Commit graph

569 commits

Author SHA1 Message Date
Robert Müller db4ec4a12d Replace usages of C math functions
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions.

- Use `absolute` instead of `abs` and `fabs`.
- Use `std::floor` instead of `floor` and `floorf`.
- Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`.
- Use `std::round` instead of `round` and `roundf`.
- Use `std::sin` instead of `sin` and `sinf`.
- Use `std::asin` instead of `asin` and `asinf`.
- Use `std::cos` instead of `cos` and `cosf`.
- Use `std::acos` instead of `acos` and `acosf`.
- Use `std::tan` instead of `tan` and `tanf`.
- Use `std::atan` instead of `atan` and `atanf`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::log` instead of `log` and `logf`.
- Use `std::log2` instead of `log2` and `log2f`.
- Use `std::log10` instead of `log10` and `log10f`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::sqrt` instead of `sqrt` and `sqrtf`.
- Use `std::fmod` instead of `fmod` and `fmodf`.
- Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`.
- Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`.
- Remove unused `NormalizeAngular` and `AngularDistance` functions.
2023-03-01 19:26:53 +01:00
Robert Müller f386eff45c Remove unused argument of Text/TextWidth/TextLineCount
The `void *pFontSetV` argument is unused and all invocations except one were already passing `0`, `0x0` or `nullptr` for this argument.
2023-02-20 20:06:17 +01:00
bors[bot] 911bd0e69a
Merge #6282
6282: Add a refresh button to the editor file browser r=heinrich5991 a=Robyt3

![screenshot_2023-01-13_22-51-07](https://user-images.githubusercontent.com/23437060/212426385-f8c03e58-8e5d-4c47-9f19-865946c5be9c.png)

## Checklist

- [X] Tested the change ingame
- [X] 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: Robert Müller <robytemueller@gmail.com>
2023-02-04 11:16:09 +00:00
Robert Müller 624f7df217 Fix memory leak of editor preview image texture and data
The texture of the previous preview image was not unloaded before loading the texture of the new image.

The PNG data was never freed either. It's not necessary to keep this data loaded after loading the texture.
2023-02-04 11:28:13 +01:00
Robert Müller 52aa8ac22a Use str_copy instead of str_format
Using `str_format` without format arguments is equivalent to `str_copy`, but using the latter is more efficient and readable.

As `str_format` also returns the result `str_utf8_fix_truncation`, i.e. the potentially truncated string length, the return value is also added to `str_copy` so existing invocations don't need to be adjusted.
2023-01-28 16:37:33 +01:00
Robert Müller 9054eb15aa Add buttons to move envelopes left and right, use unicode icons
Closes #4129.
2023-01-25 20:05:06 +01:00
Robert Müller b997fe97bc Decrease buffer size 2023-01-25 20:05:06 +01:00
Robert Müller 385fa4d36c Slightly decrease width of name editbox if total width is low 2023-01-25 20:05:06 +01:00
Robert Müller 2514f1d521 Align the editbox labels in the envelope editor with the editboxes 2023-01-25 20:05:06 +01:00
Robert Müller 27790be784 Reserve same space for all envelope channel buttons
Keep all the UI elements in the envelope editor at the same position, independent from the number of channels of the selected envelope.

Previously the UI elements changed their position due to different numbers of channels of the different envelope types. Now the space for the maximum number of channels is always reserved and the UI elements don't move around.
2023-01-25 20:05:06 +01:00
Robert Müller 7ce143bd9e Add CEnvPoint::MAX_CHANNELS constant 2023-01-25 20:05:05 +01:00
Robert Müller 3c42b224f5 Add margin to point value/time editboxes for low screen width
The labels for the editboxes are not shown when the screen width is low, but the spacing should still be applied to the editboxes in that case.
2023-01-25 20:05:05 +01:00
Robert Müller d6d8739031 Remove unnecessary temporary CUIRect 2023-01-25 20:05:05 +01:00
Robert Müller c62cc979cb Remove dead commented code 2023-01-25 20:05:05 +01:00
Robert Müller c9d8fedcee Use IGraphics::CORNER_NONE instead of 0 2023-01-25 20:05:05 +01:00
Robert Müller 3b4d2910ef Rename envelope Synchronized checkbox to Sync.
To gain more width of other controls.
2023-01-25 20:05:04 +01:00
Robert Müller 5b61691f25 Pass nullptr to CUIRect functions when result is unused 2023-01-25 20:05:04 +01:00
Robert Müller c86ef06c5c Add tooltip support for editboxes in editor
Add tooltips for envelope name, point value and point time.
2023-01-25 20:05:04 +01:00
Robert Müller 29b61fc438 Refactor CEditor:::PopupLayer, remove CEditor::IsSpecialLayer
- Use `pCurrentLayer` instead of `pEditor->GetSelectedLayer(0)` everywhere.
- Remove unnecessary null-checks of `pCurrentLayer`.
- Use `CLayer::IsEntitiesLayer` instead of `CEditor::IsSpecialLayer` and remove the latter function.
- Restructure UI layout code and variables.
2023-01-22 11:58:37 +01:00
Robert Müller a127890e2d Clear editor file browser search term when entering folder
Closes #5620.
2023-01-15 20:46:10 +01:00
Robert Müller aa23873af8 Add a refresh button to the editor file browser 2023-01-13 22:54:29 +01:00
Robert Müller d1712f30e6 Support longer file/folder names in editor 2023-01-13 22:07:20 +01:00
Robert Müller 91a23f00cb Port CListBox from upstream, smooth scrolling for all lists
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.
2023-01-06 12:46:16 +01:00
Robert Müller b032324b55 Deactivate editor hotkeys while dialog or editbox is active
Prevent most global editor hotkeys from being used while the file dialog is open or an editbox is active, to prevent the hotkeys from interfering with the text input.

Closes #6176.
2022-12-22 23:25:53 +01:00
Robert Müller 0e476dfd70 When GUI inactive, unlock mouse and don't render popup menus
When the GUI is deactivated by pressing Tab, the popup menus were still rendered, which they shouldn't be, because they belong to the GUI.

The mouse needs to be unlocked when deactivating the GUI, because it can otherwise not be moved while the GUI is inactive.
2022-12-22 23:13:15 +01:00
Robert Müller ac592b2a54 Close editor popups when opening file dialog
As the popups would render above the file dialog, they should be closed before opening it.
2022-12-22 22:30:59 +01:00
Robert Müller 32ce5be301 Fix smooth zooming overshooting the target zoom level
Ensure that the zoom level with smooth zooming does not exceed the target zoom level.

Closes #3747.
2022-12-18 20:58:29 +01:00
Robert Müller a0553f2d40 Fix editor smooth zooming when joining/reloading game
Using `IClient::LocalTime` for smooth zooming in the editor causes the zoom to behave incorrectly when joining a game, as the local time is reset when joining a game.
This is fixed by adding a separate `IClient::GlobalTime` which is only set once when the client launches and never resets.
2022-12-15 18:18:06 +01:00
Robert Müller 612ef8358c Add separate ed_limit_max_zoom_level for editor
To completely separate zoom settings between ingame and editor.
2022-12-15 17:59:46 +01:00
Robert Müller 71139f33f0 Add separate option for smooth zooming in editor
Add `ed_smooth_zoom_time` option for smooth zooming in editor separate from the `cl_smooth_zoom_time` that's used for smooth zooming ingame, as some mappers seem to prefer unsmooth zooming in the editor but smooth zooming ingame.
2022-12-11 13:14:55 +01:00
Robert Müller 0b3dad8dcd Reduce duplicate code by extracting CEditor::SnapToGrid 2022-12-06 20:18:08 +01:00
bors[bot] cf6e89c319
Merge #6035
6035: Fix various issues reported by cppcheck static analyser r=def- a=Robyt3

After generating `compile_commands.json` with cmake, I ran [cppcheck](https://cppcheck.sourceforge.io/) like this:

```
cppcheck --project=compile_commands.json -DWIN64 --suppressions-list=cppcheck.supp --enable=all 2>cppcheck.log
```

With these suppressions in `cppcheck.supp`:

```
cstyleCast
useStlAlgorithm
unusedFunction
variableScope
noExplicitConstructor
useInitializationList
noConstructor
uninitMemberVar
uninitMemberVarPrivate
uninitDerivedMemberVar
uninitStructMember
uninitvar
shadowFunction
memleakOnRealloc
internalAstError
virtualCallInConstructor
unknownMacro
noOperatorEq
noCopyConstructor
```

Many of these occur too often or are false positives. 

Here is a list of all remaining non-suppressed issues reported by cppcheck: [cppcheck.log](https://github.com/ddnet/ddnet/files/9997663/cppcheck.log)

And here is a list of all remaining issues including the suppressed ones: [cppcheck_all.log](https://github.com/ddnet/ddnet/files/9997662/cppcheck_all.log)

I couldn't get cppcheck's command line argument to ignore the external folders to work correctly, so I manually removed those entries from the files.

## 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)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-12-05 20:00:07 +00:00
bors[bot] be7242e010
Merge #6071 #6077 #6085 #6088 #6090
6071: Add logs for moderators (fixes #5433) r=def- a=Vy0x2

<!-- What is the motivation for the changes of this pull request? -->
issue #5433 
Moderators can access the last x minutes of the chat activity.
Every entry beside server messages will show the player name, player ip and client who wrote the message / who disconnected so moderators can get the players ip after something happened in case he left already.

The current implementation has a 4 minute time slot, messages older than 4 minutes are not shown.
To limit the memory usage its limited atm to 256 log-entries. In case of more messages than 256 in 4 minutes (unlikely), the oldest messages are overwritten.

I keep this as a draft for a while, because its my first pr and I am sure there is some improvement i did not see (or to improve the wording)
<!-- 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

- [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
- [x] Considered possible null pointers and out of bounds array indexing
- [x] 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)


6077: Add "Tools > Remove unused envelopes" to editor r=def- a=Robyt3

Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".

Clicking the button opens a confirmation popup to confirm the operation.

![editor-tools-menu](https://user-images.githubusercontent.com/23437060/205157109-62d53601-502a-4401-8c6f-f06c7e57e174.png)

Closes #2576.

## Checklist

- [X] Tested the change ingame
- [X] 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)


6085: Fix cmake args in workspace r=def- a=Jupeyy

current is completely wrong, since it overwrites the cmake internal settings. and e.g. prevent `-g`
Now it should in worst case only overwrite custom settings by the user. but dunno how often u actually do that anyway inside a IDE

but if someone knows better I'm glad to hear it

## 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)


6088: Pr fix uninit r=def- a=Jupeyy

<!-- 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)


6090: FIX: parse & colorify gametype Gores correctly r=heinrich5991 a=Avolicious

`@def-` The correct PR now :) Correct coloring the gamemode "Gores"
![193410660-5e757fd4-449f-4d0a-a719-4a0cc1e5a01e](https://user-images.githubusercontent.com/105295486/205684472-36cc6daa-bda4-4af1-a838-b7fe25a55dec.png)

## Checklist

- [x] Tested the change ingame
- [x] 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
- [x] 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: Vy0x2 <denispaul43@gmail.com>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Avolicious <avolicious@kog.tw>
2022-12-05 16:12:05 +00:00
Robert Müller 5425708b27 Reduce duplicate code by moving it outside of branches 2022-12-04 13:45:27 +01:00
Robert Müller 077b0eeaab Add "Tools > Remove unused envelopes" to editor
Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".

Clicking the button opens a confirmation popup to confirm the operation.

Closes #2576.
2022-12-03 11:04:50 +01:00
Robert Müller 3ba51c476f Extract SSelectionPopupContext::Reset to reduce duplicate code 2022-12-03 11:04:49 +01:00
Robert Müller faa9f27808 Declare variables as const when possible
According to cppcheck's `constVariable` error:

```
src\engine\client\backend\opengl\opengl_sl.cpp:74:43: style: Variable 'Define' can be declared as reference to const [constVariable]
  for(CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines)
                                          ^

src\engine\client\backend\vulkan\backend_vulkan.cpp:2149:12: style: Variable 'GraphicThreadCommandBuffer' can be declared as reference to const [constVariable]
     auto &GraphicThreadCommandBuffer = m_vvThreadDrawCommandBuffers[i + 1][m_CurImageIndex];
           ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3192:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3200:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[State.m_Texture].m_VKStandard3DTexturedDescrSet;
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3810:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
  for(auto &Mode : vPresentModeList)
            ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3818:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
  for(auto &Mode : vPresentModeList)
            ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6511:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6555:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_VKStandard3DTexturedDescrSet;
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6660:9: style: Variable 'MemBlock' can be declared as reference to const [constVariable]
  auto &MemBlock = m_vBufferObjects[BufferIndex].m_BufferObject.m_Mem;
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6799:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6808:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6902:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6907:9: style: Variable 'TextTextureDescr' can be declared as reference to const [constVariable]
  auto &TextTextureDescr = m_vTextures[pCommand->m_TextTextureIndex].m_VKTextDescrSet;
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6961:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6970:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^

src\game\client\components\hud.cpp:178:8: style: Variable 'aFlagCarrier' can be declared as const array [constVariable]
   int aFlagCarrier[2] = {
       ^
src\game\client\components\hud.cpp:519:16: style: Variable 's_aTextWidth' can be declared as const array [constVariable]
  static float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000};
               ^

src\game\client\components\killmessages.cpp:305:30: style: Variable 'Client' can be declared as reference to const [constVariable]
   CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_KillerID];
                             ^
src\game\client\components\killmessages.cpp:314:30: style: Variable 'Client' can be declared as reference to const [constVariable]
   CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_VictimID];
                             ^

src\game\client\components\menus_ingame.cpp:243:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
 for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
           ^
src\game\client\components\menus_ingame.cpp:530:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
 for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
           ^

src\game\client\components\players.cpp:767:44: style: Variable 'CharacterInfo' can be declared as reference to const [constVariable]
  CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i];
                                           ^

src\game\client\components\spectator.cpp:122:27: style: Variable 'Snap' can be declared as reference to const [constVariable]
 CGameClient::CSnapState &Snap = pSelf->m_pClient->m_Snap;
                          ^
src\game\client\components\spectator.cpp:221:12: style: Variable 'pInfo' can be declared as reference to const [constVariable]
 for(auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName)
           ^

src\game\client\gameclient.cpp:2220:15: style: Variable 'OwnClientData' can be declared as reference to const [constVariable]
 CClientData &OwnClientData = m_aClients[ownID];
              ^
src\game\client\gameclient.cpp:2227:16: style: Variable 'cData' can be declared as reference to const [constVariable]
  CClientData &cData = m_aClients[i];
               ^

src\game\client\prediction\entities\character.cpp:397:11: style: Variable 'aSpreading' can be declared as const array [constVariable]
    float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
          ^

src\game\client\prediction\entities\laser.cpp:53:9: style: Variable 'HitPos' can be declared as reference to const [constVariable]
  vec2 &HitPos = pHit->Core()->m_Pos;
        ^

src\game\editor\auto_map.cpp:507:18: style: Variable 'Index' can be declared as reference to const [constVariable]
       for(auto &Index : pRule->m_vIndexList)
                 ^
src\game\editor\auto_map.cpp:518:18: style: Variable 'Index' can be declared as reference to const [constVariable]
       for(auto &Index : pRule->m_vIndexList)
                 ^

src\game\editor\editor.cpp:118:12: style: Variable 'Item' can be declared as reference to const [constVariable]
 for(auto &Item : vList)
           ^
src\game\editor\editor.cpp:2983:11: style: Variable 'aAspects' can be declared as const array [constVariable]
    float aAspects[] = {4.0f / 3.0f, 16.0f / 10.0f, 5.0f / 4.0f, 16.0f / 9.0f};
          ^
src\game\editor\editor.cpp:3141:15: style: Variable 's_aShift' can be declared as const array [constVariable]
   static int s_aShift[] = {24, 16, 8, 0};
              ^

src\engine\server\server.cpp:2807:14: style: Variable 'Client' can be declared as reference to const [constVariable]
   for(auto &Client : m_aClients)
             ^

src\engine\server\sql_string_helpers.cpp:51:6: style: Variable 'aTimes' can be declared as const array [constVariable]
 int aTimes[7] =
     ^

src\test\secure_random.cpp:24:6: style: Variable 'BOUNDS' can be declared as const array [constVariable]
 int BOUNDS[] = {2, 3, 4, 5, 10, 100, 127, 128, 129};
     ^
```
2022-11-29 23:32:32 +01:00
Robert Müller 19bf435d6a Remove redundant assignments
According to cppcheck's `redundantInitialization` and `redundantAssignment` errors:

```
src\game\client\ui.cpp:456:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:454:11: note: tw is initialized
 float tw = std::numeric_limits<float>::max();
          ^
src\game\client\ui.cpp:456:5: note: tw is overwritten
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:529:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:527:11: note: tw is initialized
 float tw = std::numeric_limits<float>::max();
          ^
src\game\client\ui.cpp:529:5: note: tw is overwritten
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^

src\game\editor\editor.cpp:6051:19: style: Variable 'm_Map.m_Modified' is reassigned a value before the old one has been used. [redundantAssignment]
 m_Map.m_Modified = false;
                  ^
src\game\editor\editor.cpp:6046:19: note: m_Map.m_Modified is assigned
 m_Map.m_Modified = false;
                  ^
src\game\editor\editor.cpp:6051:19: note: m_Map.m_Modified is overwritten
 m_Map.m_Modified = false;
                  ^

src\game\client\prediction\entities\character.cpp:1148:36: style: Variable 'm_LatestInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                   ^
src\game\client\prediction\entities\character.cpp:1134:16: note: m_LatestInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
               ^
src\game\client\prediction\entities\character.cpp:1148:36: note: m_LatestInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                   ^
src\game\client\prediction\entities\character.cpp:1148:20: style: Variable 'm_LatestPrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                   ^
src\game\client\prediction\entities\character.cpp:1134:36: note: m_LatestPrevInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
                                   ^
src\game\client\prediction\entities\character.cpp:1148:20: note: m_LatestPrevInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                   ^
src\game\client\prediction\entities\character.cpp:1148:50: style: Variable 'm_PrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                                 ^
src\game\client\prediction\entities\character.cpp:1134:50: note: m_PrevInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
                                                 ^
src\game\client\prediction\entities\character.cpp:1148:50: note: m_PrevInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                                 ^
```
2022-11-29 23:32:29 +01:00
Robert Müller 8e675878b0 Remove redundant null-checks
According to cppcheck's `nullPointerRedundantCheck` check:

```
src\game\client\components\menus_settings.cpp:729:8: warning: Either the condition 'pSkinToBeSelected==0' is redundant or there is possible null pointer dereference: pSkinToBeSelected. [nullPointerRedundantCheck]
   if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
       ^
src\game\client\components\menus_settings.cpp:732:25: note: Assuming that condition 'pSkinToBeSelected==0' is not redundant
   if(pSkinToBeSelected == 0)
                        ^
src\game\client\components\menus_settings.cpp:729:8: note: Null pointer dereference
   if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
       ^

src\game\editor\editor.cpp:5034:19: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
  float EndTime = pEnvelope->EndTime();
                  ^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
   if(pEnvelope)
      ^
src\game\editor\editor.cpp:5034:19: note: Null pointer dereference
  float EndTime = pEnvelope->EndTime();
                  ^
src\game\editor\editor.cpp:5038:3: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
  pEnvelope->FindTopBottom(s_ActiveChannels);
  ^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
   if(pEnvelope)
      ^
src\game\editor\editor.cpp:5038:3: note: Null pointer dereference
  pEnvelope->FindTopBottom(s_ActiveChannels);
  ^
src\game\editor\editor.cpp:5039:15: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
  float Top = pEnvelope->m_Top;
              ^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
   if(pEnvelope)
      ^
src\game\editor\editor.cpp:5039:15: note: Null pointer dereference
  float Top = pEnvelope->m_Top;
              ^
src\game\editor\editor.cpp:5040:18: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
  float Bottom = pEnvelope->m_Bottom;
                 ^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
   if(pEnvelope)
      ^
src\game\editor\editor.cpp:5040:18: note: Null pointer dereference
  float Bottom = pEnvelope->m_Bottom;
                 ^
src\game\editor\editor.cpp:5081:23: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
   for(int c = 0; c < pEnvelope->m_Channels; c++)
                      ^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
   if(pEnvelope)
      ^
src\game\editor\editor.cpp:5081:23: note: Null pointer dereference
   for(int c = 0; c < pEnvelope->m_Channels; c++)
                      ^
```
2022-11-29 23:32:27 +01:00
Robert Müller e134e4e488 Remove redundant conditions (always either true or false)
According to cppcheck's `knownConditionTrueFalse` error:

```
src\base\system.cpp:1776:11: style: The comparison 'bytes == 0' is always true. [knownConditionTrueFalse]
 if(bytes == 0 && sock->ipv4sock >= 0)
          ^
src\base\system.cpp:1742:14: note: 'bytes' is assigned value '0' here.
 int bytes = 0;
             ^
src\base\system.cpp:1776:11: note: The comparison 'bytes == 0' is always true.
 if(bytes == 0 && sock->ipv4sock >= 0)
          ^

src\game\editor\io.cpp:887:33: style: Condition 'pSoundsItem->m_Version>=1' is always true [knownConditionTrueFalse]
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:874:33: note: Assuming that condition 'pSoundsItem->m_Version<1' is not redundant
      if(pSoundsItem->m_Version < 1 || pSoundsItem->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
                                ^
src\game\editor\io.cpp:887:33: note: Condition 'pSoundsItem->m_Version>=1' is always true
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:914:33: style: Condition 'pSoundsItem->m_Version>=1' is always true [knownConditionTrueFalse]
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:901:33: note: Assuming that condition 'pSoundsItem->m_Version<1' is not redundant
      if(pSoundsItem->m_Version < 1 || pSoundsItem->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
                                ^
src\game\editor\io.cpp:914:33: note: Condition 'pSoundsItem->m_Version>=1' is always true
      if(pSoundsItem->m_Version >= 1)
                                ^

src\engine\client\backend\opengl\backend_opengl.cpp:207:68: style: Condition '*pStr=='\0'' is always false [knownConditionTrueFalse]
   else if(LastWasNumber && (*pStr == '.' || *pStr == ' ' || *pStr == '\0'))
                                                                   ^

src\game\client\components\maplayers.cpp:851:110: style: Condition 'DoTextureCoords' is always true [knownConditionTrueFalse]
        mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(vec3), vtmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
                                                                                                             ^
src\game\client\components\maplayers.cpp:849:11: note: Assuming that condition 'DoTextureCoords' is not redundant
       if(DoTextureCoords)
          ^

src\game\client\components\maplayers.cpp:851:110: note: Condition 'DoTextureCoords' is always true
        mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(vec3), vtmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
                                                                                                             ^

src\game\client\prediction\gameworld.cpp:567:5: style: Condition 'm_pParent' is always true [knownConditionTrueFalse]
 if(m_pParent && m_pParent->m_pChild && m_pParent->m_pChild != this)
    ^

src\game\client\components\menu_background.cpp:271:7: style: Condition 'NeedImageLoading' is always true [knownConditionTrueFalse]
   if(NeedImageLoading)
      ^
src\game\client\components\menu_background.cpp:268:23: note: Assignment 'NeedImageLoading=true', assigned value is 1
   NeedImageLoading = true;
                      ^
src\game\client\components\menu_background.cpp:271:7: note: Condition 'NeedImageLoading' is always true
   if(NeedImageLoading)
      ^

src\game\editor\editor.cpp:4991:6: style: Condition 'pEnvelope' is always true [knownConditionTrueFalse]
  if(pEnvelope)
     ^
```
2022-11-29 23:32:26 +01:00
Robert Müller 5e06eefcd2 Implement smooth zoom for editor
Port the smooth zoom code from the ingame camera to the editor with some minor adjustments.

The smooth zoom animation time can be adjusted with the existing `cl_smooth_zoom_time` config variable.

Closes #2525.
2022-11-23 23:06:20 +01:00
bors[bot] 56088cb4b0
Merge #6054
6054: Fix editor crash when shifting left/right, fix wrong up/down shifting r=heinrich5991 a=Robyt3

Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.

Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.

The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.

Closes #6036.

## 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
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [X] 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: Robert Müller <robytemueller@gmail.com>
2022-11-16 20:27:02 +00:00
Robert Müller 8c5bf10d44 Fix editor crash when shifting left/right, fix wrong up/down shifting
Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.

Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.

The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.

Closes #6036.
2022-11-16 20:55:44 +01:00
Robert Müller 4af20240fc Add Shift+G editor hotkey to toggle visibility of game layers
If any game layers are hidden, the hotkey will make them visible.
Else, if all game layers are visible, the hotkey will hide all of them.

Closes #4109.
2022-11-16 18:09:03 +01:00
Robert Müller ab9b6c2b80 Allow both shift keys to be used for all hotkeys
Handle both shift keys in some cases where only the left shift key was previously supported.

The `CChat::m_ReverseTAB` variable is removed because it's unnecessary.
2022-11-15 21:17:55 +01:00
Robert Müller 04be9d6e72 Add IInput::ShiftIsPressed and IInput::AltIsPressed
To avoid duplicate code when checking for both right and left shift or alt keys.
2022-11-15 21:17:55 +01:00
Robert Müller 26c95de743 Remove dead code that compares pointers of different types
This condition cannot be true, as `pGroup` is a `CLayerGroup *` but the layers are `CLayer *`/`CLayerTiles *`/`CLayerGame *` etc., which are not part of the same inheritance hierarchy.

The method `CLayerGroup::Render` already ensures that game layers are not rendered below other layers.
2022-11-15 21:17:55 +01:00
Robert Müller 91ba786b67 Only disable clipping if it was previously enabled 2022-11-15 21:17:55 +01:00
VoxelDoesCode 5d1bec5a83 Change editor UI, fix an overflow bug.
clang

clang2
2022-11-11 20:36:15 -05:00
Robert Müller 964f839410 Show selection popup when multiple images/sounds with same name exist
When readding a sound/image and multiple files with the name exist, a popup is shown that allows the user to choose the wanted file.
If exactly one file is found, it is used without showing a dialog.
As before, if no file is found, an error message popup is shown.
2022-11-05 15:42:39 +01:00