The client crashes when a team kill message specifies a team for which no client can be found. This can easily happen when the server sends an unknown team on purpose. It may also happen sporadically during normal gameplay, assuming a team is dissolved or the last team member leaves at the same time as the kill message is received.
The crash is fixed by not rendering any tee for these kill messages. The kill message text is always set depending on the team number in the team kill message, regardless of whether the team exists.
Closes#6533.
Use the utility function to check if tele/speedup/switch/tune tile indices are valid.
Using `IsValidSwitchTile` fixes that the switch number and delay were not updated when selecting freeze, deep freeze, deep unfreeze, live freeze and live unfreeze tiles, as those tiles were missing in the existing condition.
The tele tile number is not used for `TILE_TELECHECKIN` and `TILE_TELECHECKINEVIL` and the results of these functions were always implicitly converted to `bool` while assuming that the tele number was not `0` for these tiles.
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.
6521: Minor refactoring of engine input r=Chairn 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
- [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>
6437: Make team kills condensed in killfeed r=heinrich5991 a=VoxelDoesCode
For those who still have the killfeed on, I wanted to modernize it, by having team kills become one line instead of a bunch!
![image](https://user-images.githubusercontent.com/95713843/226060109-ed74c2f6-1289-4247-81dc-1725428ddf59.png)
## 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
- [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: VoxelDoesCode <dante_n_cedroni@hotmail.com>
6515: Add OnNewSnapshot to component hooks r=heinrich5991 a=ChillerDragon
Waste some clock cycles on zero lines code removed :D
Downstream client maintainers will love it tho
## 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
- [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: ChillerDragon <ChillerDragon@gmail.com>
The calculation of `m_LongestLineWidth` was adjusted in bf1e757581 so it's really the width of the line and not the X position of the end of the line. This caused the background rects of chat messages to be rendered incorrectly.
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>
6509: Fix client crash when spectating on server with missing game info 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>
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.
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.
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.
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.
Calculate text height for popups with `TextWidth` instead of using `TextLineCount`, which can be incorrect if the aligned font size differs from the normal one.
Also calculate text height in `TextWidth`.
Use calculated text height to verically center UI labels.
The text cursor flags (in particular, the `TEXTFLAG_STOP_AT_END` flag) must also be passed to `TextWidth`. Otherwise, for example, when `TEXTFLAG_STOP_AT_END` is missing, the wrong text height is calculated, as text is rendered over multiple lines instead of stopping at the end of the first line.
Closes#5396.
Support using editor popup rendering in game client.
Support unlimited number of popup menus instead of maximum of 8.
Fix non-active popups handling key events. Add `Active` parameter to popup function, so key events are only processed by the active (top-most) popup. Previously the "New folder" popup could be confirmed with enter while an error message is shown, which causes multiple error messages to stack.
Allow popups to close without closing their child popups. Previously a popup could not open another popup and close itself immediately afterwards, as this was causing the newly opened popup to be closed instead.
Support using return/enter keys to confirm binary choice popups and to close message popups for more convenient usage.
There is not enought space for the button in the file browser on 4:3 and 5:4 resolutions.
The button fits in the file menu, as it allows to adjust the map details which are specific to the current map file.
When an image/sound is readded, this reuses the `ReplaceImage/Sound` callback functions. The added error handling to prevent duplicate images/sounds was causing this to not work, as the image/sound being readded was already present. The implementation is separated from the callback functions and an additional parameter is added to toggle the duplicate name check.
Previously this was hard to notice, as the error message popup was not shown due to the top-most popup being closed immediately. This will be fixed separately by a larger refactoring, so a popup can close itself immediately after opening another popup without closing the child popup instead.
Closes#6500.
The client ID referenced by dragger beams and plasmas must also be swapped when two clients are swapped, as those entities should refer to the same character entity as before the swap.
For dragger beams, swapping previously caused the active beams to switch target to another character.
For plasmas, swapping previously caused already shot plasmas to not have an effect on their original target character.
Closes#5865.