ddnet/src/game/client/components/menus_browser.cpp

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/log.h>
#include <engine/favorites.h>
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#include <engine/friends.h>
#include <engine/keys.h>
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#include <engine/serverbrowser.h>
#include <engine/shared/config.h>
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#include <engine/shared/localization.h>
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#include <engine/textrender.h>
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#include <game/client/animstate.h>
#include <game/client/components/console.h>
#include <game/client/components/countryflags.h>
#include <game/client/gameclient.h>
#include <game/client/render.h>
#include <game/client/ui.h>
#include <game/client/ui_listbox.h>
#include <game/localization.h>
#include "menus.h"
using namespace FontIcons;
static const int gs_OffsetColFlagLock = 2;
static const int gs_OffsetColFav = gs_OffsetColFlagLock + 3;
static const int gs_OffsetColOff = gs_OffsetColFav + 3;
static const int gs_OffsetColName = gs_OffsetColOff + 3;
static const int gs_OffsetColGameType = gs_OffsetColName + 3;
static const int gs_OffsetColMap = gs_OffsetColGameType + 3;
static const int gs_OffsetColPlayers = gs_OffsetColMap + 3;
static const int gs_OffsetColPing = gs_OffsetColPlayers + 3;
static const int gs_OffsetColVersion = gs_OffsetColPing + 3;
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Add client-side HTTP server info Summary ======= The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a DoS vector of the game servers for attackers. For the Internet, DDNet and KoG tab, the server list is entirely fetched from the master server, filtering out servers that don't belong into the list. The favorites tab is also supposed to work that way, except for servers that are marked as "also ping this server if it's not in the master server list". The LAN tab continues to broadcast the server info packet to find servers in the LAN. How does it work? ================= The client ships with a list of master server list URLs. On first start, the client checks which of these work and selects the fastest one. Querying the server list is a HTTP GET request on that URL. The response is a JSON document that contains server infos, server addresses as URLs and an approximate location. It can also contain a legacy server list which is a list of bare IP addresses similar to the functionality the old master servers provided via UDP. This allows us to backtrack on the larger update if it won't work out. Lost functionality ================== (also known as user-visible changes) Since the client doesn't ping each server in the list anymore, it has no way of knowing its latency to the servers. This is alleviated a bit by providing an approximate location for each server (continent) so the client only has to know its own location for approximating pings.
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void FormatServerbrowserPing(char *pBuffer, int BufferLength, const CServerInfo *pInfo)
{
if(!pInfo->m_LatencyIsEstimated)
{
str_format(pBuffer, BufferLength, "%d", pInfo->m_Latency);
return;
}
static const char *LOCATION_NAMES[CServerInfo::NUM_LOCS] = {
"", // LOC_UNKNOWN
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Localizable("AFR"), // LOC_AFRICA
Localizable("ASI"), // LOC_ASIA
Localizable("AUS"), // LOC_AUSTRALIA
Localizable("EUR"), // LOC_EUROPE
Localizable("NA"), // LOC_NORTH_AMERICA
Localizable("SA"), // LOC_SOUTH_AMERICA
Localizable("CHN"), // LOC_CHINA
Add client-side HTTP server info Summary ======= The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a DoS vector of the game servers for attackers. For the Internet, DDNet and KoG tab, the server list is entirely fetched from the master server, filtering out servers that don't belong into the list. The favorites tab is also supposed to work that way, except for servers that are marked as "also ping this server if it's not in the master server list". The LAN tab continues to broadcast the server info packet to find servers in the LAN. How does it work? ================= The client ships with a list of master server list URLs. On first start, the client checks which of these work and selects the fastest one. Querying the server list is a HTTP GET request on that URL. The response is a JSON document that contains server infos, server addresses as URLs and an approximate location. It can also contain a legacy server list which is a list of bare IP addresses similar to the functionality the old master servers provided via UDP. This allows us to backtrack on the larger update if it won't work out. Lost functionality ================== (also known as user-visible changes) Since the client doesn't ping each server in the list anymore, it has no way of knowing its latency to the servers. This is alleviated a bit by providing an approximate location for each server (continent) so the client only has to know its own location for approximating pings.
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};
dbg_assert(0 <= pInfo->m_Location && pInfo->m_Location < CServerInfo::NUM_LOCS, "location out of range");
str_copy(pBuffer, Localize(LOCATION_NAMES[pInfo->m_Location]), BufferLength);
Add client-side HTTP server info Summary ======= The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a DoS vector of the game servers for attackers. For the Internet, DDNet and KoG tab, the server list is entirely fetched from the master server, filtering out servers that don't belong into the list. The favorites tab is also supposed to work that way, except for servers that are marked as "also ping this server if it's not in the master server list". The LAN tab continues to broadcast the server info packet to find servers in the LAN. How does it work? ================= The client ships with a list of master server list URLs. On first start, the client checks which of these work and selects the fastest one. Querying the server list is a HTTP GET request on that URL. The response is a JSON document that contains server infos, server addresses as URLs and an approximate location. It can also contain a legacy server list which is a list of bare IP addresses similar to the functionality the old master servers provided via UDP. This allows us to backtrack on the larger update if it won't work out. Lost functionality ================== (also known as user-visible changes) Since the client doesn't ping each server in the list anymore, it has no way of knowing its latency to the servers. This is alleviated a bit by providing an approximate location for each server (continent) so the client only has to know its own location for approximating pings.
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}
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void CMenus::RenderServerbrowserServerList(CUIRect View)
{
CUIRect Headers;
CUIRect Status;
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View.HSplitTop(ms_ListheaderHeight, &Headers, &View);
View.HSplitBottom(65.0f, &View, &Status);
// split of the scrollbar
Headers.Draw(ColorRGBA(1, 1, 1, 0.25f), IGraphics::CORNER_T, 5.0f);
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Headers.VSplitRight(20.0f, &Headers, 0);
struct CColumn
{
int m_ID;
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int m_Sort;
CLocConstString m_Caption;
int m_Direction;
float m_Width;
CUIRect m_Rect;
CUIRect m_Spacer;
};
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enum
{
COL_FLAG_LOCK = 0,
COL_FLAG_FAV,
COL_FLAG_OFFICIAL,
COL_NAME,
COL_GAMETYPE,
COL_MAP,
COL_PLAYERS,
COL_PING,
COL_VERSION,
};
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CColumn s_aCols[] = {
{-1, -1, " ", -1, 2.0f, {0}, {0}},
{COL_FLAG_LOCK, -1, " ", -1, 14.0f, {0}, {0}},
{COL_FLAG_FAV, -1, " ", -1, 14.0f, {0}, {0}},
{COL_FLAG_OFFICIAL, -1, " ", -1, 14.0f, {0}, {0}},
{COL_NAME, IServerBrowser::SORT_NAME, "Name", 0, 50.0f, {0}, {0}}, // Localize - these strings are localized within CLocConstString
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{COL_GAMETYPE, IServerBrowser::SORT_GAMETYPE, Localizable("Type"), 1, 50.0f, {0}, {0}},
{COL_MAP, IServerBrowser::SORT_MAP, "Map", 1, 120.0f + (Headers.w - 480) / 8, {0}, {0}},
{COL_PLAYERS, IServerBrowser::SORT_NUMPLAYERS, "Players", 1, 85.0f, {0}, {0}},
{-1, -1, " ", 1, 10.0f, {0}, {0}},
{COL_PING, IServerBrowser::SORT_PING, "Ping", 1, 40.0f, {0}, {0}},
};
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int NumCols = std::size(s_aCols);
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// do layout
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for(int i = 0; i < NumCols; i++)
{
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if(s_aCols[i].m_Direction == -1)
{
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Headers.VSplitLeft(s_aCols[i].m_Width, &s_aCols[i].m_Rect, &Headers);
if(i + 1 < NumCols)
{
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Headers.VSplitLeft(2, &s_aCols[i].m_Spacer, &Headers);
}
}
}
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for(int i = NumCols - 1; i >= 0; i--)
{
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if(s_aCols[i].m_Direction == 1)
{
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Headers.VSplitRight(s_aCols[i].m_Width, &Headers, &s_aCols[i].m_Rect);
Headers.VSplitRight(2, &Headers, &s_aCols[i].m_Spacer);
}
}
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for(int i = 0; i < NumCols; i++)
{
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if(s_aCols[i].m_Direction == 0)
s_aCols[i].m_Rect = Headers;
}
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const bool PlayersOrPing = (g_Config.m_BrSort == IServerBrowser::SORT_NUMPLAYERS || g_Config.m_BrSort == IServerBrowser::SORT_PING);
// do headers
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for(int i = 0; i < NumCols; i++)
{
int Checked = g_Config.m_BrSort == s_aCols[i].m_Sort;
if(PlayersOrPing && g_Config.m_BrSortOrder == 2 && (s_aCols[i].m_Sort == IServerBrowser::SORT_NUMPLAYERS || s_aCols[i].m_Sort == IServerBrowser::SORT_PING))
Checked = 2;
if(DoButton_GridHeader(s_aCols[i].m_Caption, Localize(s_aCols[i].m_Caption), Checked, &s_aCols[i].m_Rect))
{
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if(s_aCols[i].m_Sort != -1)
{
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if(g_Config.m_BrSort == s_aCols[i].m_Sort)
{
if(PlayersOrPing)
g_Config.m_BrSortOrder = (g_Config.m_BrSortOrder + 1) % 3;
else
g_Config.m_BrSortOrder = (g_Config.m_BrSortOrder + 1) % 2;
}
else
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g_Config.m_BrSortOrder = 0;
g_Config.m_BrSort = s_aCols[i].m_Sort;
}
}
}
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View.Draw(ColorRGBA(0, 0, 0, 0.15f), 0, 0);
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int NumServers = ServerBrowser()->NumSortedServers();
// display important messages in the middle of the screen so no
// users misses it
{
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CUIRect MsgBox = View;
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if(!ServerBrowser()->NumServers() && ServerBrowser()->IsGettingServerlist())
UI()->DoLabel(&MsgBox, Localize("Getting server list from master server"), 16.0f, TEXTALIGN_MC);
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else if(!ServerBrowser()->NumServers())
UI()->DoLabel(&MsgBox, Localize("No servers found"), 16.0f, TEXTALIGN_MC);
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else if(ServerBrowser()->NumServers() && !NumServers)
UI()->DoLabel(&MsgBox, Localize("No servers match your filter criteria"), 16.0f, TEXTALIGN_MC);
}
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if(UI()->ConsumeHotkey(CUI::HOTKEY_TAB))
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{
const int Direction = Input()->ShiftIsPressed() ? -1 : 1;
g_Config.m_UiToolboxPage = (g_Config.m_UiToolboxPage + 3 + Direction) % 3;
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}
bool ListBoxUsed = !UI()->IsPopupOpen();
static CListBox s_ListBox;
s_ListBox.DoStart(ms_ListheaderHeight, NumServers, 1, 3, -1, &View, false, &ListBoxUsed);
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int NumPlayers = 0;
static int s_PrevSelectedIndex = -1;
if(s_PrevSelectedIndex != m_SelectedIndex)
{
s_ListBox.ScrollToSelected();
s_PrevSelectedIndex = m_SelectedIndex;
}
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m_SelectedIndex = -1;
auto RenderBrowserIcons = [this](CUIElement::SUIElementRect &UIRect, CUIRect *pRect, const ColorRGBA &TextColor, const ColorRGBA &TextOutlineColor, const char *pText, int TextAlign, bool SmallFont = false) {
float FontSize = 14.0f;
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if(SmallFont)
FontSize = 6.0f;
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TextRender()->SetCurFont(TextRender()->GetFont(TEXT_FONT_ICON_FONT));
TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH | ETextRenderFlags::TEXT_RENDER_FLAG_NO_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_Y_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_PIXEL_ALIGMENT | ETextRenderFlags::TEXT_RENDER_FLAG_NO_OVERSIZE);
TextRender()->TextColor(TextColor);
TextRender()->TextOutlineColor(TextOutlineColor);
UI()->DoLabelStreamed(UIRect, pRect, pText, FontSize, TextAlign, -1.0f);
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TextRender()->TextOutlineColor(TextRender()->DefaultTextOutlineColor());
TextRender()->TextColor(TextRender()->DefaultTextColor());
TextRender()->SetRenderFlags(0);
TextRender()->SetCurFont(nullptr);
};
for(int i = 0; i < NumServers; i++)
{
const CServerInfo *pItem = ServerBrowser()->SortedGet(i);
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NumPlayers += pItem->m_NumFilteredPlayers;
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if(pItem->m_pUIElement == nullptr)
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{
const int UIRectCount = 2 + (COL_VERSION + 1) * 3;
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pItem->m_pUIElement = UI()->GetNewUIElement(UIRectCount);
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}
const CListboxItem ListItem = s_ListBox.DoNextItem(pItem, str_comp(pItem->m_aAddress, g_Config.m_UiServerAddress) == 0, &ListBoxUsed);
if(ListItem.m_Selected)
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m_SelectedIndex = i;
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// update friend counter
int FriendsOnServer = 0;
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if(pItem->m_FriendState != IFriends::FRIEND_NO)
{
for(int j = 0; j < pItem->m_NumReceivedClients; ++j)
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{
if(pItem->m_aClients[j].m_FriendState != IFriends::FRIEND_NO)
{
FriendsOnServer++;
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}
}
}
if(!ListItem.m_Visible)
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{
// reset active item, if not visible
if(UI()->CheckActiveItem(pItem))
UI()->SetActiveItem(nullptr);
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// don't render invisible items
continue;
}
for(int c = 0; c < NumCols; c++)
{
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CUIRect Button;
char aTemp[64];
Button.x = s_aCols[c].m_Rect.x;
Button.y = ListItem.m_Rect.y;
Button.h = ListItem.m_Rect.h;
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Button.w = s_aCols[c].m_Rect.w;
int ID = s_aCols[c].m_ID;
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if(ID == COL_FLAG_LOCK)
{
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if(pItem->m_Flags & SERVER_FLAG_PASSWORD)
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{
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColFlagLock + 0), &Button, {0.75f, 0.75f, 0.75f, 1}, TextRender()->DefaultTextOutlineColor(), FONT_ICON_LOCK, TEXTALIGN_MC);
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}
}
else if(ID == COL_FLAG_FAV)
{
if(pItem->m_Favorite != TRISTATE::NONE)
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{
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColFav + 0), &Button, {0.94f, 0.4f, 0.4f, 1}, TextRender()->DefaultTextOutlineColor(), FONT_ICON_HEART, TEXTALIGN_MC);
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}
}
else if(ID == COL_FLAG_OFFICIAL)
{
if(pItem->m_Official && g_Config.m_UiPage != PAGE_DDNET && g_Config.m_UiPage != PAGE_KOG)
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{
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColOff + 0), &Button, {0.4f, 0.7f, 0.94f, 1}, {0.0f, 0.0f, 0.0f, 1.0f}, FONT_ICON_CERTIFICATE, TEXTALIGN_MC);
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColOff + 1), &Button, {0.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, FONT_ICON_CHECK, TEXTALIGN_MC, true);
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}
}
else if(ID == COL_NAME)
{
float FontSize = 12.0f;
bool Printed = false;
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if(g_Config.m_BrFilterString[0] && (pItem->m_QuickSearchHit & IServerBrowser::QUICK_SERVERNAME))
Printed = PrintHighlighted(pItem->m_aName, [this, pItem, FontSize, &Button](const char *pFilteredStr, const int FilterLen) {
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColName + 0), &Button, pItem->m_aName, FontSize, TEXTALIGN_ML, Button.w, true, (int)(pFilteredStr - pItem->m_aName));
TextRender()->TextColor(0.4f, 0.4f, 1.0f, 1);
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColName + 1), &Button, pFilteredStr, FontSize, TEXTALIGN_ML, Button.w, true, FilterLen, &pItem->m_pUIElement->Rect(gs_OffsetColName + 0)->m_Cursor);
TextRender()->TextColor(1, 1, 1, 1);
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColName + 2), &Button, pFilteredStr + FilterLen, FontSize, TEXTALIGN_ML, Button.w, true, -1, &pItem->m_pUIElement->Rect(gs_OffsetColName + 1)->m_Cursor);
});
if(!Printed)
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColName), &Button, pItem->m_aName, FontSize, TEXTALIGN_ML, Button.w, true);
}
else if(ID == COL_MAP)
{
if(g_Config.m_UiPage == PAGE_DDNET)
{
CUIRect Icon;
Button.VMargin(4.0f, &Button);
Button.VSplitLeft(Button.h, &Icon, &Button);
Icon.Margin(2.0f, &Icon);
if(g_Config.m_BrIndicateFinished && pItem->m_HasRank == 1)
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{
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColFlagLock + 1), &Icon, TextRender()->DefaultTextColor(), TextRender()->DefaultTextOutlineColor(), FONT_ICON_FLAG_CHECKERED, TEXTALIGN_MC);
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}
}
float FontSize = 12.0f;
bool Printed = false;
if(g_Config.m_BrFilterString[0] && (pItem->m_QuickSearchHit & IServerBrowser::QUICK_MAPNAME))
Printed = PrintHighlighted(pItem->m_aMap, [this, pItem, FontSize, &Button](const char *pFilteredStr, const int FilterLen) {
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColMap + 0), &Button, pItem->m_aMap, FontSize, TEXTALIGN_ML, Button.w, true, (int)(pFilteredStr - pItem->m_aMap));
TextRender()->TextColor(0.4f, 0.4f, 1.0f, 1);
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColMap + 1), &Button, pFilteredStr, FontSize, TEXTALIGN_ML, Button.w, true, FilterLen, &pItem->m_pUIElement->Rect(gs_OffsetColMap + 0)->m_Cursor);
TextRender()->TextColor(1, 1, 1, 1);
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColMap + 2), &Button, pFilteredStr + FilterLen, FontSize, TEXTALIGN_ML, Button.w, true, -1, &pItem->m_pUIElement->Rect(gs_OffsetColMap + 1)->m_Cursor);
});
if(!Printed)
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColMap), &Button, pItem->m_aMap, FontSize, TEXTALIGN_ML, Button.w, true);
}
else if(ID == COL_PLAYERS)
{
CUIRect Icon, IconText;
Button.VMargin(2.0f, &Button);
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if(pItem->m_FriendState != IFriends::FRIEND_NO)
{
Button.VSplitRight(50.0f, &Icon, &Button);
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Icon.Margin(2.0f, &Icon);
Icon.HSplitBottom(6.0f, 0, &IconText);
RenderBrowserIcons(*pItem->m_pUIElement->Rect(gs_OffsetColFav + 1), &Icon, {0.94f, 0.4f, 0.4f, 1}, TextRender()->DefaultTextOutlineColor(), FONT_ICON_HEART, TEXTALIGN_MC);
if(FriendsOnServer > 1)
{
char aBufFriendsOnServer[64];
str_format(aBufFriendsOnServer, sizeof(aBufFriendsOnServer), "%i", FriendsOnServer);
TextRender()->TextColor(0.94f, 0.8f, 0.8f, 1);
UI()->DoLabel(&IconText, aBufFriendsOnServer, 10.0f, TEXTALIGN_MC);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1);
}
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}
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str_format(aTemp, sizeof(aTemp), "%i/%i", pItem->m_NumFilteredPlayers, ServerBrowser()->Max(*pItem));
if(g_Config.m_BrFilterString[0] && (pItem->m_QuickSearchHit & IServerBrowser::QUICK_PLAYER))
TextRender()->TextColor(0.4f, 0.4f, 1.0f, 1);
float FontSize = 12.0f;
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColPlayers), &Button, aTemp, FontSize, TEXTALIGN_MR, -1.0f, false);
TextRender()->TextColor(1, 1, 1, 1);
}
else if(ID == COL_PING)
{
Button.VMargin(4.0f, &Button);
Add client-side HTTP server info Summary ======= The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a DoS vector of the game servers for attackers. For the Internet, DDNet and KoG tab, the server list is entirely fetched from the master server, filtering out servers that don't belong into the list. The favorites tab is also supposed to work that way, except for servers that are marked as "also ping this server if it's not in the master server list". The LAN tab continues to broadcast the server info packet to find servers in the LAN. How does it work? ================= The client ships with a list of master server list URLs. On first start, the client checks which of these work and selects the fastest one. Querying the server list is a HTTP GET request on that URL. The response is a JSON document that contains server infos, server addresses as URLs and an approximate location. It can also contain a legacy server list which is a list of bare IP addresses similar to the functionality the old master servers provided via UDP. This allows us to backtrack on the larger update if it won't work out. Lost functionality ================== (also known as user-visible changes) Since the client doesn't ping each server in the list anymore, it has no way of knowing its latency to the servers. This is alleviated a bit by providing an approximate location for each server (continent) so the client only has to know its own location for approximating pings.
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FormatServerbrowserPing(aTemp, sizeof(aTemp), pItem);
if(g_Config.m_UiColorizePing)
{
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ColorRGBA rgb = color_cast<ColorRGBA>(ColorHSLA((300.0f - clamp(pItem->m_Latency, 0, 300)) / 1000.0f, 1.0f, 0.5f));
2019-04-26 22:34:20 +00:00
TextRender()->TextColor(rgb);
}
float FontSize = 12.0f;
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColPing), &Button, aTemp, FontSize, TEXTALIGN_MR, -1.0f, false);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else if(ID == COL_VERSION)
{
2010-05-29 07:25:38 +00:00
const char *pVersion = pItem->m_aVersion;
float FontSize = 12.0f;
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColVersion), &Button, pVersion, FontSize, TEXTALIGN_MR, -1.0f, false);
2010-05-29 07:25:38 +00:00
}
else if(ID == COL_GAMETYPE)
{
float FontSize = 12.0f;
2008-10-21 18:50:23 +00:00
if(g_Config.m_UiColorizeGametype)
{
2019-04-26 12:06:32 +00:00
ColorHSLA hsl = ColorHSLA(1.0f, 1.0f, 1.0f);
if(str_comp(pItem->m_aGameType, "DM") == 0 || str_comp(pItem->m_aGameType, "TDM") == 0 || str_comp(pItem->m_aGameType, "CTF") == 0)
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.33f, 1.0f, 0.75f);
else if(str_find_nocase(pItem->m_aGameType, "catch"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.17f, 1.0f, 0.75f);
2022-12-18 08:44:05 +00:00
else if(str_find_nocase(pItem->m_aGameType, "idm") || str_find_nocase(pItem->m_aGameType, "itdm") || str_find_nocase(pItem->m_aGameType, "ictf") || str_find_nocase(pItem->m_aGameType, "f-ddrace"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.00f, 1.0f, 0.75f);
else if(str_find_nocase(pItem->m_aGameType, "fng"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.83f, 1.0f, 0.75f);
else if(str_find_nocase(pItem->m_aGameType, "gores"))
hsl = ColorHSLA(0.525f, 1.0f, 0.75f);
2022-12-07 18:29:40 +00:00
else if(str_find_nocase(pItem->m_aGameType, "BW"))
hsl = ColorHSLA(0.050f, 1.0f, 0.75f);
2023-04-05 18:02:25 +00:00
else if(str_find_nocase(pItem->m_aGameType, "ddracenet") || str_find_nocase(pItem->m_aGameType, "ddnet") || str_find_nocase(pItem->m_aGameType, "0xf"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.58f, 1.0f, 0.75f);
else if(str_find_nocase(pItem->m_aGameType, "ddrace") || str_find_nocase(pItem->m_aGameType, "mkrace"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.75f, 1.0f, 0.75f);
else if(str_find_nocase(pItem->m_aGameType, "race") || str_find_nocase(pItem->m_aGameType, "fastcap"))
2019-04-26 12:06:32 +00:00
hsl = ColorHSLA(0.46f, 1.0f, 0.75f);
2023-02-16 19:48:31 +00:00
else if(str_find_nocase(pItem->m_aGameType, "s-ddr"))
hsl = ColorHSLA(1.0f, 1.0f, 0.70f);
2019-04-26 12:06:32 +00:00
ColorRGBA rgb = color_cast<ColorRGBA>(hsl);
2019-04-26 22:34:20 +00:00
TextRender()->TextColor(rgb);
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColGameType), &Button, pItem->m_aGameType, FontSize, TEXTALIGN_ML, Button.w, true);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else
UI()->DoLabelStreamed(*pItem->m_pUIElement->Rect(gs_OffsetColGameType), &Button, pItem->m_aGameType, FontSize, TEXTALIGN_ML, Button.w, true);
}
}
}
const int NewSelected = s_ListBox.DoEnd();
if(NewSelected != m_SelectedIndex)
{
m_SelectedIndex = NewSelected;
if(m_SelectedIndex >= 0)
{
// select the new server
const CServerInfo *pItem = ServerBrowser()->SortedGet(NewSelected);
if(pItem)
{
str_copy(g_Config.m_UiServerAddress, pItem->m_aAddress);
}
}
}
if(s_ListBox.WasItemActivated())
Connect(g_Config.m_UiServerAddress);
// Render bar that shows the loading progression.
// The bar is only shown while loading and fades out when it's done.
CUIRect RefreshBar;
Status.HSplitTop(5.0f, &RefreshBar, &Status);
static float s_LoadingProgressionFadeEnd = 0.0f;
if(ServerBrowser()->IsRefreshing() && ServerBrowser()->LoadingProgression() < 100)
{
s_LoadingProgressionFadeEnd = Client()->GlobalTime() + 2.0f;
}
const float LoadingProgressionTimeDiff = s_LoadingProgressionFadeEnd - Client()->GlobalTime();
if(LoadingProgressionTimeDiff > 0.0f)
{
const float RefreshBarAlpha = minimum(LoadingProgressionTimeDiff, 0.8f);
RefreshBar.h = 2.0f;
RefreshBar.w *= ServerBrowser()->LoadingProgression() / 100.0f;
RefreshBar.Draw(ColorRGBA(1.0f, 1.0f, 1.0f, RefreshBarAlpha), IGraphics::CORNER_NONE, 0.0f);
}
2010-05-29 07:25:38 +00:00
CUIRect SearchInfoAndAddr, ServersAndConnect, Status3;
Status.VSplitRight(250.0f, &SearchInfoAndAddr, &ServersAndConnect);
if(SearchInfoAndAddr.w > 350.0f)
SearchInfoAndAddr.VSplitLeft(350.0f, &SearchInfoAndAddr, NULL);
CUIRect SearchAndInfo, ServerAddr, ConnectButtons;
SearchInfoAndAddr.HSplitTop(40.0f, &SearchAndInfo, &ServerAddr);
ServersAndConnect.HSplitTop(35.0f, &Status3, &ConnectButtons);
CUIRect QuickSearch, QuickExclude;
SearchAndInfo.HSplitTop(20.f, &QuickSearch, &QuickExclude);
QuickSearch.Margin(2.f, &QuickSearch);
QuickExclude.Margin(2.f, &QuickExclude);
float SearchExcludeAddrStrMax = 130.0f;
float SearchIconWidth = 0;
float ExcludeIconWidth = 0;
float ExcludeSearchIconMax = 0;
2009-01-21 18:09:06 +00:00
// render quick search
{
TextRender()->SetCurFont(TextRender()->GetFont(TEXT_FONT_ICON_FONT));
2020-10-06 10:25:10 +00:00
TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH | ETextRenderFlags::TEXT_RENDER_FLAG_NO_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_Y_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_PIXEL_ALIGMENT | ETextRenderFlags::TEXT_RENDER_FLAG_NO_OVERSIZE);
2022-03-11 16:34:48 +00:00
UI()->DoLabel(&QuickSearch, FONT_ICON_MAGNIFYING_GLASS, 16.0f, TEXTALIGN_ML);
SearchIconWidth = TextRender()->TextWidth(16.0f, FONT_ICON_MAGNIFYING_GLASS, -1, -1.0f);
ExcludeIconWidth = TextRender()->TextWidth(16.0f, FONT_ICON_BAN, -1, -1.0f);
ExcludeSearchIconMax = maximum(SearchIconWidth, ExcludeIconWidth);
TextRender()->SetRenderFlags(0);
TextRender()->SetCurFont(NULL);
QuickSearch.VSplitLeft(ExcludeSearchIconMax, 0, &QuickSearch);
QuickSearch.VSplitLeft(5.0f, 0, &QuickSearch);
char aBufSearch[64];
str_format(aBufSearch, sizeof(aBufSearch), "%s:", Localize("Search"));
UI()->DoLabel(&QuickSearch, aBufSearch, 14.0f, TEXTALIGN_ML);
QuickSearch.VSplitLeft(SearchExcludeAddrStrMax, 0, &QuickSearch);
QuickSearch.VSplitLeft(5.0f, 0, &QuickSearch);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInput s_FilterInput(g_Config.m_BrFilterString, sizeof(g_Config.m_BrFilterString));
if(Input()->KeyPress(KEY_F) && Input()->ModifierIsPressed())
2022-03-13 18:09:33 +00:00
{
UI()->SetActiveItem(&s_FilterInput);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
s_FilterInput.SelectAll();
2022-03-13 18:09:33 +00:00
}
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
if(UI()->DoClearableEditBox(&s_FilterInput, &QuickSearch, 12.0f))
Client()->ServerBrowserUpdate();
2010-05-29 07:25:38 +00:00
}
// render quick exclude
{
TextRender()->SetCurFont(TextRender()->GetFont(TEXT_FONT_ICON_FONT));
2020-10-06 10:25:10 +00:00
TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH | ETextRenderFlags::TEXT_RENDER_FLAG_NO_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_Y_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_PIXEL_ALIGMENT | ETextRenderFlags::TEXT_RENDER_FLAG_NO_OVERSIZE);
2022-03-11 16:34:48 +00:00
UI()->DoLabel(&QuickExclude, FONT_ICON_BAN, 16.0f, TEXTALIGN_ML);
TextRender()->SetRenderFlags(0);
TextRender()->SetCurFont(NULL);
QuickExclude.VSplitLeft(ExcludeSearchIconMax, 0, &QuickExclude);
QuickExclude.VSplitLeft(5.0f, 0, &QuickExclude);
char aBufExclude[64];
str_format(aBufExclude, sizeof(aBufExclude), "%s:", Localize("Exclude"));
UI()->DoLabel(&QuickExclude, aBufExclude, 14.0f, TEXTALIGN_ML);
QuickExclude.VSplitLeft(SearchExcludeAddrStrMax, 0, &QuickExclude);
QuickExclude.VSplitLeft(5.0f, 0, &QuickExclude);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInput s_ExcludeInput(g_Config.m_BrExcludeString, sizeof(g_Config.m_BrExcludeString));
if(Input()->KeyPress(KEY_X) && Input()->ShiftIsPressed() && Input()->ModifierIsPressed())
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
UI()->SetActiveItem(&s_ExcludeInput);
if(UI()->DoClearableEditBox(&s_ExcludeInput, &QuickExclude, 12.0f))
Client()->ServerBrowserUpdate();
}
// render status
char aBufSvr[128];
char aBufPyr[128];
if(ServerBrowser()->NumServers() != 1)
str_format(aBufSvr, sizeof(aBufSvr), Localize("%d of %d servers"), ServerBrowser()->NumSortedServers(), ServerBrowser()->NumServers());
else
str_format(aBufSvr, sizeof(aBufSvr), Localize("%d of %d server"), ServerBrowser()->NumSortedServers(), ServerBrowser()->NumServers());
if(NumPlayers != 1)
str_format(aBufPyr, sizeof(aBufPyr), Localize("%d players"), NumPlayers);
else
str_format(aBufPyr, sizeof(aBufPyr), Localize("%d player"), NumPlayers);
CUIRect SvrsOnline, PlysOnline;
Status3.HSplitTop(20.f, &PlysOnline, &SvrsOnline);
PlysOnline.VSplitRight(TextRender()->TextWidth(12.0f, aBufPyr, -1, -1.0f), 0, &PlysOnline);
UI()->DoLabel(&PlysOnline, aBufPyr, 12.0f, TEXTALIGN_ML);
SvrsOnline.VSplitRight(TextRender()->TextWidth(12.0f, aBufSvr, -1, -1.0f), 0, &SvrsOnline);
UI()->DoLabel(&SvrsOnline, aBufSvr, 12.0f, TEXTALIGN_ML);
// status box
{
CUIRect ButtonRefresh, ButtonConnect, ButtonArea;
ServerAddr.Margin(2.0f, &ServerAddr);
// address info
UI()->DoLabel(&ServerAddr, Localize("Server address:"), 14.0f, TEXTALIGN_ML);
ServerAddr.VSplitLeft(SearchExcludeAddrStrMax + 5.0f + ExcludeSearchIconMax + 5.0f, NULL, &ServerAddr);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInput s_ServerAddressInput(g_Config.m_UiServerAddress, sizeof(g_Config.m_UiServerAddress));
UI()->DoClearableEditBox(&s_ServerAddressInput, &ServerAddr, 12.0f);
// button area
ButtonArea = ConnectButtons;
ButtonArea.VSplitMid(&ButtonRefresh, &ButtonConnect);
ButtonRefresh.HSplitTop(5.0f, NULL, &ButtonRefresh);
ButtonConnect.HSplitTop(5.0f, NULL, &ButtonConnect);
ButtonConnect.VSplitLeft(5.0f, NULL, &ButtonConnect);
auto RefreshLabelFunc = [this]() mutable -> const char * {
if(ServerBrowser()->IsRefreshing() || ServerBrowser()->IsGettingServerlist())
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str_copy(m_aLocalStringHelper, Localize("Refreshing..."));
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else
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str_copy(m_aLocalStringHelper, Localize("Refresh"));
2020-10-12 10:29:47 +00:00
return m_aLocalStringHelper;
};
static CButtonContainer s_RefreshButton;
if(DoButtonMenu(m_RefreshButton, &s_RefreshButton, RefreshLabelFunc, 0, &ButtonRefresh, true, false, IGraphics::CORNER_ALL) || Input()->KeyPress(KEY_F5) || (Input()->KeyPress(KEY_R) && Input()->ModifierIsPressed()))
{
RefreshBrowserTab(g_Config.m_UiPage);
}
auto ConnectLabelFunc = []() -> const char * { return Localize("Connect"); };
2020-10-12 10:29:47 +00:00
static CButtonContainer s_ConnectButton;
if(DoButtonMenu(m_ConnectButton, &s_ConnectButton, ConnectLabelFunc, 0, &ButtonConnect, false, false, IGraphics::CORNER_ALL, 5.0f, 0.0f, vec4(0.7f, 1, 0.7f, 0.1f), vec4(0.7f, 1, 0.7f, 0.2f)))
{
Connect(g_Config.m_UiServerAddress);
}
}
2008-09-04 18:42:26 +00:00
}
void CMenus::Connect(const char *pAddress)
{
if(Client()->State() == IClient::STATE_ONLINE && Client()->GetCurrentRaceTime() / 60 >= g_Config.m_ClConfirmDisconnectTime && g_Config.m_ClConfirmDisconnectTime >= 0)
{
str_copy(m_aNextServer, pAddress);
PopupConfirm(Localize("Disconnect"), Localize("Are you sure that you want to disconnect and switch to a different server?"), Localize("Yes"), Localize("No"), &CMenus::PopupConfirmSwitchServer);
}
else
Client()->Connect(pAddress);
}
void CMenus::PopupConfirmSwitchServer()
{
Client()->Connect(m_aNextServer);
}
2010-05-29 07:25:38 +00:00
void CMenus::RenderServerbrowserFilters(CUIRect View)
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{
CUIRect ServerFilter = View, FilterHeader;
const float FontSize = 12.0f;
2014-09-20 09:47:51 +00:00
ServerFilter.HSplitBottom(0.0f, &ServerFilter, 0);
// server filter
ServerFilter.HSplitTop(ms_ListheaderHeight, &FilterHeader, &ServerFilter);
FilterHeader.Draw(ColorRGBA(1, 1, 1, 0.25f), IGraphics::CORNER_T, 4.0f);
ServerFilter.Draw(ColorRGBA(0, 0, 0, 0.15f), IGraphics::CORNER_B, 4.0f);
UI()->DoLabel(&FilterHeader, Localize("Server filter"), FontSize + 2.0f, TEXTALIGN_MC);
2014-12-14 15:45:18 +00:00
CUIRect Button, Button2;
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ServerFilter.Margin(3.0f, &ServerFilter);
ServerFilter.VMargin(5.0f, &ServerFilter);
2008-09-04 18:42:26 +00:00
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterEmpty, Localize("Has people playing"), g_Config.m_BrFilterEmpty, &Button))
2010-05-29 07:25:38 +00:00
g_Config.m_BrFilterEmpty ^= 1;
2008-09-04 18:42:26 +00:00
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterSpectators, Localize("Count players only"), g_Config.m_BrFilterSpectators, &Button))
g_Config.m_BrFilterSpectators ^= 1;
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterFull, Localize("Server not full"), g_Config.m_BrFilterFull, &Button))
2010-05-29 07:25:38 +00:00
g_Config.m_BrFilterFull ^= 1;
2008-09-04 18:42:26 +00:00
2011-03-23 12:06:35 +00:00
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterFriends, Localize("Show friends only"), g_Config.m_BrFilterFriends, &Button))
2011-03-23 12:06:35 +00:00
g_Config.m_BrFilterFriends ^= 1;
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterPw, Localize("No password"), g_Config.m_BrFilterPw, &Button))
2010-05-29 07:25:38 +00:00
g_Config.m_BrFilterPw ^= 1;
2008-09-04 18:42:26 +00:00
2011-04-17 09:57:33 +00:00
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterGametypeStrict, Localize("Strict gametype filter"), g_Config.m_BrFilterGametypeStrict, &Button))
2011-04-17 09:57:33 +00:00
g_Config.m_BrFilterGametypeStrict ^= 1;
ServerFilter.HSplitTop(5.0f, 0, &ServerFilter);
2010-05-29 07:25:38 +00:00
ServerFilter.HSplitTop(19.0f, &Button, &ServerFilter);
UI()->DoLabel(&Button, Localize("Game types:"), FontSize, TEXTALIGN_ML);
Button.VSplitRight(60.0f, 0, &Button);
ServerFilter.HSplitTop(3.0f, 0, &ServerFilter);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
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static CLineInput s_GametypeInput(g_Config.m_BrFilterGametype, sizeof(g_Config.m_BrFilterGametype));
if(UI()->DoEditBox(&s_GametypeInput, &Button, FontSize))
Client()->ServerBrowserUpdate();
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// server address
ServerFilter.HSplitTop(3.0f, 0, &ServerFilter);
ServerFilter.HSplitTop(19.0f, &Button, &ServerFilter);
UI()->DoLabel(&Button, Localize("Server address:"), FontSize, TEXTALIGN_ML);
Button.VSplitRight(60.0f, 0, &Button);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInput s_FilterServerAddressInput(g_Config.m_BrFilterServerAddress, sizeof(g_Config.m_BrFilterServerAddress));
if(UI()->DoEditBox(&s_FilterServerAddressInput, &Button, FontSize))
Client()->ServerBrowserUpdate();
// player country
{
CUIRect Rect;
ServerFilter.HSplitTop(3.0f, nullptr, &ServerFilter);
ServerFilter.HSplitTop(26.0f, &Button, &ServerFilter);
Button.HMargin(3.0f, &Button);
Button.VSplitRight(60.0f, &Button, &Rect);
if(DoButton_CheckBox(&g_Config.m_BrFilterCountry, Localize("Player country:"), g_Config.m_BrFilterCountry, &Button))
g_Config.m_BrFilterCountry ^= 1;
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float OldWidth = Rect.w;
Rect.w = Rect.h * 2;
Rect.x += (OldWidth - Rect.w) / 2.0f;
ColorRGBA Color(1.0f, 1.0f, 1.0f, UI()->MouseHovered(&Rect) ? 1.0f : g_Config.m_BrFilterCountry ? 0.9f : 0.5f);
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m_pClient->m_CountryFlags.Render(g_Config.m_BrFilterCountryIndex, &Color, Rect.x, Rect.y, Rect.w, Rect.h);
if(UI()->DoButtonLogic(&g_Config.m_BrFilterCountryIndex, 0, &Rect))
m_Popup = POPUP_COUNTRY;
}
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterConnectingPlayers, Localize("Filter connecting players"), g_Config.m_BrFilterConnectingPlayers, &Button))
g_Config.m_BrFilterConnectingPlayers ^= 1;
CUIRect FilterTabs;
ServerFilter.HSplitBottom(23, &ServerFilter, &FilterTabs);
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CUIRect ResetButton;
ServerFilter.HSplitBottom(ms_ButtonHeight - 5.0f, &ServerFilter, &ResetButton);
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// ddnet country filters
if(g_Config.m_UiPage == PAGE_DDNET)
{
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrIndicateFinished, Localize("Indicate map finish"), g_Config.m_BrIndicateFinished, &Button))
{
g_Config.m_BrIndicateFinished ^= 1;
if(g_Config.m_BrIndicateFinished)
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
}
if(g_Config.m_BrIndicateFinished)
{
ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
if(DoButton_CheckBox(&g_Config.m_BrFilterUnfinishedMap, Localize("Unfinished map"), g_Config.m_BrFilterUnfinishedMap, &Button))
g_Config.m_BrFilterUnfinishedMap ^= 1;
}
else
{
g_Config.m_BrFilterUnfinishedMap = 0;
}
}
if(g_Config.m_UiPage == PAGE_DDNET || g_Config.m_UiPage == PAGE_KOG)
{
int Network = g_Config.m_UiPage == PAGE_DDNET ? IServerBrowser::NETWORK_DDNET : IServerBrowser::NETWORK_KOG;
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// add more space
ServerFilter.HSplitTop(5.0f, 0, &ServerFilter);
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ServerFilter.HSplitTop(20.0f, &Button, &ServerFilter);
ServerFilter.HSplitTop(120.0f, &ServerFilter, 0);
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ServerFilter.Draw(ms_ColorTabbarActive, IGraphics::CORNER_B, 10.0f);
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Button.VSplitMid(&Button, &Button2);
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static int s_ActivePage = 0;
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static CButtonContainer s_CountriesButton;
if(DoButton_MenuTab(&s_CountriesButton, Localize("Countries"), s_ActivePage == 0, &Button, IGraphics::CORNER_TL))
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{
s_ActivePage = 0;
}
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static CButtonContainer s_TypesButton;
if(DoButton_MenuTab(&s_TypesButton, Localize("Types"), s_ActivePage == 1, &Button2, IGraphics::CORNER_TR))
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{
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s_ActivePage = 1;
}
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if(s_ActivePage == 1)
{
char *pFilterExcludeTypes = Network == IServerBrowser::NETWORK_DDNET ? g_Config.m_BrFilterExcludeTypes : g_Config.m_BrFilterExcludeTypesKoG;
int MaxTypes = ServerBrowser()->NumTypes(Network);
int NumTypes = ServerBrowser()->NumTypes(Network);
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int PerLine = 3;
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ServerFilter.HSplitTop(4.0f, 0, &ServerFilter);
ServerFilter.HSplitBottom(4.0f, &ServerFilter, 0);
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const float TypesWidth = 40.0f;
const float TypesHeight = ServerFilter.h / std::ceil(MaxTypes / (float)PerLine);
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CUIRect TypesRect, Left, Right;
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static int s_aTypeButtons[64];
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while(NumTypes > 0)
{
ServerFilter.HSplitTop(TypesHeight, &TypesRect, &ServerFilter);
TypesRect.VSplitMid(&Left, &Right);
for(int i = 0; i < PerLine && NumTypes > 0; i++, NumTypes--)
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{
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int TypeIndex = MaxTypes - NumTypes;
const char *pName = ServerBrowser()->GetType(Network, TypeIndex);
bool Active = !ServerBrowser()->DDNetFiltered(pFilterExcludeTypes, pName);
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vec2 Pos = vec2(TypesRect.x + TypesRect.w * ((i + 0.5f) / (float)PerLine), TypesRect.y);
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// correct pos
Pos.x -= TypesWidth / 2.0f;
// create button logic
CUIRect Rect;
Rect.x = Pos.x;
Rect.y = Pos.y;
Rect.w = TypesWidth;
Rect.h = TypesHeight;
int Click = UI()->DoButtonLogic(&s_aTypeButtons[TypeIndex], 0, &Rect);
if(Click == 1 || Click == 2)
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{
// left/right click to toggle filter
if(pFilterExcludeTypes[0] == '\0')
{
// when all are active, only activate one
for(int j = 0; j < MaxTypes; ++j)
{
if(j != TypeIndex)
ServerBrowser()->DDNetFilterAdd(pFilterExcludeTypes, ServerBrowser()->GetType(Network, j));
}
}
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else
{
bool AllFilteredExceptUs = true;
for(int j = 0; j < MaxTypes; ++j)
{
if(j != TypeIndex && !ServerBrowser()->DDNetFiltered(pFilterExcludeTypes, ServerBrowser()->GetType(Network, j)))
{
AllFilteredExceptUs = false;
break;
}
}
// when last one is removed, reset (re-enable all)
if(AllFilteredExceptUs)
{
pFilterExcludeTypes[0] = '\0';
}
else if(Active)
{
ServerBrowser()->DDNetFilterAdd(pFilterExcludeTypes, pName);
}
else
{
ServerBrowser()->DDNetFilterRem(pFilterExcludeTypes, pName);
}
}
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
}
else if(Click == 3)
{
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// middle click to reset (re-enable all)
pFilterExcludeTypes[0] = '\0';
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
}
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TextRender()->TextColor(1.0f, 1.0f, 1.0f, Active ? 1.0f : 0.2f);
UI()->DoLabel(&Rect, pName, FontSize, TEXTALIGN_MC);
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TextRender()->TextColor(1.0, 1.0, 1.0, 1.0f);
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}
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}
}
else
{
char *pFilterExcludeCountries = Network == IServerBrowser::NETWORK_DDNET ? g_Config.m_BrFilterExcludeCountries : g_Config.m_BrFilterExcludeCountriesKoG;
ServerFilter.HSplitTop(15.0f, &ServerFilter, &ServerFilter);
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const float FlagWidth = 40.0f;
const float FlagHeight = 20.0f;
int MaxFlags = ServerBrowser()->NumCountries(Network);
int NumFlags = ServerBrowser()->NumCountries(Network);
int PerLine = MaxFlags > 8 ? 5 : 4;
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CUIRect FlagsRect;
static int s_aFlagButtons[64];
while(NumFlags > 0)
{
ServerFilter.HSplitTop(23.0f, &FlagsRect, &ServerFilter);
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for(int i = 0; i < PerLine && NumFlags > 0; i++, NumFlags--)
{
int CountryIndex = MaxFlags - NumFlags;
const char *pName = ServerBrowser()->GetCountryName(Network, CountryIndex);
bool Active = !ServerBrowser()->DDNetFiltered(pFilterExcludeCountries, pName);
int FlagID = ServerBrowser()->GetCountryFlag(Network, CountryIndex);
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vec2 Pos = vec2(FlagsRect.x + FlagsRect.w * ((i + 0.5f) / (float)PerLine), FlagsRect.y);
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// correct pos
Pos.x -= FlagWidth / 2.0f;
Pos.y -= FlagHeight / 2.0f;
// create button logic
CUIRect Rect;
Rect.x = Pos.x;
Rect.y = Pos.y;
Rect.w = FlagWidth;
Rect.h = FlagHeight;
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int Click = UI()->DoButtonLogic(&s_aFlagButtons[CountryIndex], 0, &Rect);
if(Click == 1 || Click == 2)
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{
// left/right click to toggle filter
if(pFilterExcludeCountries[0] == '\0')
{
// when all are active, only activate one
for(int j = 0; j < MaxFlags; ++j)
{
if(j != CountryIndex)
ServerBrowser()->DDNetFilterAdd(pFilterExcludeCountries, ServerBrowser()->GetCountryName(Network, j));
}
}
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else
{
bool AllFilteredExceptUs = true;
for(int j = 0; j < MaxFlags; ++j)
{
if(j != CountryIndex && !ServerBrowser()->DDNetFiltered(pFilterExcludeCountries, ServerBrowser()->GetCountryName(Network, j)))
{
AllFilteredExceptUs = false;
break;
}
}
// when last one is removed, reset (re-enable all)
if(AllFilteredExceptUs)
{
pFilterExcludeCountries[0] = '\0';
}
else if(Active)
{
ServerBrowser()->DDNetFilterAdd(pFilterExcludeCountries, pName);
}
else
{
ServerBrowser()->DDNetFilterRem(pFilterExcludeCountries, pName);
}
}
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
}
else if(Click == 3)
{
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// middle click to reset (re-enable all)
pFilterExcludeCountries[0] = '\0';
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
}
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ColorRGBA Color(1.0f, 1.0f, 1.0f, Active ? 1.0f : 0.2f);
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m_pClient->m_CountryFlags.Render(FlagID, &Color, Pos.x, Pos.y, FlagWidth, FlagHeight);
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}
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}
}
}
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static CButtonContainer s_ClearButton;
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if(DoButton_Menu(&s_ClearButton, Localize("Reset filter"), 0, &ResetButton))
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{
g_Config.m_BrFilterString[0] = 0;
g_Config.m_BrExcludeString[0] = 0;
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g_Config.m_BrFilterFull = 0;
g_Config.m_BrFilterEmpty = 0;
g_Config.m_BrFilterSpectators = 0;
g_Config.m_BrFilterFriends = 0;
g_Config.m_BrFilterCountry = 0;
g_Config.m_BrFilterCountryIndex = -1;
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g_Config.m_BrFilterPw = 0;
g_Config.m_BrFilterGametype[0] = 0;
g_Config.m_BrFilterGametypeStrict = 0;
g_Config.m_BrFilterConnectingPlayers = 1;
g_Config.m_BrFilterUnfinishedMap = 0;
g_Config.m_BrFilterServerAddress[0] = 0;
g_Config.m_BrFilterExcludeCountries[0] = 0;
g_Config.m_BrFilterExcludeTypes[0] = 0;
if(g_Config.m_UiPage == PAGE_DDNET || g_Config.m_UiPage == PAGE_KOG)
ServerBrowser()->Refresh(ServerBrowser()->GetCurrentType());
else
Client()->ServerBrowserUpdate();
}
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}
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void CMenus::RenderServerbrowserServerDetail(CUIRect View)
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{
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CUIRect ServerDetails = View;
CUIRect ServerScoreBoard, ServerHeader;
const CServerInfo *pSelectedServer = ServerBrowser()->SortedGet(m_SelectedIndex);
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// split off a piece to use for scoreboard
ServerDetails.HSplitTop(110.0f, &ServerDetails, &ServerScoreBoard);
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// server details
CTextCursor Cursor;
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const float FontSize = 12.0f;
ServerDetails.HSplitTop(ms_ListheaderHeight, &ServerHeader, &ServerDetails);
ServerHeader.Draw(ColorRGBA(1, 1, 1, 0.25f), IGraphics::CORNER_T, 4.0f);
ServerDetails.Draw(ColorRGBA(0, 0, 0, 0.15f), IGraphics::CORNER_B, 4.0f);
UI()->DoLabel(&ServerHeader, Localize("Server details"), FontSize + 2.0f, TEXTALIGN_MC);
if(pSelectedServer)
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{
ServerDetails.Margin(5.0f, &ServerDetails);
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CUIRect Row;
static CLocConstString s_aLabels[] = {
"Version", // Localize - these strings are localized within CLocConstString
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"Game type",
"Ping"};
// copy info button
{
CUIRect Button;
ServerDetails.HSplitBottom(15.0f, &ServerDetails, &Button);
static CButtonContainer s_CopyButton;
if(DoButton_Menu(&s_CopyButton, Localize("Copy info"), 0, &Button))
{
char aInfo[256];
pSelectedServer->InfoToString(aInfo, sizeof(aInfo));
Input()->SetClipboardText(aInfo);
}
}
ServerDetails.HSplitBottom(2.5f, &ServerDetails, nullptr);
// favorite checkbox
{
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CUIRect Button;
ServerDetails.HSplitBottom(20.0f, &ServerDetails, &Button);
CUIRect ButtonAddFav;
CUIRect ButtonLeakIp;
Button.VSplitMid(&ButtonAddFav, &ButtonLeakIp);
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static int s_AddFavButton = 0;
static int s_LeakIpButton = 0;
if(DoButton_CheckBox_Tristate(&s_AddFavButton, Localize("Favorite"), pSelectedServer->m_Favorite, &ButtonAddFav))
{
if(pSelectedServer->m_Favorite != TRISTATE::NONE)
{
Favorites()->Remove(pSelectedServer->m_aAddresses, pSelectedServer->m_NumAddresses);
}
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else
{
Favorites()->Add(pSelectedServer->m_aAddresses, pSelectedServer->m_NumAddresses);
if(g_Config.m_UiPage == PAGE_LAN)
{
Favorites()->AllowPing(pSelectedServer->m_aAddresses, pSelectedServer->m_NumAddresses, true);
}
}
Client()->ServerBrowserUpdate();
}
if(pSelectedServer->m_Favorite != TRISTATE::NONE)
{
if(DoButton_CheckBox_Tristate(&s_LeakIpButton, Localize("Leak IP"), pSelectedServer->m_FavoriteAllowPing, &ButtonLeakIp))
{
Favorites()->AllowPing(pSelectedServer->m_aAddresses, pSelectedServer->m_NumAddresses, pSelectedServer->m_FavoriteAllowPing == TRISTATE::NONE);
}
Client()->ServerBrowserUpdate();
}
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}
CUIRect LeftColumn, RightColumn;
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ServerDetails.VSplitLeft(80.0f, &LeftColumn, &RightColumn);
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for(auto &Label : s_aLabels)
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{
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LeftColumn.HSplitTop(15.0f, &Row, &LeftColumn);
UI()->DoLabel(&Row, Localize(Label), FontSize, TEXTALIGN_ML);
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}
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RightColumn.HSplitTop(15.0f, &Row, &RightColumn);
TextRender()->SetCursor(&Cursor, Row.x, Row.y + (15.f - FontSize) / 2.f, FontSize, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = Row.w;
TextRender()->TextEx(&Cursor, pSelectedServer->m_aVersion, -1);
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RightColumn.HSplitTop(15.0f, &Row, &RightColumn);
TextRender()->SetCursor(&Cursor, Row.x, Row.y + (15.f - FontSize) / 2.f, FontSize, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = Row.w;
TextRender()->TextEx(&Cursor, pSelectedServer->m_aGameType, -1);
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char aTemp[16];
Add client-side HTTP server info Summary ======= The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a DoS vector of the game servers for attackers. For the Internet, DDNet and KoG tab, the server list is entirely fetched from the master server, filtering out servers that don't belong into the list. The favorites tab is also supposed to work that way, except for servers that are marked as "also ping this server if it's not in the master server list". The LAN tab continues to broadcast the server info packet to find servers in the LAN. How does it work? ================= The client ships with a list of master server list URLs. On first start, the client checks which of these work and selects the fastest one. Querying the server list is a HTTP GET request on that URL. The response is a JSON document that contains server infos, server addresses as URLs and an approximate location. It can also contain a legacy server list which is a list of bare IP addresses similar to the functionality the old master servers provided via UDP. This allows us to backtrack on the larger update if it won't work out. Lost functionality ================== (also known as user-visible changes) Since the client doesn't ping each server in the list anymore, it has no way of knowing its latency to the servers. This is alleviated a bit by providing an approximate location for each server (continent) so the client only has to know its own location for approximating pings.
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FormatServerbrowserPing(aTemp, sizeof(aTemp), pSelectedServer);
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RightColumn.HSplitTop(15.0f, &Row, &RightColumn);
TextRender()->SetCursor(&Cursor, Row.x, Row.y + (15.f - FontSize) / 2.f, FontSize, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = Row.w;
TextRender()->TextEx(&Cursor, aTemp, -1);
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}
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// server scoreboard
ServerScoreBoard.HSplitBottom(23.0f, &ServerScoreBoard, 0x0);
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if(pSelectedServer)
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{
static CListBox s_ListBox;
s_ListBox.DoAutoSpacing(1.0f);
s_ListBox.DoStart(25.0f, pSelectedServer->m_NumReceivedClients, 1, 3, -1, &ServerScoreBoard);
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int ClientScoreKind = pSelectedServer->m_ClientScoreKind;
for(int i = 0; i < pSelectedServer->m_NumReceivedClients; i++)
{
const CServerInfo::CClient &CurrentClient = pSelectedServer->m_aClients[i];
const CListboxItem Item = s_ListBox.DoNextItem(&CurrentClient);
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if(!Item.m_Visible)
continue;
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const bool HasTeeToRender = pSelectedServer->m_aClients[i].m_aSkin[0] != '\0';
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CUIRect Skin, Name, Clan, Score, Flag;
Name = Item.m_Rect;
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ColorRGBA Color = CurrentClient.m_FriendState == IFriends::FRIEND_NO ?
ColorRGBA(1.0f, 1.0f, 1.0f, (i % 2 + 1) * 0.05f) :
ColorRGBA(0.5f, 1.0f, 0.5f, 0.15f + (i % 2 + 1) * 0.05f);
Name.Draw(Color, IGraphics::CORNER_ALL, 4.0f);
Name.VSplitLeft(1.0f, nullptr, &Name);
Name.VSplitLeft(34.0f, &Score, &Name);
Name.VSplitLeft(18.0f, &Skin, &Name);
Name.VSplitRight(20.0, &Name, &Flag);
Flag.HMargin(4.0f, &Flag);
Name.HSplitTop(12.0f, &Name, &Clan);
// score
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char aTemp[16];
if(!CurrentClient.m_Player)
{
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str_copy(aTemp, "SPEC");
}
else if(ClientScoreKind == CServerInfo::CLIENT_SCORE_KIND_POINTS)
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{
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str_format(aTemp, sizeof(aTemp), "%d", CurrentClient.m_Score);
}
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else
{
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std::optional<int> Time = {};
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if(ClientScoreKind == CServerInfo::CLIENT_SCORE_KIND_TIME_BACKCOMPAT)
{
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int TempTime = absolute(CurrentClient.m_Score);
if(TempTime != 0 && TempTime != 9999)
Time = TempTime;
}
else
{
// CServerInfo::CLIENT_SCORE_KIND_POINTS
if(CurrentClient.m_Score >= 0)
Time = CurrentClient.m_Score;
}
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if(Time.has_value())
{
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str_time((int64_t)Time.value() * 100, TIME_HOURS, aTemp, sizeof(aTemp));
}
else
{
aTemp[0] = 0;
}
}
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float ScoreFontSize = 12.0f;
while(ScoreFontSize >= 4.0f && TextRender()->TextWidth(ScoreFontSize, aTemp, -1, -1.0f) > Score.w)
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ScoreFontSize--;
TextRender()->SetCursor(&Cursor, Score.x, Score.y + (Score.h - ScoreFontSize) / 2.0f, ScoreFontSize, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
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Cursor.m_LineWidth = Score.w;
TextRender()->TextEx(&Cursor, aTemp, -1);
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// render tee if available
if(HasTeeToRender)
{
CTeeRenderInfo TeeInfo;
const CSkin *pSkin = m_pClient->m_Skins.Find(CurrentClient.m_aSkin);
TeeInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
TeeInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
TeeInfo.m_SkinMetrics = pSkin->m_Metrics;
TeeInfo.m_CustomColoredSkin = CurrentClient.m_CustomSkinColors;
if(CurrentClient.m_CustomSkinColors)
{
TeeInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(CurrentClient.m_CustomSkinColorBody).UnclampLighting());
TeeInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(CurrentClient.m_CustomSkinColorFeet).UnclampLighting());
}
else
{
TeeInfo.m_ColorBody = ColorRGBA(1.0f, 1.0f, 1.0f);
TeeInfo.m_ColorFeet = ColorRGBA(1.0f, 1.0f, 1.0f);
}
TeeInfo.m_Size = minimum(Skin.w, Skin.h);
CAnimState *pIdleState = CAnimState::GetIdle();
vec2 OffsetToMid;
RenderTools()->GetRenderTeeOffsetToRenderedTee(pIdleState, &TeeInfo, OffsetToMid);
vec2 TeeRenderPos(Skin.x + TeeInfo.m_Size / 2, Skin.y + Skin.h / 2 + OffsetToMid.y);
RenderTools()->RenderTee(pIdleState, &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), TeeRenderPos);
}
// name
TextRender()->SetCursor(&Cursor, Name.x, Name.y + (Name.h - (FontSize - 2)) / 2.f, FontSize - 2, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = Name.w;
const char *pName = CurrentClient.m_aName;
bool Printed = false;
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if(g_Config.m_BrFilterString[0])
Printed = PrintHighlighted(pName, [this, &Cursor, pName](const char *pFilteredStr, const int FilterLen) {
TextRender()->TextEx(&Cursor, pName, (int)(pFilteredStr - pName));
TextRender()->TextColor(0.4f, 0.4f, 1.0f, 1.0f);
TextRender()->TextEx(&Cursor, pFilteredStr, FilterLen);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
TextRender()->TextEx(&Cursor, pFilteredStr + FilterLen, -1);
});
if(!Printed)
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TextRender()->TextEx(&Cursor, pName, -1);
// clan
TextRender()->SetCursor(&Cursor, Clan.x, Clan.y + (Clan.h - (FontSize - 2)) / 2.f, FontSize - 2, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = Clan.w;
const char *pClan = CurrentClient.m_aClan;
Printed = false;
if(g_Config.m_BrFilterString[0])
Printed = PrintHighlighted(pClan, [this, &Cursor, pClan](const char *pFilteredStr, const int FilterLen) {
TextRender()->TextEx(&Cursor, pClan, (int)(pFilteredStr - pClan));
TextRender()->TextColor(0.4f, 0.4f, 1.0f, 1.0f);
TextRender()->TextEx(&Cursor, pFilteredStr, FilterLen);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
TextRender()->TextEx(&Cursor, pFilteredStr + FilterLen, -1);
});
if(!Printed)
TextRender()->TextEx(&Cursor, pClan, -1);
// flag
ColorRGBA FColor(1.0f, 1.0f, 1.0f, 0.5f);
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m_pClient->m_CountryFlags.Render(CurrentClient.m_Country, &FColor, Flag.x,
Flag.y + ((Flag.h - Flag.w / 2) / 2),
Flag.w, Flag.w / 2);
}
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const int NewSelected = s_ListBox.DoEnd();
if(s_ListBox.WasItemSelected())
{
const CServerInfo::CClient &SelectedClient = pSelectedServer->m_aClients[NewSelected];
if(SelectedClient.m_FriendState == IFriends::FRIEND_PLAYER)
m_pClient->Friends()->RemoveFriend(SelectedClient.m_aName, SelectedClient.m_aClan);
else
m_pClient->Friends()->AddFriend(SelectedClient.m_aName, SelectedClient.m_aClan);
FriendlistOnUpdate();
Client()->ServerBrowserUpdate();
}
}
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}
template<typename F>
bool CMenus::PrintHighlighted(const char *pName, F &&PrintFn)
{
const char *pStr = g_Config.m_BrFilterString;
char aFilterStr[sizeof(g_Config.m_BrFilterString)];
while((pStr = str_next_token(pStr, IServerBrowser::SEARCH_EXCLUDE_TOKEN, aFilterStr, sizeof(aFilterStr))))
{
// highlight the parts that matches
const char *pFilteredStr;
int FilterLen = str_length(aFilterStr);
if(aFilterStr[0] == '"' && aFilterStr[FilterLen - 1] == '"')
{
aFilterStr[FilterLen - 1] = '\0';
pFilteredStr = str_comp(pName, &aFilterStr[1]) == 0 ? pName : nullptr;
FilterLen -= 2;
}
else
{
pFilteredStr = str_utf8_find_nocase(pName, aFilterStr);
}
if(pFilteredStr)
{
PrintFn(pFilteredStr, FilterLen);
return true;
}
}
return false;
}
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void CMenus::FriendlistOnUpdate()
{
// TODO: friends are currently updated every frame; optimize and only update friends when necessary
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}
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void CMenus::RenderServerbrowserFriends(CUIRect View)
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{
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const float FontSize = 10.0f;
static bool s_aListExtended[NUM_FRIEND_TYPES] = {true, true, false};
static const ColorRGBA s_aListColors[NUM_FRIEND_TYPES] = {ColorRGBA(0.5f, 1.0f, 0.5f, 1.0f), ColorRGBA(0.4f, 0.4f, 1.0f, 1.0f), ColorRGBA(1.0f, 0.5f, 0.5f, 1.0f)};
const ColorRGBA OfflineClanColor = ColorRGBA(0.7f, 0.45f, 0.75f, 1.0f);
const float SpacingH = 2.0f;
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char aBuf[256];
CUIRect ServerFriends, FilterHeader, List;
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// header
View.HSplitTop(ms_ListheaderHeight, &FilterHeader, &View);
FilterHeader.Draw(ColorRGBA(1, 1, 1, 0.25f), IGraphics::CORNER_T, 4.0f);
View.Draw(ColorRGBA(0, 0, 0, 0.15f), 0, 4.0f);
UI()->DoLabel(&FilterHeader, Localize("Friends"), FontSize + 4.0f, TEXTALIGN_MC);
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View.HSplitBottom(84.0f, &List, &ServerFriends);
List.HSplitTop(3.0f, nullptr, &List);
List.VSplitLeft(3.0f, nullptr, &List);
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// calculate friends
// TODO: optimize this
m_pRemoveFriend = nullptr;
for(auto &vFriends : m_avFriends)
vFriends.clear();
for(int FriendIndex = 0; FriendIndex < m_pClient->Friends()->NumFriends(); ++FriendIndex)
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{
m_avFriends[FRIEND_OFF].emplace_back(m_pClient->Friends()->GetFriend(FriendIndex));
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}
for(int ServerIndex = 0; ServerIndex < ServerBrowser()->NumSortedServers(); ++ServerIndex)
{
const CServerInfo *pEntry = ServerBrowser()->SortedGet(ServerIndex);
if(pEntry->m_FriendState == IFriends::FRIEND_NO)
continue;
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for(int ClientIndex = 0; ClientIndex < pEntry->m_NumClients; ++ClientIndex)
{
const CServerInfo::CClient &CurrentClient = pEntry->m_aClients[ClientIndex];
if(CurrentClient.m_FriendState == IFriends::FRIEND_NO)
continue;
const int FriendIndex = CurrentClient.m_FriendState == IFriends::FRIEND_PLAYER ? FRIEND_PLAYER_ON : FRIEND_CLAN_ON;
m_avFriends[FriendIndex].emplace_back(CurrentClient, pEntry);
const auto &&RemovalPredicate = [CurrentClient](const CFriendItem &Friend) {
return (Friend.Name()[0] == '\0' || str_comp(Friend.Name(), CurrentClient.m_aName) == 0) && ((Friend.Name()[0] != '\0' && g_Config.m_ClFriendsIgnoreClan) || str_comp(Friend.Clan(), CurrentClient.m_aClan) == 0);
};
m_avFriends[FRIEND_OFF].erase(std::remove_if(m_avFriends[FRIEND_OFF].begin(), m_avFriends[FRIEND_OFF].end(), RemovalPredicate), m_avFriends[FRIEND_OFF].end());
}
}
for(auto &vFriends : m_avFriends)
std::sort(vFriends.begin(), vFriends.end());
// friends list
static CScrollRegion s_ScrollRegion;
if(!s_ScrollRegion.IsScrollbarShown())
List.VSplitRight(3.0f, &List, nullptr);
vec2 ScrollOffset(0.0f, 0.0f);
CScrollRegionParams ScrollParams;
ScrollParams.m_ScrollbarWidth = 14.0f;
ScrollParams.m_ScrollbarMargin = 4.0f;
ScrollParams.m_ScrollUnit = 80.0f;
s_ScrollRegion.Begin(&List, &ScrollOffset, &ScrollParams);
List.y += ScrollOffset.y;
for(size_t FriendType = 0; FriendType < NUM_FRIEND_TYPES; ++FriendType)
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{
// header
CUIRect Header, GroupIcon, GroupLabel;
List.HSplitTop(ms_ListheaderHeight, &Header, &List);
s_ScrollRegion.AddRect(Header);
Header.Draw(ColorRGBA(1.0f, 1.0f, 1.0f, UI()->MouseHovered(&Header) ? 0.4f : 0.25f), IGraphics::CORNER_ALL, 5.0f);
Header.VSplitLeft(Header.h, &GroupIcon, &GroupLabel);
GroupIcon.Margin(2.0f, &GroupIcon);
TextRender()->SetCurFont(TextRender()->GetFont(TEXT_FONT_ICON_FONT));
TextRender()->TextColor(UI()->MouseHovered(&Header) ? TextRender()->DefaultTextColor() : ColorRGBA(0.6f, 0.6f, 0.6f, 1.0f));
UI()->DoLabel(&GroupIcon, s_aListExtended[FriendType] ? FONT_ICON_SQUARE_MINUS : FONT_ICON_SQUARE_PLUS, GroupIcon.h * CUI::ms_FontmodHeight, TEXTALIGN_MC);
TextRender()->TextColor(TextRender()->DefaultTextColor());
TextRender()->SetCurFont(nullptr);
switch(FriendType)
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{
case FRIEND_PLAYER_ON:
str_format(aBuf, sizeof(aBuf), Localize("Online players (%d)"), (int)m_avFriends[FriendType].size());
break;
case FRIEND_CLAN_ON:
str_format(aBuf, sizeof(aBuf), Localize("Online clanmates (%d)"), (int)m_avFriends[FriendType].size());
break;
case FRIEND_OFF:
str_format(aBuf, sizeof(aBuf), Localize("Offline (%d)", "friends (server browser)"), (int)m_avFriends[FriendType].size());
break;
default:
dbg_assert(false, "FriendType invalid");
break;
}
UI()->DoLabel(&GroupLabel, aBuf, FontSize, TEXTALIGN_ML);
if(UI()->DoButtonLogic(&s_aListExtended[FriendType], 0, &Header))
{
s_aListExtended[FriendType] = !s_aListExtended[FriendType];
}
// entries
if(s_aListExtended[FriendType])
{
for(size_t FriendIndex = 0; FriendIndex < m_avFriends[FriendType].size(); ++FriendIndex)
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{
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// space
{
CUIRect Space;
List.HSplitTop(SpacingH, &Space, &List);
s_ScrollRegion.AddRect(Space);
}
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CUIRect Rect;
const auto &Friend = m_avFriends[FriendType][FriendIndex];
List.HSplitTop(11.0f + 10.0f + 2 * 2.0f + 1.0f + (Friend.ServerInfo() == nullptr ? 0.0f : 10.0f), &Rect, &List);
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s_ScrollRegion.AddRect(Rect);
if(s_ScrollRegion.IsRectClipped(Rect))
continue;
const bool Inside = UI()->MouseHovered(&Rect);
bool ButtonResult = false;
if(Friend.ServerInfo())
{
ButtonResult = UI()->DoButtonLogic(Friend.ListItemId(), 0, &Rect);
GameClient()->m_Tooltips.DoToolTip(Friend.ListItemId(), &Rect, Localize("Click to select server. Double click to join your friend."));
}
const bool OfflineClan = Friend.FriendState() == IFriends::FRIEND_CLAN && FriendType == FRIEND_OFF;
Rect.Draw((OfflineClan ? OfflineClanColor : s_aListColors[FriendType]).WithAlpha(Inside ? 0.5f : 0.3f), IGraphics::CORNER_ALL, 5.0f);
Rect.Margin(2.0f, &Rect);
CUIRect RemoveButton, NameLabel, ClanLabel, InfoLabel;
Rect.HSplitTop(16.0f, &RemoveButton, nullptr);
RemoveButton.VSplitRight(13.0f, nullptr, &RemoveButton);
RemoveButton.HMargin((RemoveButton.h - RemoveButton.w) / 2.0f, &RemoveButton);
Rect.VSplitLeft(2.0f, nullptr, &Rect);
if(Friend.ServerInfo())
Rect.HSplitBottom(10.0f, &Rect, &InfoLabel);
Rect.HSplitTop(11.0f + 10.0f, &Rect, nullptr);
// tee
if(Friend.Skin()[0] != '\0')
{
CUIRect Skin;
Rect.VSplitLeft(Rect.h, &Skin, &Rect);
Rect.VSplitLeft(2.0f, nullptr, &Rect);
CTeeRenderInfo TeeInfo;
const CSkin *pSkin = m_pClient->m_Skins.Find(Friend.Skin());
TeeInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
TeeInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
TeeInfo.m_SkinMetrics = pSkin->m_Metrics;
TeeInfo.m_CustomColoredSkin = Friend.CustomSkinColors();
if(Friend.CustomSkinColors())
{
TeeInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(Friend.CustomSkinColorBody()).UnclampLighting());
TeeInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(Friend.CustomSkinColorFeet()).UnclampLighting());
}
else
{
TeeInfo.m_ColorBody = ColorRGBA(1.0f, 1.0f, 1.0f);
TeeInfo.m_ColorFeet = ColorRGBA(1.0f, 1.0f, 1.0f);
}
TeeInfo.m_Size = minimum(Skin.w, Skin.h);
CAnimState *pIdleState = CAnimState::GetIdle();
vec2 OffsetToMid;
RenderTools()->GetRenderTeeOffsetToRenderedTee(pIdleState, &TeeInfo, OffsetToMid);
vec2 TeeRenderPos(Skin.x + Skin.w / 2.0f, Skin.y + Skin.h * 0.55f + OffsetToMid.y);
RenderTools()->RenderTee(pIdleState, &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), TeeRenderPos);
}
Rect.HSplitTop(11.0f, &NameLabel, &ClanLabel);
// name
UI()->DoLabel(&NameLabel, Friend.Name(), FontSize - 1.0f, TEXTALIGN_ML);
// clan
UI()->DoLabel(&ClanLabel, Friend.Clan(), FontSize - 2.0f, TEXTALIGN_ML);
// server info
if(Friend.ServerInfo())
2011-06-26 15:10:13 +00:00
{
// official server icon
if(Friend.ServerInfo()->m_Official)
{
CUIRect OfficialIcon;
InfoLabel.VSplitLeft(InfoLabel.h, &OfficialIcon, &InfoLabel);
InfoLabel.VSplitLeft(1.0f, nullptr, &InfoLabel); // spacing
OfficialIcon.HSplitTop(1.0f, nullptr, &OfficialIcon); // alignment
SLabelProperties Props;
Props.m_EnableWidthCheck = false;
TextRender()->SetCurFont(TextRender()->GetFont(TEXT_FONT_ICON_FONT));
TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH | ETextRenderFlags::TEXT_RENDER_FLAG_NO_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_Y_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_PIXEL_ALIGMENT | ETextRenderFlags::TEXT_RENDER_FLAG_NO_OVERSIZE);
TextRender()->TextColor(0.4f, 0.7f, 0.94f, 1.0f);
TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 1.0f);
UI()->DoLabel(&OfficialIcon, FONT_ICON_CERTIFICATE, OfficialIcon.h, TEXTALIGN_MC, Props);
TextRender()->TextColor(0.0f, 0.0f, 0.0f, 1.0f);
TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.0f);
UI()->DoLabel(&OfficialIcon, FONT_ICON_CHECK, OfficialIcon.h * 0.5f, TEXTALIGN_MC, Props);
TextRender()->TextColor(TextRender()->DefaultTextColor());
TextRender()->TextOutlineColor(TextRender()->DefaultTextOutlineColor());
TextRender()->SetRenderFlags(0);
TextRender()->SetCurFont(nullptr);
}
// server info text
char aLatency[16];
FormatServerbrowserPing(aLatency, sizeof(aLatency), Friend.ServerInfo());
if(aLatency[0] != '\0')
str_format(aBuf, sizeof(aBuf), "%s | %s | %s", Friend.ServerInfo()->m_aMap, Friend.ServerInfo()->m_aGameType, aLatency);
else
str_format(aBuf, sizeof(aBuf), "%s | %s", Friend.ServerInfo()->m_aMap, Friend.ServerInfo()->m_aGameType);
UI()->DoLabel(&InfoLabel, aBuf, FontSize - 2.0f, TEXTALIGN_ML);
}
// remove button
TextRender()->TextColor(UI()->MouseHovered(&RemoveButton) ? TextRender()->DefaultTextColor() : ColorRGBA(0.4f, 0.4f, 0.4f, 1.0f));
TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH | ETextRenderFlags::TEXT_RENDER_FLAG_NO_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_Y_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_OVERSIZE);
UI()->DoLabel(&RemoveButton, "×", RemoveButton.h * CUI::ms_FontmodHeight, TEXTALIGN_MC);
TextRender()->SetRenderFlags(0);
TextRender()->TextColor(TextRender()->DefaultTextColor());
if(UI()->DoButtonLogic(Friend.RemoveButtonId(), 0, &RemoveButton))
{
m_pRemoveFriend = &Friend;
ButtonResult = false;
}
GameClient()->m_Tooltips.DoToolTip(Friend.RemoveButtonId(), &RemoveButton, Friend.FriendState() == IFriends::FRIEND_PLAYER ? Localize("Click to remove this player from your friends list.") : Localize("Click to remove this clan from your friends list."));
// handle click and double click on item
if(ButtonResult && Friend.ServerInfo())
{
str_copy(g_Config.m_UiServerAddress, Friend.ServerInfo()->m_aAddress);
if(Input()->MouseDoubleClick())
2011-06-26 15:10:13 +00:00
{
Connect(g_Config.m_UiServerAddress);
2011-06-26 15:10:13 +00:00
}
}
}
if(m_avFriends[FriendType].empty())
{
CUIRect Label;
List.HSplitTop(12.0f, &Label, &List);
s_ScrollRegion.AddRect(Label);
UI()->DoLabel(&Label, Localize("None"), Label.h * CUI::ms_FontmodHeight, TEXTALIGN_ML);
}
2011-06-26 15:10:13 +00:00
}
2011-03-23 12:06:35 +00:00
// space
{
CUIRect Space;
List.HSplitTop(SpacingH, &Space, &List);
s_ScrollRegion.AddRect(Space);
}
2011-03-23 12:06:35 +00:00
}
s_ScrollRegion.End();
if(m_pRemoveFriend != nullptr)
{
char aMessage[256];
str_format(aMessage, sizeof(aMessage),
m_pRemoveFriend->FriendState() == IFriends::FRIEND_PLAYER ? Localize("Are you sure that you want to remove the player '%s' from your friends list?") : Localize("Are you sure that you want to remove the clan '%s' from your friends list?"),
m_pRemoveFriend->FriendState() == IFriends::FRIEND_PLAYER ? m_pRemoveFriend->Name() : m_pRemoveFriend->Clan());
PopupConfirm(Localize("Remove friend"), aMessage, Localize("Yes"), Localize("No"), &CMenus::PopupConfirmRemoveFriend);
}
2011-03-23 12:06:35 +00:00
// add friend
if(m_pClient->Friends()->NumFriends() < IFriends::MAX_FRIENDS)
{
CUIRect Button;
ServerFriends.Margin(3.0f, &ServerFriends);
ServerFriends.HSplitTop(18.0f, &Button, &ServerFriends);
2011-03-23 12:06:35 +00:00
str_format(aBuf, sizeof(aBuf), "%s:", Localize("Name"));
UI()->DoLabel(&Button, aBuf, FontSize + 2.0f, TEXTALIGN_ML);
Button.VSplitLeft(80.0f, nullptr, &Button);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInputBuffered<MAX_NAME_LENGTH> s_NameInput;
UI()->DoEditBox(&s_NameInput, &Button, FontSize + 2.0f);
2011-03-23 12:06:35 +00:00
ServerFriends.HSplitTop(3.0f, nullptr, &ServerFriends);
ServerFriends.HSplitTop(18.0f, &Button, &ServerFriends);
2011-03-23 12:06:35 +00:00
str_format(aBuf, sizeof(aBuf), "%s:", Localize("Clan"));
UI()->DoLabel(&Button, aBuf, FontSize + 2.0f, TEXTALIGN_ML);
Button.VSplitLeft(80.0f, nullptr, &Button);
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
static CLineInputBuffered<MAX_CLAN_LENGTH> s_ClanInput;
UI()->DoEditBox(&s_ClanInput, &Button, FontSize + 2.0f);
2011-03-23 12:06:35 +00:00
ServerFriends.HSplitTop(3.0f, nullptr, &ServerFriends);
ServerFriends.HSplitTop(18.0f, &Button, &ServerFriends);
2022-07-16 13:32:06 +00:00
static CButtonContainer s_AddButton;
if(DoButton_Menu(&s_AddButton, s_NameInput.IsEmpty() && !s_ClanInput.IsEmpty() ? Localize("Add Clan") : Localize("Add Friend"), 0, &Button))
2011-03-23 12:06:35 +00:00
{
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-01-03 21:28:38 +00:00
m_pClient->Friends()->AddFriend(s_NameInput.GetString(), s_ClanInput.GetString());
s_NameInput.Clear();
s_ClanInput.Clear();
2011-06-26 15:10:13 +00:00
FriendlistOnUpdate();
2011-03-23 12:06:35 +00:00
Client()->ServerBrowserUpdate();
}
}
}
void CMenus::PopupConfirmRemoveFriend()
{
m_pClient->Friends()->RemoveFriend(m_pRemoveFriend->Name(), m_pRemoveFriend->Clan());
FriendlistOnUpdate();
Client()->ServerBrowserUpdate();
m_pRemoveFriend = nullptr;
}
2010-05-29 07:25:38 +00:00
void CMenus::RenderServerbrowser(CUIRect MainView)
2008-09-04 18:42:26 +00:00
{
/*
+-----------------+ +-------+
| | | |
| | | tool |
| server list | | box |
| | | |
| | | |
+-----------------+ | |
status box tab +-------+
2008-09-04 18:42:26 +00:00
*/
2010-05-29 07:25:38 +00:00
CUIRect ServerList, ToolBox;
2010-05-29 07:25:38 +00:00
// background
MainView.Draw(ms_ColorTabbarActive, IGraphics::CORNER_B, 10.0f);
MainView.Margin(10.0f, &MainView);
// create server list, status box, tab bar and tool box area
MainView.VSplitRight(205.0f, &ServerList, &ToolBox);
ServerList.VSplitRight(5.0f, &ServerList, 0);
2008-09-04 18:42:26 +00:00
// server list
{
RenderServerbrowserServerList(ServerList);
}
2010-05-29 07:25:38 +00:00
int ToolboxPage = g_Config.m_UiToolboxPage;
// tool box
{
ToolBox.Draw(ColorRGBA(0.0f, 0.0f, 0.0f, 0.15f), IGraphics::CORNER_ALL, 4.0f);
if(ToolboxPage == 0)
RenderServerbrowserFilters(ToolBox);
else if(ToolboxPage == 1)
RenderServerbrowserServerDetail(ToolBox);
else if(ToolboxPage == 2)
RenderServerbrowserFriends(ToolBox);
}
// tab bar
2008-09-04 18:42:26 +00:00
{
CUIRect TabBar;
ToolBox.HSplitBottom(18, &ToolBox, &TabBar);
2011-03-23 12:06:35 +00:00
CUIRect TabButton0, TabButton1, TabButton2;
float CurTabBarWidth = ToolBox.w;
TabBar.VSplitLeft(0.333f * CurTabBarWidth, &TabButton0, &TabBar);
TabBar.VSplitLeft(0.333f * CurTabBarWidth, &TabButton1, &TabBar);
TabBar.VSplitLeft(0.333f * CurTabBarWidth, &TabButton2, &TabBar);
ColorRGBA Active = ms_ColorTabbarActive;
ColorRGBA InActive = ms_ColorTabbarInactive;
ms_ColorTabbarActive = ColorRGBA(0.0f, 0.0f, 0.0f, 0.3f);
ms_ColorTabbarInactive = ColorRGBA(0.0f, 0.0f, 0.0f, 0.15f);
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static CButtonContainer s_FiltersTab;
if(DoButton_MenuTab(&s_FiltersTab, Localize("Filter"), ToolboxPage == 0, &TabButton0, IGraphics::CORNER_BL, NULL, NULL, NULL, NULL, 4.0f))
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ToolboxPage = 0;
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static CButtonContainer s_InfoTab;
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if(DoButton_MenuTab(&s_InfoTab, Localize("Info"), ToolboxPage == 1, &TabButton1, 0, NULL, NULL, NULL, NULL, 4.0f))
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ToolboxPage = 1;
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static CButtonContainer s_FriendsTab;
if(DoButton_MenuTab(&s_FriendsTab, Localize("Friends"), ToolboxPage == 2, &TabButton2, IGraphics::CORNER_BR, NULL, NULL, NULL, NULL, 4.0f))
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ToolboxPage = 2;
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ms_ColorTabbarActive = Active;
ms_ColorTabbarInactive = InActive;
g_Config.m_UiToolboxPage = ToolboxPage;
}
}
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void CMenus::ConchainFriendlistUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments() == 2 && ((CMenus *)pUserData)->Client()->State() == IClient::STATE_OFFLINE)
{
((CMenus *)pUserData)->FriendlistOnUpdate();
((CMenus *)pUserData)->Client()->ServerBrowserUpdate();
}
}
void CMenus::ConchainServerbrowserUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments() && g_Config.m_UiPage == PAGE_FAVORITES)
((CMenus *)pUserData)->ServerBrowser()->Refresh(IServerBrowser::TYPE_FAVORITES);
}