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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -851,6 +851,8 @@ This can be accessed via the new Lua (R/W) `SettingsMan` property `AIUpdateInter
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- New `Activity` Lua function `activity:SetPlayerHadBrain(player, whetherOrNotPlayerHadBrain)`, which sets whether or not the given player had a brain. Probably mostly useful for dealing with loading a game with multiple players, where one player is dead and you have to sort out brain assignment.
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- Changed `LuaMan:FileOpen` access modes so it only allows `"r", "r+", "w", "w+", "a", "a+"`, i.e. specifying type (text, binary) is not supported. See [this reference page](https://cplusplus.com/reference/cstdio/fopen) for details on the access modes.
staticconstexprint m_BPP = 32; //!< Color depth (bits per pixel).
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staticconst std::array<std::function<void(int r, int g, int b, int a)>, DrawBlendMode::BlendModeCount> c_BlenderSetterFunctions; //!< Array of function references to Allegro blender setters for convenient access when creating new color tables.
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bool m_HSplit; //!< Whether the screen is split horizontally across the screen, ie as two splitscreens one above the other.
@@ -493,9 +495,9 @@ namespace RTE {
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int m_PlayerScreenWidth; //!< Width of the screen of each player. Will be smaller than resolution only if the screen is split.
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int m_PlayerScreenHeight; //!< Height of the screen of each player. Will be smaller than resolution only if the screen is split.
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AllegroScreen *m_GUIScreen; //!< GUI screen object kept and owned just for the fonts.
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GUIFont *m_SmallFont; //!< Pointer to the standard small font for quick access.
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GUIFont *m_LargeFont; //!< Pointer to the standard large font for quick access.
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std::array<AllegroScreen *, 2> m_GUIScreens; //!< GUI screen objects kept and owned just for the fonts.
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std::array<GUIFont *, 2> m_SmallFonts; //!< Pointers to the standard small font for quick access.
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std::array<GUIFont *, 2> m_LargeFonts; //!< Pointers to the standard large font for quick access.
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std::string m_ScreenText[c_MaxScreenCount]; //!< The text to be displayed on each player's screen.
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bool m_TextCentered[c_MaxScreenCount]; //!< Whether screen text is centered vertically.
@@ -626,8 +628,9 @@ namespace RTE {
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/// Gets the requested font from the GUI engine's current skin. Ownership is NOT transferred!
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/// </summary>
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/// <param name="isSmall">Size of font to get. True for small font, false for large font.</param>
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/// <param name="trueColor">Whether to get the 32bpp color version of the font.</param>
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/// <returns>A pointer to the requested font, or 0 if no font was found.</returns>
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GUIFont * GetFont(bool isSmall);
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GUIFont * GetFont(bool isSmall, bool trueColor);
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/// <summary>
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/// Clears all the member variables of this FrameMan, effectively resetting the members of this abstraction level only.
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