LinkApp::drawRun() assumes the layers below are already painted when
it is called, but this was not the case. With single buffering, the
previous frame was still there so it still looked good, but with
double buffering the buffer typically contains an outdated screen.
Long term I think the launch should happen at the outermost scope,
so all destructors get a chance to run. This commit is a small step
in that direction, by exiting the main loop before launching.
The scroll bar always spans the content area of the screen: the
position and height depend only on the theme and not on who is
drawing it.
Note that the coordinates passed were wrong in most cases, so this
commit fixes the scroll bar positioning for several dialogs.
If the application in question daemonizes, it will continue running
no matter whether we start it with system() or execlp(). So I don't
see a reason for this feature to exist and removing it means less
code paths to worry about.
The labels were longer than the space before the RGBA controls and
the fact that these are colors is already clear from the context
(such as having an RGBA control after it ;).
I tried to update the translated versions of these labels as well.
However, since I don't speak most of these languages, it is possible
the result is grammatically incorrect. If this is the case, please
mail me a correction.
Nowhere in the code do we actually mix IconButtons and Links (the other
Button subclass), so I'm thinking of breaking up this class hierarchy
or at least making the inheritance private.
Also switched to C++11 style loops.
This reduces the number of required preprocessor directives, leading to
more readable code and more code being examined by the compiler (useful
to spot problems). Since the method is inlined, the compiler should be
able to eliminate the same amount of code that the preprocessor would,
only at a later stage of the compilation.
This fixes a bug with the captured background being wrong when using
double buffering. Also it ensures that for example the clock in the
status bar is updated when the context menu is open.
All of the entries in the context menu affect sections and links, so
the context menu should be considered part of the main menu, not of
the global / background context.
Don't make Clock a singleton. While there should be no reason to
instantiate this class more than once, there is no problem with doing
that either. Removing the singleton makes it easier to control access
to the instance. It also avoids the rather nasty construct that was
used to delete it.
Make sure the timer callback function is a proper C function, since
SDL is a C library. This requires some trickery to be able to call
a private method from the callback, but I found a way using an
intermediate nested class. The compiler should be able to inline this
to eliminate any overhead.
Also some minor cleanups.
Replaced Font constructor with factory method, so that if the TTF
cannot be loaded, the Font object is not constructed. The normal C++
way of handling this is with exceptions, but we're compiling with
-fno-exceptions.
Originally the font implementation was based on SFont, but it was
recently replaced by an SDL_ttf based implementation, so the name
no longer made sense.