Commit graph

138 commits

Author SHA1 Message Date
Robert Müller 184ada3c95 Fix various lineinput issues/regressions
Fix Ctrl+C not working to copy text in console when the command input already contains text, as the changed flag was never reset properly.

Fix scroll position of UI editboxes not being updated when moving cursor without changing text.

Fix lineinput selection change being detected as content change, causing the editor modified state to be set incorrectly.

Fix cursor blinking not being disabled correctly after changing text without changing cursor position.
2023-12-15 17:49:06 +01:00
Robert Müller 6a12e209b6 Fix readability-make-member-function-const 2023-12-14 23:38:03 +01:00
Corantin H af77ebac54 Added console search function 2023-12-14 21:58:27 +01:00
archimede67 0aca09093f Use WasCursorChanged() when rendering lineinput in CUI::DoEditBox 2023-12-11 22:26:19 +01:00
Robert Müller 7ae7877248
Merge pull request #7593 from archimede67/console-scrolling
Add ability to scroll in console. Remove pages.
2023-12-09 18:26:32 +00:00
Robert Müller d3cc932a9b
Merge pull request #7393 from archimede67/editor-undo-redo-v2
Editor undo/redo v2
2023-12-09 18:17:38 +00:00
furo e0b51c2aec Add ability to scroll in console. Remove pages. 2023-12-09 12:20:43 +01:00
Corantin H 96e4c5f7cd Add editor undo/redo feature 2023-12-04 22:44:20 +01:00
Robert Müller d8ec6a0a35 Fix heap-use-after-free when popup opens another popup
The popup menu render function can open/close other popups, which may resize the vector of popup menus and thus invalidate the current popup menu variable before the popup is closed. We therefore store the popup UI element ID in a separate variable to avoid the access to the potentially invalidated popup menu variable after the popup menu is rendered.

Also prevent invalidated popup menu from being rendered for one frame after it is closed by clicking outside.

Closes #7565.
2023-12-04 22:12:20 +01:00
Robert Müller 78217c44d7 Add mode selection to color picker popups (RGBA, HSVA, HSLA)
Add buttons for selecting the color mode (RGBA, HSVA, HSLA) in color picker popups in menu and editor. Previously, the color picker popups always showed the color components in HSVA. Now the mode can be switched so the components are shown in either RGBA or HSLA. The hex color code is always RGBA, same as before.

In the editor, the RGBA mode is used per default, to prevent any loss of information due to color conversions, as the map format stores RGBA values. In the menus, the HSVA mode is the default, same as before, although the config actually stores HSLA values.

The HSVA color picker controls (1D slider for hue, 2D picker for saturation and value) are still shown for all modes.

As many color conversions as possible are avoided by only converting between color formats when necessary. Switching between color modes should not change the selected color. Changing the RGBA hex value in the editor will set the exact value also when another color mode is selected. However, changing the color with the other controls in HSVA/HSLA mode will cause a conversion and possible loss of information. The conversion directly from RGBA to HSVA and vice versa is also explicitly avoided, as this internally converts to HSLA first, which is done separately already.

Closes #7409.
2023-11-05 13:46:01 +01:00
Robert Müller 91e6fca2a5 Add parameter Enabled to DoButton_PopupMenu 2023-11-05 12:56:07 +01:00
Robert Müller 95675a97ad Fix mangled highlighted text in server browser
Refresh UI label text containers when the glyph count of the read-cursor has changed.

Regression from #7203.
2023-09-23 16:34:13 +02:00
Robert Müller 5d4affac55 Fix text containers always being recreated for empty text
Because text containers are not created for empty text, it was being tried again every frame.
2023-09-20 17:22:16 +02:00
Robert Müller 48671dc866 Remove unnecessary temporary variables 2023-09-20 17:03:24 +02:00
Robert Müller 4fb44fc0e8 Improve dropdown menu button label alignment
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.
2023-09-10 13:42:38 +02:00
Robert Müller 147561e281 Add CUI::RenderProgressSpinner function 2023-08-31 22:40:09 +02:00
Robert Müller f90e908c9d Reset text containers on language change
Fix text containers rendering broken text after the language is changed, as this cleared the glyph atlas without clearing the references to the glyph positions in the text containers. Now `OnWindowResize` is also called on language change to reset all text containers.

However, the glyph atlas is not cleared on normal window resize anymore, because this seems to be unnecessary.
2023-08-14 23:04:55 +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
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
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 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
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
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 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 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 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 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 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 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 1c16d0e799 Extract CUI::DebugRender function 2023-06-04 17:27:42 +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
Robert Müller 1015176ae1 Fix inconsistent width/height calculation for generic popups
Sometimes the calculated popup width and height do not perfectly match the width and height when the text is rendered, so a small nudge value is added to prevent cases where this was noticeable.
2023-05-28 14:59:45 +02:00
Robert Müller 08e0a87ff1 Use icons for refresh and connect buttons, refactor DoButtonMenu
Use less space for refresh and connect buttons to improve layout with 5:4 and 4:3 resolutions. Closes #5605. Closes #5878.

The "Refreshing..." text is replaced with combined refresh and ellipsis icons.

Alpha and saturation of the green color of the connect button are increased.

Move `CMenus::DoButtonMenu` to `CUI::DoButton_Menu`. Simplify usage by adding `SMenuButtonProperties` parameter object for all optional arguments. Remove unused `ColorHot` parameter.
2023-05-27 19:48:32 +02:00
Jupeyy 0b1960c532 Fix Y Alignment by respecting cursor height independent of character height 2023-05-08 17:49:05 +02:00
Robert Müller 0c32eacbab Make text container index type-safe
Use `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.

Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.
2023-05-05 15:58:17 +02:00
Robert Müller ebb2e4253d Port line input and IME support from 0.7
Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397.

General
------------------------------

Fix issues with the text input. Closes #4346. Closes #4524.

Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference.

Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved.

UI text input
------------------------------

Fix inconsistent mouse-based left and right scrolling (closes #4347).

Support smooth left and right scrolling.

Chat
------------------------------

Support keyboard-based text selection of the chat input.

Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor.

Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling.

Console
------------------------------

Also support mouse-based text selection of the command input.

Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console.

Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice).

When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log.

Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected.

Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end.

Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead.

IME support
------------------------------

Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems.

Improve composition rendering by underlining the composition text instead of putting it in square brackets.

Track active input globally to properly activate and deactivate IME through the SDL functions.

Closes #1030. Closes #1008.

Password rendering
------------------------------

Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint.

Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could:

1. Use a latin password and switch off the IME for the password input with the IME hotkey.
2. Blank your screen with an external program while you are streaming and entering passwords.
3. Use binds to authenticate in rcon or to set the server browser password.

Refactoring
------------------------------

Move all text input logic and general rendering to `CLineInput`.

A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead).

Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer.

Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input.

Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text.

Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input.

Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer.

Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`.

Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering.

Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer.

Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use.

IME usage guide (Windows)
------------------------------

1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean).
2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally.
2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing).
3. Switch from Latin/English input mode to the respective asian input mode.
   - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings.
   - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings.
   - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet.
   - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately.
4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list.

SDL version-specific issues
------------------------------

- 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor.
- 2.0.18, 2.0.20: IME candidates work.
- 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode.
- 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-04-23 15:00:29 +02:00
Robert Müller ecc49a699f Use size_t for number of input events 2023-04-21 18:44:49 +02:00
Robert Müller a6f9fdd6d5 Add function to get caret position to ITextRender
Add `CaretPosition` function to get position of text caret. Replace some existing usages of `TextWidth`, which would no longer work correctly for multi-line text.

Having this function is also useful when porting the upstream UI lineinput.
2023-04-10 17:22:10 +02:00
Robert Müller 9ad2f9f4df Add functions to get text bounding box to ITextRender
Add separate `STextBoundingBox` to describe text bounding box (same as on upstream). Add `GetBoundingBoxTextContainer` to get bounding box for a text container. Add `TextBoundingBox` function to get bounding box with old text render interface.

Using this function to get the bounding box width and height is cleaner than using `TextWidth`. This function additionally can get the bounding box X and Y position for convenience.

Some usages of `TextWidth` are replaced with `TextBoundingBox` to improve readability.

It will be useful to have these functions when porting the upstream UI lineinput.
2023-04-10 17:22:10 +02:00
Robert Müller 8507a651d1 Refactor vertical alignment in UI
Add separate constants `TEXTALIGN_TOP`, `TEXTALIGN_MIDDLE` and `TEXTALIGN_BOTTOM` for vertical alignment.

Add shorthand constants for all possible combinations of horizontal and vertical alignment, e.g. `TEXTALIGN_MC` for `TEXTALIGN_MIDDLE | TEXTALIGN_CENTER`.

Replace usage of `SLabelProperties::m_AlignVertically` with these constants in all menu and editor code for more convenient and versatile alignment of text. Use combined horizontal-vertical alignment constants for all existing labels. Manually adjust layout for some elements which were initially misaligned with the new implementation.

Refactoring:

- Use `CORNER_NONE` instead of `0`.
- Improve some `CUIRect` variables names and usage.
2023-04-10 17:22:09 +02:00
Robert Müller 430e96346f Fix inconsistent text wrapping of popup labels
Round up the calculated text width to prevent inconsistent text wrapping in the popups in cases where the current text width is very close to the maximum line width.
2023-04-09 20:10:44 +02:00