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.
For some tooltips, the associated UI element ID was not being set as hot item, which is required for tooltips.
The tooltip for the "Dummy settings" checkbox was only present on the tee settings page but not on the player settings page.
Closes#7107.
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.
When the text cursor/selection mode is set to calculate, values of `-1` are used when the selection is empty. These values were not being handled anymore due to a regression from #7028. This was causing the selection to be set to the last position instead, which was causing text to subsequently be inserted there instead of at the cursor position.
An assertion is added to ensure that the selection cannot be desynchronized from the cursor position anymore.
Closes#7099.
CGameClient::OnPredict() says "don't predict anything if we are paused"
and yet we predict different stuff based on CGameClient::Predict() result
which leads to flickering here and there (e.g. for projectiles and characters).
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.
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.
It was not actually necessary to clear the brushes to prevent the crashes. The crashes were fixed by not storing the texture handles for the layers anymore.
Closes#7024.
Add a button to manually reload the entities background map instead of automatically reloading it when it's changed. As the background map was only reloaded every 10 seconds, sometimes changing the background map quickly had no effect.
Improve the layout of the DDNet settings menu. Align labels and UI elements and reduce unused empty space.
vanilla 0.6 joins weren't recorded. Also after map change, for the
existing players these Join chunks were missing. Just add these
message for existing players now and add OnClientEngineJoin in all
code paths with clients connecting.
Add `str_utf8_offset_bytes_to_chars` and `str_utf8_offset_chars_to_bytes` functions to base system to convert between byte and UTF-8 character offsets in UTF-8 strings.
Previously, this was separately implemented in the textrender and in the lineinput helper.
These textrender functions are entirely replaced by the new functions:
- `ITextRender::SelectionToUTF8OffSets` (by `str_utf8_offset_chars_to_bytes`)
- `ITextRender::UTF8OffToDecodedOff` (by `str_utf8_offset_bytes_to_chars`)
- `ITextRender::DecodedOffToUTF8Off` (by `str_utf8_offset_chars_to_bytes`)
These lineinput helper functions are reimplemented using the new functions:
- `CLineInput::OffsetFromActualToDisplay` (uses `str_utf8_offset_bytes_to_chars`)
- `CLineInput::OffsetFromDisplayToActual` (uses `str_utf8_offset_chars_to_bytes`)
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.
Closes#7018.
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.