Commit graph

328 commits

Author SHA1 Message Date
Robert Müller c0b8bf313c Fix selected demo index being desynced with selected demo name
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.
2023-10-05 21:29:34 +02:00
Robert Müller 48ba1f463a Ensure CDemoItem member variables are initialized
The variable `m_Valid` was not initialized in all cases.
2023-10-05 21:29:33 +02:00
Dennis Felsing 1452b36dc0
Merge pull request #7172 from furo321/render-done-popup
Add a popup for when video render is done
2023-09-30 09:38:01 +00:00
Robert Müller 2a17d1b8ac Rename variables containing ForeGround and BackGround
To `Foreground` and `Background` respectively.
2023-09-24 20:01:36 +02:00
furo 67e753bd6b Don't include .demo in demo slice input 2023-09-16 22:09:26 +02:00
Robert Müller 0ea4d6540a Overhaul demo player skipping UI and UX
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.
2023-09-13 21:03:04 +02:00
furo 79c503ec0f Fix requested changes 2023-09-12 17:50:06 +02:00
furo 8f8c9a20c0 Add a popup for when video render is done. 2023-09-12 17:19:24 +02:00
furo 50d0efb410 Add "render cut to demo" 2023-09-06 21:03:51 +02:00
Robert Müller bc82a450c3 Remove CLocConstString
This makes it more obvious where text is localized. This class was also broken for localized strings with context, since the member variable `m_ContextHash` was uninitialized.
2023-08-30 19:24:38 +02:00
furo 28fda865c5 Keep selection after sort 2023-08-28 21:47:48 +02:00
furo 2dcc0b9db3 Fix demo sorting 2023-08-28 21:11:12 +02:00
furo ac775eca36 Fix style 2023-08-26 20:29:58 +02:00
furo 0ebc40ec80 Naming: Item -> pItem 2023-08-26 17:28:35 +02:00
furo 1b20a9640d Fix requested changes. 2023-08-26 13:13:12 +02:00
furo 4f3a4c4816 Whops 2023-08-26 02:10:54 +02:00
furo 6781717983 Ability to search for demos. 2023-08-26 01:55:30 +02:00
heinrich5991 548f2f6021
Merge pull request #7058 from Robyt3/Demo-Player-Pause-Indicator
Show indicator when pausing/unpausing in demo player
2023-08-25 11:55:03 +00:00
Robert Müller ec0522d58f Show indicator when pausing/unpausing in demo player
Render a pause/play icon in the center of the screen when pausing/unpausing while the menu is not active.

The icon fades in and out over 0.5 seconds and slightly increases in size over that time.

When starting demo rendering with initial pause, the pause indicator is rendered continuous until playback is first started, to ensure that the initial pause state is communicated clearly to the user. The initial pause indicator is not included in the rendered demo, but pausing and unpausing later during demo rendering will cause it to be included in the video, same as other UI elements. Closes #7044.

The config variable `cl_demo_show_pause` (`0/1`, default `1`) is added to hide the pause indicator entirely, for example to render a demo with multiple pauses without the indicator.

The pause indicator and also the existing speed indicator are not rendered (anymore) while the menu is active, as the menu already contains this information.
2023-08-25 13:29:17 +02:00
Robert Müller dfe91705c1 Improve alignment of demo icon buttons 2023-08-24 20:54:50 +02:00
Robert Müller d2c9750c65 Add str_from_int function
Add more efficient function for formatting integer values as strings.

A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).

This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.

The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.

This requires incrementing the macOS deployment target from 10.13 to 10.15.
2023-08-24 20:54:17 +02:00
Alexander Akulich 29688fb499 Remove cl_video_pause_on_start; reset the pause option on popup opened 2023-08-19 13:51:38 +03:00
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 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 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
Alexander Akulich 7802dc2760 Client: Omit '.demo' extension from the video file name 2023-07-08 15:43:42 +03:00
Alexander Akulich f93c6c7659 IDemoPlayer: Make SetSpeedIndex() actually set index 2023-07-08 04:09:46 +03:00
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 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
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
Robert Müller 9a57def5a6 Add templated str_append function for arrays with fixed size 2023-06-14 00:04:01 +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
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 d9b5a8c3c4 Use X icon for demo close button, remove DoButton_DemoPlayer 2023-05-28 21:53:04 +02:00
Robert Müller 6feb46183e Improve demo slice popup
Show begin time, end time and length of demo cut in popup.

Replace demo slice error/confirm messages with generic popups.

Improve layout. Remove unnecessary empty space.
2023-05-28 15:03:52 +02:00
Robert Müller 1667861857 Use nullptr instead of 0 2023-05-28 14:59:46 +02:00
Robert Müller 6ff418322b Support rendering generic popup menus in demo player
Due to different code paths for the demo player, the `RenderPopupMenus` funtion needs to be called separately.
2023-05-28 14:59:46 +02:00
Robert Müller be8a601e9e Render demo popups above/after other demo controls
Prevent using other demo controls while a demo popup is open.
2023-05-28 14:59:45 +02:00
Robert Müller 20ce930765 Move variable declarations closer to usages 2023-05-28 14:59:45 +02:00
Robert Müller b01e8b7bc5 Extract CMenus::RenderDemoPlayerSliceSavePopup function 2023-05-28 14:59:45 +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
bors[bot] b1f2862cff
Merge #6511
6511: Refactor vertical alignment of UI labels, add more text render convenience functions r=def- a=Robyt3

Should change layout only very little.

### Notes if you are porting this downstream

`SLabelProperties::m_AlignVertically` is removed. The usage was previously confusing and inconvenient, as the `SLabelProperties` parameter object was necessary to change the vertical alignment. If `m_AlignVertically == 1` (which is the default value) then the text is vertically centered and this works correctly also for multi-line text, assuming that the correct rect height is specified and the previous fixes have been applied (#6507). If `m_AlignVertically == 0` then the text is somehow more correctly aligned for some UI elements that span only one line in cases where the previous option doesn't work correctly. Other `m_AlignVertically` values besides `0` and `1` are not used.

With this PR most text is centered vertically by setting `TEXTALIGN_MIDDLE`. The UI code always uses shorthand constants for combinations of horizontal and vertical alignment, e.g. `TEXTALIGN_MC` for `TEXTALIGN_MIDDLE | TEXTALIGN_CENTER`. To port your own code, I'd recommend replacing all of your usages of `TEXTALIGN_LEFT`, `TEXTALIGN_CENTER` and `TEXTALIGN_RIGHT` with `TEXTALIGN_ML`, `TEXTALIGN_MC` and `TEXTALIGN_MR` respectively. Remove all usages of `m_AlignVertically` and also the `SLabelProperties` variables for which only `m_AlignVertically` was changed. This means all text will be vertically centered and have the same horizontal alignment as before. For some labels the vertical centering does not work correctly though, so you'll have to visually check if any of the texts are misaligned and then manually adjust the alignment or the UI rect position and/or size.

## 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>
2023-04-10 17:29:23 +00:00
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 76ad9e2e3b Use Localizable instead of comment with Localize 2023-04-10 16:43:53 +02:00
VoxelDoesCode df48c44e78 Bring every Font Icon unicode into a namespace
Fix namespace hopefully
2023-04-03 20:25:28 -04:00