There is no reason to slice a demo while currently rendering it and it may cause issues because multiple demo players would access the same `IVideo` instance.
The filename editbox and buttons of the demo render popup were rendered excessively large on Android. While too small buttons could be an issue with smaller screens, this should not be implemented solely this popup, if Android support is revived in the future, as it makes the UI layout code harder to maintain.
The TODO in the `Dilate` function is removed, as the code already appears to be safe without additional checks. The variable `k` is at most `(w * h - 1) * BPP`, as `ix` and `iy` are clamped to maximum `w - 1` and `h - 1` respectively. Because `p < BPP - 1` the index `k + p` is therefore always valid for the buffers. (The caller must ensure that the source and destination buffers are of size `w * h * BPP`.)
The entire `CEditorImage` was being overwritten when loading external images, which was causing the already loaded image name to be cleared, due to the changed order of operations (regression from #7008). This is fixed by using `CImageInfo` to load the image and only copying the relevant members to the `CEditorImage`.
This class is slightly more light-weight than a CEditorComponent
and its naming makes it more natural to inherit for envelope points,
proof-mode positions etc.
Improve layout of demo browser buttons, search and checkbox. Use icons for most buttons. Decrease size of UI elements.
Move demo details from below the file browser to a side panel on the right, which is the same size as the server browser side panel. Use ellipsis to truncate the SHA256 instead of rendering only half of it with reduced font size. Show "map not included" instead of "0.00 KiB" for the map size of demos that don't include a map.
Remove the "Markers" column, as it is not very useful to see for all demos and sort by.
Closes#7275.
When using the demo filter and the selected demo name does not match any visible demo item, temporarily reset the selected demo index instead of keeping an incorrect demo index. This makes the behavior consistent with the server browser.
The popup to show the completed demo rendering was also shown when the demo to be rendered could not be loaded or if the demo render popup was cancelled. Now the popup is only shown when the demo rendering was successful.
The layout of the popup is made consistent with other message popups. Long text is wrapped over multiple lines instead of decreasing the font size.
Simplify the usage of datafile reader and writer by adding utility functions to read and write zero-terminated UTF-8 strings.
Improve validation of string data read from datafiles. It is ensure that string data is null-terminated, has no internal NUL-characters and is valid UTF-8.
Fix loading of external sounds in the editor. The wrong path variable was being used, so the sound files would not be loaded from correct folder.
Add tests for new datafile reader/writer functions.
Add error message in editor when loading a map that has an unsupported version.
Ensure error messages are not closed immediately when loading a map fails.
Remove unnecessary indentation by returning early.
The pixel size (bytes per pixel) always has to be 4 for the `Dilate` function to work correctly. This is already checked before calling the function, so the redundant argument which is always `4` can be removed.
Store client IDs of all victims for team killmessages instead of storing only the first victim ID, so the render info for all victims can be properly restored when skins are updated.
Ensure all killmessages are properly initialized.
Avoid duplicate `SetColor` calls in loop.
Avoid `QuadsDrawTL` calls by batching quads together before drawing.
Use `SetColor` instead of `SetColorVertex`.
Remove unnecessary check for duplicate menu images. Listing directories with the storage now prevents duplicates, so this additional check is not needed anymore.
Ensure menu images are in RGBA format.
Ensure menu image names are not truncated.
Minor code format improvements.
The server list was being resorted every frame when the server details of a favorite server were being rendered, which was causing the FPS to drop by a factor of 5.
Respect the intratick when displaying the player position, speed and angle, to fix this information always being shown for the next tick. See #6417. This does not resolve the issue yet, as there are more HUD and player elements that need to make use of the intratick.
Fix highlighted text of server browser entries not being refresh correctly when switching tabs.
This also reduces lag when switching tabs, as the UI elements for all tabs are now cached and don't need to be recreated when switching.
Regression from #7203.
Replace existing hard-coded support for two "networks" with support for a dynamic list of "communities" which are indexed by a string-ID, though right now the DDNet and KoG communities are still hard-coded. The communities now also support an arbitrary number of associated countries, types and servers. This is a refactoring to prepare for getting the list of communities dynamically from the server and removing the DDNet and KoG tabs from the serverbrowser.
New UI elements were being created for every server info after refreshing the server list. At the same time, old UI elements were not being deleted when the server info objects are deleted. The use of `mutable` for this purpose was also rather unclean.
Now, a separate `std::vector` of UI elements is kept for all server browser entries, instead of associating the UI elements directly with the server info.
Move the "Filter", "Info" and "Friends" tabs to the top, above the tab content. Use icons instead of text for the tabs. Use animator to animate the tabs on mouse-over. Closes#6613.
Make spacings, corners and font sizes used in the filter, details and friends tabs more consistent.
Remove some unnecessary dark UI rect backgrounds.
Improve alignment of the number of friends with the heart icon for entries in the server list.
Improve layout of countries and types filters. Make the filters scrollable when there are many entries.
Refactor most of the server browser in preparation for replacing the DDNet and KoG tabs with a community filter, which will work like the countries and types filters. Split rendering of different server browser sections into multiple functions to improve readability. Reduce duplicate code for the countries and types filters.
Remove `Is` from the getter names for the same reason that removing `Get` from the name is preferred. The word `Is` was inconsistently used as a prefix in `CScrollRegion` but as an infix in `CListBox`.
- Remove unnecessary variable `Page`.
- Use `IGraphics::CORNER_NONE` instead of `0` and instead of the inconsistent-looking `CORNER_BR` for the KoG-button.
- Simplify UI rect layout.
The world tuning is a part of the world. This way the entities implementation
use the same API as available on the client side.
This change is a step toward unified/shared world logic for client and server.
Make the skipping duration adjustable with a dropdown menu. The dropdown menu includes the durations 1s, 5s, 10s, 30s, 1m, 5m and 10m. The default duration is 5s. Skipping durations longer than the current demo are not shown. The dropdown menu is only shown if two or more durations would be shown.
Add buttons for skipping the duration, which was previously only possible with the hotkeys.
Add Ctrl+Left/Right hotkeys for skipping to chapters.
Add Shift+Left/Right hotkeys for adjusting the skipping time.
The Left/Right arrow keys and the J/L keys work identically for all hotkeys now.
Ignore ctrl, shift and alt keys for demo speed changes with the mouse wheel, to better support actions like zooming being bound to alt+mousewheel etc.
Also handle keypad enter key for play/pause like the normal return key.
Use arrow up/down icon for speed adjustment buttons, so that the "backward/forward" icons can be used for duration skipping instead.
Closes#7064.
The DDTeam colors were previously generated in HSL by taking the team index and multiplying it by 360/64° to calculate the hue, which results in team colors being evenly distributed over the entire color range like a rainbow. However, this causes colors of adjacent teams to be very similar and therefore hard to distinguish.
Now, the hue is calculated by multiplying the team index with the golden angle (~137.50776°) and taking the modulo 360° of that. Due to the properties of the golden angle, this can generate never repeating sequences of unique colors where the adjacent colors are very distinct.
Duplicate code is reduced by adding the `CGameClient::GetDDTeamColor` function.
Reduce the space reserved for the label by the space for the dropdown icon instead of rendering the label behind the icon.
This is more noticeable with smaller dropdown menu buttons, which will be used in the future.
1. Regardless of the pause the message is CL_SETTEAM and there is no
reason to match it against other messages.
2. Another implementation can save the wanted team and apply it later.
When the buffer of a lineinput is modified externally, the cursor offset and selection are not updated, which causes them to be rendered wrong and also causes the assertion error "Selection and cursor offset got desynchronized" when changing the selection of a lineinput.
Don't truncate console lines at 255 bytes anymore. Especially lines containing many Unicode characters would be adversely affected by this limitation.
Instead, truncate console lines after 10 wrapped lines are rendered. Rendering too many lines at once currently breaks the console scrolling. Rendering an ellipsis is currently not possible when rendering text with a maximum line count.
Increase buffer sizes to handle long (esp. invalid) command inputs.
Closes#7132.
If the player slots update the 0.7 clients have to be informed
about it. Otherwise the client can block the join button
if the outdated playerslots are filled already.
Use `enum EImageFormat` type for image format literals and variables.
Add `PixelSize` function to get the number of bytes/color channels per pixel for a specified image format.
Remove unused store format argument of texture loading functions. All textures are automatically being stored as RGBA, so the argument was unused. Also remove the therefore unused `FORMAT_AUTO`.
Rename variables consistently to `PixelSize` and use `size_t`, instead of mixing different names like `BPP` and `ColorChannelCount`.
Validate image format loaded from maps using `CImageInfo::ImageFormatFromInt`. Add `FORMAT_ERROR` to represent invalid formats.
Remove redundant `PixelSize` parameter from graphics backends and commands, which can be derived from the texture format.
Fix memory leak when RGB image data is being converted to RGBA format when saving map in editor.