Qt's status highlighting was treating any change to hunger or
to encumbrance as "worse" (shown in red). That's wrong if you
go from weak to just hungry or from stressed to encumbered.
Comparing satiated with other hunger states is tricky. I've
ranked it between hungry and weak but that's fairly arbitrary.
Also, change the highlighting when Lev, Fly, and Ride are new
conditions from red to blue.
During status update at the time the 'showexp' option gets toggled
on or off, prevent comparing Xp (level) against Exp (points) when
deciding whether the value has gone up or down. Xp/Exp (when
toggling on) or just Xp (when toggling off) will be highligthed in
blue (changed, neither better nor worse) rather than green or red.
In "Qt settings" (or "Preferences" for OSX), the current font size
would show "Medium" if that was the current setting. So far, so
good. However, if you clicked on the up/down arrows to get the
dropdown menu, it was truncated to "Mediu" there regardless of
current setting. Force the menu to be wide enough to show "Medium".
If 'showscore' has been On and gets toggled Off while Score is
highlighted, remove that highlight immediately instead of letting
it stick around a few turns until it times out.
For the tool tips shown if you let the mouse pointer hover over
any of the cells in the paperdoll (inventory subset showing
worn and wielded items), remove the trailing period and add a
leading space and a trailing space. Improves readability.
When Qt highlights a field that has gotten better, use the same
shade of green as is used for the green range of hitpoint bar.
The old value was too dull, like olive green seen in shadow.
Requested by a beta tester nearly four years ago: '$' is both an
inventory "letter" and a group accelator. The letter only works
if gold is on the current menu page and was taking precedence
over the group accelator. Allow '$' to toggle selection of gold
regardless of the page.
curses already behaves this way. X11 and Qt menus aren't
paginated so also pick gold even if the '$' entry in the menu
isn't visible at the time. No idea about Windows GUI...
Highlight changes to dungeon location or alignment in blue instead
of green or red since neither the old value nor the new can be
classified as better than the other. Likewise when changing
between regular Hp and Xp (or Xp/Exp) to or from you-as-mon Hp and
HD when polymorph or rehumanization takes place.
When toggling Score On, start out highlighted in blue instead of
green. When toggling it Off, don't highlight the blank space
where it had been in red. At the moment there's a quirk here;
if it is highlighted in green (from recent change) or blue (from
having just been toggled on) at the time it gets toggled off, the
space stays green or blue until that highlight times out. (It has
occurred to me that the bogus red highlight might have been added
to deliberately overwrite stale green highlights. If so, a better
fix should be achievable.)
For the title (plname and rank or plname and monster-species),
capitalize the player name since core's botl() and at least some
other interfaces do that.
TODO: toggling Exp needs work. The field used for deciding
up/down changes gets swapped and the update in progress compares
apples and oranges. [This wasn't an issue in the original Qt
implementation where Xp and Exp were two separate fields.]
Fix the minor problem of the status lines moving up or down a
tiny amount when using the condensed (statuslines:2) layout and
the condition line changed from empty to non-empty or vice versa.
The widget used as filler when no conditions are shown needed to
have non-empty label text (single space suffices) and also has
to have its font set to the same value as the rest of status.
(I previously tried a label of " " and also "_" but had left the
font with its default value.)
The adjustments to the prefix string when the value of Xp/Exp
("Level" -> "Lvl" -> "L") or Score ("Score" -> "Scr" -> "S") was
too wide needed some fixing up. If shrinkage was needed, it was
setting the value multiple times and any extra times confused
field highlighting because it seemed to be assigning same value
rather than a changed one.
For condensed layout that moves Alignment to the Characteristics
line, add a vertical separator line between Charisma and Alignment.
The slightly condensed (statuslines:2) status layout puts additional
width pressure on "Level:NN/nnnnnnnn" and "Score:nnnnnnnn" so add
some code to conditionally shorten the field prefix if the value of
the field is wider than the widget it's displayed in.
Condense the Qt status slightly, moving Alignment field from the
Conditons line to the Characteristics line and the Time and Score
fields from their own possibly blank line to the HP,&c,Gold line.
That's for statuslines:2, which is the default. statuslines:3
restores the previous layout. I tried to make that become the
default for Qt but it got messy fast and I gave up.
I also tried to make changing 'statuslines' back and forth on the
fly work but failed. I left the code in as #if DYNAMIC_STATUSLINES
but that isn't defined anywhere. For the time being at least,
'statuslines' is config file or NETHACKOPTIONS only for Qt, not
changeable via 'O' like for curses and tty.
Change the option description for 'statuslines'. That depended
upon whether curses was compiled in when it should depend on which
interface is active. This moves the alternate info to Guidebook.
Move gold from in front of HP to the end of the line they're on,
and change its label from "Au:" to "Gold:". That makes both HP
and gold easier to see, by having HP first and by having gold
be shown after a blank column (where 'Exp' was once displayed
separately from 'Xp').
Get rid of the obsolete 'exp' widget, replacing it with 'blank1'.
Used to force 6 columns for HP, Energy, AC, Xp+Exp, blank, Gold
so that the row lines up with the six characteristics above it.
Handle Blind the same way as all the other On/Off conditions
instead of setting its label dynamically every time status gets
updated. The Qt3 code in outdated/ used to do things that way
and there doesn't seem to be any reason to have changed it.
Maybe someone (Ray?) had planned to show "Blindfolded" instead
of "Blind" when that's the only reason for being blind.
Reorder the widget declarations and initializations to match
their display order, and add a lot of comments.
Testing for generic character name wasn't robust enough. Looking
for whether "game" is a generic name would work when compared
with the list "game games" but falsely report 'no' for the list
"games game". The first matching substring isn't followed by a
space and the routine wasn't checking for other matches in the
rest of the list. Check again with a subset list starting after
the next space beyond the false hit; repeat as needed.
Simplify a recent change to the screen layout. Qt can calculate
the details and the recent code resulted in a slight amount of
blank space between the paperdoll and its resize hotspot.
Fix an off-by-one bug in the paperdoll resize routine. (The one
pixel margin at the top was being overlooked.)
When the hitpointbar is showing thick blue + thin dark blue (75%
or better health but less than 100%) and partial healing occurs,
the dark blue portion was momentarily visible pushed off the
right edge of the bar, resulting in slight flicker as the right
half of the bar got redrawn. I haven't noticed anything similar
for the paler injured-side colors, nor any temporary gap between
the two sides when losing health.
Also, remove a workaround that was needed at one point but isn't
needed anymore. (I don't remember the circumstances.)
Try to set the initial window sizes to be big enough to show the
full welcome line in the message window when the Qt settings
(Preferences on OSX) specify Large font (Huge/Medium/Small/Tiny
seemed ok but I wasn't systematic about checking them).
While at it, I added a long comment about the status window format
and noticed a bug with experience formatting there. Again only
seemed to matter for Large font but the change to fix ignores font
size.
Plus add a couple of Qt "issues", one old and one just discovered.
When wielding a two-handed weapon, Qt's paper doll shows uwep
in the shield slot as well as in the weapon slot to reflect
that it's occupying both hands. Make the shield slot's copy
be a mirror image of the weapon's tile so that it looks less
like wielding two weapons.
Text window search behaved very strangely: at some point after
selecting [Search], entering a search string, having the string
entry popup go away, and having the search performed, but before
the result could be shown, the text window got pushed behind the
main window (map+messages+paperdoll+status). Clicking on the
main window's minimize button hid the main window and gave access
to the text window behind it. That was still functional even
after having been inaccessible; another search could be performed
and/or it could be dismissed. I still don't know what causes
that or how to properly fix it, but using raise() is a workaround
to bring it to the front where it belongs. Unfortunately you can
see it go away and come back so searching for text is distracting.
Allow <return> (when not searching) to dismiss all text windows
including RIP. Accept ctrl+[ as ESC.
Make text window searching be case-insensitive.
Searching wouldn't find a match on the first line of text. Now
it will.
This also includes an attempt to fix github issue #400 (typing a
pickup command while "things that are here" popup text window is
displayed seems to hang the program), but since I can't reproduce
that, I can't tell whether the fix works. The issue description
says that pickup started executing and "things here" couldn't be
dismissed which is different from "things here" being behind the
map waiting for it to be dismissed. The attempted fix is for text
window handling to tell Qt that it wants control of the keyboard,
so nethack shouldn't see any attempted pickup command.
Some enhancements to the widget used to get player input for
getline() and also menu search and text window search.
give caller control of [cancel] and [okay] button names;
give caller a say in how wide the string input box should be
instead of basing that on the length of the prompt string
(needs more work...);
use fixed-width font for displaying the user's input;
clean up the widget layout a little bit.
src/Makefile needs a dependency update for Qt (not included).
A couple of colors used by the Qt hitpointbar didn't look very good.
Switch to lighter green because the named value for that is too dark.
It was using the wrong value for orange; the right one isn't too dark
after all.
Take care of a Qt TODO: when using 'popup_dialog' and entering
a count during a yn#aq question, change the default answer button
from 'n' to 'y' since ending the count with <return> accepts it.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.]
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.
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.
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.
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.