This is an huge refactor to avoid handling Allegro FONT directly. Some
changes:
* Add she::System::defaultDisplay/Font, createRgbaSurface, loadSurface,
and loadRgbaSurface.
* Rename she::CreateSystem/Instance to she::create_system/instance.
* Remove ui/font.cpp and move ui/fontbmp.cpp to she library.
* ui::IButtonIcon uses she::Surface instead of BITMAP.
* Rename she::LockedSurface::drawAlphaSurface -> drawRgbaSurface
* Rename ui::SetDisplay -> set_display
* Rename _ji_font_text_len -> ui::Graphics::measureUIStringLength
We planned to migrate everything to ui::Graphics to port the program to
other back-end (e.g. SDL or Allegro5). This is one step forward to that
direction.
Changes:
- Delete a lot of deprecated functions from src/ui/draw.h/cpp and SkinTheme
that used BITMAP/ji_screen.
- Rename ui::ji_move_region to ui::_move_region
- Move ui::jwidget_get_texticon_info to ui::Widget::getTextIconInfo.
Now the member function returns client coordinate instead of absolute
ones.
- ui::drawTextBox() now receives a ui::Graphics instead of a BITMAP
- Add ui::Graphics::drawChar/measureChar() member functions.
- Replace ui::jrectexclude() with with ui::Graphics::fillAreaBetweenRects()
- Fixed issue #46: open .png files with Unicode chars
- Fixed issue #150: ability to uncompress program in folders w/Unicode chars
- Added base::utf8_iterator
- Added base::FileHandle
- Added base::get_app_path()
- Modified ui::KeyMessage::ascii() -> unicodeChar()
- Removed JI_NOTEXT flag
- Added app::XmlDocumentRef class and app::open_xml() function
- Added support for Unicode text exchange with Win32 clipboard
- Add HAVE_CONFIG_H wrapper to #include "config.h"
- Removed widgets namespace (it's in app now)
- Move some functions from src/file/file.h to src/base/cfile.h
- Move Vector2d to base library
- Rename MenuItem2 to AppMenuItem
+ Added Widget::getClientChildrenBounds()
+ Replaced all member functions in Theme::draw_x() to Theme::paintX()
+ Move code to draw tabs from Tabs::onProcessMessage() to Tabs::onPaint().
At this moment the button isn't functional because the current frame
position is stored in the sprite (instead of the Editor). In this case,
when the "play" button is pressed, the mini-editor should show other
frames instead of the current one (should play the whole animation).
- Added Splitter::Type so it can be by pixel or by percentage.
- Added Widget::load/saveLayout functions and Widget::onLoad/SaveLayout
events.
- Added LayoutIO interface so we can delegate the serialization of the
layout.