Support using emoticon selector and spectator menu with touch inputs. Touching in the emoticon selector activates the selected (eye) emote and closes the emoticon selector. The spectator menu is kept open when using it for more convenience. The emoticon selector and spectator menu can be closed by touching anywhere outside of them.
Additionally, the emoticon selector and specator menu can now be closed by pressing the Escape key (i.e. the back button on Android). This made it necessary to change the order of the components for input handling, so the ingame menu will handle the Escape key after the emoticon selector and spectator menu. This also means that the Escape key can now be used to close the selector/menu when they are stuck open, which was previously delayed until ingame menu or console were opened and closed.
The additional margin left of the Spectate and Join game buttons is unnecessary.
Avoid reusing `s_SpectateButton` variable for different buttons.
Use `TEAM_RED` instead of `0` when joining game in non-team server.
This reverts commit 91848f0be6.
This was prone to accidental usage. The user interface is now usable with touch input, so this additional method to quickly and cleanly quit the game is not necessary anymore.
Use the same HSLA scrollbar color picker for the 0.7 tee settings as for the 0.6 tee settings. Use the correct darkest lighting value for 0.7 skin color pickers instead of not clamping the lighting value in the color picker.
Use existing color constructor to conditionally unpack the alpha component instead of doing this separately.
Make `DARKEST_COLOR_LGT` a `float` constant instead of using an `enum` to simplify the usage.
Rename `CMenus::RenderHSLScrollbars` function to `RenderHslaScrollbars`.
Pass darkest light value as `float` to the `RenderHslaScrollbars` function to add support for different values, instead of enabling the clamping with a `bool` parameter. Previously, this parameter was always set to `true`, as this type of color picker is only used for skins.
Remove unnecessarily complicated code for rendering unclamped lighting scrollbar. The code can be simplified by considering the darkest lighting value as a variable.
Let the `RenderHslaScrollbars` function return `true` if the color was changed to simplify the usage. The function previously returned the color but this value was unused.
Use `IGraphics::SetColor4` function instead of `IGraphics::SetColorVertex` when possible. Rename variables `Array` to `aColorVertices`. Use `std::size` instead of hard-coding array sizes.
On macOS, semaphore names are global and processes can open semaphores of other processes by using their name. It was possible that multiple client/server processes randomly tried to create semaphores with the same memory address, which would cause them to have the same name. In that case, `sem_open` would fail because `O_EXCL` prevents creating semaphores if the name is already used.
This is made more unlikely by also including the PID in the semaphore name. Additionally, the semaphore name is prefixed with `/` to more closely follow the construction rules for semaphore names. In particular, the behavior is implementation-defined if the name is not prefixed with a slash.
See https://pubs.opengroup.org/onlinepubs/9799919799/functions/sem_open.htmlCloses#8773.
More details are added to the assertion error message in case this does not end up fixing the issue.
Players are supposed to turn of their VPN or complain to the admins if
they get banned for using a VPN. Calling this "banned" seems to be
confusing, as players ask for an unban even after they turned off the
VPN.
Simplify clipboard handling by returning an `std::string` and freeing the string returned by SDL immediately, so the clipboard data does not stay in memory unnecessarily after the clipboard has been used until the clipboard data is requested again.
Fix possible TOCTOU when pasting from the clipboard into a lineinput, due to the clipboard data being requested twice.
- Fix value `0` being used for sound volume, so the tee sound was not audible.
- Use `DoButtonLogic` to trigger sound to ensure it does not play while other UI elements are active.
- Remove unnecessay `MousePosition` variable by using `MousePos` function instead.
Update src/engine/shared/netban.cpp
Remove the word "currently" for the empty ban list message.
Co-authored-by: Dennis Felsing <dennis@felsing.org>
Update src/engine/shared/netban.cpp
Text format refactor, adding "currently"
Co-authored-by: Dennis Felsing <dennis@felsing.org>
Mark remaining `CCollision` functions as `const` when possible.
Add remaining getter functions for all tile data and mark all tile getter functions as `const`.
Avoid duplicate calculation by extraction result of `GetPureMapIndex` in variable.
Rename variable `Indices` to `Index`.
Include `vector` instead of `list`, as the former is used but the latter is not.
Also show client IDs in the spectator menu when `cl_show_ids` is enabled. Previously, this setting applied to scoreboard and chat, although the setting and config variable descriptions were only mentioning the scoreboard.
Extract client ID formatting in `CGameClient::FormatClientId` function to reduce duplicate code and ensure it is consistent.
Correctly indent client IDs also when largest client ID is 100 or larger. Fix scoreboard spectator client ID buffer not being large enough for IDs 100 and larger.
Make client ID formatting more efficient by avoiding `str_format` except for formatting the number itself and appending text directly to the text cursor when possible.
Previously, the `net_udp_create` function returned whether the IPv6 socket in particular was created successfully. If an IPv4 socket or Websocket was created successfully before this, it was not used and also not closed properly, if the IPv6 socket could not be created.
Now, the `net_udp_create` function succeeds if the socket for at least one network type (IPv4, IPv6 or Websocket) could be created successfully.
Avoid reusing local variables and remove redundant comments. Also apply the same refactoring to `net_tcp_create`, which already has the behavior of succeeding if the socket for any network type (IPv4 or IPv6) was created successfully.
We already sent the legacy is ddnet message and so far the ddnet
protocol over 0.7 seems to work fine.
But for completeness and correctness it is now also sending the new
ddnet version net message.
- Only log successful log messages when `debug` is enabled, consistent with logging for regular skins.
- Use `IsImageFormatRgba` to check for RGBA image format, so this also shows a warning popup.
- Remove redundant logic for non-RGBA image data.
- Use `CheckImageDivisibility` instead of enforcing exact size of xmas hat and bot decoration images to allow higher resolution images.
- Fix image data not being freed if it has the wrong format or ratio.
- Fix potential integer overflow when calculating skin part blood color (same as for regular skins).
- Extract `LoadXmasHat` and `LoadBotDecoration` functions for readability.
skins7: Extract the skins dir to a macro
skins7: Look for the skins at 'skins7' dir
Data: Add 0.7 skins (diliated)
CMenus::RenderSkinSelection7: Fix the skins number (use 0.7 getter)
CSkins7::GetColorV3: Fix missing UnclampLighting
CRenderTools: Use stronger type for 0.7 colors
CSkins7::RandomizeSkin: Use enum value instead of hardcode+comment
CMenus::RenderSettingsTee7: Enable team skins validation
system: Add str_utf8_copy_num()
GameClient: Extract ApplySkin7InfoFromGameMsg()
GameClient: Add skin7 to CClientData (also process and validate it)
While keeping 0.6 fully working and untouched
This adds the option to connect via 0.7
0.7 servers are now mixed into the server browser list.
And users can also manually connect via 0.7
using a connection url like so:
./DDNet "connect tw-0.7+udp://127.0.0.1:8303"
This also adds a "Tee 0.7" section in the menu to pick a 0.7 skin.
The config variables are prefixed with player7_ like for example
player7_color_body
- Remove `readability-identifier-naming.StaticVariableIgnoredRegexp`.
- Mark `static` variables as `const` and use `UPPER_CASE` for names when possible.
- Use local variables instead of `static` variables when possible.
- Use member variables with correct name instead of `static` variables.
- Pass output buffer for `static` function `GetKeyBindModifiersName` by argument instead of returning pointer to `static` buffer.
Previously, binding `+` commands like `+hook` to composite keys like `shift+x` or `ctrl+alt+mouse1` was not possible, as it would lead to stuck inputs when one of the modifiers is released first before the primary key. When binding `+` commands to composite binds the modifier was instead ignored to prevent this.
Now, binding `+` commands to composite keys is also possible. Active binds (key, modifier) are stored and when a modifier key is released all binds using that modifier are also released.
Closes#8314.
The handling of F1-F24 keys in `CBindsSpecial` was not correct for composite binds, leading to stuck inputs if modifier keys are released first. Now, the `CBindsSpecial::OnInput` function simply delegates to `CBinds::OnInput` for F-key presses/releases so the behavior is consistent with regular binds.
- Use `UnbindAll` function in destructor to reduce duplicate code.
- Use appropriate constants instead of magic number `0`.
- Remove redundant comments.
- Remove redundant `else if` condition.
- Rename generic loop variables `i` and `j` to `Modifier` and `Key` for clarity.
This was only affecting the key names displayed in the voting HUD, e.g. with `bind "ctrl+alt+f3" "vote yes"` the voting HUD previously showed `+f3` as the key name.
The `OnInput` function should return `true` exactly for events that were handled. In case of line inputs, the function returned `true` when then line input was changed instead. For the consoles, the function did not return `true` for some events that were handled.
The flag `TEXLOAD_NO_COMPRESSION` is entirely unused.
The flag `TEXLOAD_NOMIPMAPS` is unused and only the respective `CCommandBuffer::TEXFLAG_NOMIPMAPS` is used internally, so the former flag does not need to be exposed to users of `IGraphics`.
The `IGraphics::LoadTextureRawSub` function and the respective `CMD_TEXTURE_UPDATE` command are unused. Only text textures are updated after having been uploaded, but there is a separate `CMD_TEXT_TEXTURE_UPDATE` for that.