* 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.
this allows callers of Buildings::setSize() to "pre-initialize" the
extents to declare non-rectangular structures. this allows quickfort to
create non-rectangular stockpiles, farm plots, zones, etc. the extents
are still reset as before if the size of the building doesn't match the
caller's expectations.
this commit also fixes a memory leak when setSize() allocates memory for
extents, but the memory is not deallocated if the building is ultimately
invalid for some reason.
solves the confusing behavior when both automaterial and buildingplan
are enabled for constructions. the two plugins now communicate with each
other over the Lua layer to negotiate consistent behavior.
if neither plugin is enabled, the standard DF UI acts as normal
if automaterial is enabled but buildingplan is not, then automaterial
behavior is unchanged.
if buildingplan is enabled and automaterial is not then behavior is
the same as other buildings with buildingplan (no material selection
screen, screen stays on building placement screen after placement).
this commit fixes a bug, though, where buildingplan would only lay
down a single tile of contruction instead of a solid block when a
block is requested.
if both plugins are enabled but buildingplan is not enabled for the
building type then automaterial is unchanged from previous behavior,
execpt for an additional header showing the separation between
automaterial hotkeys and buildingplan hotkeys.
finally, if both plugins are enabled and buildingplan is enabled for the
building type then buildingplan behavior prevails, but the box select and
hollow designations features of automaterial are still usable and
useful. the 'Auto Mat-select', 'Reselect Type', and "Open Placement"
automaterial hotkeys are hidden in the UI and ignored in the feed. This
is because buildingplan takes over material selection, so 'Auto
Mat-select' doesn't make sense. Buildingplan also already stays on the
placement screen after placement, so 'Reselect Type' is not necessary.
And all buildingplan-placed buildings have relaxed placement
restrictions (e.g. they can be built in mid-air) so 'Open Placement' is
also not necessary. The missing options are replaced with blank lines so
the vertical alignment of all other options stays constant.
we also remove a few extra lua_pop() calls that are made superfluous by
the StackUnwinder.