Commit Graph

1631 Commits

Author SHA1 Message Date
PatR
f5a6267b3a Qt character selection hackery
Tweak the Qt character selection widget format a bit.  Forcing
the 'logo' string to be taller has resulted in stretching the
window enough to fit all the roles without a scrollbar.  (On my
monitor on my OSX system, that is.  It won't necessarily be an
improvement for anybody else but shouldn't break anything.)

The TODO item about making it taller so that role list fits is
still there.
2020-10-28 18:07:27 -07:00
PatR
706977a1e7 Qt: character selection
For Qt's character selection widget, only allow the [Play] button
to be used when the character name field is non-blank.  When that
field is blank, show "(required)" there.

Catch up with SYSCF for checking generic names like "player".

Fix up handling for some conditionally unused variables.
2020-10-28 01:43:53 -07:00
PatR
70e4f5b197 Qt: new game vs saved game selection
If player got Qt's saved game selection widget at startup but
picked "new game" there, the save file for the last character
in the list of saved games would be clobbered with the new
character's game if a save was performed.  It wasn't necessarily
easy to spot because saved game selection shows the character
name from inside the file rather than from the file name, so the
next restore would look normal except for one older character
missing.

Noticed while testing:  when you used the character selection
widget (either by picking "new game" in saved game selection or
because there aren't any save files), if you blanked out the
name field or it was already blanked because a generic name like
"player" had been specified, then clicked on "play", the program
would get stuck in a loop somewhere.  I didn't try to figure out
where, just changed qt_askname() to revert to original name if
it ended up with a blank one.
2020-10-27 15:10:22 -07:00
PatR
14ec98a241 Qt saved game selection
This fixes the Qt popup widget for selecting among saved games.
The character name from each applicable save file is shown in a
button and clicking on one of those buttons restores corresponding
file.  Previously all the buttons were written on top of each
other so only the final name was visible and the button for the
initial name received the click.  The widget also has [quit] and
[new game] buttons.

This fixes restoring an existing save file if no character name
is supplied on the command line in the options.  It does not fix
the problem where picking [new game] remembers the file name of
the last saved game in the popup's list and overwrites that file
(after requesting confirmation to do so) if/when you eventually
save.  The resulting file will contain the character just saved
but be named for the earlier one.  It may not be obvious because
on subsequent restores it will list names from inside the files
rather than deduce those from file names, so the clobbered/
misnamed file will just show up as the former new character.
2020-10-26 22:37:40 -07:00
PatR
9c384ba867 Qt popup dialog input vs '&'
I'm not sure whether any yn_function() calls include ampersand
in the list of acceptable choices but if any did, the button
for that character would have shown up blank.  (Clicking on it
would have successfully produced '&' as player's input though.)
2020-10-26 12:44:40 -07:00
PatR
ec5772d6d2 Qt hitpointbar
Add support for the 'hitpointbar' to the Qt interface.  Rather
than rendering the status title (name+rank or name+monster_species)
using inverse video for leading substring to produce distinct left
and right sides, draw a horizontal bar above that field.

The left portion (current health) is thicker and uses red for <10%
or <5hp, orange for <25% or <10hp, yellow for <50%, green for <75%,
blue for <100%, and black for 100%.

The right portion (missing maximum health) is thinner and runs
from white (paired with red), light gray (paired with orange),
dark gray (with yellow), plain gray (which turns out to be darker
than dark gray, with green), dark blue (with blue), and black (but
black is never shown for injury portion because that's suppressed
when at full health).

Qt already supports a square frame around the hero's map tile that
changes color according to health.  Turning the hitpointbar option
Off or On has no effect on that.
2020-10-25 15:47:49 -07:00
Bart House
5880da9269 Add cpp.hint file to NetHack project. 2020-10-19 16:26:01 -07:00
Bart House
c33a9ed94a Add inlcude files to NetHackW project. Add cpp.hint file. 2020-10-19 16:25:42 -07:00
Bart House
a9deeb69c9 Removing assertion that does not hold under all scenarios.
When we save gamestate as part of making an insurance snapshot, we will
save message history which will clear toplines but leaving window state
in tack including the need for more.
2020-10-19 16:03:10 -07:00
Bart House
2c752cce69 Added assertions to check toplin state. 2020-10-19 15:59:46 -07:00
Bart House
aee1509979 Fixed bug with inmore and toplin state management.
When fuzzing, we would increment ttyDisplay->inmore but then prematurely
exit more() leaving ttyDisplay->inmore set.

Under various conditions, we can request to remember the topline when
the topline had not yet been acknowledged leaving toplin state in an
inappropriate state.
2020-10-19 15:59:01 -07:00
Bart House
7795d82be6 Improved readability of topline state management. 2020-10-19 15:19:09 -07:00
PatR
9a6bc0fd8f Qt status window icon alignment
When the game windows were initialized, the anhk icon for alignment
was centered relative to Lawful/Neutral/Chaotic label but during
the first status update it noticeably shifted left.  Non-blank
hunger or encumbrance states could change from centered to left
justified when they were present and the icon was replaced.  Oddly,
resetting the 'centered' attribute for the widget wasn't sufficient
to fix this.  Running the resize code for that widget did.  Another
case of trial and error to make things work the way they ought.

Also, don't highlight a change in alignment or dungeon location as
"got worse" if the internal numeric value went down instead of up;
always highlight as "got better" for those two fields.  There ought
to be a third choice for just "changed" but that would have been
more complicated.
2020-10-17 11:10:00 -07:00
PatR
9d3dfd59f9 Qt paperdoll - slight reorganization
Three-way swap:  move blindfold to alt-weapon slot, alt-weapon to
quiver slot, and quiver to former blindfold slot.  Affects first
and third rows of the 6x3 grid.

Before  |After
 x H b  | b H q
 S a w  | S a w
 G C q  | G C x

[x=alt-weapon, H=helmet, b=blindfold, S=shield, a=amulet, w=weapon,
 G=gloves, C=cloak, q=quiver; bottom three rows not changed so not
 shown.]
2020-10-15 18:22:26 -07:00
PatR
a0c6118c97 Qt paperdoll - tool tips used to describe items
New for Qt, moving the mouse over one of the slots in the paperdoll
inventory subset and letting it pause there will use Qt's tool tip
mechanism to give a description of the item under the pointer, if
there is one, or of what the slot would contain when there isn't.

So "e - uncursed leather gloves (being worn)" or "no gloves" when
the pointer is over the glove slot.  If you do something with the
keyboard to make the paperdoll change while the mouse is still
hovering, you'll need to move the pointer slightly to have Qt
recheck for tool tip at that spot.  It may be feasible to force
an immediate update, but I'm satisfied with how it's working.

Interestingly, you can move pointer and hover while yn_function()
has asked you to pick an inventory item and is waiting for an
answer.  Mostly useful for Take-off/Remove or #adjust.
2020-10-14 16:06:25 -07:00
PatR
6a443226d1 Qt toolbar: add button for 'search'
The toolbar contains do-Again, Pick up, Drop, Kick, Throw, Fire,
Eat, and Rest.  Insert Search in front of Rest since it's useful
in its own right and some players prefer it even when resting.
Includes a new 12x13 icon; a tiny magnifying glass shown straight
on is something I can manage.
2020-10-14 03:02:55 -07:00
PatR
7011b10f64 Qt "Get" -> "Pick up"
Both the toolbar button for pick up and the action menu entry for
pick up were labeled "Get".  That's confusing for an experienced
player who is looking for "Pick up".  Rename both of them.

Also, consolidate repetitive code used to set up toolbar buttons.
2020-10-13 14:05:52 -07:00
Bart House
cc50aa036d Update files heading to reflect that we support VS 2017 and 2019. 2020-10-10 16:28:41 -07:00
Bart House
bb04a9b041 Support both VS 2017 and VS 2019 without making changes to project files.
Renamed 'vs2017' folder to 'vs'.
2020-10-10 15:15:59 -07:00
nhmall
48fa4fa5dd more warning bits 2020-10-10 16:28:17 -04:00
PatR
dde561810d Qt prompt highlighting
When qt_yn_function() or qt_more() is asking for a single character
response, typing anything will cause the prompt line in the message
window to stop being highlighted.  If they reject what's been typed,
they beep (--More-- doesn't start beeping until second rejection);
change both of them to also rehighlight the prompt line to give a
visual indication that the question/acknowledgement is still being
asked.
2020-10-08 11:24:11 -07:00
PatR
342323eb15 Qt menu hack
Prevent a small inventory menu as the first one shown from forcing
all subsequent ones from being the same short height by forcing it
to have room for at least 15 lines.  Temporary hack until someone
figures out why resizing the reused WIN_INVEN isn't working.

Does not affect non-inventory menus which get created on demand and
destroyed when done so don't need to change size to fit different
contents.
2020-10-08 10:18:44 -07:00
PatR
eb4288e608 Qt click-to-command
Consolidate some recently added duplicated code.
2020-10-07 04:19:55 -07:00
PatR
da8558e262 Qt status panel as command button
Clicking on the status panel runs ^X to show character and status
information without abbreviations.  The code needed is identical
to what's now used for clicking on the paper doll inventory panel
except for the command to execute.
2020-10-06 15:20:25 -07:00
PatR
e2e9bca3f7 Qt "paperdoll" as command button
Clicking on the paper doll inventory subset window will cause
the '*' command (#seeall) to execute.  They convey the same
information (unless multiple leashes or multiple light sources
are in use; seeall lists all of them instead of just the first
of each) but the doll shows the info with a small grid of map
tiles and seeall shows it with an inventory display of worn and
wielded items plus tools in active use.

Ideally it should show information about a specific item as a
"tool tip" when the mouse hovers over one of the doll slots.
I don't know whether I'll ever attempt to tackle that or even
if that's feasible with Qt.  Perhaps use right click instead.
2020-10-06 09:42:59 -07:00
PatR
52672e8f25 left out of "Qt menus, mostly item counts" 2020-10-06 09:15:32 -07:00
PatR
7277b4a415 Qt menus, mostly item counts
Don't allow the user to construct a count value when operating on
a pick-none menu where counts aren't meaningful.  Unfortunately
that can still be done on pick-one or pick-any menus which don't
happen to have any entries where a count is applicable.

Allow a count to be optionally started with '#'.  Note that if
there is an entry using '#' for the selector letter (probably
inventory that has something in the overflow slot), typing '#'
will select the entry instead of initiating a count.

Flail about a bit trying to get menu size correct--failed on this
front.
2020-10-06 09:09:09 -07:00
PatR
d7a52cf0c4 Qt menu search
Remove a 'TODO' for once.  Have the popup that's used to accept the
target string--after clicking on [search] or typing ':' to initiate
menu search+select operation--force keyboard focus to itself.  Menu
searching worked without this, but only if you manually clicked on
the search popup prior to typing the target string.  Failure to do
so resulted in typed characters being used to select menu entries.
2020-10-05 16:26:27 -07:00
nhmall
751d5ef76c Merge branch 'libnethack' of https://github.com/apowers313/NetHack into libnethack2 2020-10-04 19:51:37 -04:00
Adam Powers
dc1c85faa4 more friendly javascript arguments 2020-10-04 14:04:56 -07:00
nhmall
f6b0d86ce6 Merge branch 'NetHack-3.7' 2020-10-04 14:54:41 -04:00
Adam Powers
dc2d757399 libnethack pr385
roll parts of pr385 into source tree

This does not take the PR as is.

Unlike the PR, this streamlines and minimizes the integration somewhat:

- use hints/include mechanism instead of creating alternative
  Makefile.dat, Makefile.src, Makefile.top, Makefile.utl in sys/lib;
  those would have been a maintenance nightmare.

- don't have alternative mkmkfile.sh and setup.sh in sys/lib.

- sys/lib/libnethackmain.c differed from sys/unix/unixmain.c by
  very little, so just place a small bit of conditional code at the
  top of sys/unix/unixmain.c instead.

- changed the conditional code bits from __EMSCRIPTEN__ to
  CROSS_TO_WASM.

- You should be able to build the wasm result by:
    cd sys/unix ; sh setup.sh hints/linux.2020 ; cd ../..
    make fetch-lua    (<-one time)
    make WANT_LIBNH all

- You should be able to build LIBNBH by:
    cd sys/unix ; sh setup.sh hints/linux.2020 ; cd ../..
    make fetch-lua    (<-one time)
    make CROSS_TO_WASM=1 all

As it is currently coded, winshim.c requires C99.
2020-10-04 14:46:32 -04:00
Adam Powers
741e6fd5b7 initial shim graphics 2020-10-04 14:46:31 -04:00
PatR
9bad6840f4 Qt ynaq/yn#aq dialogs
When 'popup_dialog' is set, the Qt interface uses a popup window
for yn_function() calls and the dialog has a list of buttons, one
per potential choice.  It has been handling "yn?" and "ynq?"
questions differently from general request-one-char prompts, using
buttons "Yes", "No, and "Cancel" instead of showing individual
letters.  This extends that to "ynaq" and "yn#aq" questions and
labels 'q' reply as "Stop" instead of "Cancel" for those.  Also,
when player uses keyboard instead of mouse to answer, allow 'c'
as well as 'q' for cancel ones, 's' as well as 'q' for stop ones.

Prompt  Buttons
yn      [Yes ][ No ]
ynq     [ Yes  ][  No  ][Cancel]
ynaq    [Yes ][ No ][All ][Stop]
yn#aq   [Yes ]Count:______[ No ][All ][Stop]
rl      [ Left ][Right ]    //unchanged; included for completeness

(For contrast, when something specifies "ny" as the acceptable
choices, the buttons will just be [n][y].  Prompts for choosing
from a list of inventory letters can't accidentally match these
special cases as long as they're specified in alphabetical order.)
2020-10-04 07:36:12 -07:00
PatR
aaf88f9662 Qt build fix
The failing Travis build issued about 500 lines of diagnostics
when complaining about one line of the source.  It compiled ok
for me but I use older versions of Qt library and C++ compiler.
2020-10-02 04:51:15 -07:00
PatR
d1e1b0cdc9 Qt popup_dialog's count entry
For Qt with 'popup_dialog' On, fix number entry when user types
a digit (or '#') directly onto the dialog instead of clicking
inside the Count box and then typing.  Before, that first typed
digit was starting out as selected, so typing the next digit
replaced the selection instead of getting appended to the string
of digits being constructed.  Fixed by moving the relevant code
to the KeyPress handler instead of re-executing the dialog.

Also, if a keypress is just a modifier, ignore it.  The next
event should be the actual character.  Prevents treating <shift>
(and <caps lock>!) as useless dialog responses.  Before this,
attempting to type '#' to initiate a count wouldn't work because
the <shift> part of shift+3 ended the dialog.  Now '#' works
(and is still optional; starting with a digit suffices).
2020-10-01 17:59:58 -07:00
PatR
2e90c1ebd4 implement "--More--" for Qt
Support MSGTYPE=stop by having qt_display_nhwindow(WIN_MESSAGE,TRUE)
issue a tty-style --More-- prompt.  For popup_dialog Off, the prompt
gets appended to the most recent message; for popup_dialog On, it is
issued via a popup and not displayed in the message window.

It accepts <space>, ^J, ^M, and ^[ (ESC) to dismiss.  There's no way
to dismiss it with the mouse (for !popup_dialog) which might need
some fix....

Several adventures along the way.  The '^C-in-parent-terminal triggers
infinite loop repeatedly complaining about "event loop already running"'
is now a one-shot complaint.  It isn't fixed but the severity of
having it happen is greatly reduced.
2020-10-01 03:16:14 -07:00
PatR
87e2d974ef Qt popup_dialog tinkering
Some changes to the YnDialog widget used when popup_dialog is On.

If a button is labelled with a space, it just looks like an
unlabelled button.  Switch to "Spc" for space, "Ent" for \n and
"Ret" for \r.  (The last two aren't completely logical but I
haven't seen any dialogs that need them and they'll be better
than "^J" and "^M" if there are such.)

For yn#aq dialogs, preload a grayed-out "#" in the count widget.
Just for show; has no tangible effect.

The count widget should return long rather than plain int.
2020-09-26 19:35:37 -07:00
PatR
10d80eb150 Qt's 3.6 status conditions
Replace the blank placeholder icon with individual placeholders
for Stone, Slime, Strngl, Deaf, Lev, Fly, and Ride.  They're just
40x40 tiles showing solid color (different for each) holding white
block letters spelling the condition.  For the first four of those,
the text runs from upper-left to lower-right, for Lev and Fly the
text runs from lower-left towards upper-right, and for Ride it's
horizontal.  Not particularly exciting but better than blank.  We
still need real artwork to make them be similar to the older
conditions.

Also moves the two petmarks and the pilemark from qt_xpms.h to
qt_map.cpp.  The marks and the assorted status icons are all
static arrays, and including that header in two source files
meant that they were all duplicated unless the compiler or linker
was smart enough to discard the unused ones.
2020-09-23 16:40:26 -07:00
PatR
b672511513 Qt status fix: 'showexp'
For Qt, experience points weren't shown when enabling 'showexp'
option because they were conditional upon '#if EXP_ON_BOTL'.  That
got eliminated prior to 3.6.0 so wasn't defined for qt_stat.cpp.

When displayed, show Exp as Level:Xp/Exp instead of as a separate
status field.  This has the intentional side-effect of omitting it
when hero is polymorphed and status shows HD instead of Xp.

Label the six characteristics in mixed case instead of all upper
case:  Str, Dex, and so forth.
2020-09-23 05:21:31 -07:00
PatR
101940f7d1 Qt non-issue
Any key bindings in player's run-time config file will already be
in place by the time the Qt menus are constructed.  Those menus
will use the new key assignments rather than the defaults, so not
a bug.
2020-09-18 17:30:48 -07:00
PatR
7592eebdf6 another Qt "issue" 2020-09-17 19:02:23 -07:00
PatR
4acdbaaf72 more Qt menu
The #enhance menu revealed a couple of menu problems for Qt.

Items flagged with "*" or "#" were showing tiny "..." instead of
the flag character.  An existing problem rather than something
caused by yesterday's overhaul patch.

The "(Skills flagged by "*" may be enhanced when you're more
experienced.)" legend line was causing the regular entries to be
formatted strangely (their skill name column was much too wide).
That was caused by me dropping something (special case for header
lines during tab-separation handling) in yesterday's patch that
I mistakenly thought wasn't needed.
2020-09-17 10:47:33 -07:00
PatR
82689eb048 silence a Qt complaint
The save file selection widget was issuing a complaint to stderr:
|QLayout: Attempting to add QLayout "" to QDialog "", which already
| has a layout

This shuts that up, but doesn't fix the broken save file selection
so I haven't added a fixes37.0 entry.
2020-09-17 02:49:37 -07:00
PatR
5401d18c4b Qt menu overhaul
handle preselected item in pick-one menu; picking it returns that
  item rather than toggling it off and returning nothing, picking
  something else only returns the other thing (was returning first
  of the chosen item or the preselected item, foiling core's attempt
  to deal with both and giving wrong result whenever the preselected
  one came first--like pick-an-attribute for menu colors);

when handling typed input, check selector letters before menu
  command keys so that special "letters" '-' (fingers, hands, self)
  and ':' (look inside container) that are specified by a few menus
  can be chosen by keyboard;

menus were using default line heights which are excessively tall,
  effectively making them be double spaced and using more screen
  space than should have been needed; reduce height to 60% of what
  it was, still a bit taller than regular spacing; look at ^X--which
  is rendered via menu--before and after to see the difference;

start with count column empty instead of 6 spaces; grow it as counts
  get entered; reset to empty if [all], [none], or [invert] is used;
  treat intermediate counts as long rather than int; right justify
  formatted count values;

simplify creating menu return data (pick-one doesn't need separate
  handling);

for pick-one menus,
  enable [ok] button if there is one preselected item,
  enable [all] button if there is only one item (may never happen),
  enable [none] if there is a preselected item (menu remains active
    if [none] is used to clear the preselection);
  enable [invert] if there is one item (may never happen; should
    allow two items if one of them is preselected--definitely does
    happen--but that wouldn't work as intended without code changes);

honor pending count if an item is selected by clicking its checkbox
  (already done for typing its letter or for clicking another part
  of item's menu line);

accept <delete>/<rubout> in addition to <backspace> when backing out
  a digit as a count is being typed;

accept ^[ as well as ESC key for cancelling count or entire menu;

honor 'menucolors'=false to ignore any defined menu color patterns.
2020-09-16 15:51:33 -07:00
PatR
81771ccda3 new file win/Qt/Qt-issues.txt
Record a bunch of Qt stuff before I forget it all.  It's probably
too late:  I'll bet I've left some things out.

Doesn't include several menu problems that I've already fixed but
not checked in yet.  (I don't have any other Qt changes pending.)
2020-09-16 02:04:15 -07:00
PatR
eaf2af0b58 unexplored terrain on Qt map
Qt's map hadn't been updated to draw unexplored locations with
the unexplored glyph so was still using solid stone instead.

Column 0 should be removed but I'll leave that for someone more
adventurous; I did it for curses and for X11 but am going to
pass here.  It's very noticable after magic mapping but is only
"bad" (by wasting space) if clipping is being performed.
2020-09-15 07:26:42 -07:00
Adam Powers
4e38d8f329 fix reentry and types, enhance debugging, delinting 2020-09-12 12:27:04 -07:00
PatR
d3181e20ba qt_map.cpp source formatting
Clean up the Qt code a bit.  The only intended change is to use
a different check for being polymorphed.
2020-09-08 13:26:13 -07:00
Adam Powers
96cf11ad71 fix JS event loop blocking 2020-09-06 17:32:08 -07:00