master
Eduardo Bart 12 vuotta sitten
vanhempi 3f689e0edf
commit beaba25af1

22
BUGS

@ -0,0 +1,22 @@
== CRASHS
modules recursivity makes client crash, it should generate a warning
== P1 BUGS (affects game play)
private channels are not closed when switching characters
sometimes minimap desync Z pos
follow and autowalk doesn't cancel when walking via hotkeys
== P2 BUGS
battle sometimes doesn't clear attacked/followed creatures when they go out of range
if you move a backpack to left panel, and resize it, client will go into a infinite loop resizing the backpack switching 4,5 columns
when looking from floor 5 in floor 7, sometimes a tile have 2 invisible grounds in floor 6 that should be ignored
== P3 BUGS
widgets may have been destroyed when adding event in onSetup (UIResizeBorder), generating invalid events
too many talk messages in game map make the messages boxes disappear
hotkeys works while windows are locked, it shouldn't
skulls is rendering outside map bounds
party options does not work when re-logging inside a party
sometimes we can still view hits from above/bottom floors from a fight that is not visible
must removeThing in protocol parseTileAdd when stackpos is greater than 11

107
TODO

@ -1,51 +1,78 @@
== Core
create a class for reading binary files
rework lua/c++ logger
== MODULES
game_shaders (with shader manager)
game_map (with save/load/options)
game_minimap (with all tibia functionality)
game_playertrade
game_textbooks
game_questlog
game_ruleviolations
== Graphics
map zoom rendering could be optimized using framebuffer caches
implement graphics options menu
== NOTABLE FEATURES
make left panel optional
must close last container when opening a new containers
add options "Copy Text", "Copy Name", "Message" in console labels with a popupmenu
move chat tabs
save/load mini windows states/location when restarting the client
graphics options menu
load modules from zip files
manual autoload setting in module manager
complete a smarter miniwindow moving/resizing
make miniwindow borderless on double click
== Modules
fix modules recursivity, it makes client crash
== BEFORE RELEASE
polish interface skin
new optional skin
send otclient/system information to a third party server
== LATER FEATURES
reload spr/dat while ingame
create and bind new game events
text selection
login queue
port to MacOs and iphone
allow multiple Map and Game instances ?
== MINOR FEATURES
display exit box when exiting from game
case insensitive npctrade
load modules from zip packages
move up/down in lineedits
select characters in lineedits
scrolling multiline edit
mouse wheel lineedits
== Lua engine
make possible to bind non LuaObject derived classes on lua engine (for usage with Point,Rect,Color,Size)
review usage of x,y/width,height in lua instead of point/size
== OPTIMIZATIONS AND REWORKS
* game
do not redraw in MapView far zoom
map zoom rendering could be optimized using framebuffer caches
multisample option in map view
move redering of creatures names, skulls, etc to UI and scripts
clean sprites cache periodically
handle corrupt errors in dat/spr
== Platform
port to MacOs and iphone
* framework
rework Settings/g_configs
platform cursor cache
replace onKey events with Hotkeys.bind
add -no-sound option
rework lua/c++ logger
== UI
review anchors API, add possibility to get/remove anchors
multiline rich text widget
move layout proprieties to widget style
multiline text editor widget
fix style inheritance using a style translator
find a way to add new widgets without focusing them
* ui
rework hover => onWidgetVisibilityChange onWidgetEnableChange onWidgetMove onAppear onDisappear
reset dragging widget on destruction/visibility change/enable change
cancel layout changes on non visible widgets (acts like it doesn't exist)
add more anchors warnings to make creation of OTUIs easier
review UI/style loader and make more error prone with more warnings
change Align/Anchors lua API from enum to text
review widgets rendering order, consider adding z-index
reapply anchor styles when adding new childs
style inheritance using a style translator
find a way to add new widgets without focusing them
make set of background/icon/image width alone work
check for recursive anchors and print a error instead of crashing
make api to enable/disable capture of events like mouseMove to avoid massive event processing
review style apply system
review widgets rendering order, consider adding z-index
change Align/Anchors lua API from enum to text
== Game
clean sprites cache periodically
create a shader manager
find a way to load map rendering styles
move redering of creatures names, skulls, etc to UI
handle corrupt errors in dat/spr
remake spr/dat using OTML and image files
== Game modules
minimap window
login queue
questlog
edit texts
trade window
shop window
move layout proprieties to widget style
terminate rework of ui events propagation (for Key events)
* lua engine
make possible to bind non LuaObject derived classes on lua engine (for usage with Point,Rect,Color,Size)
review usage of x,y/width,height in lua instead of point/size

@ -24,7 +24,7 @@ function Locales.init()
local userLocaleName = Settings.get('locale')
if userLocaleName and Locales.setLocale(userLocaleName)then
print('Using configurated locale: ' .. userLocaleName)
print('Using configured locale: ' .. userLocaleName)
else
print('Using default locale: ' .. defaultLocaleName)
Locales.setLocale(defaultLocaleName)

@ -26,14 +26,15 @@ ModuleInfoLabel < Label
ModuleValueLabel < UILabel
font: verdana-11px-antialised
color: #aaaaaa
text-offset: 3 0
text-offset: 2 3
padding-bottom: 5
image-source: /core_styles/styles/images/panel_flat.png
image-border: 1
height: 16
height: 20
MainWindow
id: moduleManagerWindow
size: 480 450
size: 450 450
!text: tr('Module Manager')
@onEscape: ModuleManager.hide()
@ -43,36 +44,47 @@ MainWindow
anchors.top: parent.top
anchors.left: parent.left
anchors.bottom: parent.bottom
width: 180
width: 190
padding: 1
focusable: false
margin-bottom: 30
vertical-scrollbar: moduleListScrollBar
VerticalScrollBar
id: moduleListScrollBar
anchors.top: moduleList.top
anchors.bottom: moduleList.bottom
anchors.left: moduleList.right
step: 14
pixels-scroll: true
Button
id: refreshModulesButton
anchors.top: moduleList.bottom
anchors.left: moduleList.left
margin-top: 8
width: 80
!text: tr('Refresh')
text-auto-resize: true
@onClick: ModuleManager.refreshModules()
Button
id: reloadAllModulesButton
anchors.top: moduleList.bottom
anchors.right: moduleList.right
anchors.right: moduleListScrollBar.right
margin-top: 8
width: 80
!text: tr('Reload All')
text-auto-resize: true
@onClick: ModuleManager.reloadAllModules()
Panel
id: moduleInfo
anchors.left: moduleList.right
anchors.left: moduleListScrollBar.right
anchors.top: parent.top
anchors.right: parent.right
margin: 0 5 5 15
layout: verticalBox
layout:
type: verticalBox
fit-children: true
height: 265
ModuleInfoLabel
@ -84,8 +96,8 @@ MainWindow
!text: tr('Description')
ModuleValueLabel
id: moduleDescription
height: 100
text-wrap: true
height: 100
//ModuleInfoLabel
// !text: tr('Autoload')
@ -105,7 +117,7 @@ MainWindow
ModuleInfoLabel
!text: tr('Website')
ModuleValueLabel
TextEdit
id: moduleWebsite
ModuleInfoLabel
@ -120,6 +132,7 @@ MainWindow
margin-top: 8
!text: tr('Load')
enabled: false
width: 90
@onClick: ModuleManager.reloadCurrentModule()
Button
@ -130,6 +143,7 @@ MainWindow
margin-top: 8
!text: tr('Unload')
enabled: false
width: 90
@onClick: ModuleManager.unloadCurrentModule()
Button
@ -137,6 +151,6 @@ MainWindow
anchors.bottom: parent.bottom
anchors.right: parent.right
!text: tr('Close')
width: 60
width: 90
@onClick: ModuleManager.hide()

@ -6,6 +6,7 @@ Button < UIButton
image-color: white
image-source: /core_styles/styles/images/button.png
image-border: 5
padding: 5 10 5 10
$hover !disabled:
image-source: /core_styles/styles/images/button_hover.png

@ -44,7 +44,7 @@ UIWidget
GameSidePanel
id: gameRightPanel
layout: verticalBox
anchors.left: rightSplitter.left
width: 190
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
@ -60,17 +60,6 @@ UIWidget
@canUpdateMargin: function(self, newMargin) return math.max(math.min(newMargin, self:getParent():getHeight() - 300), 100) end
@onGeometryChange: function(self) self:setMarginBottom(math.min(math.max(self:getParent():getHeight() - 300, 100), self:getMarginBottom())) end
Splitter
id: rightSplitter
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
relative-margin: right
margin-right: 190
enabled: false
@canUpdateMargin: function(self, newMargin) return math.max(math.min(newMargin, self:getParent():getWidth() - 300), 150) end
@onGeometryChange: function(self) self:setMarginRight(math.min(math.max(self:getParent():getWidth() - 300, 150), self:getMarginRight())) end
UIWidget
id: mouseGrabber
focusable: false

@ -5,7 +5,6 @@ MiniWindow < UIMiniWindow
height: 200
text-offset: 24 5
text-align: topLeft
margin-bottom: 2
image-source: /game/images/miniwindow.png
image-border: 4
image-border-top: 23
@ -84,7 +83,8 @@ MiniWindowContents < ScrollablePanel
id: contentsPanel
anchors.fill: parent
anchors.right: miniwindowScrollBar.left
padding: 24 5 3 5
margin-top: 19
padding: 3 5 3 5
vertical-scrollbar: miniwindowScrollBar
BorderlessGameWindow < UIWindow

@ -50,6 +50,7 @@ MiniWindow
anchors.top: parent.top
anchors.right: next.left
margin-right: 5
margin-top: 3
BattleNPCs
id: hideNPCs
@ -57,12 +58,14 @@ MiniWindow
anchors.top: parent.top
anchors.right: next.left
margin-right: 5
margin-top: 3
BattleMonsters
id: hideMonsters
!tooltip: tr('Hide monsters')
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
margin-top: 3
BattleSkulls
id: hideSkulls

@ -99,7 +99,7 @@ local function onCreatureSpeak(name, level, speaktype, message, channelId, creat
if channel then
Console.addText(message, speaktype, channel)
elseif channelid ~= 0 then
elseif channelId ~= 0 then
-- server sent a message on a channel that is not open
warning('message in channel id ' .. channelId .. ' which is unknown, this is a server bug, relogin if you want to see messages in this channel')
end

@ -27,9 +27,10 @@ ContainerWindow < MiniWindow
image-clip: 42 28 14 14
MiniWindowContents
padding: 27 6 6 8
padding-right: 0
layout:
type: grid
cell-size: 34 34
cell-size: 40 40
flow: true
auto-spacing: true
cell-spacing: 0

@ -24,6 +24,10 @@ local function onContainerOpen(container, previousContainer)
containerWindow:hide()
end
-- this disables scrollbar auto hiding
local scrollbar = containerWindow:getChildById('miniwindowScrollBar')
scrollbar:mergeStyle({ ['$disabled'] = { ['width'] = scrollbar:getWidth() } })
local upButton = containerWindow:getChildById('upButton')
upButton.onClick = function()
g_game.openParent(container)
@ -41,6 +45,7 @@ local function onContainerOpen(container, previousContainer)
local itemWidget = createWidget('Item', containerPanel)
itemWidget:setId('item' .. slot)
itemWidget:setItem(container:getItem(slot))
itemWidget:setMargin(3)
itemWidget.position = container:getSlotPosition(slot)
end

@ -5,6 +5,7 @@ HealthBar < ProgressBar
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
margin-top: 3
ManaBar < ProgressBar
id: manaBar

@ -11,6 +11,7 @@ MiniWindow
id: slot1
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
margin-top: 4
&position: {x=65535, y=1, z=0}
Item

@ -72,6 +72,7 @@ void Application::registerLuaFunctions()
g_lua.bindClassMemberFunction<UIWidget>("moveChildToIndex", &UIWidget::moveChildToIndex);
g_lua.bindClassMemberFunction<UIWidget>("lockChild", &UIWidget::lockChild);
g_lua.bindClassMemberFunction<UIWidget>("unlockChild", &UIWidget::unlockChild);
g_lua.bindClassMemberFunction<UIWidget>("mergeStyle", &UIWidget::mergeStyle);
g_lua.bindClassMemberFunction<UIWidget>("applyStyle", &UIWidget::applyStyle);
g_lua.bindClassMemberFunction<UIWidget>("addAnchor", &UIWidget::addAnchor);
g_lua.bindClassMemberFunction<UIWidget>("removeAnchor", &UIWidget::removeAnchor);

@ -101,8 +101,10 @@ bool UIGridLayout::internalUpdate()
Point virtualPos = Point(column * (m_cellSize.width() + cellSpacing), line * (m_cellSize.height() + cellSpacing));
preferredHeight = virtualPos.y + m_cellSize.height();
Point pos = topLeft + virtualPos - parentWidget->getVirtualOffset();
Rect dest = Rect(pos, m_cellSize);
dest.expand(-widget->getMarginTop(), -widget->getMarginRight(), -widget->getMarginBottom(), -widget->getMarginLeft());
if(widget->setRect(Rect(pos, m_cellSize)))
if(widget->setRect(dest))
changed = true;
index++;

@ -458,6 +458,13 @@ void UIWidget::unlockChild(const UIWidgetPtr& child)
}
}
void UIWidget::mergeStyle(const OTMLNodePtr& styleNode)
{
applyStyle(styleNode);
m_style->merge(styleNode);
updateStyle();
}
void UIWidget::applyStyle(const OTMLNodePtr& styleNode)
{
if(m_destroyed)

@ -90,6 +90,7 @@ public:
void moveChildToIndex(const UIWidgetPtr& child, int index);
void lockChild(const UIWidgetPtr& child);
void unlockChild(const UIWidgetPtr& child);
void mergeStyle(const OTMLNodePtr& styleNode);
void applyStyle(const OTMLNodePtr& styleNode);
void addAnchor(Fw::AnchorEdge anchoredEdge, const std::string& hookedWidgetId, Fw::AnchorEdge hookedEdge);
void removeAnchor(Fw::AnchorEdge anchoredEdge);

@ -43,7 +43,7 @@ void UIWidget::updateText()
// update rect size
if(!m_rect.isValid() || m_textAutoResize) {
Size textBoxSize = getTextSize();
textBoxSize += Size(m_padding.left + m_padding.right, m_padding.top + m_padding.left);
textBoxSize += Size(m_padding.left + m_padding.right, m_padding.top + m_padding.bottom);
Size size = getSize();
if(size.width() <= 0 || (m_textAutoResize && !m_textWrap))
size.setWidth(textBoxSize.width());

@ -38,7 +38,6 @@ void UIItem::drawSelf()
Rect drawRect = getClippingRect();
Point dest = drawRect.topLeft();
float scaleFactor = std::min(drawRect.width() / (float)m_item->getExactSize(), drawRect.height() / (float)m_item->getExactSize());
dest += (1 - scaleFactor)*32;
dest += m_item->getDisplacement() * scaleFactor;
g_painter->setColor(Color::white);

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