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path: root/src/guiFormSpecMenu.h
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* Use meshes to display inventory itemsRealBadAngel2016-02-07
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* Add list-ringsest312015-06-16
| | | | | | | Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
* Use utf-8 in formspecsIlya Zhuravlev2015-06-13
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* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* Disable double-click -> ESC translation for main menuCraig Robbins2015-03-14
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* Fix Exit to OS button focus in Pause Menungosang2015-02-10
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* Network Layer 7 rework (Packet handling)Loic Blot2015-02-10
| | | | | | | | | | | | | | * Move networkcode to a dedicated directory * Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes * Create object NetworkPacket * It stores command (opcode) and data separated * It also stores peer_id * Data reading can be done by using a streaming interface * Change packet routing analysis * Remove old conditional analysis * Now uses function pointed analysis and add connection state ({Client,Server}::handlers) * Connection state permit to categorize condition to handle before analyze packets * Create a handler for depreciated messages, instead of duplicating code
* Right mouse button behaviour for craft/inventory If right mousebutton ↵Craig Robbins2014-12-04
| | | | clicked once then don't drop single items into slots. If right mouse button has been clicked and held a second time, drop items as the mouse is moved. In the second case (automatically drop/place items as mouse is moved) only auto-drop into blank slots, or slots that contain the same item.
* Scale form elements consistentlyZefram2014-11-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
* Implement proper font handlingsapier2014-11-30
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* Fix uninitialized variable warningkwolekr2014-10-30
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* Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanismKahrl2014-10-24
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* Add [colorize modifierBlockMen2014-10-05
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* Add inventory right click drag and dropsruz252014-09-21
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* Allow taking screenshots of formspecs and move message to chatBlockMen2014-09-21
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* Add srollbar formspec elementsapier2014-07-16
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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!
* Add formspec api versioningsapier2014-06-29
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* Add setting for tooltips show delay.RealBadAngel2014-06-25
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* Tooltips rework.RealBadAngel2014-06-24
| | | | | Separate element for tooltips. Delayed showing, use global color or given ones.
* Support for scalable font and gui elementssapier2014-06-22
| | | | | Fix positioning of tabheader in order to be usable for scaling GUIs WARNING: this changes position of current tabheaders, mods have to adjust!
* Fix bounding rect for formspec elements label vertlabel and checkboxessapier2014-06-18
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* Add support for exiting formspecs by doubleclicking outsidesapier2014-06-12
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* Fix formspec replacement handling for in game formspecssapier2014-04-22
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* Fix game pause in singleplayerBlockMen2014-03-13
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* Pass arguments by referenceSelat2014-03-12
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* Replace pause and message menu by formspec onessapier2014-03-05
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* Add formspec tableKahrl2014-01-13
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* Reworked formspecs and kahrl's hexcolor parserBlockMen2013-11-03
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* Send a on_receive_fields event when formspec is closed, with fields.quit = ↵Novatux2013-11-03
| | | | "true"
* Change mainmenu texture handling + small misc changesKahrl2013-09-11
| | | | | | | | | | | | | | Texture names must now be escaped in formspec elements image[], background[], image_button[], image_button_exit[]. Instead of special-case handling of texture loading (and unloading which was missing) in guiFormSpecMenu.cpp, use the newly created ISimpleTextureSource interface which is a minimal subset of ITextureSource. There is an implementation of this interface used by GUIEngine (MenuTextureSource). Fix an off-by-one bug in unescape_string; it caused requests for a texture called "\0".
* GUIFormSpecMenu focus fixesKahrl2013-08-19
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* Add translation for main menusapier2013-08-17
| | | | Add engine.gettext() and remove gettext() calls in guiFormspecMenu.cpp
* Don't automatically scroll listbox when selecting an item in the middleKahrl2013-08-16
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* Formspec textlist: Black Irrlicht magic to detect fake doubleclicksKahrl2013-08-16
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Fix many formspec menu bugssapier2013-07-07
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* Use hexadecimal RRGGBB instead of colorkeys, rename getColor to parseColorSfan52013-07-06
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* Replace C++ mainmenu by formspec powered onesapier2013-07-02
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* Formspec: Don't perform black magic if selected item fits the guessKahrl2013-06-18
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* New elements in formspec, item_image and item_image_button.RealBadAngel2012-12-01
| | | | Fixed also game bug drawing dragged item behind fields, buttons etc.
* Make dragged itemstack following the mouse cursor much smootherJürgen Doser2012-11-30
| | | | by using the cursor coordinates directly, instead of updating them only when a mouse event is seen.
* Adding background to FormspecRealBadAngel2012-11-08
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* Make inventory GUI do sane things when server-side inventory acts unusuallyPerttu Ahola2012-09-02
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* Detached inventoriesPerttu Ahola2012-07-24
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* Formspec button_exit[] and image_button_exit[]Perttu Ahola2012-07-22
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* minetest.register_on_player_receive_fields()Perttu Ahola2012-07-22
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