Fix highlighted text of server browser entries not being refresh correctly when switching tabs.
This also reduces lag when switching tabs, as the UI elements for all tabs are now cached and don't need to be recreated when switching.
Regression from #7203.
Replace existing hard-coded support for two "networks" with support for a dynamic list of "communities" which are indexed by a string-ID, though right now the DDNet and KoG communities are still hard-coded. The communities now also support an arbitrary number of associated countries, types and servers. This is a refactoring to prepare for getting the list of communities dynamically from the server and removing the DDNet and KoG tabs from the serverbrowser.
New UI elements were being created for every server info after refreshing the server list. At the same time, old UI elements were not being deleted when the server info objects are deleted. The use of `mutable` for this purpose was also rather unclean.
Now, a separate `std::vector` of UI elements is kept for all server browser entries, instead of associating the UI elements directly with the server info.
Move the "Filter", "Info" and "Friends" tabs to the top, above the tab content. Use icons instead of text for the tabs. Use animator to animate the tabs on mouse-over. Closes#6613.
Make spacings, corners and font sizes used in the filter, details and friends tabs more consistent.
Remove some unnecessary dark UI rect backgrounds.
Improve alignment of the number of friends with the heart icon for entries in the server list.
Improve layout of countries and types filters. Make the filters scrollable when there are many entries.
Refactor most of the server browser in preparation for replacing the DDNet and KoG tabs with a community filter, which will work like the countries and types filters. Split rendering of different server browser sections into multiple functions to improve readability. Reduce duplicate code for the countries and types filters.
Remove `Is` from the getter names for the same reason that removing `Get` from the name is preferred. The word `Is` was inconsistently used as a prefix in `CScrollRegion` but as an infix in `CListBox`.
- Remove unnecessary variable `Page`.
- Use `IGraphics::CORNER_NONE` instead of `0` and instead of the inconsistent-looking `CORNER_BR` for the KoG-button.
- Simplify UI rect layout.
Make the skipping duration adjustable with a dropdown menu. The dropdown menu includes the durations 1s, 5s, 10s, 30s, 1m, 5m and 10m. The default duration is 5s. Skipping durations longer than the current demo are not shown. The dropdown menu is only shown if two or more durations would be shown.
Add buttons for skipping the duration, which was previously only possible with the hotkeys.
Add Ctrl+Left/Right hotkeys for skipping to chapters.
Add Shift+Left/Right hotkeys for adjusting the skipping time.
The Left/Right arrow keys and the J/L keys work identically for all hotkeys now.
Ignore ctrl, shift and alt keys for demo speed changes with the mouse wheel, to better support actions like zooming being bound to alt+mousewheel etc.
Also handle keypad enter key for play/pause like the normal return key.
Use arrow up/down icon for speed adjustment buttons, so that the "backward/forward" icons can be used for duration skipping instead.
Closes#7064.
The DDTeam colors were previously generated in HSL by taking the team index and multiplying it by 360/64° to calculate the hue, which results in team colors being evenly distributed over the entire color range like a rainbow. However, this causes colors of adjacent teams to be very similar and therefore hard to distinguish.
Now, the hue is calculated by multiplying the team index with the golden angle (~137.50776°) and taking the modulo 360° of that. Due to the properties of the golden angle, this can generate never repeating sequences of unique colors where the adjacent colors are very distinct.
Duplicate code is reduced by adding the `CGameClient::GetDDTeamColor` function.
Don't truncate console lines at 255 bytes anymore. Especially lines containing many Unicode characters would be adversely affected by this limitation.
Instead, truncate console lines after 10 wrapped lines are rendered. Rendering too many lines at once currently breaks the console scrolling. Rendering an ellipsis is currently not possible when rendering text with a maximum line count.
Increase buffer sizes to handle long (esp. invalid) command inputs.
Closes#7132.
Use `enum EImageFormat` type for image format literals and variables.
Add `PixelSize` function to get the number of bytes/color channels per pixel for a specified image format.
Remove unused store format argument of texture loading functions. All textures are automatically being stored as RGBA, so the argument was unused. Also remove the therefore unused `FORMAT_AUTO`.
Rename variables consistently to `PixelSize` and use `size_t`, instead of mixing different names like `BPP` and `ColorChannelCount`.
Validate image format loaded from maps using `CImageInfo::ImageFormatFromInt`. Add `FORMAT_ERROR` to represent invalid formats.
Remove redundant `PixelSize` parameter from graphics backends and commands, which can be derived from the texture format.
Fix memory leak when RGB image data is being converted to RGBA format when saving map in editor.
For some tooltips, the associated UI element ID was not being set as hot item, which is required for tooltips.
The tooltip for the "Dummy settings" checkbox was only present on the tee settings page but not on the player settings page.
Closes#7107.
This makes it more obvious where text is localized. This class was also broken for localized strings with context, since the member variable `m_ContextHash` was uninitialized.