{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/14853","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/14853/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/14853/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/14853/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/14853","id":126805347,"number":14853,"title":"Isometric scrolling combat text [CR]","user":{"login":"hitbutton","id":16194079,"avatar_url":"https://avatars.githubusercontent.com/u/16194079?v=3","gravatar_id":"","url":"https://api.github.com/users/hitbutton","html_url":"https://github.com/hitbutton","followers_url":"https://api.github.com/users/hitbutton/followers","following_url":"https://api.github.com/users/hitbutton/following{/other_user}","gists_url":"https://api.github.com/users/hitbutton/gists{/gist_id}","starred_url":"https://api.github.com/users/hitbutton/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/hitbutton/subscriptions","organizations_url":"https://api.github.com/users/hitbutton/orgs","repos_url":"https://api.github.com/users/hitbutton/repos","events_url":"https://api.github.com/users/hitbutton/events{/privacy}","received_events_url":"https://api.github.com/users/hitbutton/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":2,"created_at":"2016-01-15T04:23:20Z","updated_at":"2016-01-15T13:42:59Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/14853","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/14853","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/14853.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/14853.patch"},"body":"Improves the handling of SCT in isometric, making text read left to right and scroll correctly relative to screen space. Resolves #14532.\r\n\r\nAlso prevent SCT with oversized ascii tiles from overdrawing text below it, by changing the draw order for text which moves downard in screen space.\r\n\r\nAlso also, fixes an off-by-one error which was causing right-aligned SCT text to appear 1 tile too far to the left in all versions of the game, including curses.\r\n\r\n[CR] because it feels a bit wrong to add so much isometric logic into output.cpp, when I get the impression that the code there is meant to be more context agnostic. This isn't really avoidable if all the SCT logic is stored there. The alternative would be moving it out to context specific source files, but I don't see a way of doing that without a fair amount of code duplication."},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/171964366","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/14853#issuecomment-171964366","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/14853","id":171964366,"user":{"login":"hitbutton","id":16194079,"avatar_url":"https://avatars.githubusercontent.com/u/16194079?v=3","gravatar_id":"","url":"https://api.github.com/users/hitbutton","html_url":"https://github.com/hitbutton","followers_url":"https://api.github.com/users/hitbutton/followers","following_url":"https://api.github.com/users/hitbutton/following{/other_user}","gists_url":"https://api.github.com/users/hitbutton/gists{/gist_id}","starred_url":"https://api.github.com/users/hitbutton/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/hitbutton/subscriptions","organizations_url":"https://api.github.com/users/hitbutton/orgs","repos_url":"https://api.github.com/users/hitbutton/repos","events_url":"https://api.github.com/users/hitbutton/events{/privacy}","received_events_url":"https://api.github.com/users/hitbutton/received_events","type":"User","site_admin":false},"created_at":"2016-01-15T13:42:59Z","updated_at":"2016-01-15T13:42:59Z","body":"Iso would still need special handling (e.g. north is up in normal tiles/curses, but is up/left in iso), so the position that text appears and the direction it scrolls are both affected by iso.\r\n\r\nThat approach wouldn't need any additional screen buffer the way you describe. You're not restricted by render anything you like onto the window in tiles, and curses would still use its normal \"drawing\" method. An additional buffer would just increase draw times without any benefit.\r\n\r\nAesthetically, I'm not sure I'd prefer your version. Going from mono-space to kerned text would improve readability somewhat, but I think untiled text that exists spatially within the tiled game space would be pretty incongruous."}}