6663: New spectate mode (multiview) r=def- a=Vy0x2
<!-- What is the motivation for the changes of this pull request? -->
Adding a new spectator mode, that can spectate a team by moving the camera in the middle and zooming in/out
Works with team 0 or any team, but you have to work with it a bit to get used to it. I tried to make it as intuitive as possible.
Pr is as ready as it can get, please test it.
![screenshot_2023-06-30_19-17-42](https://github.com/ddnet/ddnet/assets/24738662/0446d568-d34b-4d14-8682-dd077f121e91)
Youtube video:<a href="http://www.youtube.com/watch?feature=player_embedded&v=7GM6DA3EYAI" target="_blank">
<img src="http://img.youtube.com/vi/7GM6DA3EYAI/maxresdefault.jpg" alt="Watch the video" width="192" height="108"/>
</a>
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] 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: devdenn <denispaul43@gmail.com>
Co-authored-by: Vy0x2 <denispaul43@gmail.com>
Initially the file browser (maps, images, sound) shows the files from all storage locations combined like before when opening a file for reading. When saving a map, only the save storage location is shown and used 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 "maps"/"mapres" folder exists (whichever the dialog is currently showing). 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.
The "Show 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.
When navigating to the parent folder, the previous folder is now initially selected instead of resetting the selection.
Add a link to the "themes" folder same as the link to the "downloadedmaps" folder to allow easier access to the themes with the map editor.
The "folder tree" icon which is used for the ".." folder is now also used for the folder links in the storage location selection and for the links to the "downloadedmaps" and "themes" folders.
Always sort links above normal folders but below the ".." folder.
Fix alignment of font icons by using the correct flags.
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.
When multiple files or folder have the same name in multiple storage locations, only pass the first entry (file or folder, whichever comes first) to the callback. To prevent files with the same name form being listed multiple times, e.g. in the demo browser, editor file browser, and asset lists.
For long editor texts (group name, layer name, image name, sound name, file names, tooltips) make use of the font scaling and ellipsis functionality implemented in `DoLabel` instead of implementing it separately in the editor.
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.
6796: CSound: Initialize all members (fixes#6795) r=Robyt3 a=def-
## Checklist
- [ ] 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: Dennis Felsing <dennis@felsin9.de>
6790: Prevent /swap with paused players r=def- a=Robyt3
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] 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)
6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
## Checklist
- [ ] 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>
6792: Fix proximity radius of predicted pickups r=def- a=trml
Radius was set to 0 before this, so pickups were sometimes not predicted.
## 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
- [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: trml <trml@users.noreply.github.com>
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
6776: Allow 'bind x' to be used like 'binds x' r=def- a=ArijanJ
<!-- What is the motivation for the changes of this pull request? -->
This makes the 'bind' command optionally take only one argument, in which case it behaves like 'binds x'. This falls in line with how most popular games do it, and may prevent confusion in the future.
![image](https://github.com/ddnet/ddnet/assets/56356662/893508af-2b64-405f-be2c-da65387063aa)
This introduces a tiny bit of duplication though, because I just copied the if statement from 'binds', but it should be fine.
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] 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: ArijanJ <ajakshik@gmail.com>
6755: Remove individual RGBA sliders from editor color picker, add shift+rightclick/leftclick to copy/paste color in editor r=Jupeyy a=Robyt3
Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.
Decrease size of layer and point popups that previously had color properties which need less space now.
Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.
Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.
Screenshots:
- Before:
![screenshot_2023-06-20_20-39-43](https://github.com/ddnet/ddnet/assets/23437060/4a8b230c-a66b-4e2a-9744-cb5f80f6a799)
- After:
![screenshot_2023-06-20_20-40-00](https://github.com/ddnet/ddnet/assets/23437060/517f90cf-06a5-4332-9eb8-6a87cbc91b32)
- After (color picker open):
![screenshot_2023-06-25_17-35-55](https://github.com/ddnet/ddnet/assets/23437060/30320b56-e4cb-4e93-bf7b-8cfc8d96620b)
Suggested by `@HiRavie` in https://github.com/ddnet/ddnet/pull/6743#issuecomment-1593886873, though it was easier and also looks better to me when the color picker button has exactly the same size as the other value selectors.
## 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
- [ ] 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>
6772: Various minor demo player usability improvements r=def- a=Robyt3
- 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.
- Fix demo seeking not working at beginning and end.
- 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.
- Allow right-clicking slice buttons to reset cut beginning/end.
## 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>
6763: Autosave copy of current editor map periodically to `auto` folder, use separate thread to finish saving maps, add saving indicator r=def- a=Robyt3
A copy of the map currently open in the editor is saved every 10 minutes to the `maps/auto` folder (interval configurable, see below). The automatically saved map uses the filename of the original map with an additional timestamp. Per map name 10 autosaves are kept in the `auto` folder before old autosaves will be deleted (number configurable, see below).
Add config variable `ed_autosave_interval` (0 - 240, default 10) to configure the interval in minutes at which a copy of the current editor map is automatically saved to the 'auto' folder.
Add config variable `ed_autosave_max` (0 - 1000, default 10) to configure the maximum number of autosaves that are kept per map name (0 = no limit).
Autosaving will not take place in the 5 seconds immediately after the map was last modified by the user, to avoid interrupting the user with the autosave.
This will only delay autosaving for up to 1 minute though, so autosaves are not prevented entirely, should the user continuously edit the map.
When the editor is reopened after being closed for more than 10 seconds, the autosave timer will be adjusted to compensate for the time that was not spent on editing in the editor.
When the map is saved manually by the user the autosave file is also updated, if it's outdated by at least half of the configured autosave interval. This ensures that autosaves are always available as a periodic backup of the map.
When a copy of the current map is saved, this does not update the autosave and will also no longer reset the modified state. The modified state should reflect whether changes have been made that are not saved to the current map file. As saving a copy does not update the current file, the modified state should not be reset in this case.
Closes#6693.
Compressing the data with zlib takes the majority of the time when saving a datafile. Therefore, compressing is now delayed until the `CDataFileWriter::Finish` function is called. This function is then off-loaded to another thread to make saving maps in the editor not block the rendering.
A message "Saving…" is shown in the bottom right of the editor view while a job to save a map is running in the background.
While a map is being finished in a background thread another save for the same filename cannot be initiated to prevent multiples accesses to the same file.
Closes#6762.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options
- [X] 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: Robert Müller <robytemueller@gmail.com>
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.
Compressing the data with zlib takes the majority of the time when saving a datafile. Therefore, compressing is now delayed until the `CDataFileWriter::Finish` function is called. This function is then off-loaded to another thread to make saving maps in the editor not block the rendering.
A message "Saving…" is shown in the bottom right of the editor view while a job to save a map is running in the background.
While a map is being finished in a background thread another save for the same filename cannot be initiated to prevent multiples accesses to the same file.
Closes#6762.
A copy of the map currently open in the editor is saved every 10 minutes to the `maps/auto` folder (interval configurable, see below). The automatically saved map uses the filename of the original map with an additional timestamp. Per map name 10 autosaves are kept in the `auto` folder before old autosaves will be deleted (number configurable, see below).
Add config variable `ed_autosave_interval` (0 - 240, default 10) to configure the interval in minutes at which a copy of the current editor map is automatically saved to the 'auto' folder.
Add config variable `ed_autosave_max` (0 - 1000, default 10) to configure the maximum number of autosaves that are kept per map name (0 = no limit).
Autosaving will not take place in the 5 seconds immediately after the map was last modified by the user, to avoid interrupting the user with the autosave.
This will only delay autosaving for up to 1 minute though, so autosaves are not prevented entirely, should the user continuously edit the map.
When the editor is reopened after being closed for more than 10 seconds, the autosave timer will be adjusted to compensate for the time that was not spent on editing in the editor.
When the map is saved manually by the user the autosave file is also updated, if it's outdated by at least half of the configured autosave interval. This ensures that autosaves are always available as a periodic backup of the map.
When a copy of the current map is saved, this does not update the autosave and will also no longer reset the modified state. The modified state should reflect whether changes have been made that are not saved to the current map file. As saving a copy does not update the current file, the modified state should not be reset in this case.
Closes#6693.
Which was causing the listbox selection to be cleared when activating the filename editbox, as the filename search expects names without the file extension.
Add button to play/stop audio preview and label showing selected sound duration in editor sound list and sound file browser.
Show error message instead of preview in editor image/sound file browser when selected file cannot be loaded.
When using "Save Copy" to save a copy of the current map to a new file and selecting a file that already exists, a confirmation popup is shown. However, this confirmation popup did not differentiate between regular saving and saving a copy, so the regular save callback was always called.
When the text is slightly longer (e.g. X and Y positions having multiple digits), the font size of the info text in the menubar decreases because not enough space is available.
Show one decimal place also for the current world X and Y position of the mouse, which allows to determine the position of the mouse inside the currently hovered tile.
Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.
Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.
Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.
Decrease size of layer and point popups that previously had color properties which need less space now.
6750: Select new demo file after renaming and slicing demo, scroll to selected demo when sorting, refreshing etc. 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>
6747: Fix uninitialized `CLineInput` member variables r=def- a=Robyt3
Closes#6745.
## 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>
6748: When all DDNet filter entries selected, deselect with right click r=def- a=Robyt3
Allow deselecting just one filter entry by right clicking the entry (country or game type) when all entries are currently selected (i.e. none are excluded). Previously the first right click always deselected all filters except the clicked one (same as the left click).
Closes#6746.
## 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)
6749: Fix alignment of font icon buttons in editor, use font icon for editor proof mode selection button r=def- a=Robyt3
Before:
![screenshot_2023-06-16_18-00-17](https://github.com/ddnet/ddnet/assets/23437060/65cb056a-eadc-4037-83b1-ad50af0980a3)
After:
![screenshot_2023-06-16_17-59-17](https://github.com/ddnet/ddnet/assets/23437060/c17ae4ed-971c-49ed-a430-951614e553bc)
## 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
- [ ] 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>
Allow deselecting just one filter entry by right clicking the entry (country or game type) when all entries are currently selected (i.e. none are excluded). Previously the first right click always deselected all filters except the clicked one (same as the left click).
Closes#6746.
By replacing the editor specific color picker popup with the generic UI color picker popup.
Improve layout of the editor color picker button. Improve spacing and ensure that the button is square. Slightly enlarge button on mouse hover.
6742: Run MysqlUninit later (fixes#6571) r=def- a=def-
Otherwise the mysql thread can still be running in the background while we uninitialize it.
## Checklist
- [ ] 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: Dennis Felsing <dennis@felsin9.de>
6740: Don't remove the `.map` suffix in editor file dialog r=def- a=Robyt3
This otherwise breaks file loading because the file extension is expected in this input buffer even when the input is not rendered.
Regression from #6736.
## 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>
This otherwise breaks file loading because the file extension is expected in this input buffer even when the input is not rendered.
Regression from #6736.
6737: Refactor `str_copy` usages and buffer sizes in editor r=def- a=Robyt3
Use templated `str_copy` function in most cases to specify the correct buffer size.
Fixes two cases where the buffer size was hard-coded to a number.
Fix buffer size not being checked when copying auto mapper configuration name. Loading an auto mapper configuration with a name longer than 128 bytes could cause an out-of-bounds write.
Increase sizes of some text buffers that were potentially too small.
## 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>
Use templated `str_copy` function in most cases to specify the correct buffer size.
Fixes two cases where the buffer size was hard-coded to a number.
Fix buffer size not being checked when copying auto mapper configuration name. Loading an auto mapper configuration with a name longer than 128 bytes could cause an out-of-bounds write.
Increase sizes of some text buffers that were potentially too small.
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.
6734: Use `DoLabel` instead of `Text`/`TextEx` in menus, other minor refactoring of menus 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>
Use correct enum literal `SETTINGS_LENGTH` as array size for button containers instead of the `sizeof(apTabs)`, which does not consider the size of the array elements.
Use code for dynamic size calculation directly instead of putting it in comments.
- Use `IGraphics::CORNER_NONE` instead of `0`.
- Remove redundant usage of `Localize` for an already localized string.
- Remove redundant `HSplitBottom` with zero size.
- Use `nullptr` instead of `0`.
- Remove dead code.
- Mark functions and pointers as `const` when possible.
- Remove unused argument of `CRenderTools::GetRenderTeeAnimScaleAndBaseSize` function.
- Copy tee render info when rendering emote wheel instead of modifying global render info.
- Fix names of static variables.
The time of the last kick vote and the time of the last team change are initially in an undefined state, which causes the kick vote and team change to fail due to the delay incorrectly being applied.
Closes#6723.
The popup message has to be top- and not middle-aligned in some popups:
- First launch
- Existing player for nickname
- Warning
Likely a regression introduced by #6511.
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.
- 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.
Currently this must be added when calculating the required height of a UI rect for a scroll region to get a perfect fit.
It is extracted into a constant so it can be used in other parts to get list boxes with the perfect size.
Reduce duplicate code for handling label format, value scaling and special infinity value.
The current value is now shown for all settings. Previously it was not shown for some settings, e.g. the sound volumes.
The infinity-value is now all the way on the right side of the settings scrollbars, which makes more sense, as the values get larger when going to the right. This is also more convenient, as previously it was necessary to pass the lowest value before going to infinity, which would e.g. temporarily lag the client when selecting a low refresh rate.
Use logarithmic scrollbar for sounds volumes.
Hide scrollbar options that are disabled by checkboxes consistently. Previously this was only done for some checkboxes.
Replaced labeled scrollbar option for selecting ingame controller mode with two button for relative and absolute controller mode.
Make better use of space for controller axis picker. Replace left column with just the axis number. Fix checkbox labels being very small on 5:4 and 4:3 resolutions.
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.
6716: Improve usage of `CCountryFlags::Render` function r=def- a=Robyt3
Pass color by value instead of pointer to simplify usage.
Add separate function that accepts a country flag directly instead of an index.
## 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)
6717: Simplify list box activation handling, more highlighting fixes when popups are open r=def- a=Robyt3
Store the list box active state inside `CListBox` instead of tracking it separately with a pointer.
Allow activating list boxes by clicking the scrollbar. Previously it was only possible to activate list boxes by selecting an item.
Fix country selection list box in players settings not being deactivated properly when name/clan edit boxes are active, because wrong UI element IDs were being used.
Fix highlighting of menu tab buttons while popup open.
Fix highlighting of scroll region scroll bars while popup open.
## 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>
Store the list box active state inside `CListBox` instead of tracking it separately with a pointer.
Allow activating list boxes by clicking the scrollbar. Previously it was only possible to activate list boxes by selecting an item.
Fix country selection list box in players settings not being deactivated properly when name/clan edit boxes are active, because wrong UI element IDs were being used.
6711: Improve color picker popup in settings (use new popup system, add alpha support, support mouse locking) r=def- a=Robyt3
Use the popup system ported from the editor to reimplement the color picker popup.
- Before:
![screenshot_2023-06-05_21-57-46](https://github.com/ddnet/ddnet/assets/23437060/52d6adfa-7d62-4323-b6df-8d18a26b6cc6)
- After:
![screenshot_2023-06-05_21-57-26](https://github.com/ddnet/ddnet/assets/23437060/773115db-178c-48ab-a750-35b136a4fb30)
Remove special handling necessary for the hard-coded color picker.
Add alpha support to the color picker popup.
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.
Replace large HSLA scrollbar color picker for UI color setting with inline color picker popup:
- Before:
![screenshot_2023-06-05_21-57-57](https://github.com/ddnet/ddnet/assets/23437060/bb6cee4d-5438-40a3-b602-90abccc959ee)
- After:
![screenshot_2023-06-05_21-57-01](https://github.com/ddnet/ddnet/assets/23437060/e0a565a6-2956-403f-9fc0-4ab11a764400)
## 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
- [ ] 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)
6712: Fix crash when enabling `dbg_dummies` on running server r=def- a=Robyt3
The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them.
For debugging any number of dummies can be useful, so the maximum number of debug dummies is increased to the maximum number of clients.
See #6702.
## 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
- [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>
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.
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.
The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them.
Set input string if it's not identical to the real input string instead of comparing to the display string, which would be incorrect for hidden number inputs.
6708: Add logappend setting r=heinrich5991 a=def-
To append to log file instead of overwriting it. To use you can create an autoexec_client.cfg with:
```
logfile "client.log"
logappend 1
```
I'm not sure if it should be the default.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] 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: Dennis Felsing <dennis@felsin9.de>
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:
logfile "client.log"
logappend 1
Enabled by default
6706: Fix `color_cast` between `ColorHSLA` and `ColorHSVA` losing alpha, add test 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
- [X] 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>
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.
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>
6684: Make server settings editor height adjustable by dragging r=heinrich5991 a=Robyt3
Same as for the envelope editor. Extract `RenderExtraEditorDragBar` function to reduce duplicate code.
Fix height being changed by repeated clicking on the draggable element by also resetting `s_Operation` when `Clicked` is `true`.
## 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)
6685: Support dragging demo player controls to move them, fix minor related issues r=heinrich5991 a=Robyt3
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.
https://github.com/ddnet/ddnet/assets/23437060/72510c1f-4fd2-426b-a631-3a78db5f7b8b
## 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
- [ ] 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)
6699: Add dragger prediction r=def- a=trml
..for servers with the new ddnetlaser. Tested this locally and on Fun server, and seems to work.
Also adjusted the criteria for when to send the original dragger id slightly, to improve prediction in some edge cases when going through solo/unsolo while being dragged.
## 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>
Co-authored-by: trml <trml@users.noreply.github.com>
6695: Improve snapping of draggers r=def- a=trml
These are some things i noticed could be improved while attempting to add prediction for draggers:
Sets dragger owner to be the dragged player (this also means alpha will be applied).
It also ensures that the dragger that is sent for the players own team always has the same netobject id, and additionally that an idle dragger is always sent if no one in the players owns team is dragged (before it used to be that an idle dragger wasn't sent if _any_ player was dragged, including other teams visible to the player). The first one helps with keeping track of the dragger between snapshots (and simplifies prediction), while the second one ensures that a player still sees a dragger after show_other_alpha is applied to other teams.
Also fixes snapped order of to/from pos.
## 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
- [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: trml <trml@users.noreply.github.com>
6692: Add script to check for unused config variables to CI, remove unused config variables r=def- a=Robyt3
Add `scripts/check_config_variables.py` which checks if config variables defined in `src/game/variables.h` and `src/engine/shared/config_variables.h` are unused.
Remove unnecessary usage of the preprocessor that was causing false positives for the check.
Remove unused config variables:
- `dbg_focus`
- `gfx_tune_overlay`
- `sv_external_port`
- `dbg_pref`
- `dbg_stress_network`
- `sv_score_folder`
- `sv_rank_cheats`
## Checklist
- [ ] 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>
Update `SDL_scancode.h` which is used by `gen_keys.py` to generate the list of keys enum (`keys.h`) and the list of key names (`keynames.h`) and regenerate the lists.
This adds support for 6 uncommonly used keys (audiorewind, audiofastforward, softleft, softright, call, endcall).
6657: Allow rcon users access to reserved slots r=def- a=Learath2
<!-- What is the motivation for the changes of this pull request? -->
The password for the reserved slots keep getting leaked. Hopefully this will fix the issue.
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] 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
- [ ] 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: Learath <learath2@gmail.com>
6686: Fix switch prediction on solo server r=def- a=trml
Fixes#6644 by sending switch state for team 0 on sv_solo_server 1 to match the team of the clients own character, and by not predicting other characters/entities when in solo.
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## 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
- [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: trml <trml@users.noreply.github.com>
Minimum SDL version 2.0.16 is required for `SDL_FlashWindow`. The SDL version schema changes after version 2.0.22 to 2.24.0 etc. (minor version is used instead of patchlevel) which was causing the condition that checks for minimum version 2.0.16 to not work correctly with newer SDL versions.
Closes#6687.
6665: Fix ordering of unfinished/unconnected tees r=heinrich5991 a=Learath2
<!-- What is the motivation for the changes of this pull request? -->
I thought there was initially a strict weak ordering issue here but upon further inspection noticed it's fine.
However, people with negative score were getting sorted undeterministically, basically every unfinished tee was treated as equal since `!comp(a, b) && !comp(b, a)`. Sorting them by name was the intention.
I also got rid of the old `INT_MIN` "hack", it was only there to make the code shorter and it's no longer possible with the newly flipped sign without flipping it back on the client which is ugly.
Also made `ScoreKind` `const`, not sure if any compiler optimizes on that but why not? If we ever move to C++20 this could be a generic lambda instead where we can template `ScoreKind` and make sure it gets optimized properly.
Tidbit: I treated score 0 as a normal score, I'm not sure what it implies.
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## 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: Learath <learath2@gmail.com>
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.
The escape key was previously always causing the menus to be toggled in addition to the normal key handling.
Now the menu is activated/deactivated by using the same UI hotkey system as in the rest of the menus. By checking for the escape hotkey last in the render call, other parts of the menu, especially popup menus, can use the hotkey first.
Fixes escape key in the demo player closing demo controls and slice popup at the same time. Now the popup is closed first.
Ensure that tooltips are only activated when the associated UI element is currently the hot item. This prevents tooltips from being activated for UI elements that are currently not enabled due to them being behind a popup or outside of a clipping rect.
Same as for the envelope editor. Extract `RenderExtraEditorDragBar` function to reduce duplicate code.
Fix height being changed by repeated clicking on the draggable element by also resetting `s_Operation` when `Clicked` is `true`.
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.
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.
Renaming a demo to the name of another demo would overwrite the target demo. Now an error message popup is shown instead to prevent this.
After a demo rename error popup is shown, return to the demo rename popup instead of closing the popup.
6677: Use icons for refresh and connect buttons, refactor `DoButtonMenu` r=def- a=Robyt3
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.
Screenshots:
- Before:
![screenshot_2023-05-27_19-52-37](https://github.com/ddnet/ddnet/assets/23437060/3bf27f53-b034-4147-97ee-5c24a5b68457)
- After:
![screenshot_2023-05-27_19-51-07](https://github.com/ddnet/ddnet/assets/23437060/702a9c1c-be07-4cd6-94b5-b4b0fd9b4fa1)
- After (when refreshing):
![screenshot_2023-05-27_19-56-15](https://github.com/ddnet/ddnet/assets/23437060/0a456467-6550-4ce7-b756-56e3bbbc4f43)
## 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
- [ ] 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>
6678: Fix undefined behavior in `CSnapshotDelta::DiffItem` r=Chairn a=Robyt3
Cast `int`s to `unsigned` before subtracting to ensure that integer wrapping is being used instead of causing undefined behavior. Same as in `UndiffItem`.
```
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/master/src/base/math.h:16:40 in
src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 256 - -2147483648 cannot be represented in type 'int'
0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
5 0x7fc51ec27d09 in __libc_start_main csu/../csu/libc-start.c:308:16
6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)
src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 1645289600 - -2139062144 cannot be represented in type 'int'
0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
5 0x7efd50c4ed09 in __libc_start_main csu/../csu/libc-start.c:308:16
6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)
```
See #6650.
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## 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>
Cast `int`s to `unsigned` before subtracting to ensure that integer wrapping is being used instead of causing undefined behavior. Same as in `UndiffItem`.
```
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/master/src/base/math.h:16:40 in
src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 256 - -2147483648 cannot be represented in type 'int'
0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
5 0x7fc51ec27d09 in __libc_start_main csu/../csu/libc-start.c:308:16
6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)
src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 1645289600 - -2139062144 cannot be represented in type 'int'
0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
5 0x7efd50c4ed09 in __libc_start_main csu/../csu/libc-start.c:308:16
6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)
```
See #6650.
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.
6673: Clear Victim Team render info on skin changes r=Robyt3 a=Jupeyy
fixes#6662
This should fix the issue, I guess, by simply clearing the render info. I can't find an easy way to restore the original skins of the team members as we don't save their IDs.
I couldn't directly trigger the assert, but I could certainly see the skin getting invalid when killen the team and switch to "vanilla only skins". (Edit: When triggering it a few times I got the assert)
The code generally looks a bit hacky. Maybe the original author can refactor it a bit
## 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)
6676: Show GPU info (if available) in assert r=Robyt3 a=Jupeyy
first part of #6672
![image](https://github.com/ddnet/ddnet/assets/6654924/0e9aec5a-528a-4e7a-a3fa-93108e55597e)
## 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: Jupeyy <jupjopjap@gmail.com>
6671: Ensure line inputs are deactivated when they are not rendered r=def- a=Robyt3
Check if the active line input was not rendered and deactivate it in that case.
This can happen e.g. when an input in the ingame menu is active and the menu is closed or when switching between menu and editor with an active input.
This was causing the IME candidate list to be rendered ingame after closing the menu. Closes#6666.
## 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>
Check if the active line input was not rendered and deactivate it in that case.
This can happen e.g. when an input in the ingame menu is active and the menu is closed or when switching between menu and editor with an active input.
This was causing the IME candidate list to be rendered ingame after closing the menu. Closes#6666.
6670: Delete selection with backspace/delete regardless of word mode r=def- a=Robyt3
Also delete the lineinput selection when pressing backspace/delete and the key for skipping words (Ctrl/GUI key, Alt on macOS) is held. This is consistent with the behavior in other applications.
## 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>
Also delete the lineinput selection when pressing backspace/delete and the key for skipping words (Ctrl/GUI key, Alt on macOS) is held. This is consistent with the behavior in other applications.
Add `inp_ime_native_ui` on Windows to use native IME UI instead of rendering the candidate list in the client.
Always set the SDL hint to use native UI on non-Windows, as we cannot determine the list of candidates on those systems.
The default value `1` should be fine for most users and this setting is not likely to be changed very often, so it doesn't need a checkbox in the settings menu.
Change `cl_threadsoundloading` default to `1` again. The default was previously set to `0` in 1287cc3f20 because the setting may have caused crashes. Now that `mem_alloc` is replaced with `malloc` and therefore thread-safe we can enable this setting again per default.
6639: Fix- Replaced usage of m_ProofBorders and m_MenuProofBorders with enum EProofBorder r=Robyt3 a=tarunsamanta2k20
<!-- What is the motivation for the changes of this pull request? -->
Changes requested.
closes#6609
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [x] 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
- [x] 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: Tarun Samanta <tarunsamanta77@gmail.com>
Co-authored-by: Tarun Samanta <55488549+tarunsamanta2k20@users.noreply.github.com>
There is another member variable `CDragger::m_aTargetIdInTeam` that contains for every team the client ID of the team member currently being dragged by this dragger.
The client IDs in this array also need to be swapped accordingly or the dragger will not switch target correctly when swapping.
Closes#5865.
6656: Fix crash with super (fixes#6654) r=Learath2 a=def-
CClientMask has size MAX_CLIENTS, so it can't be used for super team
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [ ] 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: Dennis Felsing <dennis@felsin9.de>
The list box already takes care of the enter hotkey for connecting. Furthermore, the list box can be inactive, whereas the now removed hotkey was always active.
Minor refactoring of `DoButtonMenu` usage.
6648: Fix filling switch layer not setting switch number 0, clear unused switch/tele properties when filling selection r=def- a=Robyt3
Closes#5464.
## 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>