Commit graph

4671 commits

Author SHA1 Message Date
Robert Müller 30d3d4f94c Rename GetTunes to GetTuning and return const pointer
No need to copy all tuning parameters. Consistent naming with prediction code where `GetTuning` is also used.
2023-08-08 20:31:48 +02:00
Robert Müller b98d519744 Use textrender for graphs, refactor CGraph::Render
Use textrender for rendering debug graph labels instead of using the debugging font and quad text.
2023-08-08 20:31:47 +02:00
Robert Müller 262196bd2c Use Localizable instead of Localize inside comment 2023-08-08 20:26:56 +02:00
Edgar 43d3d6a876
avoid nullptr checks by initializing the pointers 2023-08-08 16:47:49 +02:00
Edgar 8d4f468edd
fix too long console commands not rendering help 2023-08-08 16:42:24 +02:00
Edgar 50938a8a58
don't send empty chat messages 2023-08-07 17:07:12 +02:00
Robert Müller c4dcdad5cc Fix crash when using goto_tele in map without tele layer
The check for `goto_switch` is added for completeness but not strictly necessary, as this is also checked in `GetSwitchNumber`.
2023-08-06 23:41:15 +02:00
Robert Müller 2ea82730ae Fix client crash with more than MAX_VOTE_OPTIONS vote options
The server does not allow adding more than `MAX_VOTE_OPTIONS` vote options, so the client will now also refuse to add more options than that.

Supersedes #6930.
2023-08-06 17:07:06 +02:00
Edgar 8c49c2ea4b
Merge pull request #6952 from Robyt3/TextRender-Font-Index-File
Add font index, support font family variants depending on language
2023-08-05 15:49:12 +00:00
Robert Müller 43739ea9aa When quitting/restarting client clear screen and render message
When quitting or restarting the client, clear the screen and render a message "Quitting. Please wait…" or "Restarting. Please wait…" respectively.

Previously the last frame would keep getting shown while the client is busy with cleanup tasks. Rendering a final message before the client window stops being updated provides a cleaner user experience.
2023-08-03 17:24:09 +02:00
Robert Müller d642abd722 Add font index, support font family variants depending on language
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.
2023-08-01 19:30:25 +02:00
Edgar 27e846f8db
Merge pull request #5434 from heinrich5991/pr_ddnet_loglevels
Add separate log levels for each output
2023-08-01 09:20:06 +00:00
Robert Müller 3b273500c5
Merge pull request #6942 from heinrich5991/pr_ddnet_game_settings_cleanup
ResetServerGameSettings → ResetGameSettings, remove flag argument
2023-07-29 08:48:05 +00:00
Robert Müller 5b10547aec
Merge pull request #6916 from Vy0x2/pr-poc-mv-clean
Minor improvements to Multi-View
2023-07-28 15:00:42 +00:00
devdenn 1c231a0dbd Minor improvements to Multi-View
Dont save the Multi-View variables
Multi-View can not longer be activated again after already active
Fix cl_multiview_use_freeview variable config
Players who killed will be removed from Multi-View even if the spec mode is not active
Multi-View personal zoom will be reseted when enabling Multi-View
Fix bug where a kill in a team will be taken into account
Improve the solo player experience in Multi-View
2023-07-28 16:34:35 +02:00
heinrich5991 a94b5c35bf ResetServerGameSettings → ResetGameSettings, remove flag argument
The old code looked pretty weird. It checked for `CFGFLAG_SERVER |
CFGFLAG_GAME` being set above, and then used the passed-in parameter to
find the command. I think it'd be better to just look for `CFGFLAG_GAME`
and then find the command using `CFGFLAG_GAME`.
2023-07-28 16:12:21 +02:00
heinrich5991 03fd1b440b
Merge pull request #5398 from AssassinTee/feature/elasticity-tuning
implement tuning values for elasticity
2023-07-28 13:58:42 +00:00
Marvin Winkens e1ba77d3dc implement tuning values for elasticity
implement tuning values for elasticity

add grounded check to movebox and give jump back when bouncing

fix styling issues

fix jumps being given back at ceilings
2023-07-28 15:35:45 +02:00
Tater 6bb2696c8b Fix crash in ResetServerGameSettings 2023-07-27 13:26:11 -05:00
Robert Müller b412153341 Ignore listbox hotkeys when modifier, shift or alt pressed
So other components can use these combinations together with a listbox.
2023-07-25 20:17:36 +02:00
Tater 4fe7aaa43f execute CFGFLAG_GAME configs on the client 2023-07-24 19:15:29 -05:00
heinrich5991 85566fbe92 Add separate log levels for each output
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.

Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
2023-07-24 22:43:05 +02:00
Robert Müller 566324c1f8 Fix "Multiplication result converted to larger type" alerts
Introduced by #6899.
2023-07-24 20:06:08 +02:00
Tater d2d273b6e0 Respect ALLOW_HOOK_COLL flag 2023-07-23 15:54:18 -05:00
Tater a998363978 Use local inputs for direction arrows and aim line toggle 2023-07-22 22:57:20 -05:00
Edgar d11048ad36
Merge pull request #6903 from Robyt3/Game-Console-Antistatic
Support selecting text in both consoles at the same time, refactoring
2023-07-22 19:25:10 +00:00
Robert Müller e174c0bc08 Support selecting text in both consoles at the same time
Change static variables to member variables and move member variables from overall console class to the console instance class, so selection is tracked separately for console instances.
2023-07-22 13:49:53 +02:00
Robert Müller db62f5b189 Use IClient::GlobalTime instead of CConsole::TimeNow
Both functions track the time in seconds that has passed since some instant as a `float`. The specific start time is not relevant for calculations, therefore `IClient::GlobalTime` can be used instead of `CConsole::TimeNow`.
2023-07-22 13:46:58 +02:00
Robert Müller d02904feea Fix inaccurate envelope calculation
Use `double` instead of `int` to represent the time in milliseconds in envelope calculation.

This fixes step-ladder patterns appearing with bezier curves and artifacts appearing when two points are very close together in time.
2023-07-21 17:45:44 +02:00
Robert Müller 21bbc8be61 Improve filename length check for images
Only add assertion to prevent empty filename, as this causes Valgrind to crash.

Handle empty filename used for special null-image separately in gameclient.
2023-07-20 21:58:16 +02:00
ChillerDragon 1c023772f3 Init variables used by goto_switch and goto_tele 2023-07-20 20:26:15 +02:00
heinrich5991 27b812287e
Merge pull request #6871 from Robyt3/UI-LastActiveItem-Cleanup
Remove usages of `CUI::LastActiveItem`
2023-07-19 10:54:07 +00:00
Robert Müller 3991d19966
Merge pull request #6887 from ChillerDragon/pr_goto_switch_tele
Add ``goto_switch`` and ``goto_tele``
2023-07-18 17:18:00 +00:00
ChillerDragon fb8d2a18d5 Add `goto_switch and goto_tele`
Set the clients view to a given teleporter or switch number
2023-07-18 14:34:51 +02:00
Robert Müller 6ee3928665 Fix ingame animations not using correct envelope points anymore
Add `CMapBasedEnvelopePointAccess::SetPointsRange` function so the start point and number of points that should be considered when using this envelope point storage can be configured. In the editor, this range always includes all points, as each envelope directly stores only its own points, so animations were rendered correctly there. However, all points are stored in one array when loading them from the map file (i.e. when rendering the map ingame), so the start point and number of points specified for the envelopes have to be considered when accessing their envelope points.

Closes #6886.
2023-07-18 12:43:31 +02:00
Robert Müller 47f4f21266 Remove usages of CUI::LastActiveItem
Use `CLineInput::GetActiveInput` and `CLineInput::IsActive` instead for consistency.

The last active item pointer is now only tracked internally in `CUI` to deactivate the active line input when it's no longer used in the UI.
2023-07-16 20:49:03 +02:00
heinrich5991 9c0c7550ba Don't support loading RGB images ingame
They're essentially unused and not supporting them ingame probably
allows to keep that part of the map format unused.

See https://github.com/ddnet/ddnet/pull/5737#issuecomment-1538284956 or
https://github.com/teeworlds/teeworlds/issues/2812.
2023-07-16 15:26:00 +02:00
Robert Müller 54df98be37 Support loading CMapItemImage version 2
This map item version adds the `m_Format` field, which specifies the image format for embedded images. The default value is `CImageInfo::FORMAT_RGBA` for map items of the previous version.
2023-07-16 12:46:34 +02:00
Robert Müller 4ae0928b47 Support bezier envelope curves in maps and editor
Port map and editor support for `CURVETYPE_BEZIER` from upstream, i.e. support bezier curves with configurable in- and out-tangents for every envelope point.

The in- and out-tangents are represented by triangles and can be dragged in the envelope editor like the envelope points.

Support reading and writing the bezier information as a separate UUID-based map item. If the bezier information is not found, bezier will default to linear behavior. Old clients will still be able to read the new maps and ignore the unknown map item. The unknown curvetype will also be handled as linear by old clients.

Allow reading upstream maps that use `CMapItemEnvelope` version 3. On upstream, a different struct is used to store all envelope points including bezier information, which broke compatibility to old clients.

Fix holding Ctrl for slow envelope point editing not working for vertical movement.

Highlight the currently selected element (envelope point or bezier tangent marker) which is being used with the value/time edit boxes.

Hide the value/time edit boxes when no element is selected.
2023-07-16 12:46:34 +02:00
Robert Müller 9788763ce8 Use member instead of static variables in CGameClient 2023-07-15 10:09:18 +00:00
Robert Müller ba94727a8d Use member instead of static variables for confirm popup buttons
Otherwise this would cause issues when showing multiple confirm popups at the same time.
2023-07-15 10:08:05 +00:00
Robert Müller dd06e9ae1c Initially keep server list scrolled to the top
When first launching the client, keep the server list scrolled to the top instead of scrolling to the selected server.

Closes #6845.
2023-07-15 09:30:54 +00:00
Robert Müller cfdc696315 Delay "Ingame moved" warning in editor
Delay showing the warning for ingame movement until the player has stopped moving while the editor is open, so the warning doesn't show immediately when the player performs an action (like jumping) and opens the editor shortly after.

Closes #6852.
2023-07-14 22:34:33 +00:00
Robert Müller 65a64b6fc4 Fix server browser filter highlighting of non-ASCII text
By calculating the correct length of the string matched in the haystack using the added `end` parameter of `str_utf8_find_nocase`.

Closes #6850.
2023-07-14 17:18:21 +00:00
bors[bot] fc6bf6545b
Merge #6824
6824: Improve Multi-View UX r=Robyt3 a=Vy0x2

- [x] You can now see who you are spectating in the spectator menu and even add/remove people from it (left mouse button)
- [x] Teleports are now being processed slower (more smoothly)
- [x] Workaround for starting multi-view from free-view (chooses now the nearest player to be the focus)
- [x] Added two more important variables to be able to customize it for specific scenarios (youtubers)

before:
![screenshot_2023-07-09_18-34-29](https://github.com/ddnet/ddnet/assets/24738662/a2ff8b77-c626-4ac2-b200-1eea70f85213)
after:
![screenshot_2023-07-09_18-32-49](https://github.com/ddnet/ddnet/assets/24738662/a54f0b06-b228-43ac-a1fc-eab95e7d9c20)

Edit: Thats the feedback i got from people. Hope its okay.

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] 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: devdenn <denispaul43@gmail.com>
2023-07-13 20:52:43 +00:00
devdenn 3f201a45e7 Improve Multi-View UX
keep a bit more care with who we choose to spectate when frozen
only show active team as clickable in the spec menu
enable switchting teams in Multi-View by closing the spec menu
make the whole spectator menu clickablefix naming
twerk symbols a bit
remove unused ui
add more multi-view variables
add slow acceleration when teleported, add indication in spec menu
make players clickable in spectator menu
change focus with the spectator menu
2023-07-13 18:10:34 +02:00
Robert Müller 8fad911b8b Fix enter not working in server browser when no server selected 2023-07-13 14:19:00 +02:00
bors[bot] 3e5daf0a68
Merge #6833
6833: Support deleting/renaming demo folders, improve demo popups r=def- a=Robyt3

Support deleting and renaming folders in the demo browser. Only empty folders can be deleted.

Ensure only files and folders in the save directory can be deleted and renamed.

Also check if a folder with a demo rename/render filename already exists.

Fix broken `m_DemolistSelectedIsDir` checks by using `m_vDemos[m_DemolistSelectedIndex].m_IsDir` instead.

Append `.mp4` file extension only internally instead of appending it to the render filename lineinput, as this causes the file extension to appear when rendering doesn't start due an error message.

Use more efficient `FileExists` instead of `FindFile` to check if rendered demo video file already exists.

Change popup preconditions to assertions.

## 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: Robert Müller <robytemueller@gmail.com>
2023-07-11 17:38:32 +00:00
Robert Müller 44bcbef0c1 Support deleting/renaming demo folders, improve demo popups
Support deleting and renaming folders in the demo browser. Only empty folders can be deleted.

Ensure only files and folders in the save directory can be deleted and renamed.

Also check if a folder with a demo rename/render filename already exists.

Fix broken `m_DemolistSelectedIsDir` checks by using `m_vDemos[m_DemolistSelectedIndex].m_IsDir` instead.

Append `.mp4` file extension only internally instead of appending it to the render filename lineinput, as this causes the file extension to appear when rendering doesn't start due an error message.

Use more efficient `FileExists` instead of `FindFile` to check if rendered demo video file already exists.

Change popup preconditions to assertions.
2023-07-11 18:58:40 +02:00
Robert Müller 43109bec3c Show message in editor when player is moved ingame
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.

Closes #1993.
2023-07-11 18:19:27 +02:00
Robert Müller eb79b17308 Improve demo browser layout
Use separate columns for icons and spacing like in the server browser.

Always show scrollbar for more consistent layout.

Show ellipsis if filename is too long, also for the filename shown in the demo player.

Hide number of markers and length if the demo is invalid.
2023-07-09 10:47:04 +02:00
Robert Müller 9efab4964b Add parameter to force showing scrollbar with listbox 2023-07-09 10:47:04 +02:00
bors[bot] 0684d5e1a7
Merge #6820
6820: Improve demo (video) renderer UX r=def- a=Kaffeine

<!-- What is the motivation for the changes of this pull request? -->
In this MR I want to address three issues with video recorder:
1. A bug: if I start a rendering with 0.25x speed and click on 'Increase the speed' during the rendering, I expect to get the next speed (0.5x) but as the speed index is not set (kept default `4`), the speed is boosted to 1.25x.
2. Usecase: I want to adjust the camera (change position, decrease zoom, etc) for the demos and I don't want to use extra video editor to cut the first frames with the unwanted camera moves/setups from the demo. I came to a simple solution: start the rendering pre-paused to do the needed adjustments before anything is added to the video.
3. NotABug: All recorded video files have double `.demo.mp4` extension which is ugly.

Probably I have to change something to fit DDNet codebase. E.g. I don't know if `Localize("(paused)")` is acceptable here.

<!-- 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. -->

## Before
![image](https://github.com/ddnet/ddnet/assets/374839/7273dd5b-e3d1-4f73-87bd-e09493d106a0)

## After
![image](https://github.com/ddnet/ddnet/assets/374839/7d62028d-04bc-45af-babf-5a2e8cb243dc)

## 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: Alexander Akulich <akulichalexander@gmail.com>
2023-07-08 15:04:37 +00:00
Alexander Akulich 5ba2a21528 Client: Make it possible to start demo rendering pre-paused
The pause can be useful e.g. to adjust the camera position and zoom
right on the first video frame.
2023-07-08 15:43:42 +03:00
Alexander Akulich 7802dc2760 Client: Omit '.demo' extension from the video file name 2023-07-08 15:43:42 +03:00
Robert Müller 4ee75c8946 Mark NETMSGTYPE_CL_STARTINFO as MSGFLAG_FLUSH
This makes the client connect to the server faster. It's especially noticeable on servers with a low ping.

Closes #6811.
2023-07-08 12:00:49 +02:00
Alexander Akulich f93c6c7659 IDemoPlayer: Make SetSpeedIndex() actually set index 2023-07-08 04:09:46 +03:00
bors[bot] 74789f86dc
Merge #6818
6818: Fix HUD PlayerState weapons rendering r=def- a=Kaffeine

<!-- What is the motivation for the changes of this pull request? -->
The proper offset for the first available weapon is provided only for Hammer but sometimes (in some mods) the character has no hammer and the icons got a wrong left margin.

### Current code

83a2ad0e24/src/game/client/components/hud.cpp (L882-L895)

Notice the `x -= 3;` in the hammer rendering branch. It fixes the `x` offset for this and further weapons but it works only if the character has a hammer (other weapons has no such line).
`-3` is specific for the hammer, we need different "first item" offsets for other weapons.

## Before

![image](https://github.com/ddnet/ddnet/assets/374839/419f97be-d1e3-4eff-94a6-387e89d6ef64)
(the hammer offset is _correct_)

![image](https://github.com/ddnet/ddnet/assets/374839/400ab01f-02a2-4d2a-bd6f-97806e12cbef)
but if the character has no hammer then the things go _wrong_.

![image](https://github.com/ddnet/ddnet/assets/374839/262e45a5-cee8-45b9-bd8b-a982761a5dc5)
Shotgun/Grenade Launcher/Laser has just a small offset but the _wrong_ placement of katana indicator if very noticeable.

<!-- 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. -->

## After
![image](https://github.com/ddnet/ddnet/assets/374839/af24c361-228e-4461-b7ea-0b4531ffedf0)
(no difference in the hammer icon rendering)

![image](https://github.com/ddnet/ddnet/assets/374839/04b30b2e-5560-431d-a949-b37b63e27b9e)
(fixed gun offset)

![image](https://github.com/ddnet/ddnet/assets/374839/5abb5be3-212c-48b1-9c78-169441d6442e)
(fixed shotgun offset)

![image](https://github.com/ddnet/ddnet/assets/374839/918ef960-162e-4942-916f-b8eb9802c2e4)
(fixed grenade launcher offset)

![image](https://github.com/ddnet/ddnet/assets/374839/7a8e1257-590b-4589-877a-51f90298d6f7)
(fixed laser offset)

![image](https://github.com/ddnet/ddnet/assets/374839/157258b6-f7de-4411-8b63-140083b883c3)
(fixed katana offset)

## 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: Alexander Akulich <akulichalexander@gmail.com>
2023-07-07 18:45:19 +00:00
bors[bot] 6dcb2d1828
Merge #6663
6663: New spectate mode (multiview) r=def- a=Vy0x2

<!-- What is the motivation for the changes of this pull request? -->

Adding a new spectator mode, that can spectate a team by moving the camera in the middle and zooming in/out
Works with team 0 or any team, but you have to work with it a bit to get used to it. I tried to make it as intuitive as possible.
Pr is as ready as it can get, please test it.

![screenshot_2023-06-30_19-17-42](https://github.com/ddnet/ddnet/assets/24738662/0446d568-d34b-4d14-8682-dd077f121e91)

Youtube video:<a href="http://www.youtube.com/watch?feature=player_embedded&v=7GM6DA3EYAI" target="_blank">
 <img src="http://img.youtube.com/vi/7GM6DA3EYAI/maxresdefault.jpg" alt="Watch the video" width="192" height="108"/>
</a>


<!-- 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
- [x] Provided screenshots if it is a visual change
- [x] 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)


Co-authored-by: devdenn <denispaul43@gmail.com>
Co-authored-by: Vy0x2 <denispaul43@gmail.com>
2023-07-07 18:24:44 +00:00
Alexander Akulich bf956c4c1c CHud::RenderPlayerState: Rework weapons rendering (+provide offsets) 2023-07-07 21:07:17 +03:00
Alexander Akulich ba7be6982d CHud::RenderPlayerState: Split ninja state rendering 2023-07-07 20:56:53 +03:00
Alexander Akulich a2ad543877 CHud: Refactor weapons rendering (1/3) 2023-07-07 20:56:50 +03:00
bors[bot] f63ff6237b
Merge #6809
6809: Fix text alignment in large confirmation popups with long text, increase buffer size for generic popup message  r=edg-l a=Robyt3

Closes #6806.

The message can contain a filename, so it should be large enough to contain that and the message itself.

Screenshots:
- Before: 
![screenshot_2023-07-04_18-09-12](https://github.com/ddnet/ddnet/assets/23437060/39cd4761-8cd0-4ac1-a24a-5115c8eed8c9)
- After:
![screenshot_2023-07-04_21-43-45](https://github.com/ddnet/ddnet/assets/23437060/c8f05f83-3f32-445a-8451-3a8be14a6007)
- Before (filename is truncated): 
![screenshot_2023-07-04_21-49-49](https://github.com/ddnet/ddnet/assets/23437060/16dfade5-f330-45b8-ac2f-1bc0d9a3fda1)
- After (full filename is shown):
![screenshot_2023-07-04_21-49-33](https://github.com/ddnet/ddnet/assets/23437060/eae1d789-f8e4-45c4-853e-ba655ab98168)

There is a separate issue with the text wrapping not working correctly with this long Unicode filename, which is causing the font size to decrease instead. See #6810.

## 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>
2023-07-04 20:06:14 +00:00
Robert Müller 89a52812cd Increase buffer size for generic popup message
The message can contain a filename, so it should be large enough to contain that and the message itself.
2023-07-04 21:41:53 +02:00
Robert Müller 3f50729fc2 Fix text alignment in large confirmation popups with long text
Closes #6806.
2023-07-04 21:40:47 +02:00
Robert Müller ef7a8d6cc6 Fix online clan friends not being removable via UI 2023-07-04 18:16:18 +02:00
Robert Müller e1035c3319 Support selecting storage location in demo browser
Initially the demo browser shows the demos from all storage locations combined like before.

The folder ".." is now also shown in the root folder, to navigate up to the storage location selection, if more than one storage location is present where a "demos" folder exists. Only the locations where one of those folders exists are shown in the storage location selection. Additionally "All combined" can be selected to go back to the combined view.

When navigating to the parent folder, the previous folder is now initially selected instead of resetting the selection.

The "Demos directory" button behavior is adjusted so that the folder that contains the currently selected item is opened. When the storage location selection is shown, the button opens the selected storage location instead.

The "folder tree" icon which is used for the ".." folder is now also for the folder links in the storage location selection.

Fix alignment of font icons by using the correct flags.

The config variable `ui_demo_selected` is removed and replaced with an internal buffer. The selected demo was always reset when restarting anyway and this would also not work with demos in subfolders either.
2023-07-03 20:06:40 +02:00
Robert Müller 0a7361090f Add ellipsis flag to DoLabel, support stop-at-end with max width
Add `SLabelProperties::m_EllipsisAtEnd` to render an ellipsis when using `DoLabel`.

Fix `m_StopAtEnd` and `m_EllipsisAtEnd` not working together with the automatic font scaling. Now the stop-at-end and ellipsis flags will only have an effect when the automatic font scaling has reached the minimum font size already.

Add `SLabelProperties` argument to `DoLabelStreamed` and adjust usages in server browser. Font scaling now has to be disabled explicitly for the server name, gametype and map, as these should use the stop-at-end flag without the font-scaling.
2023-07-02 23:34:58 +02:00
devdenn f397ba4346 Minor fixes 2023-07-02 19:56:50 +02:00
trml 8335fdae79 Fix wrong predicted reload timer after ninja pickup 2023-07-02 02:22:12 +02:00
bors[bot] 4bd14933b8
Merge #6790 #6793
6790: Prevent /swap with paused players r=def- a=Robyt3

Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] 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)


6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3

Use `std::vector` in cases where elements are only inserted at the end of the collection.

Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.

Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.

Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes #6779.

## 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>
2023-07-01 16:04:13 +00:00
bors[bot] a2d2f32ded
Merge #6792
6792: Fix proximity radius of predicted pickups r=def- a=trml

Radius was set to 0 before this, so pickups were sometimes not predicted.

## 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
- [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: trml <trml@users.noreply.github.com>
2023-07-01 15:44:57 +00:00
Robert Müller bc73ea30c7 Use std::vector and std::deque instead of most std::lists
Use `std::vector` in cases where elements are only inserted at the end of the collection.

Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.

Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.

Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes #6779.
2023-07-01 15:44:35 +02:00
trml 678e3cad0c Set physsize of predicted pickups 2023-07-01 14:07:03 +02:00
Vy0x2 0b8ed51614
Merge branch 'master' into pr-poc-mv-clean 2023-06-30 18:07:12 +02:00
devdenn d16fb877dc Add multi view 2023-06-30 18:03:24 +02:00
bors[bot] 3d60334d10
Merge #6786
6786: Fix inconsistent size and corners of connect button r=def- a=Robyt3

The connect button had `5.0f` units less width, which was causing the corners of the refresh and connect buttons to look differently.

Screenshots:
- Before: 
![connect-button old](https://github.com/ddnet/ddnet/assets/23437060/1ed567b9-d108-4a7a-9141-c43fab89d4aa)
- After:
![connect-button new](https://github.com/ddnet/ddnet/assets/23437060/e054018d-cd2d-4257-96c4-e1d57e111c68)

## 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>
2023-06-30 14:00:03 +00:00
Robert Müller 3159cc58fb Fix inconsistent size and corners of connect button
The connect button had `5.0f` units less width, which was causing the corners of the refresh and connect buttons to look differently.
2023-06-30 15:52:24 +02:00
bors[bot] b6eb2eb3eb
Merge #6776
6776: Allow 'bind x' to be used like 'binds x' r=def- a=ArijanJ

<!-- What is the motivation for the changes of this pull request? -->
This makes the 'bind' command optionally take only one argument, in which case it behaves like 'binds x'. This falls in line with how most popular games do it, and may prevent confusion in the future.

![image](https://github.com/ddnet/ddnet/assets/56356662/893508af-2b64-405f-be2c-da65387063aa)

This introduces a tiny bit of duplication though, because I just copied the if statement from 'binds', but it should be fine.

<!-- 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
- [x] Provided screenshots if it is a visual change
- [x] 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)


Co-authored-by: ArijanJ <ajakshik@gmail.com>
2023-06-30 07:42:34 +00:00
bors[bot] 05ddfba954
Merge #6755
6755: Remove individual RGBA sliders from editor color picker, add shift+rightclick/leftclick to copy/paste color in editor r=Jupeyy a=Robyt3

Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.

Decrease size of layer and point popups that previously had color properties which need less space now.

Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.

Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.

Screenshots:
- Before:
![screenshot_2023-06-20_20-39-43](https://github.com/ddnet/ddnet/assets/23437060/4a8b230c-a66b-4e2a-9744-cb5f80f6a799)
- After:
![screenshot_2023-06-20_20-40-00](https://github.com/ddnet/ddnet/assets/23437060/517f90cf-06a5-4332-9eb8-6a87cbc91b32)
- After (color picker open):
![screenshot_2023-06-25_17-35-55](https://github.com/ddnet/ddnet/assets/23437060/30320b56-e4cb-4e93-bf7b-8cfc8d96620b)


Suggested by `@HiRavie` in https://github.com/ddnet/ddnet/pull/6743#issuecomment-1593886873, though it was easier and also looks better to me when the color picker button has exactly the same size as the other value selectors.

## 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>
2023-06-27 19:29:43 +00:00
ArijanJ 7e3ad335be Allow 'bind x' to be used like 'binds x' 2023-06-27 09:46:32 +02:00
Robert Müller d519ad194b Remove dead code
Checking `m_DemoPlayerState` is only necessary inside the demo player but not in the demo file browser.
2023-06-26 22:40:40 +02:00
Robert Müller ff454f6dc5 Allow right-clicking slice buttons to reset cut beginning/end 2023-06-26 22:40:31 +02:00
Robert Müller d9c737673a Pause demo playback when skipping to end
It's otherwise inconvenient when the playback continues, as it will immediate rewind to the beginning when reaching the end.
2023-06-26 22:40:23 +02:00
Robert Müller 84457980e9 Fix demo seeking not working at beginning and end 2023-06-26 22:40:16 +02:00
Robert Müller 5501a33148 Also skip to beginning and end when there are no demo markers
Previously the buttons to skip to the next/previous demo marker were skipping to the end/beginning respectively, if there is no next/previous marker, but only if there were any map markers. Now the button immediately skip to the beginning/end also when there are no demo markers at all.
2023-06-26 22:39:52 +02:00
Dennis Felsing e320c85fdd Fix bind crashes (fixes #6758) 2023-06-23 17:55:36 +02:00
Robert Müller f30682be04 Add color4_base::PackAlphaLast and UnpackAlphaLast
So pack and unpack colors as 4 byte unsigned values with the alpha component last. Existing functions assume that alpha is the first component.
2023-06-20 23:22:33 +02:00
bors[bot] e22e0c9777
Merge #6750
6750: Select new demo file after renaming and slicing demo, scroll to selected demo when sorting, refreshing etc. 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: Robert Müller <robytemueller@gmail.com>
2023-06-16 22:07:53 +00:00
Robert Müller 4ac3358e8e Scroll to selected demo when sorting, refreshing etc. 2023-06-16 22:44:25 +02:00
Robert Müller abfd9333b0 Select new demo file after renaming and slicing demo 2023-06-16 22:43:51 +02:00
bors[bot] 96927e1b6a
Merge #6747
6747: Fix uninitialized `CLineInput` member variables r=def- a=Robyt3

Closes #6745.

## 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: Robert Müller <robytemueller@gmail.com>
2023-06-16 20:26:27 +00:00
Robert Müller fa787d354e When all DDNet filter entries selected, deselect with right click
Allow deselecting just one filter entry by right clicking the entry (country or game type) when all entries are currently selected (i.e. none are excluded). Previously the first right click always deselected all filters except the clicked one (same as the left click).

Closes #6746.
2023-06-16 17:53:44 +02:00
Robert Müller 5b3efaa4cd Fix uninitialized CLineInput member variables
Closes #6745.
2023-06-16 17:39:44 +02:00
Robert Müller 7ce9fd9949 Refactor UI color picker
- Improve variable names.
- Use `ColorHSVA` instead of `unsigned int`.
- Allow `m_pHslaColor` to be `nullptr` when HSLA color unused.
2023-06-14 20:17:27 +02:00
Robert Müller 3ad581aeb8 Ensure proper buffer size is used with DDNet server filter
By passing the buffer size when calling `DDNetFilterAdd` and `DDNetFilterRem`.

Mark functions and pointer parameters as `const`.
2023-06-14 00:04:01 +02:00
Robert Müller 9a57def5a6 Add templated str_append function for arrays with fixed size 2023-06-14 00:04:01 +02:00
Robert Müller 40db5d3c1e Improve UI debug information
Move debug text from the top left to the bottom left, so it does not overlap with the other debug information.

Also render UI element address of next hot item.

Add labels for UI element addresses.
2023-06-12 19:48:54 +02:00
Robert Müller aa937d4fba Refactor CUI::Screen
Remove unnecessary temporary variables.

Remove unnecessary assignment of width and height values in constructor, which will always be overwritten.
2023-06-12 19:48:45 +02:00
Robert Müller 6eb30b00e2 Use nullptr instead of 0 2023-06-12 19:48:44 +02:00
Robert Müller b46a47f14b Remove unused active tooltip item variable 2023-06-12 19:48:42 +02:00
Robert Müller 2fb4a39e10 Refactor CMenus::RenderSettings
Use correct enum literal `SETTINGS_LENGTH` as array size for button containers instead of the `sizeof(apTabs)`, which does not consider the size of the array elements.

Use code for dynamic size calculation directly instead of putting it in comments.
2023-06-11 21:55:36 +02:00
Robert Müller 8d65e0ac34 Minor refactoring of settings menus
- Use `IGraphics::CORNER_NONE` instead of `0`.
- Remove redundant usage of `Localize` for an already localized string.
- Remove redundant `HSplitBottom` with zero size.
2023-06-11 21:55:36 +02:00
Robert Müller 16fd3401e2 Use DoLabel instead of Text/TextEx in menus
Reduce duplicate code for text alignment and automatic sizing.
2023-06-11 21:54:46 +02:00
bors[bot] 6a53d72b35
Merge #6721
6721: Improve selection popups and dropdown menus, add dropdown menus to select screen and active controller r=def- a=Robyt3

Screenshots:
- Controls settings:
   - Before: 
![controls old](https://github.com/ddnet/ddnet/assets/23437060/8907c38a-d483-4766-84ad-49464b9760a0)
   - After: 
![controls new](https://github.com/ddnet/ddnet/assets/23437060/f021e961-ce90-4557-aef0-a1e1a4bc7ca4)
- Graphics settings (collapsed):
   - Before: 
![graphics_collapsed old](https://github.com/ddnet/ddnet/assets/23437060/d895c8d8-a72f-4da2-aa57-93d5f08be648)
   - After: 
![graphics_collapsed new](https://github.com/ddnet/ddnet/assets/23437060/e594a599-1210-4ba0-87f2-b2a824043dc4)
- Graphics settings (expanded):
   - Before: 
![graphics_expanded old](https://github.com/ddnet/ddnet/assets/23437060/cce1d8cb-4dff-4d43-a9f0-af2dbfeff27d)
   - After: 
![graphics_expanded_1 new](https://github.com/ddnet/ddnet/assets/23437060/c99c24cb-3398-4a80-9b99-3281ed62f6a7)
![graphics_expanded_2 new](https://github.com/ddnet/ddnet/assets/23437060/83fc2522-0da6-40d8-ad2b-3e3159b74308)
![graphics_expanded_3 new](https://github.com/ddnet/ddnet/assets/23437060/b00b30c4-411b-43a0-97f0-ecd47ebea516)
- The maximum dropdown menu height is limited to 40% of the screen height. The content will begin to scroll if this is exceeded:
![scrolling](https://github.com/ddnet/ddnet/assets/23437060/ac576819-f24f-4fed-82cd-a05d87f9ad71)
- If there is not enough space below the dropdown button to open the dropdown menu popup, then the popup opens to the top instead:
![alignment](https://github.com/ddnet/ddnet/assets/23437060/2f61ea30-996d-4def-8f5d-300b5008c666)

## 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
- [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)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-06-10 14:01:38 +00:00
bors[bot] 5c3a3cefa6
Merge #6726
6726: Fix top alignment of some popup messages r=def- a=Robyt3

The popup message has to be top- and not middle-aligned in some popups:

- First launch
- Existing player for nickname
- Warning

Likely a regression introduced by #6511.

Before:

![screenshot_2023-06-09_14-23-56](https://github.com/ddnet/ddnet/assets/23437060/0a7250d4-4522-4924-b056-463eaa67f546)

After:

![screenshot_2023-06-09_14-23-21](https://github.com/ddnet/ddnet/assets/23437060/40776b1a-6571-4e8d-bb5a-6c11a5a5dbb9)

## 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>
2023-06-10 13:30:19 +00:00
Robert Müller 883fb8818c Minor refactoring of CAnimState and tee rendering functions
- Use `nullptr` instead of `0`.
- Remove dead code.
- Mark functions and pointers as `const` when possible.
- Remove unused argument of `CRenderTools::GetRenderTeeAnimScaleAndBaseSize` function.
- Copy tee render info when rendering emote wheel instead of modifying global render info.
- Fix names of static variables.
2023-06-10 13:10:26 +02:00
Robert Müller 7af1fe3b52 Fix top alignment of some popup messages
The popup message has to be top- and not middle-aligned in some popups:

- First launch
- Existing player for nickname
- Warning

Likely a regression introduced by #6511.
2023-06-09 14:22:21 +02:00
Robert Müller 5b3f6e8ffd Use dropdown menu to select game controller
Instead of using one button to cycle through all controllers.
2023-06-09 14:04:35 +02:00
Robert Müller 387a71ab0d Add dropdown to select screen and show screen name 2023-06-09 14:04:34 +02:00
Robert Müller a8b54192ab Use generic selection popup for drop down menus
Move `CMenus::RenderDropDown` to `CUI::DoDropDown` and refactor by using a generic selection popup to implement the drop down menu.

This improves the usability and layout, as the drop down is now rendered as a popup above the rest of the menu, instead of taking space from the menu that holds the drop down button. The latter could cause issues when several drop down menus are open at the same time and with drop down buttons at the bottom of the menu, as the drop down cannot scroll properly.
2023-06-09 14:04:34 +02:00
Robert Müller 082c8b8a7d Extend generic selection popup
- Support scrolling. Limit maximum height to 40% of screen height.
- Allow message to be empty.
- Use `std::vector` instead of `std::set` for entries to keep the user-defined order of entries.
- Add `m_SelectionIndex` in addition to `m_pSelection` to get selected item more conveniently for some use-cases.
- Make entry height, entry padding, entry spacing, font size, and popup width configurable.
- Allow alignment of selection popup with the top/bottom of another UI element.
- Support transparent selection buttons.
2023-06-09 14:04:20 +02:00
Robert Müller f0bb4a45d0 Allow adjusting popup border/background color
Add `SPopupMenuProperties` parameter object for `DoPopupMenu`.
2023-06-09 14:02:47 +02:00
Robert Müller bc70726b1c Add highlight color when hovering DDNet/KoG type/country filters 2023-06-08 16:10:58 +02:00
Robert Müller 60f56f4dce Support arbitrary number of type/country filter buttons 2023-06-08 16:10:28 +02:00
Robert Müller 09835ed342 Add scroll region parameter to disable right margin
In case that a margin on the right side already exists, this allows creating a symmetric margin around the scrollbar.
2023-06-08 12:52:35 +02:00
Robert Müller f16974d1a9 Extract CScrollRegion::HEIGHT_MAGIC_FIX
Currently this must be added when calculating the required height of a UI rect for a scroll region to get a perfect fit.

It is extracted into a constant so it can be used in other parts to get list boxes with the perfect size.
2023-06-08 12:52:35 +02:00
Robert Müller 4c9230999c Use DoScrollbarOption instead of DoScrollbarH for settings
Reduce duplicate code for handling label format, value scaling and special infinity value.

The current value is now shown for all settings. Previously it was not shown for some settings, e.g. the sound volumes.

The infinity-value is now all the way on the right side of the settings scrollbars, which makes more sense, as the values get larger when going to the right. This is also more convenient, as previously it was necessary to pass the lowest value before going to infinity, which would e.g. temporarily lag the client when selecting a low refresh rate.

Use logarithmic scrollbar for sounds volumes.

Hide scrollbar options that are disabled by checkboxes consistently. Previously this was only done for some checkboxes.
2023-06-08 11:01:57 +02:00
Robert Müller e0bdad8e4c Remove DoScrollbarOptionLabeled
Labeled scrollbar options are inconvenient to use.

For two values: use two buttons.

For three or more values: use a dropdown menu.
2023-06-08 10:41:42 +02:00
Robert Müller 651cfd9400 Improve joystick settings UI especially on 5:4 and 4:3 resolutions
Replaced labeled scrollbar option for selecting ingame controller mode with two button for relative and absolute controller mode.

Make better use of space for controller axis picker. Replace left column with just the axis number. Fix checkbox labels being very small on 5:4 and 4:3 resolutions.
2023-06-08 10:41:41 +02:00
Robert Müller 8bdffee5ca Improve scrollbar option UI
Split space for label and scrollbar in middle for consistent layout. Previously the label was just as large as it needed to be, which was causing differently sized scrollbars for all settings. Now the scrollbars have a consistent size.

Fix minimum scrollbar option value not being selectable when `Min > 0` and `SCROLLBAR_OPTION_INFINITE`.

Add optional suffix parameter to `DoScrollbarOption` to specify units/scales like `Hz` and `%`.

Support combining `SCROLLBAR_OPTION_INFINITE` and `SCROLLBAR_OPTION_NOCLAMPVALUE` flags.

Add `SCROLLBAR_OPTION_MULTILINE` flag for multi line scrollbar options where the label is above the scrollbar.
2023-06-08 10:41:41 +02:00
Robert Müller a3abc27b9a Fix escape not working in server browser and demo browser
Closes #6718.
2023-06-08 09:46:19 +02:00
bors[bot] 632b6216be
Merge #6716 #6717
6716: Improve usage of `CCountryFlags::Render` function r=def- a=Robyt3

Pass color by value instead of pointer to simplify usage.

Add separate function that accepts a country flag directly instead of an index.

## 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)


6717: Simplify list box activation handling, more highlighting fixes when popups are open r=def- a=Robyt3

Store the list box active state inside `CListBox` instead of tracking it separately with a pointer.

Allow activating list boxes by clicking the scrollbar. Previously it was only possible to activate list boxes by selecting an item.

Fix country selection list box in players settings not being deactivated properly when name/clan edit boxes are active, because wrong UI element IDs were being used.

Fix highlighting of menu tab buttons while popup open.

Fix highlighting of scroll region scroll bars while popup open.

## 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: Robert Müller <robytemueller@gmail.com>
2023-06-07 20:09:13 +00:00
Robert Müller 55726e8da3 Simplify list box activation handling
Store the list box active state inside `CListBox` instead of tracking it separately with a pointer.

Allow activating list boxes by clicking the scrollbar. Previously it was only possible to activate list boxes by selecting an item.

Fix country selection list box in players settings not being deactivated properly when name/clan edit boxes are active, because wrong UI element IDs were being used.
2023-06-07 20:46:10 +02:00
Robert Müller de44e59bef Improve usage of CCountryFlags::Render function
Pass color by value instead of pointer to simplify usage.

Add separate function that accepts a country flag directly instead of an index.
2023-06-07 19:04:53 +02:00
Robert Müller 161f8442b7 Fix highlighting of scroll region scroll bars while popup open 2023-06-07 18:41:55 +02:00
Robert Müller e4909fba9e Fix highlighting of menu tab buttons while popup open 2023-06-07 18:41:45 +02:00
bors[bot] 17c06423d2
Merge #6711 #6712
6711: Improve color picker popup in settings (use new popup system, add alpha support, support mouse locking) r=def- a=Robyt3

Use the popup system ported from the editor to reimplement the color picker popup.

- Before: 
![screenshot_2023-06-05_21-57-46](https://github.com/ddnet/ddnet/assets/23437060/52d6adfa-7d62-4323-b6df-8d18a26b6cc6)
- After:
![screenshot_2023-06-05_21-57-26](https://github.com/ddnet/ddnet/assets/23437060/773115db-178c-48ab-a750-35b136a4fb30)

Remove special handling necessary for the hard-coded color picker.

Add alpha support to the color picker popup.

Support locking mouse position when dragging value selectors also in menus (color pickers), which improves usability of value selectors. Previously this was only supported in the editor.

Replace large HSLA scrollbar color picker for UI color setting with inline color picker popup:
- Before:
![screenshot_2023-06-05_21-57-57](https://github.com/ddnet/ddnet/assets/23437060/bb6cee4d-5438-40a3-b602-90abccc959ee)
- After:
![screenshot_2023-06-05_21-57-01](https://github.com/ddnet/ddnet/assets/23437060/e0a565a6-2956-403f-9fc0-4ab11a764400)


## 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)


6712: Fix crash when enabling `dbg_dummies` on running server r=def- a=Robyt3

The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them.

For debugging any number of dummies can be useful, so the maximum number of debug dummies is increased to the maximum number of clients.

See #6702.

## 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
- [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: Robert Müller <robytemueller@gmail.com>
2023-06-05 21:56:58 +00:00
Robert Müller b21e98a227 Use color picker popup for UI color setting
Replace large HSLA scrollbar color picker for UI color setting with inline color picker popup.
2023-06-05 22:37:27 +02:00
Robert Müller e50bd4bb6c Add generic color picker popup to UI, add alpha support
Use the popup system ported from the editor to reimplement the color picker popup.

Remove special handling necessary for the hard-coded color picker.

Add alpha support to the color picker popup.
2023-06-05 22:37:27 +02:00
Robert Müller 938c57e03a Support mouse position locking in menus UI
Support locking mouse position when dragging value selectors also in menus (color pickers), which improves usability of value selectors.

Previously this was only supported in the editor.

When enabling locked mouse a UI element ID must be specified. The mouse lock is stopped when this element is no longer active. This ensures that the mouse doesn't gets stuck in this state when the value selector isn't active anymore.
2023-06-05 22:37:26 +02:00
Robert Müller ef217b69c9 Track updated mouse position in UI instead of menus
Simplify the UI usage for the menu by keeping the calculated mouse position variable together with the other mouse handling in `CUI`.
2023-06-05 22:37:26 +02:00
Robert Müller 68ea55e232 Move DoValueSelector to UI and refactor
Move `CMenus::DoValueSelector` to `CUI`.

Add parameter object `SValueSelectorProperties` for optional parameters to improve usability.
2023-06-05 22:37:26 +02:00
Robert Müller 351dc88b21 Disable resolution list box when popup is open
So hotkeys are not used by the list box before popup menus.
2023-06-05 21:09:58 +02:00
Robert Müller 2359e38913 Add CLineInputNumber::GetInteger64/SetInteger64, add prefix
Support entering `int64_t` with line inputs.

Add argument to specify length of zero-prefix for hexadecimal numbers.
2023-06-05 21:09:22 +02:00
Robert Müller 9ce76a1713 Use real instead of display string for number line inputs
Set input string if it's not identical to the real input string instead of comparing to the display string, which would be incorrect for hidden number inputs.
2023-06-05 19:13:20 +02:00
Robert Müller 6aa03c878e Fix escape not working in settings menu anymore
The color picker was always consuming the escape hotkey even when already disabled. Regression from #6705 due to changed order of hotkey consumption.
2023-06-05 16:56:07 +02:00
Robert Müller 265f16e23a Fix UI element check with m_HintCanChangePositionOrSize
It was incorrectly checked for `UIElement.Rect(0)->m_Y != pRect->h`, so any UI rect using `m_HintCanChangePositionOrSize` would be updated every frame (although, no UI element currently uses this hint).

Additionally, checks for changed rounding size and corners are added so UI elements are updated when those are changed.
2023-06-05 00:11:54 +02:00
bors[bot] 72108c42a7
Merge #6703 #6704
6703: Only highlight hovered edit boxes when they are the hot item r=def- a=Robyt3

Prevent highlighting when edit box hovered but behind a popup menu.

## 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)


6704: Extract `CMenus::UpdateColors` and `CUI::DebugRender` functions to improve readability of `CMenus::OnRender` 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: Robert Müller <robytemueller@gmail.com>
2023-06-04 18:27:22 +00:00
Robert Müller 455d2e5ccb Handle escape to go to start menu after popup menus
Popup menus should be closed before escape is used to navigate back to the start menu.
2023-06-04 17:33:45 +02:00
Robert Müller 1c16d0e799 Extract CUI::DebugRender function 2023-06-04 17:27:42 +02:00
Robert Müller 322e06e4a5 Extract CMenus::UpdateColors function 2023-06-04 17:26:32 +02:00
Robert Müller efea2de9d5 Only highlight hovered edit boxes when they are the hot item
Prevent highlighting when edit box hovered but behind a popup menu.
2023-06-04 17:25:12 +02:00
bors[bot] c227ed4bc5
Merge #6684 #6685 #6699
6684: Make server settings editor height adjustable by dragging r=heinrich5991 a=Robyt3

Same as for the envelope editor. Extract `RenderExtraEditorDragBar` function to reduce duplicate code.

Fix height being changed by repeated clicking on the draggable element by also resetting `s_Operation` when `Clicked` is `true`.

## 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)


6685: Support dragging demo player controls to move them, fix minor related issues r=heinrich5991 a=Robyt3

Allow dragging the demo player controls anywhere on the screen. The controls can't be moved outside of the screen. Round corners are automatically disabled when the controls are on the edge of the screen.

https://github.com/ddnet/ddnet/assets/23437060/72510c1f-4fd2-426b-a631-3a78db5f7b8b

## 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)


6699: Add dragger prediction r=def- a=trml

..for servers with the new ddnetlaser. Tested this locally and on Fun server, and seems to work.

Also adjusted the criteria for when to send the original dragger id slightly, to improve prediction in some edge cases when going through solo/unsolo while being dragged.

## 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: Robert Müller <robytemueller@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
2023-06-03 20:46:26 +00:00
Jupeyy 9be2a78356 Fix killmessages might drop text container indices, if a killmsg was invalid
initially caused by #3430, probably triggered more often since our team kill msgs
2023-06-03 22:02:09 +02:00
trml 8121abf877 Add dragger prediction 2023-06-03 20:39:06 +02:00
Robert Müller 81d7b9f890 Add "No server selected" message to server details
Otherwise the tab is completely empty when no server is selected.
2023-06-01 22:29:14 +02:00
trml a090ba8cb3 Don't predict other players in solo 2023-05-29 15:01:38 +02:00
Robert Müller 3130649721 Support dragging demo player controls to move them
Allow dragging the demo player controls anywhere on the screen. The controls can't be moved outside of the screen. Round corners are automatically disabled when the controls are on the edge of the screen.
2023-05-29 12:35:23 +02:00
Robert Müller 6aa7d3dc63 Delay menu (de)activation until end of render call
The escape key was previously always causing the menus to be toggled in addition to the normal key handling.

Now the menu is activated/deactivated by using the same UI hotkey system as in the rest of the menus. By checking for the escape hotkey last in the render call, other parts of the menu, especially popup menus, can use the hotkey first.

Fixes escape key in the demo player closing demo controls and slice popup at the same time. Now the popup is closed first.
2023-05-29 12:30:17 +02:00