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* Halo: Highlight selected faceRealBadAngel2016-11-12
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* Textures: New 'smoke puff' texture from TNT modparamat2016-10-04
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* Main menu, lua_api.txt: Fix mod/texture pack screenshot size issuesWuzzy2016-07-27
| | | | | | Recommend mod screenshot size in lua_api.txt Adjust displayed screenshot size of texture packs Document texture pack files in lua_api.txt
* Textures: Replace menu background fallback dirt_bg.png with empty sky textureparamat2016-04-21
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* Mainmenu: Unify favorite servers with main serverlistkilbith2016-04-20
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* Minimap: revert change from RGBA to IndexedAuke Kok2016-04-11
| | | | | | @kilbith spotted correctly that I had accidentally removed the "soft" edging on the minimap overlay by converting it from RGBA to Indexed, which killed the transparent pixels on the edging.
* Minimap: "North" indicator arrow for circle minimapAuke Kok2016-04-08
| | | | | | | | | | Related: #3730 This adds a simple, and small "North" indicator to the circular minimap. The indicator is in a classical triangle-like arrow with a little bit of shading to accentuate the shape and give it a little bit depth. The indicator is stuck exactly at the edge as far outwards as possible, and is not too intrusive but still easy enough to spot.
* Update menu header imageJean-Patrick Guerrero2016-03-25
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* Resize object_marker_red.png to 16x16ShadowNinja2016-02-28
| | | | Having a non-power-of-two image broke the Android app.
* Minimap: show player markersRealBadAngel2016-02-19
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* Android: Implement Autohiding button bars to cleanup screenSapier2015-12-18
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* Compress textures and fontsMaksim Gamarnik2015-10-15
| | | | | Used PNGOUT, OptiPNG and DeflOpt. Removes ~350 KB without any loss in quality.
* Fix relief mapping issuesRealBadAngel2015-07-16
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* Add minimap featureRealBadAngel2015-06-27
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* Use frame instead of words 'no screenshot available'rubenwardy2015-06-24
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* Add extra buttons to Android GUI. All icons are licensed by freepik.com ↵Kodexky2014-12-30
| | | | under CC BY 3.0
* Regenerate server_flags_creative.png from XCFKahrl2014-12-21
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* Fix background of creative icon (was black, now transparent)Kahrl2014-12-14
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* Display serverlist flags as iconsKahrl2014-12-13
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* Fix MSVC compiling warnings and remove an unused textureSmallJoker2014-12-12
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* Change default halo.png for better visibility.RealBadAngel2014-09-19
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* Node highlighting.RealBadAngel2014-09-17
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* Add support for Android 2.3+sapier2014-06-29
| | | | | | | | | | | | | There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
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* Shaders rework.RealBadAngel2013-12-03
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* Make freetype usage configureable by a settingPilzAdam2013-08-04
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* Add texture pack selection to main menuNovatux2013-08-04
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* Replace C++ mainmenu by formspec powered onesapier2013-07-02
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* Compress texturesDavid Gumberg2013-06-18
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* Higher resolution menuheaderPilzAdam2013-05-25
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* Add menu_header.png and remove old, unused texturesPilzAdam2013-05-20
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* unkn own block -> unkn own nodekhonkhortisan2013-04-05
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* Add cloud menu background by Krisi, configurable with the menu_clouds option.ShadowNinja2013-03-13
| | | | | Also add a menuheader, menusplash, menufooter_clouds, and allow HD menu footers. And finally don't git-ignore textures/base/.
* Update menulogo.pngIlya Zhuravlev2013-03-10
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* Support custom textures installed as /textures/all/*.pngPerttu Ahola2012-04-07
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* Flatten share/ and user/ in the source and for the RUN_IN_PLACE buildPerttu Ahola2012-03-20
an class="hl num">5, fb | 1 << 5); // Accessible with start button and four pressed // TODO find usage for buttons 0, 1 and 4, 5 // Now about the buttons simulated by the axes // Movement buttons, important for vessels JLO_A_PB(KeyType::FORWARD, 1, 1, 1024); JLO_A_PB(KeyType::BACKWARD, 1, -1, 1024); JLO_A_PB(KeyType::LEFT, 0, 1, 1024); JLO_A_PB(KeyType::RIGHT, 0, -1, 1024); // Scroll buttons JLO_A_PB(KeyType::SCROLL_UP, 2, -1, 1024); JLO_A_PB(KeyType::SCROLL_DOWN, 5, -1, 1024); return jlo; } JoystickLayout create_xbox_layout() { JoystickLayout jlo; jlo.axes_dead_border = 7000; const JoystickAxisLayout axes[JA_COUNT] = { {0, 1}, // JA_SIDEWARD_MOVE {1, 1}, // JA_FORWARD_MOVE {2, 1}, // JA_FRUSTUM_HORIZONTAL {3, 1}, // JA_FRUSTUM_VERTICAL }; memcpy(jlo.axes, axes, sizeof(jlo.axes)); // The back button means "ESC". JLO_B_PB(KeyType::ESC, 1 << 8, 1 << 8); // back JLO_B_PB(KeyType::ESC, 1 << 9, 1 << 9); // start // 4 Buttons JLO_B_PB(KeyType::JUMP, 1 << 0, 1 << 0); // A/green JLO_B_PB(KeyType::ESC, 1 << 1, 1 << 1); // B/red JLO_B_PB(KeyType::SPECIAL1, 1 << 2, 1 << 2); // X/blue JLO_B_PB(KeyType::INVENTORY, 1 << 3, 1 << 3); // Y/yellow // Analog Sticks JLO_B_PB(KeyType::SPECIAL1, 1 << 11, 1 << 11); // left JLO_B_PB(KeyType::SNEAK, 1 << 12, 1 << 12); // right // Triggers JLO_B_PB(KeyType::MOUSE_L, 1 << 6, 1 << 6); // lt JLO_B_PB(KeyType::MOUSE_R, 1 << 7, 1 << 7); // rt JLO_B_PB(KeyType::SCROLL_UP, 1 << 4, 1 << 4); // lb JLO_B_PB(KeyType::SCROLL_DOWN, 1 << 5, 1 << 5); // rb // D-PAD JLO_B_PB(KeyType::ZOOM, 1 << 15, 1 << 15); // up JLO_B_PB(KeyType::DROP, 1 << 13, 1 << 13); // left JLO_B_PB(KeyType::SCREENSHOT, 1 << 14, 1 << 14); // right JLO_B_PB(KeyType::FREEMOVE, 1 << 16, 1 << 16); // down // Movement buttons, important for vessels JLO_A_PB(KeyType::FORWARD, 1, 1, 1024); JLO_A_PB(KeyType::BACKWARD, 1, -1, 1024); JLO_A_PB(KeyType::LEFT, 0, 1, 1024); JLO_A_PB(KeyType::RIGHT, 0, -1, 1024); return jlo; } JoystickController::JoystickController() : doubling_dtime(g_settings->getFloat("repeat_joystick_button_time")) { for (float &i : m_past_pressed_time) { i = 0; } clear(); } void JoystickController::onJoystickConnect(const std::vector<irr::SJoystickInfo> &joystick_infos) { s32 id = g_settings->getS32("joystick_id"); std::string layout = g_settings->get("joystick_type"); if (id < 0 || (u16)id >= joystick_infos.size()) { // TODO: auto detection id = 0; } if (id >= 0 && (u16)id < joystick_infos.size()) { if (layout.empty() || layout == "auto") setLayoutFromControllerName(joystick_infos[id].Name.c_str()); else setLayoutFromControllerName(layout); } m_joystick_id = id; } void JoystickController::setLayoutFromControllerName(const std::string &name) { if (lowercase(name).find("xbox") != std::string::npos) { m_layout = create_xbox_layout(); } else { m_layout = create_default_layout(); } } bool JoystickController::handleEvent(const irr::SEvent::SJoystickEvent &ev) { if (ev.Joystick != m_joystick_id) return false; m_internal_time = porting::getTimeMs() / 1000.f; std::bitset<KeyType::INTERNAL_ENUM_COUNT> keys_pressed; // First generate a list of keys pressed for (const auto &button_key : m_layout.button_keys) { if (button_key.isTriggered(ev)) { keys_pressed.set(button_key.key); } } for (const auto &axis_key : m_layout.axis_keys) { if (axis_key.isTriggered(ev)) { keys_pressed.set(axis_key.key); } } // Then update the values for (size_t i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) { if (keys_pressed[i]) { if (!m_past_pressed_keys[i] && m_past_pressed_time[i] < m_internal_time - doubling_dtime) { m_past_pressed_keys[i] = true; m_past_pressed_time[i] = m_internal_time; } } else if (m_pressed_keys[i]) { m_past_released_keys[i] = true; } m_pressed_keys[i] = keys_pressed[i]; } for (size_t i = 0; i < JA_COUNT; i++) { const JoystickAxisLayout &ax_la = m_layout.axes[i]; m_axes_vals[i] = ax_la.invert * ev.Axis[ax_la.axis_id]; } return true; } void JoystickController::clear() { m_pressed_keys.reset(); m_past_pressed_keys.reset(); m_past_released_keys.reset(); memset(m_axes_vals, 0, sizeof(m_axes_vals)); } s16 JoystickController::getAxisWithoutDead(JoystickAxis axis) { s16 v = m_axes_vals[axis]; if (((v > 0) && (v < m_layout.axes_dead_border)) || ((v < 0) && (v > -m_layout.axes_dead_border))) return 0; return v; }