* use new focus subsystem in widgets.EditField
* always eat the enter key if we have an on_submit
* add modal attribute
* give EditFields a default height of 1
so they can be autoarranged
* implement keyboard focus subsystem
* Fix error in focus group combining
* documentation for the inputToSubviews decision
* modify unit tests to catch that last bug
* Adds cxxrandom unit test and fixes interface problems
* Tightens braces
* Adds detection code for Shuffle's seqID/engID
* Adds usage examples for cxxrandom
* Gives cxxrandom objects id ranges, sort of
* Updates changelog
* Updates changelog.txt
* Increases id space for cxxrandom
* Fixes bool distribution error message and improves check
* Adds comment explaining the seeded RNG tests for cxxrandom
* Fixes type problem for 32bit builds
* Reduces loop count a few magnitudes
* Fixes a mistake in test.cxxrandom_seed
* Added (chain) for [CHAIN_METAL_TEXT] armours in gui/materials.lua used by gui/create-item-- again (oops)
* Added customRawData utility
* Oops, whitespace
* Revised rawStringsFieldNames
* Dialed down on lua trickery and fixed wrongly formatted changelog entry
* Fixed changelog in wrong place and made customRawData a proper module
* Fixed not caching not-present tags, revised examples and fixed error
* Fixed whitespace. Changing settings in editor!
* customRawData docs
* Added getCreatureTag for respecting caste tags, "fixed" bizarre caching error (quotes because I don't even know what was causing it) and updated docs
* Added line limiting for docs, I guess
* Added missing string convert argument
* docs indent fix, code block fix, and revision
* Major revision
* gdi, docs error
* Another? But... huh.
* ...
* Made requested changes
* Whoops
* Rearrange docs lines
* Followed example, should fix linter issues
* fix typo. linted offline this time......
* Make it so that last instance of tag is what is read from
* Added requested change
* eventful key change
* i to lenArgs
* change eventful key
* add test for broken caste selection
* Major redesign
* tags --> tokens
* Added plant growth behaviour and did some requested changes
* More error handling
* fix docs
* Added basic error suppression
* Docs clarification.
* Docs registering example and fix error
* Strip errors on frame after onWorldLoad, not on map load
* Revert "Strip errors on frame after onWorldLoad, not on map load"
This reverts commit e20a0ef8d3743f79d961077f46910b77b16f36b9.
* Revert "Docs registering example and fix error"
This reverts commit 9c848c54c3f84e0ecc1dc421137c8a8b4a52280d.
* Revert "Docs clarification."
This reverts commit 6b4b6a1aa40c50398504f37ecf1ff0f93d6459b1.
* Revert "Added basic error suppression"
This reverts commit d11cb1438cf1e56ff700469e944f0b9af64651d7.
* Use more eventful key more consistent with other files
* use onStateChange instead of eventful and remove redundant utils require
* Code review stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Update docs/Lua API.rst
committing a suggestion
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Prepend examples with DFHACK_
* Remove unused parameters
* Use new ensure_key global
* Named a couple of unnamed arguments (untested)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* WIP: add scroll icons to Label widget
It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction.
WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it
* gui.lua: expose the `parse_inset()` function
* refactor Label's scroll icon code
* since `render_scroll_icons` only works with a label, it's now a class function
* `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons`
* `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`.
* make `render_scroll_icons` always draw icons
The check now happens in `onRenderFrame`
* draw frame's background
calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason
* remove trailing spaces
* fix scroll icons placed far above/below text
With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above,
but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame
instead of near the first and last rendered text line.
* always `update_scroll_inset` to react to resized window
* draw scroll icons next to text
* update `Lua API.rst` with new `Label` parameters
* move comment separator up
This way every scroll related parameter is in one group
* list default values for new parameters in docs
* add missing description of `Label.scroll_keys`
* Add functions reverse-engineered from ambushing unit code
* Fix whitespace
* Fix debug_showambush check
* Remove getOuterContainerRef from Lua API
Don't think this works properly without allocating a new specific_ref. More trouble that it's worth.
* Fixed tile visibility check
* I don't think gamemode or gametype are ever NULL
* Minor tweaks to documentation
* Reimplement getOuterContainerRef for Lua; fix some comments
* Update Units.cpp and changelog
* Update Units.cpp
* Update changelog.txt
refactor is a straight copy-paste. this code could really stand some
cleanup (unused vars, unnecessary use of the MapCache layer, forced
allocation of all blocks even if they are not being unhidden, etc.), but
that can come in a later PR.