Update the country codes which are displayed for the flags in the UI. This only changes the names which are displayed in the UI but not how flags are communicated between server and client.
- Use ISO 3166-2 subdivision codes:
- England: XEN → GB-ENG
- Northern Ireland: XNI → GB-NIR
- Scotland: XSC → GB-SCT
- Wales: XWA → GB-WLS
- Catalonia: XCA → ES-CT
- Galicia: XGL → ES-GA
- Use ISO 3166/MA exceptional reservation code:
- European Union: XEU → EU
- Move South Sudan (SS) to official codes, as it was officially assigned in the year 2011.
Closes#7071.
Add more efficient function for formatting integer values as strings.
A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).
This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.
The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.
This requires incrementing the macOS deployment target from 10.13 to 10.15.
Add `fonts/index.json` which specifies:
- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.
There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.
The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.
The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.
The font files and their licenses are also updated:
- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.
Closes#6881.
Port the `CJsonWriter` utility class from upstream, which makes outputting correct JSON easier.
Add `CJsonWriter` as an abstract class that can write to different outputs. Two implementations `CJsonFileWriter` (writes to a file) and `CJsonStringWriter` (writes to an `std::string`) are added. Upstream `CJsonWriter` can only write to files.
The same tests are added for both implementations. Duplicate code is avoided by using typed tests with two separate test fixtures.
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.
Different target names causes long (unjustified) rebuild on the name changed.
The constant names are also better for the work with CMake targets, e.g.
one can use the same 'game-server' target across all custom setups.
Replace existing listbox implementations (`CMenus::UiDoListbox*` and `HandleListInputs` functions) with `CListBox` from upstream.
Reimplement additional feature that was already present in ddnet: page up/down, home and end key handling.
Affects the following lists:
- server browser
- server browser scoreboard
- server browser friends
- country / region selection popup (server browser filter)
- player skin list
- player country / region list
- theme list
- assets list
- graphics resolutions list
- dropdown menus (e.g. graphics fullscreen mode)
- ingame player list
- vote options list
- kick/specvote lists
- ghost list
- language list (in settings and in popup on first launch)
- demo browser
- editor file browser (saving, loading, adding images / sounds)
- The search / filename input is also improved so navigating a filtered list works correctly by porting the logic from upstream.
There are minor changes to the visual appearance of some lists, due to changed margins.
The vertical alignment of some list item texts is improved so the text is centered vertically.
/usr/include/c++/8/bits/stl_vector.h: In member function ‘void CCommandProcessorFragment_Vulkan::CleanupVulkan() [with bool IsLastCleanup = true]’:
/usr/include/c++/8/bits/stl_vector.h:1085:4: note: parameter passing for argument of type ‘__gnu_cxx::__normal_iterator<CCommandProcessorFragment_Vulkan::SMemoryBlock<2>*, std::vector<CCommandProcessorFragment_Vulkan::SMemoryBlock<2>, std::allocator<CCommandProcessorFragment_Vulkan::SMemoryBlock<2> > > >’ changed in GCC 7.1
_M_realloc_insert(end(), __x);
^~~~~~~~~~~~~~~~~
5599: Add support for Rust code in DDNet r=def- a=heinrich5991
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust side.
As a proof-of-concept, only a small console command (`rust_version`) printing the currently used Rust version was added.
You can generate and open the Rust documentation using `DDNET_TEST_NO_LINK=1 cargo doc --open`.
You can run the Rust tests using `cmake --build <build dir> --target run_rust_tests`, they're automatically included in the `run_tests` target as well.
Rust tests don't work on Windows in debug mode on Windows because Rust cannot currently link with the debug version of the C stdlib on Windows: https://github.com/rust-lang/rust/issues/39016.
---
The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
6002: Explain -DANTIBOT=ON a bit better (fixes#6001) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6003: Fix height and margin of sound and image popups r=def- a=Robyt3
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust
side.
As a proof-of-concept, only a small console command (`rust_version`)
printing the currently used Rust version was added.
You can generate and open the Rust documentation using
`DDNET_TEST_NO_LINK=1 cargo doc --open`.
You can run the Rust tests using `cmake --build <build dir> --target
run_rust_tests`, they're automatically included in the `run_tests`
target as well.
Rust tests don't work on Windows in debug mode on Windows because Rust
cannot currently link with the debug version of the C stdlib on Windows:
https://github.com/rust-lang/rust/issues/39016.
---
The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```