Commit graph

253 commits

Author SHA1 Message Date
Oleg Agafonov
efbd36963d * UI: improves for player's panel:
* added cards count for commander zone icon;
 * added colorized text for non empty mana pool;
 * added colorized text for playable/chooseable cards in grave/exile/command zones;
2019-06-30 18:25:33 +04:00
Oleg Agafonov
f6123037ec * UI: added playable/activatable cards highlight in all zone and windows (mana abilities, commander, graveyard, revealed, etc); 2019-06-28 03:30:57 +04:00
Oleg Agafonov
11b254e5f7 * UI: added F12 hotkey to go in or out from game chat (can be changed in preferences); 2019-04-06 04:01:06 +04:00
Oleg Agafonov
1dbf5ba183 * UI: improved hotkeys:
* added support for characters keys (no more skip hits in chat or search windows while typing, #4676);
  * fixed that user can activate skip button in choose dialogs;
  * fixed that mouse clicks outside from chat fields can't reset the focus;
2019-04-06 01:02:47 +04:00
Oleg Agafonov
0e6dbb4eed * UI: improved and fixed possible targets highlighting:
* added blockers highlighting on declare blockers step;
   * fixed that blocker targets highlights all attackers instead real;
   * fixed wrong attackers draw in images render mode;
2019-03-28 09:29:15 +04:00
Oleg Agafonov
bf2861c309 * UI: improved skip buttons and preferences:
* added new setting for STACK skip button: stops on full empty stack (default) or on new objects added;
 * added new dynamic hints for skip buttons to see current settings and modes;
 * fixed that some skip buttons not de-activated after goal was achieved;
 * fixed wrong default render mode for cards, MTGO must be default (#4409);
2019-03-17 04:38:31 +04:00
Oleg Agafonov
1ad6dc9976
Merge pull request #5626 from hitch17/more-forgiving-button-presses
Simulate JButton behavior while still preserving check for BUTTON1
2019-03-11 17:39:52 +01:00
John Hitchings
11b93d0771 Simulate JButton behavior while still preserving check for BUTTON1 using MouseAdapter. Add a slight tint when button is pressing, but not pressed. 2019-03-10 23:02:13 -07:00
Oleg Agafonov
d8bee36892 * Multiple choosing abilities - added de-selection (click on selected permanent to de-select it); 2019-03-10 15:36:53 +04:00
Oleg Agafonov
b45864070c * UI: added possible targets highlighting in targets pickup dialogs; 2019-03-10 02:12:52 +04:00
Ingmar Goudt
a64e31e697 sonar fixed 25022019 2019-02-26 09:20:15 +01:00
GrayedFox
3953f3dbdd
remove all MIT copyright notices from files 2018-06-02 17:59:49 +02:00
LevelX2
b073ce1c42 * Added to all toUpperCase/toLowerCase calls the Locale.ENGLISH to prevent problems with some languages (e.g. Turkish). Removed some unused import statements. (#4634). 2018-03-18 18:18:54 +01:00
Oleg Agafonov
ec5c8a01df UI: added different colors for current turn phase (same as buttons -- see #1201) 2018-02-04 12:48:50 +04:00
Oleg Agafonov
5947326a4f UI: added green colorized panel on player's priority (see #1201) 2018-02-04 12:09:21 +04:00
Oleg Agafonov
0c38fffdef Fixed not working PickAmount window (not visible) 2018-01-04 07:53:38 +04:00
Oleg Agafonov
78d036b6bb UI: fixed windows layer problems when old window overlapped new window (see #4318, #4320 and other) 2018-01-01 18:00:42 +04:00
Oleg Agafonov
749ca59ad6 Added new choose dialog (creature types and etc):
* added incremental search;
 * added keyboard hotkeys (up/down for select, enter for choose);
 * added choose by mouse double click;
 * added source card name;
 * fixed cancel button on required choice (#4230);
 * fixed text sizes form messages (now it's auto size);
2017-12-25 08:12:02 +04:00
igoudt
9cbc2b7ea2 change client messages to enum rather than string 2017-10-03 15:18:31 +02:00
LevelX2
a35abd7f8c * Deactivated macro button, becuase it's not working correctly (#2147). 2017-07-29 19:13:13 +02:00
LevelX2
400bbba8e1 * Deactivated macro button, becuase it's not working correctly (#2147). 2017-07-29 17:39:13 +02:00
Ben Homer
b68091683a Added keybinding to preferences and improved UI appearance with new image file. 2017-06-22 01:42:01 -05:00
Devon Richards
0d98514550 Added better UI and made it work with most categories of combos 2017-06-21 01:09:54 -05:00
Devon Richards
028d7ed1f8 Initial working product. Doesn't handle skipping stack. 2017-06-20 19:54:16 -05:00
Anders Åstrand
4d0e8cb443 Review fixes 2017-05-30 18:55:40 +02:00
Anders Åstrand
ad0507e739 Ban ignored users from watching
This commit bans ignored users from watching
games where the creator has them on their ignore list.
2017-05-29 21:36:42 +02:00
igoudt
ce26e5c8dd make the combatmanager an enum 2017-04-27 10:57:48 +02:00
Mark Langen
c22a8f717e Fix for problem introduced in 321f5597b7
* Fixes a problem introduced in the JInternalFrame -> JLayeredPane change where the AbilityPicker wouldn't show up.
2017-04-10 16:13:42 -06:00
LevelX2
5a072ea760 * Some minor changes to sleep command (fixes #2992). 2017-04-02 11:32:25 +02:00
vraskulin
d93061c0bc Equals should be compared with == but not equals() 2017-03-22 14:50:50 +03:00
ingmargoudt
ff6c6405aa rewrites to optionals 2017-03-19 19:48:32 +01:00
ingmargoudt
2b91b88551 fixing some additional singleton classes 2017-03-16 09:48:02 +01:00
vraskulin
f99cd21275 Mostly code format fixes. 2017-02-09 18:30:31 +03:00
vraskulin
0557b5e89c list.size > 0 changed to !list.isEmpty
We care about if it's empty or not, not about it's size
2017-02-06 14:32:51 +03:00
vraskulin
f60ebfbb1f All 1-character strings converted to primitives
"b" + "r" now changed to 'b' + 'w'.  It's more straight-forward, and may cause perfomance improvements - character primitives allocation is faster and less expensive than string creation.
2017-02-06 14:32:51 +03:00
vraskulin
076840df53 Big refactoring
I used Intellij IDEA to automatically refactor code to achive 3 goals.
1) get rid of anonymouse classes, and replace the with lamba to get more readeable and clean code (like in TableWaitingDialog).
2) make effectively final  variables actually final to avoid inadvertent changes on it in further releases and keep objects as immutable, as possible.
3)  Get rid of unused imports (most of the changes) in whole project classes.
2017-01-09 19:16:53 +03:00
LevelX2
8075ea2e50 * Fixed a problem that Emblems created by permanents where its owner left the game caused errors in clients. Some handling cganges of emblems. 2016-12-27 16:00:22 +01:00
LevelX2
070a0ca3fa * Fixed a problem that the enlarged card view could stay open after a game or draft were finished. 2016-10-23 23:13:02 +02:00
Campbell Suter
5ea636126f
Make the text on the playing buttons update with the current keybinds 2016-10-20 12:36:18 +13:00
Campbell Suter
d9ebceec20
Make tooltips work properly 2016-10-20 12:36:18 +13:00
Campbell Suter
e910778e54
Add F2/F6, use bindings in game 2016-10-20 12:36:18 +13:00
LevelX2
c4b4804903 Fixed that no abilitues were shown for selecting the order of triggered abilities from a dies triggered ability of tokens. 2016-10-02 23:34:06 +02:00
Get
ed7378da66 Player Panel UI redesign (new icons, new colors, new buttons) 2016-09-18 17:10:54 +03:00
LevelX2
d7dd635bca Revert "introduced StringUtil class with .isEmpty(String input) and .isNotEmp…" 2016-09-16 23:55:54 +02:00
ingmargoudt
f1cf9e7adb introduced StringUtil class with .isEmpty(String input) and .isNotEmpty(String input), to replace str != null && str.length()>0 statements 2016-09-16 21:23:31 +02:00
ingmargoudt
3019991473 removed the Session out of local scope and introduced a static SessionHandler that acts as interface to remote.Session 2016-09-15 20:52:41 +02:00
LevelX2
7cfdd80c57 Chnaged permanent row handling so creatures are always shown towards the opponent side. 2016-07-02 13:45:34 +02:00
draxdyn
a7409f3d08 Hold priority on Ctrl+click
In most cases, it is not useful to hold priority after doing something,
since the spell or ability added to the stack can just be performed
beforehand.

Hence, automatically passing priority is the only comfortable setting.

However, in some cases it is useful (chiefly for Infernal Tutor +
Lion's Eye Diamond and similar interaction), and currently players
have to open Preferences, change the option and then change it back
whenever they need to hold priority, which is very annoying.

This change allows to temporarily hold priority by simply holding
Control while performing an action, which solves the issue in a
manner similar to other clients.

A "Hold" indicator next to the spells cast indicator is displayed so
that the user knows his Control key holding was registered.

The code works by adding a new HOLD_PRIORITY player action that causes
the automatic priority pass options to be ignored until the player is
given priority again.

The client sends the message whenever it's not already holding priority
and Ctrl+click/space/enter happens anywhere.

This is somewhat "loose" as it means that Ctrl+click on the background
also holds priority, but this might actually be desirable and it greatly
simplifies the code, since only a global AWT event listener is required,
and there is no need to change every place in the code that could add
something to the stack.

It is also possible to hold priority and stop holding priority using
the context menu.
2016-06-29 19:57:45 +02:00
LevelX2
f7cecdf050 Merge pull request #2033 from draxdyn/f6
Add support for F6
2016-06-28 09:16:09 +02:00
draxdyn
62d5d45a45 Add support for F6
Skips everything until next turn, except for declare attackers and blockers.

F11 and F9 are a better design, but F6 is provided for compatibility with
established conventions.

There is currently no GUI button for it.
2016-06-24 21:34:30 +02:00