
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* Implement input componentXavier Del Campo Romero2022-09-204-0/+237
| | | | | | | | | | | | | | | | It is required to redirect keyboard input (both physical or not) when a GUI line edit is focused. This means other components cannot be activated on key presses. Therefore, this new component is meant as a higher-level abstraction compared to the `keyboard`/`pad`/`mouse` components, which: - Implements the same APIs provided by `keyboard`, `mouse` and `pad`. - Returns the same results as the APIs above if no GUI element is focused, no input otherwise. Note: replacing calls to `keyboard`/`pad`/`mouse` with `input` will be implemented in a future commit.
* keyboard: Add new public functionsXavier Del Campo Romero2022-09-202-0/+83
| | | | These will be used by future commits.
* Minor code style fixesXavier Del Campo Romero2022-09-202-3/+1
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* sdl-1.2: Remap missing keyboard keysXavier Del Campo Romero2022-09-201-2/+49
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* keyboard_key.h: add more keysXavier Del Campo Romero2022-09-201-1/+5
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* sdl-1.2: Remap SDLK_ESCAPE to KEYBOARD_KEY_ESCXavier Del Campo Romero2022-09-161-1/+1
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* mouse.c: Reduce thresholdXavier Del Campo Romero2022-09-161-2/+2
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* Split CMakeLists.txt for srcXavier Del Campo Romero2022-09-161-0/+47
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* Use find_package for SDL librariesXavier Del Campo Romero2022-07-2317-20/+21
| | | | | | | | | | CMake already distributes FindSDL*.cmake files for SDL and SDL_mixer, which support custom prefixes via environment variables, removing the need for ad-hoc logic in Win9x builds. Also, according to FindSDL.cmake, #include <SDL.h> is the preferred way for portability reasons, instead of #include <SDL/SDL.h>, which is the option that has been used so far.
* ps1: Use exported target PSXSDK::PSXSDKXavier Del Campo Romero2022-07-236-2/+6
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* system/CMakeLists.txt: group common private dependencies into varXavier Del Campo Romero2022-07-231-1/+2
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* SDL-1.2: Implement X mirroring for quadsXavier Del Campo Romero2022-07-153-20/+48
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* Import SDL_gfxXavier Del Campo Romero2022-07-151-1/+1
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* gui: Update elements in reverse orderXavier Del Campo Romero2022-07-151-2/+2
| | | | | This allows to calculate dimensions for containers with children containers in it.
* Deprecate memset(3) in favour of C99 compound literalsXavier Del Campo Romero2022-07-152-7/+3
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* Allow children of gui_container be resized anytimeXavier Del Campo Romero2022-07-104-10/+32
| | | | | | | | | | | | | | So far, their position inside the container was determined when initializing the interface. However, if a child were resized afterwards, the container would not adjust its elements accordingly. Moreover, the implementation for gui_container relied on hacking the children's X/Y coordinates, which could only be done once. Now, two additional members have been added to gui_common so that specific X/Y offset can be determined by the parent, additionally to the traditional rules followed by gui_coords. Despite the extra memory footprint, it now allows containers to set specific X/Y offsets for their children on every game cycle.
* Implement join/host and game cfg menusXavier Del Campo Romero2022-07-076-72/+341
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* Implement system_can_exitXavier Del Campo Romero2022-07-073-0/+13
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* Allow multiple button typesXavier Del Campo Romero2022-07-076-117/+218
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* button.c: fix wrong function callXavier Del Campo Romero2022-07-071-1/+1
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* rounded_rect.h: fix typoXavier Del Campo Romero2022-07-071-1/+1
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* font.c: set null dimensions on null strXavier Del Campo Romero2022-07-021-0/+11
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* human_player_gui.c: use gui_container for top gui_barXavier Del Campo Romero2022-07-021-9/+16
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* gui/container: support spacing between GUI elementsXavier Del Campo Romero2022-07-022-1/+7
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* gui/bar: support arbitrary x/y and widthXavier Del Campo Romero2022-07-022-20/+46
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* gui: reuse callback dataXavier Del Campo Romero2022-07-028-26/+60
| | | | | | There is no need to allocate memory for these callbacks for each single GUI element. Instead, a single, statically-allocated instance can be shared among all GUI elements of a given type.
* menu: implement main menu using new GUI improvementsXavier Del Campo Romero2022-07-021-8/+19
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* gui: implement containerXavier Del Campo Romero2022-07-023-0/+91
| | | | | Containers, somewhat inspired by GtkBox, allow to packed other GUI elements into a single row or column.
* button.c: h/v-center child label by defaultXavier Del Campo Romero2022-07-021-0/+2
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* gui.c: fix wrong logic on gui_coordsXavier Del Campo Romero2022-07-021-1/+3
| | | | | | | The older logic would iterate for all parents, where each parent would again iterate for all of its parents, until no more parents found. This is however not needed, since only inspecting the closest parent will already cause the (recursive) algorithm to iterate for all parents.
* gui: allow custom add_child callbackXavier Del Campo Romero2022-07-022-0/+4
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* menu.c: center play button on screenXavier Del Campo Romero2022-06-291-2/+2
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* button.c: fail on negative widthXavier Del Campo Romero2022-06-291-0/+2
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* gui: implement {h,v}centeredXavier Del Campo Romero2022-06-295-3/+70
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* font: implement font_dimXavier Del Campo Romero2022-06-292-16/+46
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* Deprecate memset(3) for zero-initXavier Del Campo Romero2022-06-272-2/+2
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* human_player_gui.c: fix segfault when selecting one unitXavier Del Campo Romero2022-06-271-1/+1
| | | | | | | Checking against `sel` is just plain wrong, since it always expected to be non-NULL, since `h->sel` is an array defined in `struct human_player`. Instead, `sel->d.i` is the pointer that should be checked.
* human_player: deprecate memset(3) for zero-initXavier Del Campo Romero2022-06-262-7/+12
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* human_player.c: reset deselected instancesXavier Del Campo Romero2022-06-261-0/+9
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* Fix hp bar not being displayed when carryingXavier Del Campo Romero2022-06-261-7/+6
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