Commit Graph

31 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
Maikel de Vries aa892171fb update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt 2018-01-28 13:18:46 +01:00
David Dormagen 6b797e300e inventory bar: stack count always falls back to contained object count
Related to #1970 and 5fc07df757
This replaces the very hacky implementation just for the dynamite with a more general solution (and e.g. also works with the grenade launcher).
2018-01-13 15:24:08 +01:00
Sven Eberhardt 5fc07df757 Fix dynamite stick display count within dynamite box in interaction menu. 2018-01-09 18:00:35 -08:00
David Dormagen 42b6e1f69c extra-slot display now shows object instead of definition (#1924)
Showing the definition means that objects can not modify their display in the extra-slot. E.g. the arrows would always show their "full" state. Now the arrow count is correctly displayed in the extra-slot.
2017-06-28 19:22:05 +02:00
Clonkonaut f37eda9508 Moved HUD proplist definitions to separate, overloadable functions.
See http://forum.openclonk.org/topic_show.pl?pid=32552#pid32552 for more information.
2016-10-06 01:47:45 +02:00
Sven Eberhardt 5db45c0f47 Merge branch 'master' into qteditor 2016-08-06 21:45:19 -04:00
Clonkonaut 2713462cd2 Show quick switch key above quick switch item slot in HUD.
This will prepare the quick switch system according to Maikel's suggestion (http://forum.openclonk.org/topic_show.pl?pid=31070). The highlighting method is open to discussion. Currently, font colour and style are similar to the interaction key above the action bar icon. But it is very well possible that this will look bad when the key name is very long.
2016-08-01 17:14:34 +02:00
Sven Eberhardt 36685a3119 Add HideInCreator=true to internal/helper/library definitions 2016-07-10 22:06:48 -04:00
David Dormagen a9ac0c85ab inventory bar: moved slot number to the top (#1639)
This separates the slot number visually from the item stack count.
2016-01-29 21:14:07 +01:00
Sven Eberhardt 4257b84f84 Fix HUD script errors when cursor does not include inventory control 2016-01-24 18:16:46 -05:00
Sven Eberhardt 3dad1c6d81 Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553) 2016-01-10 10:41:34 -05:00
David Dormagen d21fb63a3b Library_Stackable: properly update stack count in inventory bar
Previously, using a javelin stack would not lower the displayed stack number in the inventory bar.
2015-11-22 11:37:26 +01:00
David Dormagen d7db8a9707 fixed dangling custom overlays
Custom overlays would only be closed when the object was changed. This was not apparent for the loam, because the new overlay would always completely obstruct the old one.
But with the dynamite box displaying the sticks, the old ones never disappeared.

Now the custom overlay is explicitely closed and the update is also done if the slot previously had a custom overlay and no has none.
2015-11-22 11:03:43 +01:00
David Dormagen e29028457e fixed count display of stackable objects
The count was displayed twice in certain situations: in the picture AND as a number.
Now the responsibility for displaying the count is solely on the menus' side. The objects only show an additional overlay when their count is infinite (to not display an arbitrary "50" there).
2015-11-10 17:32:38 +01:00
David Dormagen ad69cd9293 enabled objects to provide a custom overlay for the inventory bar and the interaction menu
This can e.g. be used for the water barrel to show the fill-level. Or by an adventure scenario to highlight quest items.
Or by third-party packs to do other cool stuff.
2015-11-07 21:20:08 +01:00
Clonkonaut 178e904fdd HUD redesign. Beware!
Added interaction icon to help knowing when interaction is possible.
Limited crew portraits and information to two clonks.
Added additional warnings texts for further clonks (crew count > 2).
Moved inventory from bottom to top.
2015-09-30 10:11:43 +02:00
David Dormagen f4f9afa477 custom guis: for the Player property, distinguish between NO_OWNER and nil
NO_OWNER means the message will be visible for noone (can f.e. be used to hide a ui window). nil means the message won't have visibility restrictions. This is probably what the scripter expects.
Previously, a value of "nil" would have been read as 0. So not setting the Player property and setting it to nil would mean two different things.
2015-09-23 22:03:29 +02:00
Sven Eberhardt 5b981be93c HUD: Fix extra slot display in multiplayer. 2015-09-20 20:43:12 -04:00
Sven Eberhardt 5b6ba5d980 Fix nil pointer in inventory HUD when inventory slot count of active target is reduced. 2015-09-10 18:52:49 -04:00
David Dormagen cc3452bd0d custom guis: properly scale with font size now
Previously, the em <-> pixels conversion was a hardcoded value. Now the GUI scales with the font size that can be selected in the options.
Sadly, all scales were off since the hardcoded value was too low.
2015-09-06 19:02:31 +02:00
Maikel de Vries c19304fd1b hud controller: remove empty graphics and clean up defcores 2015-06-04 17:12:11 +02:00
David Dormagen 0ef6bb306b added new progress bar style to replace old pie-chart in inventory slot (when f.e. reloading) 2015-04-04 11:23:25 +02:00
David Dormagen 916e587b68 improved UI support of stackable library & extra slot 2015-03-26 12:24:48 +01:00
David Dormagen ebcc397221 add proper support (inventory & interaction-menu contents) for extra slot library
Also fix bug with GuiScriptWindow where scrollbars would not be hidden in some cases (f.e. no-crop parent and negative-top child).
2015-03-19 16:22:06 +01:00
David Dormagen 6a875a1b29 CustomGuis: renamed several script functions to be more consistent; removed Gui_AddMargin as it is obsolete
All calls that reference an existing Gui window now start with "GuiUpdate" (exception: GuiClose). All other functions are always to be called DURING menu creation and layouting.
The "Margin" property replaces Gui_AddMargin.

find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiOpen/GuiOpen/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiClose/GuiClose/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiSetTag/GuiUpdateTag/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiUpdate/GuiUpdate/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddCloseButton/GuiAddCloseButton/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_UpdateText/GuiUpdateText/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddSubwindow/GuiAddSubwindow/g'
2014-10-11 11:51:26 +02:00
David Dormagen 049088be78 CustomGUIs: major rework of layouting & controls; better integration of C4GUI 2014-10-11 11:29:02 +02:00
David Dormagen 4346da8e4e custom GUIs: replace position properties X/Y/Wdt/Hgt with Left/Right/Top/Bottom that take strings instead of arrays, also change absolute unit from pixels to em
Before you'd define the X coordinate of the top-left corner of a window with X = [500, -40], now you do Left = "50%-4em". The em values currently do not scale with font-size yet, but it is important to do the formal change as early as possible to not have to do all work twice. Scaling of font and thus menus can be implemented later.
2014-02-17 15:46:36 +01:00
David Dormagen fb5e330f81 added dummy implementation of OnCarryHeavyChange callback to inventory bar 2014-02-15 17:38:42 +01:00
David Dormagen fe68f80171 clear displayed inventory slot when object leaves inventory (#966) 2014-02-15 14:32:45 +01:00
David Dormagen 0c23d1b9a6 reimplemented the action bar to use the custom GUIs
action bar now only shows shortly after hitting Interact
2013-05-26 14:59:19 +02:00
David Dormagen 6fe8b1719e changed the inventory bar to use the new custom gui system
inventory bar is now at bottom of screen
2013-05-25 21:28:33 +02:00