@edubart suggested it would be still better to have it done within C as
extra module (just like lbitlib).
"f" a float (4 bytes).
"d" a double (8 bytes).
http://en.wikipedia.org/wiki/IEEE_floating_point
This is something I was always missing - posibbility to operate on
binary files or streams in pure lua. In most cases we do only need to
read simple variables from files such as integers with different amount
of bytes. This "class" will provide that ability.
It's a simple implementation of following C module for lua:
http://www.inf.puc-rio.br/~roberto/struct/
It has much less, though. Following elements have been implemented:
">" flag to set mode to big endian.
"<" flag to set mode to little endian.
"b" a signed char.
"B" an unsigned char.
"h" a signed short (2 bytes).
"H" an unsigned short (2 bytes).
"i" a signed int (4 bytes).
"I" an unsigned int (4 bytes).
"l" a signed long (8 bytes).
"L" an unsigned long (8 bytes).
"s" a zero-terminated string.
An example how to use it:
```lua
local packed = Struct.pack('<LIhBsb', 123456789123456789, 123456789,
-3200, 255, 'Test message', -1)
-- packed is now a lua string we can save to file as binary data
local L, I, h, B, s, b = Struct.unpack('<LIhBsb', packed)
print(L, I, h, B, s, b)
```
You can use g_resources.readFileContents as function to read binary
files and parse them via this class.
I will leave this ugly hack for the time being, but I do encourage to change it later on. The whole "resize" boolean makes no sense since the outfit is resized by the destination rectangle anyway. I believe we should give it a try with a real size of the object defined in dat by the user for creatures bigger than 32x32.
Please keep in mind that we did cut bigger creatures to 48x48 (2*Otc::TILE_PIXELS*0.75f) before as well, so nothing really changed besides ability to properly draw bigger creatures than 64x64 on battlelist.
This was quite ridiculous.
TILESTATE_LAST = 1 << 24
Basically we were creating 2^24 Color structures within the array, each
of them has 4 floats (16 bytes) resulting in about 256 MB of extra
wasted memory.
* Fixed NextButton and PreviousButton style
* Little update to SpinBox including dontSignal
* Market cleanup and more check to be safe
* Limit Market amountWindow by player balance
* Set proper maximum amount when creating offers
* Fixed fee label not calculating the correct fee sometimes
- Market now works after reloading
- Fixed button / tab styles
- MarketRightTabBarButton now inherits the base style
- Fixed amountWindow buttons being hardly clickable
- "All" search filter is now on by default