* 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`
When active, the displayed names of partially-consumed items (e.g.
hospital cloth) will display a percentage indicator at the end.
Also re-sort a few Tweaks so they're in alphabetical order again.
- documents the new config mode
- adds integration test data for [quickfort] implement config mode scripts#361
- adds a note recommending that config mode be used instead of the quickfort query_unsafe setting
- converts the dreamfort /setup blueprint to use config mode; also adjust the aliases used in that blueprint to no longer escape from and re-enter query mode
- adds some more distinctive anchor names for the quickfort and blueprint guides
- add docs for negative expansion syntax
- add information on how negative expansion syntax can be used to
simplify carved track designations
- full editing pass, fixing grammar, typos, formatting, and clarifying text
- added tip about using dig priorities to ensure miners dig one level at
a time
- add "Dreamfort organization and packaging" section to the dreamfort
case study
- add inline screenshots for each dreamfort level in the section that
discusses that level
- fix Links section to use the actual header text of the target links
so they are more distinct. even I got confused about the difference
between the quickfort library guide (which is about blueprints, but
listing the pre-made onces) and the
quickfort blueprint guide (which is about blueprints, but editing them)
* visual studio 2022/2019
update instructions to recommend using VS 2022 or VS 2019 with downlevel tool support
* reinsert accidentally deleted line
* fix markup
* notes on abi compatibility, changelog
* 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
- shift seventh dwarf from craftsdwarf to farmer
- give starting miners some skill in engraving to make smoothing the
cistern go faster
- update embark suggestions and sample profile accordingly
- widen clearcutting area for surface fort so trees don't overhang the
roof
- move wax from the cookables stockpile to the industry goods pile
- move coins from goods to metal
- move sheets from goods to textiles