rocksndiamonds.git
6 years agochanged drawing to playfield when changing network mode setup options
Holger Schemel [Wed, 27 Jun 2018 19:16:37 +0000 (21:16 +0200)]
changed drawing to playfield when changing network mode setup options

6 years agoreduced time to wait for UDP broadcast answer to auto-detect network server
Holger Schemel [Wed, 27 Jun 2018 06:40:47 +0000 (08:40 +0200)]
reduced time to wait for UDP broadcast answer to auto-detect network server

6 years agoimproved connecting to local network server
Holger Schemel [Wed, 27 Jun 2018 06:37:34 +0000 (08:37 +0200)]
improved connecting to local network server

6 years agoadded disconnecting from network server from setup menu
Holger Schemel [Tue, 26 Jun 2018 22:02:22 +0000 (00:02 +0200)]
added disconnecting from network server from setup menu

6 years agoadded connecting to network server from setup menu without program restart
Holger Schemel [Tue, 26 Jun 2018 20:10:04 +0000 (22:10 +0200)]
added connecting to network server from setup menu without program restart

6 years agoadded displaying screen messages when connecting to network server
Holger Schemel [Mon, 25 Jun 2018 21:17:38 +0000 (23:17 +0200)]
added displaying screen messages when connecting to network server

6 years agoadded setting network connection flag for network games
Holger Schemel [Fri, 22 Jun 2018 19:29:50 +0000 (21:29 +0200)]
added setting network connection flag for network games

6 years agoimproved handling network errors (show message instead of stopping program)
Holger Schemel [Fri, 22 Jun 2018 19:25:22 +0000 (21:25 +0200)]
improved handling network errors (show message instead of stopping program)

6 years agoadded setup option to skip displaying the high scores after solving a level
Holger Schemel [Thu, 21 Jun 2018 06:50:12 +0000 (08:50 +0200)]
added setup option to skip displaying the high scores after solving a level

6 years agoadded setup option to directly play the next level after solving a level
Holger Schemel [Thu, 21 Jun 2018 06:41:31 +0000 (08:41 +0200)]
added setup option to directly play the next level after solving a level

Before, the program returned to the main menu after the player solved
a level (and the high score table was displayed). From there, the next
level could be played by starting the game with the incremented level.

Now, the program automatically starts playing the next level after the
previous level was successfully solved.

This new setup option is enabled by default now, changing the previous
default behaviour of the program.

6 years agoremoved duplicate code
Holger Schemel [Thu, 21 Jun 2018 06:26:16 +0000 (08:26 +0200)]
removed duplicate code

6 years agoadded explicit level number parameter to high-score handling functions
Holger Schemel [Thu, 21 Jun 2018 05:19:03 +0000 (07:19 +0200)]
added explicit level number parameter to high-score handling functions

6 years agodeactivated some debug messages
Holger Schemel [Mon, 18 Jun 2018 21:13:12 +0000 (23:13 +0200)]
deactivated some debug messages

6 years agoreplaced constants using #define with enum values
Holger Schemel [Mon, 18 Jun 2018 20:47:58 +0000 (22:47 +0200)]
replaced constants using #define with enum values

6 years agomoved debug output for player status to separate function
Holger Schemel [Mon, 18 Jun 2018 18:11:33 +0000 (20:11 +0200)]
moved debug output for player status to separate function

6 years agofixed showing message request if local player stopped network game (finally)
Holger Schemel [Sun, 17 Jun 2018 10:26:02 +0000 (12:26 +0200)]
fixed showing message request if local player stopped network game (finally)

With the previous fix (see commit with same commit message) for this
problem, the message request was still shown if the local player was
remapped to a different player in the actual level.

6 years agofixed selecting correct player in single player mode (after network gaming)
Holger Schemel [Sun, 17 Jun 2018 09:23:55 +0000 (11:23 +0200)]
fixed selecting correct player in single player mode (after network gaming)

When playing levels that contain more than one player in single player
mode, selecting the actual player when starting the level worked
correctly before only if the game was always played in single player
mode since it was started. It did not work correctly in the following
special case: There was a network multi-player game played before, but
the other (remote) client has disconnected (quit the game), leaving the
other client with a local player that might not be the first player.

In this case, using the first active player (which could be the first
player in the level) for the local player (which could be the second
player, because the network client was started after the now
disconnected client) would result in a broken player mapping, so the
player in the game cannot be moved.

This bugfix solves the problem by not using the first active player,
but the local player.

6 years agoimproved handling network errors (show message instead of stopping program)
Holger Schemel [Thu, 14 Jun 2018 22:01:30 +0000 (00:01 +0200)]
improved handling network errors (show message instead of stopping program)

6 years agoremoved preprocessor definition for network mode that is always true now
Holger Schemel [Thu, 14 Jun 2018 17:43:19 +0000 (19:43 +0200)]
removed preprocessor definition for network mode that is always true now

6 years agoadded separate network info structure for network options and setup values
Holger Schemel [Thu, 14 Jun 2018 06:38:19 +0000 (08:38 +0200)]
added separate network info structure for network options and setup values

6 years agoadded support for cursor keys and joystick to network player request dialog
Holger Schemel [Wed, 6 Jun 2018 22:12:28 +0000 (00:12 +0200)]
added support for cursor keys and joystick to network player request dialog

6 years agore-arranged buttons to select network player in request dialog
Holger Schemel [Wed, 6 Jun 2018 21:37:27 +0000 (23:37 +0200)]
re-arranged buttons to select network player in request dialog

6 years agoadded support for keys 1 to 4 to select network player in request dialog
Holger Schemel [Wed, 6 Jun 2018 21:07:18 +0000 (23:07 +0200)]
added support for keys 1 to 4 to select network player in request dialog

6 years agofixed showing message request if local player stopped network game
Holger Schemel [Wed, 6 Jun 2018 06:43:28 +0000 (08:43 +0200)]
fixed showing message request if local player stopped network game

6 years agofixed re-opening request door after stopping network game
Holger Schemel [Wed, 6 Jun 2018 06:28:10 +0000 (08:28 +0200)]
fixed re-opening request door after stopping network game

6 years agomoved setting preferred network player from game start to setup menu
Holger Schemel [Tue, 5 Jun 2018 22:32:37 +0000 (00:32 +0200)]
moved setting preferred network player from game start to setup menu

When running the game in network game mode (via setup menu option or
command line option), do not ask for the preferred network player on
each start of the game, but use the player that can be configured in
the setup menu now.

6 years agoadded setup option to enable network multi-player games
Holger Schemel [Fri, 1 Jun 2018 17:03:58 +0000 (19:03 +0200)]
added setup option to enable network multi-player games

This is a work-in-progress change: The new setup option to enable
network mode just sets the same flag as using the command-line option
"--network" (without specifying a hostname or a port).

For local network games, and if UDP broadcasting works as it should
to auto-detect a local network server that is already running, this is
already sufficient to play network multi-player games.

What's still missing is a way to explicitly specify a network server
to also be able to play network games with hosts outside of the local
network (or if UDP broadcasting does not work correctly).

6 years agoadded UDP broadcast to auto-detect network server in local network
Holger Schemel [Fri, 1 Jun 2018 16:06:38 +0000 (18:06 +0200)]
added UDP broadcast to auto-detect network server in local network

6 years agoadded some missing error handling and more detailed error messages
Holger Schemel [Thu, 31 May 2018 11:26:51 +0000 (13:26 +0200)]
added some missing error handling and more detailed error messages

6 years agocode cleanup (handling of network socket activity)
Holger Schemel [Thu, 31 May 2018 11:15:57 +0000 (13:15 +0200)]
code cleanup (handling of network socket activity)

6 years agoadded handling SIGINT (Ctrl-C) to exit standalone network server
Holger Schemel [Thu, 31 May 2018 11:04:13 +0000 (13:04 +0200)]
added handling SIGINT (Ctrl-C) to exit standalone network server

6 years agoadded (optional) main menu buttons to insert or play solution tape
Holger Schemel [Wed, 13 Jun 2018 22:57:40 +0000 (00:57 +0200)]
added (optional) main menu buttons to insert or play solution tape

There is a difference to the already existing tape buttons to insert
or play a solution tape in that the main menu buttons are only drawn
if the current level really has a solution tape, while the tape buttons
are always drawn, regardless if the level has a solution tape or not.

6 years agoadded the "return" and "escape" key to be simulated by global animations
Holger Schemel [Tue, 12 Jun 2018 20:25:52 +0000 (22:25 +0200)]
added the "return" and "escape" key to be simulated by global animations

6 years agoadded event actions (by simulating keyboard input) for global animations
Holger Schemel [Tue, 12 Jun 2018 20:03:51 +0000 (22:03 +0200)]
added event actions (by simulating keyboard input) for global animations

This change adds more event actions to the "anim_event_action" option
for clickable global animations, this time adding simulated keyboard
input by specifying a key symbol for the key to be simulated.

For example, you can now use:

global.anim_1.part_1.MAIN.anim_event:            click
global.anim_1.part_1.MAIN.anim_event_action:     XK_Return

When clicking this global animation (on the main menu screen), the
currently selected/highlighted menu item will be chosen/executed.

To get the key symbol/name for the key to be simulated, just choose
the desired key as a keyboard shortcut in the setup menu (temporarily
only) and look at the resulting entry in the file "setup.conf" in the
game's configuration and personal data directory.

6 years agofixed compiler warning due to missing function declaration
Holger Schemel [Mon, 11 Jun 2018 20:02:30 +0000 (22:02 +0200)]
fixed compiler warning due to missing function declaration

6 years agoadded being able to generally set global animations to passthrough clicks
Holger Schemel [Mon, 11 Jun 2018 19:48:30 +0000 (21:48 +0200)]
added being able to generally set global animations to passthrough clicks

Before, the "passthrough_clicks" option was limited to allow mouse
clicks on global animations to be passed through to the mouse sensitive
screen controls, but not to other global animations.

Now, stacked global animations can all receive mouse clicks if those
global animations overlapping them are set to "passthrough_clicks".

6 years agoadded "multiple_actions" option for clickable global animations
Holger Schemel [Mon, 11 Jun 2018 19:10:05 +0000 (21:10 +0200)]
added "multiple_actions" option for clickable global animations

This change adds a new option for the "graphicsinfo.conf" file to be
able to explicitly allow multiple event actions for clickable global
animations, which is deactivated by default to prevent unwanted side
effects. This would make it possible to trigger two actions that make
sense when executed at the same time, like triggering the "play" and
"pause" buttons of the tape recorder together, for example.)

The new option works like this (with "global.anim_1.part_1.MAIN" also
being defined):

global.anim_2.part_1.MAIN.anim_event:            click:anim_1.part_1
global.anim_2.part_1.MAIN.anim_event_action:     some.action
global.anim_2.part_1.MAIN.style:                 multiple_actions

global.anim_3.part_1.MAIN.anim_event:            click:anim_1.part_1
global.anim_3.part_1.MAIN.anim_event_action:     another.action

When clicking the first global animation (on the main menu screen),
there might be two or more other global animation which are triggered
by clicking the first animation and which each execute their own event
action when triggered. (The style "multiple_actions" must be defined
for all animations that should *not* stop the chain of event actions
to be executed, so it's easiest to just define it for all animations
that should execute their event actions together when triggered.)

This option can be combined with "passthrough_clicks".

6 years agoadded ignoring gadgets if click already caused animation event action
Holger Schemel [Mon, 11 Jun 2018 18:11:51 +0000 (20:11 +0200)]
added ignoring gadgets if click already caused animation event action

Before, even though executing more than one event action triggered by
clickable global animations was already prevented, further processing
of mouse clicks by gadgets at the same position was still performed if
the global animation style was set to "passthrough_clicks", which could
lead to more than one gadgets being triggered at the same time by a
single click on a clickable global animation, with potentially unwanted
side effects.

Now, mouse clicks that already triggered an event action (which could
be a gadget) are not processed by the standard gadget handling anymore.

6 years agofixed order of handling mouse clicks on gadgets and on global animations
Holger Schemel [Mon, 11 Jun 2018 18:03:07 +0000 (20:03 +0200)]
fixed order of handling mouse clicks on gadgets and on global animations

Before, gadgets were checked for clicks before global animations, which
caused clickable global animations to not be clicked if a gadget at the
same position was successfully clicked (because mouse events are forced
to be off-screen afterwards).

Now, clickable global animations are checked for mouse clicks before
gadgets, and they either consume the mouse click (so a gadget at the
same position will not receive the mouse click anymore), or they are
set to "passthrough_clicks" style (so a gadget at the same position
will still receive the mouse click).

6 years agofixed potential bug with default step size when increasing/decreasing level
Holger Schemel [Mon, 11 Jun 2018 17:33:59 +0000 (19:33 +0200)]
fixed potential bug with default step size when increasing/decreasing level

6 years agoadded event actions (active screen elements) for global animations
Holger Schemel [Sun, 10 Jun 2018 21:21:00 +0000 (23:21 +0200)]
added event actions (active screen elements) for global animations

This change adds more event actions to the "anim_event_action" option
for clickable global animations, this time adding active screen elements
(currently limited to a selection of screen elements in the main menu).

For example, you can now use:

global.anim_1.part_1.MAIN.anim_event:            click
global.anim_1.part_1.MAIN.anim_event_action:     menu.button_game

When clicking this global animation (on the main menu screen), the
game will be started (by triggering the "start game" menu button).

To dump a list of all available event actions for global animations,
blindly type the "cheat mode" style shortcut ":dump-event-actions" or
":dea" in the main menu.

6 years agofixed handling passthrough option for clickable global animations
Holger Schemel [Sun, 10 Jun 2018 13:52:16 +0000 (15:52 +0200)]
fixed handling passthrough option for clickable global animations

6 years agofixed ignoring clicks on global animations after executing event actions
Holger Schemel [Sun, 10 Jun 2018 13:26:36 +0000 (15:26 +0200)]
fixed ignoring clicks on global animations after executing event actions

6 years agoimproved function to dump identifiers for all gadgets on current screen
Holger Schemel [Sun, 10 Jun 2018 12:01:50 +0000 (14:01 +0200)]
improved function to dump identifiers for all gadgets on current screen

6 years agoadded "passthrough" option for clickable global animations
Holger Schemel [Fri, 8 Jun 2018 22:23:48 +0000 (00:23 +0200)]
added "passthrough" option for clickable global animations

This change adds a new option for the "graphicsinfo.conf" file for
defining a "passthrough" option for global animations that causes
clicks on clickable global animations not to be consumed, but to
be passed-through to the underlying screen controls (or other global
animations under the clicked global animation). The new option works
like this:

global.anim_1.part_1.MAIN.anim_event:            click
global.anim_1.part_1.MAIN.style:                 passthrough_clicks

The second option is the new one (the first one already existed).
When clicking this global animation (on the main menu screen), the
click will passed-through to the main menu screen to be further
processed by screen controls like gadgets or menu buttons.

6 years agoadded event actions (by triggering gadgets) for global animations
Holger Schemel [Fri, 8 Jun 2018 22:01:48 +0000 (00:01 +0200)]
added event actions (by triggering gadgets) for global animations

This change adds a new option for the "graphicsinfo.conf" file for
defining clickable global animations that trigger other actions
(currently limited to triggering active gadget buttons on the same
screen as the global animations). The new option works like this:

global.anim_1.part_1.MAIN.anim_event:            click
global.anim_1.part_1.MAIN.anim_event_action:     tape.button.record

The second option is the new one (the first one already existed).
When clicking this global animation (on the main menu screen), the
game will be started (by triggering the "record" button on the tape
recorder, which effectively starts playing the current level).

6 years agoadded key shortcut to dump identifiers for all gadgets on current screen
Holger Schemel [Fri, 8 Jun 2018 21:35:07 +0000 (23:35 +0200)]
added key shortcut to dump identifiers for all gadgets on current screen

6 years agofixed state of inactive parts of global animations
Holger Schemel [Fri, 8 Jun 2018 21:27:20 +0000 (23:27 +0200)]
fixed state of inactive parts of global animations

6 years agocode cleanup
Holger Schemel [Fri, 8 Jun 2018 21:22:32 +0000 (23:22 +0200)]
code cleanup

6 years agoadded event action parameter for global animations (no functionality yet)
Holger Schemel [Fri, 8 Jun 2018 21:13:53 +0000 (23:13 +0200)]
added event action parameter for global animations (no functionality yet)

6 years agoadded storing image identifier in internal gadget structure
Holger Schemel [Fri, 8 Jun 2018 21:03:37 +0000 (23:03 +0200)]
added storing image identifier in internal gadget structure

6 years agofixed not updating audio buttons if shown on tape and changed in setup menu
Holger Schemel [Sun, 17 Jun 2018 21:58:02 +0000 (23:58 +0200)]
fixed not updating audio buttons if shown on tape and changed in setup menu

6 years agoremoved SDL 2.0 key symbols (using preprocessor) when compiling for SDL 1.2
Holger Schemel [Thu, 14 Jun 2018 17:53:30 +0000 (19:53 +0200)]
removed SDL 2.0 key symbols (using preprocessor) when compiling for SDL 1.2

6 years agofixed bug causing crash when trying to draw undefined optional graphics
Holger Schemel [Wed, 13 Jun 2018 19:21:49 +0000 (21:21 +0200)]
fixed bug causing crash when trying to draw undefined optional graphics

Before, the program crashed (segmentation fault) if optional graphics
(like "menu.button_level_number", which are defined to be off-screen
by default) are defined to a valid screen position (by setting the
corresponding screen position values like "main.button.level_number.x/y"
to positions on the screen), but no image was defined to be used for
that graphic.

This bug was fixed by using fallback graphics when attempting to draw
those undefined optional graphics.

6 years agoimproved code to handle special game controller buttons
Holger Schemel [Tue, 12 Jun 2018 18:23:32 +0000 (20:23 +0200)]
improved code to handle special game controller buttons

6 years agofixed bug with wrong order of checking global animations for click events
Holger Schemel [Tue, 12 Jun 2018 17:39:48 +0000 (19:39 +0200)]
fixed bug with wrong order of checking global animations for click events

6 years agoadded (optional) menu buttons to select level number and first/last level
Holger Schemel [Tue, 12 Jun 2018 00:10:22 +0000 (02:10 +0200)]
added (optional) menu buttons to select level number and first/last level

6 years agoadded (optional) tape buttons to insert or play solution tape
Holger Schemel [Mon, 11 Jun 2018 22:05:11 +0000 (00:05 +0200)]
added (optional) tape buttons to insert or play solution tape

6 years agoadded option to draw pressed virtual buttons highlighted
Holger Schemel [Sat, 12 May 2018 10:18:51 +0000 (12:18 +0200)]
added option to draw pressed virtual buttons highlighted

6 years agoadded option to draw virtual buttons outlined
Holger Schemel [Sat, 12 May 2018 09:40:59 +0000 (11:40 +0200)]
added option to draw virtual buttons outlined

6 years agocode cleanup
Holger Schemel [Sat, 12 May 2018 09:20:12 +0000 (11:20 +0200)]
code cleanup

6 years agofixed small bug in preprocessor macro
Holger Schemel [Sat, 12 May 2018 09:12:31 +0000 (11:12 +0200)]
fixed small bug in preprocessor macro

6 years agoadded updating virtual buttons setup screen depending on screen orientation
Holger Schemel [Sat, 12 May 2018 00:21:18 +0000 (02:21 +0200)]
added updating virtual buttons setup screen depending on screen orientation

6 years agoadded configurability of grid size for virtual buttons
Holger Schemel [Fri, 11 May 2018 17:20:44 +0000 (19:20 +0200)]
added configurability of grid size for virtual buttons

6 years agofixed default values for move/drop distances for wipe gestures
Holger Schemel [Fri, 11 May 2018 16:43:45 +0000 (18:43 +0200)]
fixed default values for move/drop distances for wipe gestures

6 years agoadded configurability of transparency for virtual buttons
Holger Schemel [Fri, 11 May 2018 15:18:32 +0000 (17:18 +0200)]
added configurability of transparency for virtual buttons

6 years agofixed bug with not updating screen during request door post delay
Holger Schemel [Fri, 11 May 2018 10:32:05 +0000 (12:32 +0200)]
fixed bug with not updating screen during request door post delay

6 years agoremoved explicit check for Android for displaying virtual buttons
Holger Schemel [Fri, 11 May 2018 10:02:59 +0000 (12:02 +0200)]
removed explicit check for Android for displaying virtual buttons

6 years agoadded loading/saving virtual button configuration from/to setup file
Holger Schemel [Thu, 10 May 2018 23:36:05 +0000 (01:36 +0200)]
added loading/saving virtual button configuration from/to setup file

6 years agomoved virtual buttons definitions to setup data structures
Holger Schemel [Thu, 10 May 2018 23:30:30 +0000 (01:30 +0200)]
moved virtual buttons definitions to setup data structures

6 years agoadded empty borders between different virtual buttons
Holger Schemel [Wed, 9 May 2018 20:26:49 +0000 (22:26 +0200)]
added empty borders between different virtual buttons

6 years agoadded using configurable virtual buttons while playing
Holger Schemel [Wed, 9 May 2018 19:51:23 +0000 (21:51 +0200)]
added using configurable virtual buttons while playing

Note: Virtual buttons can be configured (for both screen orientations)
and are also used when playing the game now, but are not saved yet.

6 years agoadded support for updating grid buttons after the screen was rotated
Holger Schemel [Wed, 9 May 2018 19:36:39 +0000 (21:36 +0200)]
added support for updating grid buttons after the screen was rotated

6 years agoadded separate grid buttons for landscape and portrait screen orientation
Holger Schemel [Wed, 9 May 2018 19:24:04 +0000 (21:24 +0200)]
added separate grid buttons for landscape and portrait screen orientation

Separate grid buttons can be configured for landscape and portrait screen
orientation. The correct grid buttons are currently only selected at the
start of the program, but not after the screen was rotated.

6 years agoadded grid buttons to virtual buttons setup screen
Holger Schemel [Tue, 8 May 2018 17:33:15 +0000 (19:33 +0200)]
added grid buttons to virtual buttons setup screen

This change defines a grid of virtual buttons that can be configured on
the virtual buttons setup screen for all four directions and two buttons
(but is not used or shown anywhere else yet).

6 years agofixed event handling on (not yet functional) virtual buttons setup screen
Holger Schemel [Tue, 8 May 2018 17:22:13 +0000 (19:22 +0200)]
fixed event handling on (not yet functional) virtual buttons setup screen

6 years agoadded grid to (not yet functional) setup screen to configure virtual buttons
Holger Schemel [Thu, 26 Apr 2018 23:56:05 +0000 (01:56 +0200)]
added grid to (not yet functional) setup screen to configure virtual buttons

6 years agoadded (not yet functional) setup screen to configure virtual buttons
Holger Schemel [Sat, 21 Apr 2018 22:11:58 +0000 (00:11 +0200)]
added (not yet functional) setup screen to configure virtual buttons

6 years agoadded correcting positions for envelope request buttons, if needed
Holger Schemel [Sun, 3 Jun 2018 20:47:35 +0000 (22:47 +0200)]
added correcting positions for envelope request buttons, if needed

6 years agoremoved support for off-screen positions for request dialog buttons
Holger Schemel [Sun, 3 Jun 2018 20:40:05 +0000 (22:40 +0200)]
removed support for off-screen positions for request dialog buttons

6 years agofixed network games, part 4: added debug output for player mapping
Holger Schemel [Fri, 18 May 2018 12:49:21 +0000 (14:49 +0200)]
fixed network games, part 4: added debug output for player mapping

6 years agofixed network games, part 3: enabled mapping input to reassigned players
Holger Schemel [Fri, 18 May 2018 08:39:00 +0000 (10:39 +0200)]
fixed network games, part 3: enabled mapping input to reassigned players

Before this change, player input from connected network players was
only allowed for active players. However, the old code did not take
into account that players may have been reassigned to other players
in the level playfield, so their input actions have to be mapped to
that different player.

This change accepts input actions for all players, and later maps
them to the finally assigned player in the game.

6 years agofixed network games, part 2: set player focus after setting local player
Holger Schemel [Fri, 18 May 2018 08:04:37 +0000 (10:04 +0200)]
fixed network games, part 2: set player focus after setting local player

There was also a bug with setting the focussed player to the local
player where the local player potentially changed afterwards (if the
player for network games was assigned to any player in the playfield
different from the player that was selected for network games by the
user on program start).

To fix this, the code to set the focussed player for network games was
moved to a point after setting the local player.

6 years agofixed network games, part 1: separate locally and network connected players
Holger Schemel [Fri, 18 May 2018 06:55:32 +0000 (08:55 +0200)]
fixed network games, part 1: separate locally and network connected players

Network games were largely broken since (at least) version 3.2.4
(although they still worked for the most common cases, but only for the
first game after starting the program). They will be fixed in several
separate steps.

This first part separates storing if a team-mode player was connected
locally or over the network (and then sets the previously used general
flag if a certain player is "connected" or not, regardless of being
connected locally or remotely).

6 years agofixed potential bug with alpha blending when using virtual buttons
Holger Schemel [Thu, 26 Apr 2018 17:12:26 +0000 (19:12 +0200)]
fixed potential bug with alpha blending when using virtual buttons

6 years agofixed bug with alpha blending when configuring game controllers
Holger Schemel [Mon, 23 Apr 2018 18:39:52 +0000 (20:39 +0200)]
fixed bug with alpha blending when configuring game controllers

6 years agofixed bug causing access to negative array index
Holger Schemel [Sat, 21 Apr 2018 22:19:27 +0000 (00:19 +0200)]
fixed bug causing access to negative array index

6 years agofixed variable type
Holger Schemel [Sat, 21 Apr 2018 22:15:34 +0000 (00:15 +0200)]
fixed variable type

6 years agoadded hiding selection list style setup options marked with '.hide'
Holger Schemel [Sat, 21 Apr 2018 00:08:54 +0000 (02:08 +0200)]
added hiding selection list style setup options marked with '.hide'

6 years agoadded recognizing "y/Y" and "n/N" keys to answer request dialog
Holger Schemel [Fri, 20 Apr 2018 22:34:53 +0000 (00:34 +0200)]
added recognizing "y/Y" and "n/N" keys to answer request dialog

6 years agochanged variable name
Holger Schemel [Fri, 20 Apr 2018 22:26:33 +0000 (00:26 +0200)]
changed variable name

6 years agoadded adjusting input setup menu according to configured screen size
Holger Schemel [Fri, 20 Apr 2018 22:22:46 +0000 (00:22 +0200)]
added adjusting input setup menu according to configured screen size

6 years agoadded using narrow fonts for input setup if screen width is less than default
Holger Schemel [Fri, 20 Apr 2018 19:47:40 +0000 (21:47 +0200)]
added using narrow fonts for input setup if screen width is less than default

6 years agoadded font definition for narrow variant of existing font
Holger Schemel [Fri, 20 Apr 2018 18:18:39 +0000 (20:18 +0200)]
added font definition for narrow variant of existing font

6 years agoadded using variable for screen positions in input setup menu
Holger Schemel [Fri, 20 Apr 2018 18:09:10 +0000 (20:09 +0200)]
added using variable for screen positions in input setup menu

6 years agoadded using some variables for font identifiers instead of constants
Holger Schemel [Fri, 20 Apr 2018 18:04:35 +0000 (20:04 +0200)]
added using some variables for font identifiers instead of constants

6 years agofixed centered screen position for keyboard/joystick configuration
Holger Schemel [Thu, 19 Apr 2018 23:10:25 +0000 (01:10 +0200)]
fixed centered screen position for keyboard/joystick configuration

6 years agofixed changing key bindings if customization aborted by "Escape" key
Holger Schemel [Thu, 19 Apr 2018 18:37:32 +0000 (20:37 +0200)]
fixed changing key bindings if customization aborted by "Escape" key

Before, partially changed key bindings were kept even if keyboard
customization was aborted by pressing the "Escape" key during the
process. Now, the old key bindings are restored in this case.

6 years agochanged keyboard customization to be similar to joystick configuration
Holger Schemel [Thu, 19 Apr 2018 18:22:14 +0000 (20:22 +0200)]
changed keyboard customization to be similar to joystick configuration

Before, the user was asked to press the "Return" key after keyboard
customization was finished. Now, keyboard customization automatically
ends after configuring the last key, and a message is displayed that
is similar to the message displayed after joystick configuration.

6 years agochanged starting music for MM game engine after charging laser
Holger Schemel [Tue, 17 Apr 2018 18:37:33 +0000 (20:37 +0200)]
changed starting music for MM game engine after charging laser

Before, music was started immediately after opening the game panel
door, and therefore before starting the initial "rotating mirrors
and charging laser" sequence when playing levels using the Mirror
Magic game engine.

Now, music starts after that initialization sequence is finished
(just like it was done in Mirror Magic 2.0.2).