If someone knows the lower graphic layers, I can really use some help with
the nasty tiles bug. The rest of the bugs I can probably fix myself.
I'd also welcome any comment regarding implementation, as it is my first
contribution of this size. Other comments (design, ergonomic,...) are
welcome too of course.
- There is some redudancy with the conditions for setting initial flags. I'm
thinking of moving most of the logic inside _init_display_queue.
- By the way, is it ok to use a standard (STL) queue? Seems it's not used
inside crawl yet.
- I've toyed with the idea of making SkillMenuEntry a derived class of
MenuObject, and attaching items to it instead of directly attaching them to
the Freeform, but I'm not sure that would accomplish anything.
Raphaël
Le 9 décembre 2010 00:16, Raphaël Langella <gale...@users.sourceforge.net> a
écrit :
> at 913555b82e9f1c288276f8621116334fa2109570 (commit)
>
> -----------------------------------------------------------------------
> commit 913555b82e9f1c288276f8621116334fa2109570
> Author: Raphael Langella <raphael.lange...@gmail.com>
> Date: Thu Dec 9 00:03:11 2010 +0100
>
> New skill menu
>
> Features
> - Contextual 2 lines help.
> - 1 line footer, with current commands
> - Can navigate the menu with arrow keys and select skills with enter.
> - In tiles, everything can be operated with the mouse.
> - Aptitudes are always showned (can be made optional).
> - Reskilling is a bit more convenient.
> - New features are now much easier to add.
>
> Known bugs and limitation
> - Tiles: the whole display is shifted about 2 lines down and 2 columns
> to the
> right. The mouse interacts with items where they are supposed to be, so
> it's
> almost unusable (this might be related to 87b100a1, or not).
> - Tiles: If you click to leave a description, the clic isn't eaten, so
> you
> might immediately bring another (or the same) description.
> - Console: the highligting doesn't handle properly the change of text
> colour.
> Toggling the practise of a skill with enter turn its name invisible.
> - Console: sometimes, the default colour for the help changes.
> - The new FormattedTextItem ignores fg_colour (only in tiles). If we fix
> that
> we can merge the new class with TextItem providing multicolour to all
> derived
> classes. Using formatted_string also simplify the render method.
> - You can't change column if there isn't a selectable skill right in
> front of
> the current active one. It should move to the nearest selectable one.
> - I've added a new header file (skills_menu.h) just to reduce the number
> of
> recompiling while it's beta. It should probably be merged in skills2.h
> before
> the whole branch get merged in trunk.
>
> commit a0aeab8976611b2c344779a4eed2855d051c12b3
> Author: Raphael Langella <raphael.lange...@gmail.com>
> Date: Wed Dec 8 23:15:55 2010 +0100
>
> Add a FormattedTextItem class, derived of NoSelectTextItem.
>
> It uses a formatted_string for rendering to allow for multiple colours.
> Like TextItem, it ignores bg_colour. In tiles, setting fg_colour doesn't
> work.
>
> -----------------------------------------------------------------------
>
> --
> Dungeon Crawl Stone Soup
>
>
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--
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beneath your steel boot and then publicly disemboweling the chickens that
laid them as a warning to the others.
General Tarquin - OOTS
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