Commit graph

13320 commits

Author SHA1 Message Date
Robert Müller b46a47f14b Remove unused active tooltip item variable 2023-06-12 19:48:42 +02:00
bors[bot] 4d0247a24c
Merge #6734
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>
2023-06-11 20:36:46 +00:00
Robert Müller 2fb4a39e10 Refactor CMenus::RenderSettings
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.
2023-06-11 21:55:36 +02:00
Robert Müller 8d65e0ac34 Minor refactoring of settings menus
- Use `IGraphics::CORNER_NONE` instead of `0`.
- Remove redundant usage of `Localize` for an already localized string.
- Remove redundant `HSplitBottom` with zero size.
2023-06-11 21:55:36 +02:00
Robert Müller 16fd3401e2 Use DoLabel instead of Text/TextEx in menus
Reduce duplicate code for text alignment and automatic sizing.
2023-06-11 21:54:46 +02:00
Jupeyy 845ba50842 Split emoticon sending into nearby and global players 2023-06-11 13:31:50 +02:00
bors[bot] 6a53d72b35
Merge #6721
6721: Improve selection popups and dropdown menus, add dropdown menus to select screen and active controller r=def- a=Robyt3

Screenshots:
- Controls settings:
   - Before: 
![controls old](https://github.com/ddnet/ddnet/assets/23437060/8907c38a-d483-4766-84ad-49464b9760a0)
   - After: 
![controls new](https://github.com/ddnet/ddnet/assets/23437060/f021e961-ce90-4557-aef0-a1e1a4bc7ca4)
- Graphics settings (collapsed):
   - Before: 
![graphics_collapsed old](https://github.com/ddnet/ddnet/assets/23437060/d895c8d8-a72f-4da2-aa57-93d5f08be648)
   - After: 
![graphics_collapsed new](https://github.com/ddnet/ddnet/assets/23437060/e594a599-1210-4ba0-87f2-b2a824043dc4)
- Graphics settings (expanded):
   - Before: 
![graphics_expanded old](https://github.com/ddnet/ddnet/assets/23437060/cce1d8cb-4dff-4d43-a9f0-af2dbfeff27d)
   - After: 
![graphics_expanded_1 new](https://github.com/ddnet/ddnet/assets/23437060/c99c24cb-3398-4a80-9b99-3281ed62f6a7)
![graphics_expanded_2 new](https://github.com/ddnet/ddnet/assets/23437060/83fc2522-0da6-40d8-ad2b-3e3159b74308)
![graphics_expanded_3 new](https://github.com/ddnet/ddnet/assets/23437060/b00b30c4-411b-43a0-97f0-ecd47ebea516)
- The maximum dropdown menu height is limited to 40% of the screen height. The content will begin to scroll if this is exceeded:
![scrolling](https://github.com/ddnet/ddnet/assets/23437060/ac576819-f24f-4fed-82cd-a05d87f9ad71)
- If there is not enough space below the dropdown button to open the dropdown menu popup, then the popup opens to the top instead:
![alignment](https://github.com/ddnet/ddnet/assets/23437060/2f61ea30-996d-4def-8f5d-300b5008c666)

## 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
- [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>
2023-06-10 14:01:38 +00:00
bors[bot] 5c3a3cefa6
Merge #6726
6726: Fix top alignment of some popup messages r=def- a=Robyt3

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.

Before:

![screenshot_2023-06-09_14-23-56](https://github.com/ddnet/ddnet/assets/23437060/0a7250d4-4522-4924-b056-463eaa67f546)

After:

![screenshot_2023-06-09_14-23-21](https://github.com/ddnet/ddnet/assets/23437060/40776b1a-6571-4e8d-bb5a-6c11a5a5dbb9)

## 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>
2023-06-10 13:30:19 +00:00
Robert Müller 883fb8818c Minor refactoring of CAnimState and tee rendering functions
- 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.
2023-06-10 13:10:26 +02:00
Robert Müller 1172be1f80 Fix undefined player vote/team change time
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.
2023-06-10 10:23:27 +02:00
Robert Müller 7af1fe3b52 Fix top alignment of some popup messages
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.
2023-06-09 14:22:21 +02:00
Robert Müller 5b3f6e8ffd Use dropdown menu to select game controller
Instead of using one button to cycle through all controllers.
2023-06-09 14:04:35 +02:00
Robert Müller 387a71ab0d Add dropdown to select screen and show screen name 2023-06-09 14:04:34 +02:00
Robert Müller a8b54192ab Use generic selection popup for drop down menus
Move `CMenus::RenderDropDown` to `CUI::DoDropDown` and refactor by using a generic selection popup to implement the drop down menu.

This improves the usability and layout, as the drop down is now rendered as a popup above the rest of the menu, instead of taking space from the menu that holds the drop down button. The latter could cause issues when several drop down menus are open at the same time and with drop down buttons at the bottom of the menu, as the drop down cannot scroll properly.
2023-06-09 14:04:34 +02:00
Robert Müller 082c8b8a7d Extend generic selection popup
- Support scrolling. Limit maximum height to 40% of screen height.
- Allow message to be empty.
- Use `std::vector` instead of `std::set` for entries to keep the user-defined order of entries.
- Add `m_SelectionIndex` in addition to `m_pSelection` to get selected item more conveniently for some use-cases.
- Make entry height, entry padding, entry spacing, font size, and popup width configurable.
- Allow alignment of selection popup with the top/bottom of another UI element.
- Support transparent selection buttons.
2023-06-09 14:04:20 +02:00
Robert Müller f0bb4a45d0 Allow adjusting popup border/background color
Add `SPopupMenuProperties` parameter object for `DoPopupMenu`.
2023-06-09 14:02:47 +02:00
Robert Müller bc70726b1c Add highlight color when hovering DDNet/KoG type/country filters 2023-06-08 16:10:58 +02:00
Robert Müller 60f56f4dce Support arbitrary number of type/country filter buttons 2023-06-08 16:10:28 +02:00
Robert Müller 09835ed342 Add scroll region parameter to disable right margin
In case that a margin on the right side already exists, this allows creating a symmetric margin around the scrollbar.
2023-06-08 12:52:35 +02:00
Robert Müller f16974d1a9 Extract CScrollRegion::HEIGHT_MAGIC_FIX
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.
2023-06-08 12:52:35 +02:00
Robert Müller abfafa314a Add IGraphics::GetScreenName
To get the screen name for each screen index.
2023-06-08 12:52:34 +02:00
Robert Müller 4c9230999c Use DoScrollbarOption instead of DoScrollbarH for settings
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.
2023-06-08 11:01:57 +02:00
Robert Müller e0bdad8e4c Remove DoScrollbarOptionLabeled
Labeled scrollbar options are inconvenient to use.

For two values: use two buttons.

For three or more values: use a dropdown menu.
2023-06-08 10:41:42 +02:00
Robert Müller 651cfd9400 Improve joystick settings UI especially on 5:4 and 4:3 resolutions
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.
2023-06-08 10:41:41 +02:00
Robert Müller 8bdffee5ca Improve scrollbar option UI
Split space for label and scrollbar in middle for consistent layout. Previously the label was just as large as it needed to be, which was causing differently sized scrollbars for all settings. Now the scrollbars have a consistent size.

Fix minimum scrollbar option value not being selectable when `Min > 0` and `SCROLLBAR_OPTION_INFINITE`.

Add optional suffix parameter to `DoScrollbarOption` to specify units/scales like `Hz` and `%`.

Support combining `SCROLLBAR_OPTION_INFINITE` and `SCROLLBAR_OPTION_NOCLAMPVALUE` flags.

Add `SCROLLBAR_OPTION_MULTILINE` flag for multi line scrollbar options where the label is above the scrollbar.
2023-06-08 10:41:41 +02:00
Robert Müller a3abc27b9a Fix escape not working in server browser and demo browser
Closes #6718.
2023-06-08 09:46:19 +02:00
bors[bot] 632b6216be
Merge #6716 #6717
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>
2023-06-07 20:09:13 +00:00
Robert Müller 55726e8da3 Simplify list box activation handling
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.
2023-06-07 20:46:10 +02:00
Robert Müller de44e59bef Improve usage of CCountryFlags::Render function
Pass color by value instead of pointer to simplify usage.

Add separate function that accepts a country flag directly instead of an index.
2023-06-07 19:04:53 +02:00
Robert Müller 161f8442b7 Fix highlighting of scroll region scroll bars while popup open 2023-06-07 18:41:55 +02:00
Robert Müller e4909fba9e Fix highlighting of menu tab buttons while popup open 2023-06-07 18:41:45 +02:00
Jupeyy e3d825f119 Disallow multiple emotes in the same tick, respect high bandwidth setting 2023-06-06 19:05:31 +02:00
bors[bot] 17c06423d2
Merge #6711 #6712
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>
2023-06-05 21:56:58 +00:00
Robert Müller b21e98a227 Use color picker popup for UI color setting
Replace large HSLA scrollbar color picker for UI color setting with inline color picker popup.
2023-06-05 22:37:27 +02:00
Robert Müller e50bd4bb6c Add generic color picker popup to UI, add alpha support
Use the popup system ported from the editor to reimplement the color picker popup.

Remove special handling necessary for the hard-coded color picker.

Add alpha support to the color picker popup.
2023-06-05 22:37:27 +02:00
Robert Müller 938c57e03a Support mouse position locking in menus UI
Support locking mouse position when dragging value selectors also in menus (color pickers), which improves usability of value selectors.

Previously this was only supported in the editor.

When enabling locked mouse a UI element ID must be specified. The mouse lock is stopped when this element is no longer active. This ensures that the mouse doesn't gets stuck in this state when the value selector isn't active anymore.
2023-06-05 22:37:26 +02:00
Robert Müller ef217b69c9 Track updated mouse position in UI instead of menus
Simplify the UI usage for the menu by keeping the calculated mouse position variable together with the other mouse handling in `CUI`.
2023-06-05 22:37:26 +02:00
Robert Müller 68ea55e232 Move DoValueSelector to UI and refactor
Move `CMenus::DoValueSelector` to `CUI`.

Add parameter object `SValueSelectorProperties` for optional parameters to improve usability.
2023-06-05 22:37:26 +02:00
Robert Müller 4c80af7bd9 Fix crash when enabling dbg_dummies on running server
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.
2023-06-05 22:30:52 +02:00
Robert Müller a5f94ecf80 Allow maximum number of debug dummies
For debugging any number of dummies can be useful.
2023-06-05 22:27:42 +02:00
Robert Müller 351dc88b21 Disable resolution list box when popup is open
So hotkeys are not used by the list box before popup menus.
2023-06-05 21:09:58 +02:00
Robert Müller 2359e38913 Add CLineInputNumber::GetInteger64/SetInteger64, add prefix
Support entering `int64_t` with line inputs.

Add argument to specify length of zero-prefix for hexadecimal numbers.
2023-06-05 21:09:22 +02:00
Robert Müller dd3dd4e3ca Add PRIX64 define for MinGW
For printing an `int64_t` as hexadecimal on MinGW.
2023-06-05 21:09:09 +02:00
Robert Müller 2be3ecfd4f Add str_toint64_base
To convert a string to an `int64_t`.
2023-06-05 21:07:30 +02:00
Robert Müller 9ce76a1713 Use real instead of display string for number line inputs
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.
2023-06-05 19:13:20 +02:00
Robert Müller 6aa03c878e Fix escape not working in settings menu anymore
The color picker was always consuming the escape hotkey even when already disabled. Regression from #6705 due to changed order of hotkey consumption.
2023-06-05 16:56:07 +02:00
bors[bot] 3524a8f0d2
Merge #6708
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>
2023-06-05 12:28:07 +00:00
Dennis Felsing 07032ab0d0 Add logappend setting
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
2023-06-05 11:52:15 +02:00
bors[bot] f178bdf325
Merge #6706
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>
2023-06-04 22:51:30 +00:00
Robert Müller 265f16e23a Fix UI element check with m_HintCanChangePositionOrSize
It was incorrectly checked for `UIElement.Rect(0)->m_Y != pRect->h`, so any UI rect using `m_HintCanChangePositionOrSize` would be updated every frame (although, no UI element currently uses this hint).

Additionally, checks for changed rounding size and corners are added so UI elements are updated when those are changed.
2023-06-05 00:11:54 +02:00
Robert Müller 85bfe19cbe Add test to ensure that color_casts keep the same alpha value 2023-06-04 23:37:18 +02:00
Robert Müller 40327454f6 Fix color_cast between ColorHSLA and ColorHSVA losing alpha 2023-06-04 23:25:30 +02:00
bors[bot] 72108c42a7
Merge #6703 #6704
6703: Only highlight hovered edit boxes when they are the hot item r=def- a=Robyt3

Prevent highlighting when edit box hovered but behind a popup menu.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


6704: Extract `CMenus::UpdateColors` and `CUI::DebugRender` functions to improve readability of `CMenus::OnRender` r=def- a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-06-04 18:27:22 +00:00
Robert Müller 455d2e5ccb Handle escape to go to start menu after popup menus
Popup menus should be closed before escape is used to navigate back to the start menu.
2023-06-04 17:33:45 +02:00
Robert Müller 1c16d0e799 Extract CUI::DebugRender function 2023-06-04 17:27:42 +02:00
Robert Müller 322e06e4a5 Extract CMenus::UpdateColors function 2023-06-04 17:26:32 +02:00
Robert Müller efea2de9d5 Only highlight hovered edit boxes when they are the hot item
Prevent highlighting when edit box hovered but behind a popup menu.
2023-06-04 17:25:12 +02:00
Dennis Felsing 878eedeed7 Version 17.0.3 2023-06-03 23:47:34 +02:00
bors[bot] c227ed4bc5
Merge #6684 #6685 #6699
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>
2023-06-03 20:46:26 +00:00
Jupeyy 44039c2b39 Revert "make sure it's not modifying memory"
This reverts commit bc006dbf08.
2023-06-03 22:04:28 +02:00
Jupeyy 9be2a78356 Fix killmessages might drop text container indices, if a killmsg was invalid
initially caused by #3430, probably triggered more often since our team kill msgs
2023-06-03 22:02:09 +02:00
trml 49c0bf95bd Slightly broader condition for snapping dragger id 2023-06-03 20:39:11 +02:00
trml 8121abf877 Add dragger prediction 2023-06-03 20:39:06 +02:00
Robert Müller b6cdbfbb2f Remove redundant CImageInfo variable
It's a POD object that is only zeroed and otherwise unused, so it's redundant.
2023-06-03 12:42:02 +02:00
Robert Müller f2d8bad506 Fix potential OOB write in CGraphics_Threaded::GetVideoModes
If `MaxModes` is smaller than `sizeof(g_aFakeModes)` then this caused more video modes to be copied to the output array than it can hold.
2023-06-03 12:41:44 +02:00
heinrich5991 ebacc0fb96 Change to username:password for reserved slots
This is a more common syntax.
2023-06-03 00:25:33 +02:00
bors[bot] 2d3221492d
Merge #6695
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>
2023-06-01 22:22:14 +00:00
trml 71d45b6926 Send dragger target (as owner), use original dragger id when sending dragger beam for a team 2023-06-01 23:29:51 +02:00
trml 348748f444 Fix snapping of dragger target pos 2023-06-01 23:29:46 +02:00
Robert Müller 81d7b9f890 Add "No server selected" message to server details
Otherwise the tab is completely empty when no server is selected.
2023-06-01 22:29:14 +02:00
bors[bot] ba852a4c61
Merge #6692
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>
2023-06-01 18:43:31 +00:00
Robert Müller 75227ed5ad Remove unused config variables:
- `dbg_focus`
- `gfx_tune_overlay`
- `sv_external_port`
- `dbg_pref`
- `dbg_stress_network`
- `sv_score_folder`
- `sv_rank_cheats`
2023-06-01 20:25:41 +02:00
Robert Müller 5963a7ae42 Remove unnecessary usage of preprocessor
Using the preprocessor here doesn't reduce any duplicate code and it adds false positives for the unused config variable check.
2023-06-01 20:25:41 +02:00
Dennis Felsing 4785ac3298 Version 17.0.2 2023-06-01 11:39:59 +02:00
Robert Müller cde1143528 Regenerate key lists with latest SDL version
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).
2023-05-30 23:39:47 +02:00
bors[bot] 8659578798
Merge #6657
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>
2023-05-30 10:40:20 +00:00
bors[bot] eb63cb3c2b
Merge #6686
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>
2023-05-29 21:09:12 +00:00
Robert Müller d0333f10b0 Fix flashing window not working with newer SDL versions
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.
2023-05-29 19:43:45 +02:00
trml ed89ba543a Send team 0 for switchers as well on solo server 2023-05-29 16:05:53 +02:00
trml a090ba8cb3 Don't predict other players in solo 2023-05-29 15:01:38 +02:00
bors[bot] 6c7f6a4494
Merge #6665
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>
2023-05-29 11:02:52 +00:00
Robert Müller 3130649721 Support dragging demo player controls to move them
Allow dragging the demo player controls anywhere on the screen. The controls can't be moved outside of the screen. Round corners are automatically disabled when the controls are on the edge of the screen.
2023-05-29 12:35:23 +02:00
Robert Müller 6aa7d3dc63 Delay menu (de)activation until end of render call
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.
2023-05-29 12:30:17 +02:00
Robert Müller bbe2430be9 Fix tooltips being active behind popups and outside clipping rects
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.
2023-05-29 12:29:02 +02:00
Robert Müller 90ae59a666 Make server settings editor height adjustable by dragging
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`.
2023-05-29 12:26:04 +02:00
Robert Müller d9b5a8c3c4 Use X icon for demo close button, remove DoButton_DemoPlayer 2023-05-28 21:53:04 +02:00
Robert Müller 6feb46183e Improve demo slice popup
Show begin time, end time and length of demo cut in popup.

Replace demo slice error/confirm messages with generic popups.

Improve layout. Remove unnecessary empty space.
2023-05-28 15:03:52 +02:00
Robert Müller 1667861857 Use nullptr instead of 0 2023-05-28 14:59:46 +02:00
Robert Müller 6ff418322b Support rendering generic popup menus in demo player
Due to different code paths for the demo player, the `RenderPopupMenus` funtion needs to be called separately.
2023-05-28 14:59:46 +02:00
Robert Müller be8a601e9e Render demo popups above/after other demo controls
Prevent using other demo controls while a demo popup is open.
2023-05-28 14:59:45 +02:00
Robert Müller 20ce930765 Move variable declarations closer to usages 2023-05-28 14:59:45 +02:00
Robert Müller b01e8b7bc5 Extract CMenus::RenderDemoPlayerSliceSavePopup function 2023-05-28 14:59:45 +02:00
Robert Müller 1015176ae1 Fix inconsistent width/height calculation for generic popups
Sometimes the calculated popup width and height do not perfectly match the width and height when the text is rendered, so a small nudge value is added to prevent cases where this was noticeable.
2023-05-28 14:59:45 +02:00
Robert Müller 4ec4560679 Show error instead of replacing existing demo when renaming
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.
2023-05-28 14:02:08 +02:00
bors[bot] d433a2fd1d
Merge #6677
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>
2023-05-27 19:53:09 +00:00
bors[bot] 9dfcbd9ff4
Merge #6678
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>
2023-05-27 19:29:12 +00:00
Dennis Felsing 7cdc92859e Version 17.0.1 2023-05-27 21:27:35 +02:00
Robert Müller 36dd5c5075 Fix undefined behavior in CSnapshotDelta::DiffItem
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.
2023-05-27 20:57:05 +02:00
Robert Müller 08e0a87ff1 Use icons for refresh and connect buttons, refactor DoButtonMenu
Use less space for refresh and connect buttons to improve layout with 5:4 and 4:3 resolutions. Closes #5605. Closes #5878.

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

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

Move `CMenus::DoButtonMenu` to `CUI::DoButton_Menu`. Simplify usage by adding `SMenuButtonProperties` parameter object for all optional arguments. Remove unused `ColorHot` parameter.
2023-05-27 19:48:32 +02:00
bors[bot] ba7b82258e
Merge #6673 #6676
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>
2023-05-27 09:01:26 +00:00
Jupeyy 70d48140f0 Show GPU info (if available) in assert 2023-05-27 09:51:22 +02:00
Jupeyy ad40156a3b Wait for graphics thread's current execution to end before triggering the assert dialog 2023-05-27 09:34:21 +02:00
Jupeyy fe20459138 Clear Victim Team render info on skin changes 2023-05-27 09:10:39 +02:00
bors[bot] 144bb1dd7f
Merge #6671
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>
2023-05-26 22:26:18 +00:00
Robert Müller 71c56f1e70 Ensure line inputs are deactivated when they are not rendered
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.
2023-05-26 23:58:04 +02:00
bors[bot] 4070a9587a
Merge #6670
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>
2023-05-26 21:46:52 +00:00
Robert Müller b0c4d3fcde Delete selection with backspace/delete regardless of word mode
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.
2023-05-26 23:32:17 +02:00
Jupeyy 52d61244cd Remove inp_mouseold config
Because it causes trouble with newer SDL2 versions
`https://github.com/libsdl-org/SDL/issues/7159`
2023-05-26 22:44:32 +02:00
Robert Müller 448a39768b Add inp_ime_native_ui to toggle native IME UI on Windows
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.
2023-05-26 15:39:28 +02:00
Learath a63404409b Fix ordering of unfinished/unconnected tees 2023-05-26 01:43:42 +02:00
Dennis Felsing a5332f0b11 Version 17.0 2023-05-25 12:09:12 +02:00
Robert Müller 34b66d2107 Pass nullptr instead of unused UI rect 2023-05-24 21:16:13 +02:00
Robert Müller 60ac3b3d48 Remove settings checkbox for cl_threadsoundloading
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.
2023-05-24 21:12:44 +02:00
Robert Müller b5637df2bf Enable threaded sound loading per default again
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.
2023-05-24 21:12:43 +02:00
Robert Müller 70b5e4b5bd Remove settings edit box for snd_rate
The default setting `48000` should be fine for the majority of the users so it's not necessary to be able to change this in the settings menu.
2023-05-24 21:12:43 +02:00
Robert Müller 460cda85d7 Set minimum/maximum values for snd_rate
Hopefully prevent crashes that some users are experiencing when using very unreasonable `snd_rate` values.
2023-05-24 21:12:43 +02:00
Robert Müller fd0e9b18b4 Remove unused snd_device config variable 2023-05-24 21:12:43 +02:00
bors[bot] 03a5dde418
Merge #6639
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>
2023-05-24 18:30:44 +00:00
Robert Müller ff51edec2d Fix incorrect swapping with draggers
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.
2023-05-24 17:47:09 +02:00
Learath 6f9c387e95 Add config option. Make it untidy per clang-tidy 2023-05-24 16:01:21 +02:00
Learath f1cee7475b Allow rcon users access to reserved slots 2023-05-24 15:19:09 +02:00
bors[bot] 422ff844b8
Merge #6656
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>
2023-05-24 12:04:25 +00:00
Dennis Felsing 3dd1d784d6 Fix crash with super (fixes #6654)
CClientMask has size MAX_CLIENTS, so it can't be used for super team
2023-05-24 13:34:38 +02:00
Tarun Samanta f982dd77c1 fixing linting issue 2023-05-24 01:27:57 +05:30
Tarun Samanta e8a33cfade fiing linting issue 2023-05-23 23:57:08 +05:30
Tarun Samanta 050bf4a9b8 Made sugested changes 2023-05-23 23:46:42 +05:30
Dennis Felsing bdc916faa9 Fix swapping with dragger beams (fixes #6597) 2023-05-23 00:42:04 +02:00
Robert Müller 23d8acd96c Replace country server filter fullscreen popup with smaller popup
Replace the large hard-coded popup to select the country for the server filter with a small overlay popup for better usability.
2023-05-22 20:32:15 +02:00
Robert Müller 83c19a1e96 Add highlight color when hovering country button of server filter 2023-05-22 20:32:15 +02:00
Robert Müller 4dcb80e462 Enable country button also when filter not enabled
Selecting a flag will also enable the filter in this case.
2023-05-22 20:32:14 +02:00
Robert Müller f16f77ce26 Slightly decrease size of country flag in server filter 2023-05-22 20:32:14 +02:00
Robert Müller 9be72db36a Remove unnecessary margin on left side of server filter
To improve layout. The "Filter connecting players" checkbox can now use the original font size without being resized.
2023-05-22 20:31:02 +02:00
Robert Müller 0d0f9ed232 Remove dead code 2023-05-22 20:31:02 +02:00
Robert Müller 59fafdbf4e Only activate server browser list box when no popup is open
To support popup menus over the server browser.
2023-05-22 20:30:06 +02:00
Tarun Samanta fcaab778ca modified some files as asked 2023-05-22 23:50:45 +05:30
Robert Müller e175c0a79f Remove duplicate enter hotkey used for connecting to server
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.
2023-05-22 20:09:33 +02:00
Robert Müller 808d604579 Propagate list box active state to underlying scroll region
Fix inactive list box still consuming mouse scroll events.
2023-05-22 20:09:32 +02:00
bors[bot] b2eacf7f09
Merge #6648
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>
2023-05-22 17:25:35 +00:00
Robert Müller 6ca74ec39e Clear unused switch/tele properties when filling selection
Set switch number/delay/flags to 0 when unused for a specific tile.

Set tele number to 255 when unused for a specific tile.
2023-05-22 17:46:50 +02:00
Robert Müller d5e4597012 Fix filling switch layer not setting switch number 0
Closes #5464.
2023-05-22 17:46:50 +02:00
Robert Müller a068034e61 Extract duplicate expressions into variables 2023-05-22 17:46:50 +02:00
Edgar a4abc1fdd9
factor out scorekind backwards compat gametype check 2023-05-22 17:22:52 +02:00
Edgar 1d30462e50
clean time score handling, with positive time values 2023-05-22 16:36:46 +02:00
Tarun Samanta ef78e36c6f replaced second enum 2023-05-22 18:16:25 +05:30
Edgar 8a3d8fc53f
fix time score info on server detail 2023-05-22 13:53:23 +02:00
Tarun Samanta 79d8928a03 made requested changes 2023-05-22 01:51:13 +05:30
Robert Müller 1b6be5e10b Use different color for offline clanmates in friends list
Closes #6643.
2023-05-21 22:06:56 +02:00
Tarun Samanta e74c60d9a5 Modified some files 2023-05-22 00:56:23 +05:30
Tarun Samanta f23f74ee9e fixing some error 2023-05-21 22:42:53 +05:30
Tarun Samanta 61ef6210d1 Modifications in three files 2023-05-21 21:30:41 +05:30
Tarun Samanta 523a3c4450 fix- Replaced usage of m_ProofBorders and m_MenuProofBorders with enum EProofBorder 2023-05-21 14:47:27 +05:30
Robert Müller 68d2d466d5 Fix use of invalid text container index for finish message HUD 2023-05-20 19:20:48 +02:00
bors[bot] fb2d5e35dc
Merge #6630
6630: Remove unused `sv_sql_bindaddr` config variable r=edg-l a=Robyt3

Closes #6456.

## 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>
2023-05-19 19:55:21 +00:00
Robert Müller ed554368ec Remove unused sv_sql_bindaddr config variable
Closes #6456.
2023-05-19 21:02:39 +02:00
bors[bot] 4ab55bd722
Merge #6626 #6629
6626: Remove popup for unofficial servers r=Robyt3 a=def-

Via https://github.com/ddnet/ddnet/pull/6618/files#r1199072246

Thoughts?

## 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)


6629: Remove unused `CMenus::DoToolTip` declaration r=def- a=Robyt3



## 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>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-19 18:55:32 +00:00
Dennis Felsing 3593cce9b4 Revert "Add popup to confirm connecting to friend on non-official server"
This reverts commit 2e46460302.
2023-05-19 20:31:59 +02:00
Robert Müller 3d9d18c511 Remove unused CMenus::DoToolTip declaration 2023-05-19 19:40:46 +02:00
Robert Müller 56d1c8e560 Slightly increase font size of friend name 2023-05-19 19:22:11 +02:00
Dennis Felsing cca040274f Remove popup for unofficial servers
Via https://github.com/ddnet/ddnet/pull/6618/files#r1199072246

Thoughts?
2023-05-19 17:09:01 +02:00
bors[bot] d4582fb08e
Merge #6618
6618: Render tees for online friends in friends list, change friend info text to `Map | Mode | Country/Ping`, show official server icon, show confirmation popup r=edg-l a=Robyt3

Closes #6614.

![friends](https://github.com/ddnet/ddnet/assets/23437060/946cd095-a1f3-420c-b158-2e66687e7806)

Show race disconnect confirmation when joining friend. Closes #6622.

Add popup to confirm connecting to friend on non-official server:

![popup](https://github.com/ddnet/ddnet/assets/23437060/cb702277-93a5-4d90-9369-0f3dbff7cca3)


## 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>
2023-05-19 14:03:37 +00:00
Robert Müller 2e46460302 Add popup to confirm connecting to friend on non-official server 2023-05-19 15:51:05 +02:00
Robert Müller 1bea7a2cd5 Show race disconnect confirmation when joining friend
Closes #6622.
2023-05-19 15:16:32 +02:00
Robert Müller fc3583a18e Show official server icon in friends list
Show the official server icon for online friends who are currently on official servers.
2023-05-19 15:15:44 +02:00
Robert Müller 637f7fd736 Reduce duplicate UI spacing code 2023-05-19 15:14:46 +02:00
bors[bot] dcb67cb17a
Merge #6617
6617: Add /unsolo and /undeep practice commands r=def- a=hus3h

Related: https://github.com/ddnet/ddnet/issues/6318#issuecomment-1498626132 and #2391

Unsolo is often needed especially in maps with death tiles and solo part spawns, undeep can also be useful for some parts.

Some notes:

- didn't use `CFGFLAG_SERVER` for the commands as it resulted in a conflict with the registered `unsolo` and `undeep` super team console commands, not entirely sure if that's okay
- `/help unsolo` and `/help undeep` will print the help text of the super team commands, not the new chat commands. The texts are currently the same, but it's still a sign of possible conflicts
- prevented `/unsolo` on solo servers by checking for `SV_TEAM_FORBIDDEN` and `SV_TEAM_FORCED_SOLO`, let me know if that's not enough (Tutorial map?)
- no server message is sent on `/unsolo` (as opposed to going through unsolo tiles), didn't seem like it's needed here even if it feels different at first

 If the conflicts are problematic enough, the easiest fix might be using new unique commands instead of `unsolo` and `undeep`, I couldn't think of something that would fit as well though.

## 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
- [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: hus3h <39054982+hus3h@users.noreply.github.com>
2023-05-19 12:25:53 +00:00
Robert Müller b33ce0f37d Change friend info text to Map | Mode | Country/Ping 2023-05-18 23:06:29 +02:00
bors[bot] 2d5321d8b7
Merge #6615
6615: Fix logging (fixes #6611) r=Robyt3 a=def-

`@heinrich5991` Was the atomic important? Could we have a lock instead if so?

Seems a bit annoying since atomic can't have a shared_ptr inside

![Screenshot 2023-05-18 at 18 02 32](https://github.com/ddnet/ddnet/assets/2335377/2f8bcc57-2301-4a65-ada2-0e51f2b8c200)

## 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: Dennis Felsing <dennis@felsin9.de>
2023-05-18 20:43:30 +00:00
Robert Müller a2cbc7fb24 Render tees for online friends in friends list
Closes #6614.
2023-05-18 22:03:43 +02:00
Dennis Felsing bf1954b389 Fix logging (fixes #6611)
@heinrich5991 Was the atomic important? Could we have a lock instead if so?

Seems a bit annoying since atomic can't have a shared_ptr inside
2023-05-18 21:54:30 +02:00
bors[bot] 7790937fa8
Merge #6616
6616: fix timescore r=Robyt3 a=edg-l

Fixes the time displayed, this time i tested it quite thoroughly, i could reproduce the wrong ordering in scoreboard and the time not updating before, and fixed it now.

The previous way also had a issue with times that ended up with a value of -1, which is fixed now too

## 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
- [ ] 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: Edgar Luque <git@edgarluque.com>
2023-05-18 19:36:06 +00:00
Edgar 48feb2abbb
fix test 2023-05-18 21:11:04 +02:00
hus3h 939f2f7d50 Add /unsolo and /undeep practice commands 2023-05-18 22:08:58 +03:00
Edgar 654ee03b67
fix timescore 2023-05-18 20:49:22 +02:00
Robert Müller 15f839960a Port friends list UI from 0.7
Separate friends list into three groups, which can be expanded and collapsed: online players, online clanmates and offline friends.

Friends with the same name/clan are no longer grouped together. Instead, each individual player that is online and has name/clan matching a friend is shown in either the online players or online clanmates group. Friends for which no matching players are found are shown in the offline group.

Friends in the friend list can no longer be selected. Instead, left-clicking a friend selects the server that the friend is on. Double-clicking a friend joins the server that they are playing on.

Render small X button in top-right corner of every friend list entry to remove the respective friend instead of using one button that removes the selected friend.

Change "Add Friend" button to "Add Clan" when only clan is entered.

Remove excess empty space from layout.

Closes #6326.
2023-05-18 16:46:26 +02:00
bors[bot] 6525e9e5dd
Merge #6604
6604: Clean up CServerLogger (fixes #6598) r=edg-l a=def-

<!-- 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: Dennis Felsing <dennis@felsin9.de>
2023-05-18 11:46:59 +00:00
bors[bot] 373595dec8
Merge #6608
6608: Support rendering tooltips with multiple lines of text, support overlapping tooltip activation rects, add alpha fade-in for tooltips  r=edg-l a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-18 11:24:25 +00:00
Robert Müller 47fca7683d Add alpha fade-in for tooltips
After 0.75 seconds of hovering the tooltip rect without rendering the tooltip, start fading in the tooltip for the remaining 0.25 seconds.
2023-05-18 13:22:52 +02:00
bors[bot] ac820ce62d
Merge #6607
6607: Minor refactoring of `CMenus::RenderLoading` r=Learath2 a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-18 10:52:23 +00:00
Robert Müller 13ed0e386a Use const when possible 2023-05-18 12:21:34 +02:00
Robert Müller fe359e2909 Combine Margin function calls
Both calls put a margin around the same rect but the intermediate result is never used, so both margins can be combined.

The variable `Screen` is also not necessary.
2023-05-18 12:20:53 +02:00
Robert Müller f60dd0d3c2 Fix name of static variable s_LastLoadRender 2023-05-18 12:19:10 +02:00
Robert Müller af67130dbd Use nullptr for unused UI rect splitting parameters 2023-05-18 12:18:22 +02:00
Robert Müller 05f2b19391 Remove unused SLabelProperties Props variable 2023-05-18 12:17:15 +02:00
Robert Müller 31304c4573 Support overlapping tooltip activation rects
When the activation rects for two tooltips overlap, this always causes the first tooltip to be rendered.

This is changed so the last active tooltip is rendered instead, to simplify the usage of the tooltip function.
2023-05-18 12:12:44 +02:00
Robert Müller ed09bba45a Support rendering tooltips with multiple lines of text
Render tooltip text correctly with multiple lines when the maximum tooltip width is limited.

Add missing padding when rendering multi-line tooltip.

Update doxygen documentation.
2023-05-18 12:12:26 +02:00
VoxelDoesCode 2222612412 Only run KillTeam() when team has more than 1 tee
Clang format #6606
2023-05-17 16:12:10 -04:00
bors[bot] 20032b5a24
Merge #6546
6546: move some editor buttons into menus r=Robyt3 a=Marmare314

The entities and unused buttons are now in a new "Settings" menu.
![menu_settings](https://user-images.githubusercontent.com/49279081/235301689-a1375024-9233-432b-9ab3-4545f982711f.png)

The border and goto buttons got moved to the "Tools" menu.
![tools_menu](https://user-images.githubusercontent.com/49279081/235301690-6883e6a7-0afe-4b2f-826c-3fb48694f7f4.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
- [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: marmare314 <49279081+Marmare314@users.noreply.github.com>
2023-05-17 15:59:42 +00:00
marmare314 76eac08783 fix padding of buttons in settings 2023-05-17 17:25:21 +02:00
Dennis Felsing caa76249d8 Clean up CServerLogger (fixes #6598) 2023-05-17 01:04:06 +02:00
bors[bot] 2901c19bed
Merge #6602
6602: Revert "Delay disconnecting until after render call" r=def- a=Robyt3

This reverts commit 5c90fd2b83.

Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.

It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.

Closes #6595.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-16 22:43:29 +00:00
marmare314 37791ada99 enable brush coloring -> brush coloring 2023-05-16 22:24:26 +02:00
bors[bot] 065149ebe9
Merge #6600 #6601
6600: Compare against correct enum in dummy connect r=heinrich5991 a=ChillerDragon

Why did we allow connecting dummy in state pending? Maybe because state online did not match because the wrong enum was used?

```C++
int CNetClient::State()
{
	if(m_Connection.State() == NET_CONNSTATE_ONLINE)
		return NETSTATE_ONLINE;
	if(m_Connection.State() == NET_CONNSTATE_OFFLINE)
		return NETSTATE_OFFLINE;
	return NETSTATE_CONNECTING;
}
```

We map from NET_CONNSTATE_  to NETSTATE_ so it should also be compared against NETSTATE_

<!-- 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)


6601: try to fix broken score r=heinrich5991 a=edg-l

not sure if this is the fix, but -9999 is wrong, and -1 is set on reset

## 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: ChillerDragon <chillerdragon@gmail.com>
Co-authored-by: Edgar Luque <git@edgarluque.com>
2023-05-16 17:43:03 +00:00
Robert Müller 5ecd025d1d Revert "Delay disconnecting until after render call"
This reverts commit 5c90fd2b83.

Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.

It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.

Closes #6595.
2023-05-16 19:34:21 +02:00
Edgar 8c298413bd try to fix broken score 2023-05-16 16:42:08 +02:00
ChillerDragon c5eb15d9f6 Compare against correct enum in dummy connect 2023-05-16 16:38:55 +02:00
bors[bot] 22df50c9bd
Merge #6592
6592: Minor refactoring of map and datafile r=def- a=Robyt3



## 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>
2023-05-15 21:45:22 +00:00
Robert Müller dd7cf38be5 Fix uninitialized field causing assertion error with MSVC
The modified time was uninitialized for the editor file browser entry corresponding to the downloadedmaps-link. The time is never rendered for links, but the uninitialized time value was still passed to `str_timestamp_ex`, which results in an assertion error due to an incorrect time value being used when compiling with MSVC.

This is fixed by properly initializing the field and also by only calling `str_timestamp_ex` when the time value will be rendered.

Closes #6579.
2023-05-15 22:07:37 +02:00
Robert Müller 2f2c86ced3 Move variable declarations closer to usages 2023-05-15 20:56:17 +02:00
Robert Müller cbde0bb7c6 Use nullptr instead of 0 2023-05-15 20:48:02 +02:00
Robert Müller cd9d0e5e16 Add default parameter values to CMap::GetItem 2023-05-15 20:48:01 +02:00
Robert Müller 7273574d68 Add missing CMap::NumData delegate function 2023-05-15 20:47:59 +02:00
Robert Müller 5e215f6ee3 Mark map and datafile functions as const when possible 2023-05-15 20:47:38 +02:00
Robert Müller 6b37c3dbf4 Reorder map and datafile functions 2023-05-15 20:46:50 +02:00
Robert Müller 52e1494347 Remove unused CDataFileReader::Unload function declaration 2023-05-15 20:28:39 +02:00
Edgar e75a763454
add unit test for updating teamranks 2023-05-15 09:07:29 +02:00
bors[bot] a38dea4454
Merge #6590
6590: Make text containers bit safer r=Robyt3 a=Jupeyy

From reading the code I couldn't understand how https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484 could happen

either (checked = not the case):
 - [x] teini used an outdated client
 - [ ] i am blind
 - [ ] it was a name/clan -plate, scoreboard entry
 - [ ] it leaked somewhere in text.cpp or similar impl
 - [ ] it happened because of an outside write.

We don't really come further with this, so we should probably at least try it out?
`@Robyt3` your opinion? We can still always remove it again

## 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: Jupeyy <jupjopjap@gmail.com>
2023-05-14 19:16:16 +00:00
bors[bot] cca6d867cb
Merge #6588 #6589
6588: Add default argument to `CDataFileReader/IMap::GetItem` r=def- a=Robyt3

Add default value `nullptr` for `int *pType` and `int *pID` output parameters of `GetItem` functions.

Use `nullptr` instead of `0`.

## 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)


6589: Fix heap-use-after-free when quitting/restarting r=def- a=Robyt3

Items and particles were also rendered in the client states quitting and restarting, which was causing accesses to the already freed map data.

Closes #6387 until further notice.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-14 18:58:08 +00:00
Jupeyy 370d37b8fd Add shared ptr to track usage 2023-05-14 20:21:59 +02:00
Jupeyy bc006dbf08 make sure it's not modifying memory 2023-05-14 19:26:48 +02:00
Robert Müller f3e8513477 Fix heap-use-after-free when quitting/restarting
Items and particles were also rendered in the client states quitting and restarting, which was causing accesses to the already freed map data.
2023-05-14 18:12:47 +02:00
Robert Müller d08626cf69 Add default argument to CDataFileReader/IMap::GetItem
Add default value `nullptr` for `int *pType` and `int *pID` output parameters of `GetItem` functions.

Use `nullptr` instead of `0`.
2023-05-14 16:39:46 +02:00
bors[bot] 03d17a98ed
Merge #6585
6585: Add client_score_kind field to serverinfo (followup) r=Robyt3 a=edg-l

followup on #5960 (fixes conflicts)

It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "points").

## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: Edgar Luque <git@edgarluque.com>
2023-05-14 12:17:55 +00:00
Robert Müller bde876dfe5 Fix check for changed os_version_str return value
Missing from #6429.
2023-05-14 13:38:08 +02:00
bors[bot] 1539bbf2d5
Merge #6565
6565: Delay disconnecting until after render call r=def- a=Robyt3

When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.

This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.

Closes #6387. Closes #3179.

## 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>
2023-05-14 10:02:10 +00:00
bors[bot] ada7c4d597
Merge #6497
6497: Fix client crash/hang when launching without data directory r=edg-l a=Robyt3

Closes #4638.

## 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>
2023-05-14 09:43:06 +00:00
Edgar 044c0e3985
fix sql tests 2023-05-14 11:35:50 +02:00
bors[bot] 648dc9e032
Merge #6429
6429: Minor refactoring of `os_version_str` r=edg-l a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-14 09:24:54 +00:00
Edgar 1ca7870bf2
fix conflicts 2023-05-14 11:22:06 +02:00
bors[bot] e9d08a15fd
Merge #6560
6560: Replace EntityEx with new netobjs r=edg-l a=trml

This is a proposal for replacing EntityEx with new netobjects, like suggested in #5860.
- Adds a new DDNetPickup that includes switch number
- a new DDNetProjectile that replaces the old one (which is renamed to DDRaceProjectile)
  - includes switch number, tunezone and velocity/speed (plus a flag that can be used to send velocitiy of player projectiles with full precision)
- switch number and subtype is added to DDNetLaser (to distinguish e.g. draggers with different strength)

The pr removes EntityEx from the server, but keeps compatibility in the client.

<!-- 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: trml <trml@users.noreply.github.com>
2023-05-14 08:43:02 +00:00
bors[bot] d873095d33
Merge #6582
6582: Shutdown SDL after kernel and client r=edg-l a=Robyt3

Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.

Closes #6581.

## 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>
2023-05-12 15:28:41 +00:00
Robert Müller 82fb94a236 Shutdown SDL after kernel and client
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.

Closes #6581.
2023-05-12 16:11:05 +02:00
Edgar 1e319fa279
fix opacity for jumps 2023-05-11 23:04:05 +02:00
Edgar 0db2f6243f
fix nameplate related indicators opacity 2023-05-11 22:23:48 +02:00
Robert Müller c8b69dd815 Properly uninitialize all client components
Track stack of cleaner functions that destruct client components so exactly the correct cleanup is performed in the reverse order of initialization.

This allows performing the cleanup also in the early-return cases without introducing duplicate code.
2023-05-10 21:13:28 +02:00
Robert Müller 95b0f8c1e4 Add restart command to client 2023-05-10 21:13:28 +02:00
Robert Müller aced53c6fe Uninitialize entire client before restarting 2023-05-10 21:13:21 +02:00
Robert Müller cda3575d10 Quit client when existing config file cannot be loaded
When the configuration file exists but cannot be loaded, the client continues to launch. When closing, the client then saves the default config and overwrites the existing config that could not be loaded.

This is prevented by quitting the client with an error message popup when the config exists but cannot be loaded.

Closes #3843.
2023-05-10 21:04:02 +02:00
Robert Müller d9307ca756 Use FileExists/fs_is_file instead of opening file
This is more concise and works more reliable e.g. on Windows.

See: https://devblogs.microsoft.com/oldnewthing/20071023-00/?p=24713
2023-05-10 21:04:02 +02:00
bors[bot] 7fff049471
Merge #6575
6575: Replace usages of `atan2f` and `atan2` with `std::atan2` r=def- a=Robyt3

Another leftover from #6372.

## 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>
2023-05-09 22:26:22 +00:00
Robert Müller 58184c2d67 Replace usages of atan2f and atan2 with std::atan2
Another leftover from #6372.
2023-05-09 22:38:44 +02:00
bors[bot] e95fb14612
Merge #6573
6573: set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing r=heinrich5991 a=edg-l

Fixes a issue where ddnet freezes on resize on macos

## 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: Edgar <git@edgarluque.com>
2023-05-09 12:52:23 +00:00
Edgar 3104e669bf set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing 2023-05-09 14:46:14 +02:00
Jupeyy 0b1960c532 Fix Y Alignment by respecting cursor height independent of character height 2023-05-08 17:49:05 +02:00
Robert Müller 98a8507184 Fix division by zero when using random theme with no themes 2023-05-08 14:04:22 +02:00
Robert Müller d203f38f01 Fix client crash when starting without font file
Add checks to text render functions to prevent crashes when no default font is set.
2023-05-08 14:04:22 +02:00
Robert Müller 5db9f029e4 Fix client hanging when default language cannot be determined
The loop was not terminating correctly, so the client hangs when the language index file is missing.
2023-05-08 14:04:22 +02:00
bors[bot] 1112c9e6b7
Merge #6566
6566: Allow using rescue (/r) on health pickup r=heinrich5991 a=Robyt3

Check if character is in range of health pickup and don't set rescue position if that's the case, so rescue can be used to get out of the health pickup's freeze effect.

The existing `m_Core.m_IsInFreeze` is not set so this should not have any side-effects.

Closes #3330.

## 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>
2023-05-08 11:31:39 +00:00
Robert Müller c841c7ad05 Destroy window before showing popup if graphics initialized
Work around SDL bug that prevents message popup from being closed.
2023-05-07 21:20:47 +02:00
Robert Müller 817d96a73d Only show assertion popup for assertions on main thread
The SDL function may only be called from the main thread, so we can't show a popup for failed assertions on other threads.
2023-05-07 21:20:47 +02:00
bors[bot] 262a2a83a6
Merge #6568
6568: Also print platform, game and OS version in assertion popup r=def- a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-07 18:21:04 +00:00
Robert Müller 3e810b9814 Also print platform, game and OS version in assertion popup 2023-05-07 15:50:46 +02:00
Robert Müller b590eff24e Add missing HUD text container deletion
See #5143.
2023-05-07 15:37:08 +02:00
Robert Müller a4dc138028 Allow using rescue (/r) on health pickup
Check if character is in range of health pickup and don't set rescue position if that's the case, so rescue can be used to get out of the health pickup's freeze effect.

The existing `m_Core.m_IsInFreeze` is not set so this should not have any side-effects.

Closes #3330.
2023-05-07 11:02:50 +02:00
Robert Müller 72c2ed062b Remove magic number 20.0f from pickup handling 2023-05-07 11:02:50 +02:00
Robert Müller 73091cdd83 Add CPickup::Type and CPickup::Subtype getters 2023-05-07 11:02:50 +02:00
Robert Müller 2596dac47a Remove dead code 2023-05-07 11:02:50 +02:00
Robert Müller 5c90fd2b83 Delay disconnecting until after render call
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.

This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.

Closes #6387. Closes #3179.
2023-05-06 21:10:38 +02:00
bors[bot] cfd003d9c5
Merge #6559
6559: Show error message popup on assertion error in client and when client fails to launch r=def- a=Robyt3

Alternative to #6493. Closes #6482.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-06 15:28:27 +00:00
Robert Müller ce4228e08a Simplify by calculating broadcast render offset in OnRender
And ensure that the render offset is recalculated after the window is resized.
2023-05-06 15:57:44 +02:00
Robert Müller bd20423de2 Wrap long broadcast text instead of stopping
Instead of stopping when a broadcast line exceeds the screen width, wrap the text to the next line. Otherwise one long line in a broadcast can end the rendering so following lines are skipped.
2023-05-06 15:56:34 +02:00
Robert Müller 5c78093da4 Fade out broadcast in last second, use text container
Fade the broadcast alpha to zero in the last second that the broadcast is shown.

Use text container to support the fade out and to make broadcast rendering more efficient.
2023-05-06 15:55:42 +02:00
Robert Müller 74c1f38ca0 Use str_next_token to reduce duplicate code
Instead of manually splitting a string at newline characters.
2023-05-06 15:54:33 +02:00
Robert Müller 00ed9d0ecd Fix horizontal centering of broadcast
The screen also needs to be mapped when calculating the width of the broadcast text, otherwise the width is not correct and so the text is not correctly centered horizontally.

The wrong text width was also being calculated when the text has multiple lines. Now `TextWidth` is used so the width is also correct for multi-line text.
2023-05-06 15:54:33 +02:00
Robert Müller 8617411bfa Render broadcast only when online or in demo playback 2023-05-06 15:54:32 +02:00
Robert Müller c2d0835743 Extract CBroadcast::RenderServerBroadcast function 2023-05-06 15:54:32 +02:00
Robert Müller 7afa11e92c Extract CBroadcast::OnBroadcastMessage function 2023-05-06 15:54:28 +02:00
Robert Müller 6d2e2788e2 Use DefaultTextColor and DefaultTextOutlineColor 2023-05-06 15:22:58 +02:00
Robert Müller 4b2ec2c202 Remove dead code 2023-05-06 15:22:58 +02:00
bors[bot] e16e271f17
Merge #6562
6562: Fix server password input not being activated automatically, always move cursor to end when selecting all text r=Jupeyy a=Robyt3


## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-05 15:10:59 +00:00
Robert Müller b4a7038fad Fix server password input not being activated automatically 2023-05-05 16:20:55 +02:00
Robert Müller 1be1c9780c Always move cursor to end when selecting all text 2023-05-05 16:20:54 +02:00
Robert Müller a443d99ccf Remove unused CMenus::setPopup function 2023-05-05 16:08:43 +02:00
Robert Müller 0c32eacbab Make text container index type-safe
Use `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.

Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.
2023-05-05 15:58:17 +02:00
Robert Müller 493f47515c Add debug output of text container text on assertion
To get more information on #5143.
2023-05-05 00:03:15 +02:00
trml e10f528215 Add net netobjs for projectile and pickup, extend ddnetlaser, remove EntityEx server-side 2023-05-04 23:43:05 +02:00
Robert Müller 3981f7ffe0 Show error message popup when client fails to launch 2023-05-04 20:03:28 +02:00
Robert Müller ccfca141d4 Show error message popup on assertion error in client
Add assertion handler function to base system. Set handler in client to show a message box on assertion errors.
2023-05-04 20:03:27 +02:00
Robert Müller 00b7bc5bfd Add IClient::ShowMessageBox
To show an error/warning/information message popup with variable title and message.

This uses the SDL function `SDL_ShowSimpleMessageBox` to show the message box, because it is simpler than implementing this ourself in the base system, especially because we would have to add an additional explicit dependency on GTK3 to show a message dialog on Linux.

This function can be used without SDL being initialized.
2023-05-04 19:47:50 +02:00
Robert Müller c9f68901b7 Extract InitNetworkClient method 2023-05-03 20:46:14 +02:00
bors[bot] b3f384f312
Merge #6557
6557: Add tests for `CPacker` error handling, fix minor bug, minor refactoring r=def- a=Robyt3

Closes #6525.

## 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>
2023-05-03 18:17:49 +00:00
Robert Müller c5e336f5e2 Fix off-by-one error when adding raw data to buffer
One byte too few could be added to packers as raw data. Detected by the new test cases.
2023-05-03 19:13:39 +02:00
Robert Müller 8794cc9f9c Add tests for packer error handling 2023-05-03 19:13:39 +02:00
Robert Müller f6015be263 Add default parameter for CPacker::AddString 2023-05-03 18:17:27 +02:00
Robert Müller fd4491b307 Use bool instead of int 2023-05-03 18:02:38 +02:00
Robert Müller ef48a2fde4 Use sizeof(int) instead of 4 2023-05-03 17:59:36 +02:00
Robert Müller d34ed69c22 Use windows_utf8_to_wide and windows_wide_to_utf8
To reduce duplicate code and simplify usage of the Windows API.
2023-05-02 19:58:28 +02:00
Robert Müller b7a0f1248a Log error message in cases where only GetLastError is logged 2023-05-02 19:58:28 +02:00
Robert Müller bc7c347ad4 Use std::string for windows_format_system_message
To make the function easier to use.
2023-05-02 19:58:28 +02:00
Robert Müller f24d755bb2 Add windows_utf8_to_wide and windows_wide_to_utf8
To convert between UTF-8 encoded strings and wide character strings used with the Windows API.

The functions use `std::wstring` and `std::string`, to simplify the usage and support arguments with arbitrary length.

Also add some tests for the functions.
2023-05-02 19:58:23 +02:00
marmare314 7a0d566ddb combine proof mode buttons 2023-05-01 23:07:58 +02:00
marmare314 02429288f1 move coloring and info to settings 2023-05-01 22:44:03 +02:00
marmare314 9dddc0d8de show current entity type 2023-05-01 18:02:53 +02:00
Jupeyy 54e013fa1a Fix alpha fading in hud 2023-05-01 12:33:47 +02:00
marmare314 ab20e897a8 add spacing and group unused selector code 2023-04-29 15:07:25 +02:00
marmare314 ae63ea5f9e move unused, entities, goto, border to menu 2023-04-29 14:05:01 +02:00
bors[bot] ab5531f5cb
Merge #6543
6543: adjust corners of Button_Env r=def- a=Marmare314

Before:
![buttons-old](https://user-images.githubusercontent.com/49279081/235272933-a40e8255-67b0-4d11-8e54-bf62f4bc1a76.png)

After:
![buttons-adjusted](https://user-images.githubusercontent.com/49279081/235272940-854fe87e-3916-4e6d-aee4-9a2e1a07667f.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
- [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: marmare314 <49279081+Marmare314@users.noreply.github.com>
2023-04-29 10:51:30 +00:00
bors[bot] e917c12419
Merge #6545
6545: Use `IsEntitiesLayer` to reduce duplicate code r=heinrich5991 a=Robyt3



## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-04-29 10:14:42 +00:00
marmare314 68bbb613c5 adjust corners of Button_Env 2023-04-29 12:10:15 +02:00
Robert Müller 996353a8e4 Use IsEntitiesLayer to reduce duplicate code 2023-04-29 11:43:33 +02:00
bors[bot] 2eb7ca3dea
Merge #6541
6541: Add the DDNet git hash and "is steam" to the crash file r=Robyt3 a=Jupeyy

`@def-` what do you think, how hard would it be for the symbols uploaded to the website contain the same git hash in the name, so we could write a script that automatically finds the correct binary and creates a stack trace?

## 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: Jupeyy <jupjopjap@gmail.com>
2023-04-29 09:27:59 +00:00
bors[bot] dc804f88ac
Merge #6544
6544: make envelope editor resizeable by dragging r=def- a=Marmare314


![resizeable-editor](https://user-images.githubusercontent.com/49279081/235273201-5ee620c3-3784-49d1-ac0c-3bc3d5aca440.gif)


## 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
- [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: marmare314 <49279081+Marmare314@users.noreply.github.com>
2023-04-29 09:05:05 +00:00
bors[bot] 4b27611201
Merge #6542
6542: potential fix for #6529 r=def- a=Marmare314


## 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: marmare314 <49279081+Marmare314@users.noreply.github.com>
2023-04-29 08:45:55 +00:00
Jupeyy 40838bf473 Add the DDNet git hash and "is steam" to the crash file
Also put the date before pid for assert logs
2023-04-29 10:26:30 +02:00
marmare314 c9bc524878 make envelope editor resizeable by dragging 2023-04-29 02:26:10 +02:00
marmare314 61ff658cc7 potential fix for #6529 2023-04-29 01:20:51 +02:00
bors[bot] 8375fd83a0
Merge #6540
6540: Fix inconsistent client state after disconnecting with network error r=def- a=Robyt3

The `Disconnect` function did not fully clear all server data, because the client state was already set to offline manually before the function is called. This was causing inconsistent behavior when connecting to another server after being disconnected. For example, the client could get stuck at "getting game info" when connecting the next time.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-04-28 16:25:23 +00:00
Robert Müller aa95f61f11 Fix inconsistent client state after disconnecting with network error
The `Disconnect` function did not fully clear all server data, because the client state was already set to offline manually before the function is called. This was causing inconsistent behavior when connecting to another server after being disconnected. For example, the client could get stuck at "getting game info" when connecting the next time.
2023-04-28 17:57:58 +02:00
Robert Müller 11cb72be32 Fix Ctrl+F not activating search box in browser and tee settings
Closes #6537.
2023-04-28 17:17:30 +02:00
Robert Müller abbe2ce1de Use Height variable to reduce duplicate code 2023-04-27 20:47:56 +02:00
Robert Müller 5cb9902745 Fix variable name m_VictimTextWidth 2023-04-27 20:46:58 +02:00
Robert Müller be68c5ad7a Fix client crash on team kill message with invalid team
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.
2023-04-27 20:45:30 +02:00
trml d603214133 Don't send faketunes to new client versions, and simplify code 2023-04-26 22:35:23 +02:00
Robert Müller 97052e4752 Ignore switch tiles that don't use number for free slot finder 2023-04-26 19:04:57 +02:00
Robert Müller c4eca1a0ba Always set number 0 for switch tiles that don't use the number
And use the new `IsSwitchTile(Flags|Number|Delay)Used` functions accordingly.
2023-04-26 19:04:56 +02:00
Robert Müller 6d23f3e5bd Always set number 255 for tele tiles that don't use the number
Because code previously cast this number to `bool`, we can't use `0` to denote tele tiles where the number is unused.
2023-04-26 19:04:56 +02:00
Robert Müller 2e5f37c61b Don't render switch number and delay for tiles where they are unused 2023-04-26 19:04:56 +02:00
Robert Müller 60c0da7c4d Use IsValid***Tile functions
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.
2023-04-26 19:04:56 +02:00
Robert Müller 1d9cbba326 Add IsSwitchTile(Flags|Number|Delay)Used functions
To check whether the flags, number or delay of a switch tile is used or not.
2023-04-26 19:04:56 +02:00
Robert Müller 9c841f1e43 Add IsTeleTileNumberUsed function
To check whether the number of a tele tile is used or not.
2023-04-26 19:04:55 +02:00
Robert Müller 245703798b Use bool for IsCheckTeleport and IsCheckEvilTeleport
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.
2023-04-26 19:04:54 +02:00
Robert Müller c23c5d900e Remove dead code 2023-04-26 19:04:54 +02:00
Jupeyy 7fa14139d8 Fix input as the comments suggest for the next SDL version
SDL fixed the bug on Windows that releasing the mouse while tabbing out directly refocuses the window, which broke desktop fullscreen (and maybe windowed fullscreen)
2023-04-25 18:45:03 +02:00
bors[bot] 181d831411
Merge #6530
6530: Port line input and IME support from 0.7 r=def- a=Robyt3

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
------------------------------

https://user-images.githubusercontent.com/23437060/233841419-6648ea97-3ccd-464b-a4c5-e6e5b8dde01c.mp4

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

Support smooth left and right scrolling.

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

https://user-images.githubusercontent.com/23437060/233841409-3f230b33-f1ad-4172-ade2-e8e5300c9220.mp4

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
------------------------------

https://user-images.githubusercontent.com/23437060/233841427-d3aee499-254d-4bf9-83dd-3a0459ed6bf0.mp4

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
------------------------------

https://user-images.githubusercontent.com/23437060/233841395-635b6172-7582-4dce-a54f-cccf5e027dc5.mp4

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.

**Note that this does not work with SDL 2.0.16, which we are currently using on Windows. See below for details on IME support in different SDL versions.**

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.

## 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
- [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>
2023-04-25 15:47:07 +00:00
bors[bot] 8f2df41af1
Merge #6528
6528: Use dynamic size buffer in teehistorian tests instead of `CPacker` r=heinrich5991 a=Robyt3

`CPacker` is simply used as a byte buffer in the teehistorian tests. When the number of UUIDs is increased (in the future or in downstream projects) the tests will start to fail due to the buffer size being limited to 2048 bytes. This is fixed by using an `std::vector<unsigned char>` instead.

Closes #6526.

## 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>
2023-04-23 17:39:35 +00:00
Robert Müller ebb2e4253d Port line input and IME support from 0.7
Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397.

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

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

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

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

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

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

Support smooth left and right scrolling.

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

Support keyboard-based text selection of the chat input.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Closes #1030. Closes #1008.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor.
- 2.0.18, 2.0.20: IME candidates work.
- 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode.
- 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-04-23 15:00:29 +02:00
Robert Müller f77af29094 Add text cursor setting to always render caret (disable blinking)
Add flag to temporarily cause the caret to not blink, so the caret can be rendered without blinking after it has been moved, which greatly improves usability.
2023-04-23 15:00:26 +02:00
Robert Müller 08b0a03ca4 Render selection in front of text instead of behind it
Makes the text selection easier to see, especially when the text selection height is lower than normal.

Change text selection color to light grey instead of blue.
2023-04-23 15:00:25 +02:00
Robert Müller ca90d83c10 Allow adjusting height factor of text selection rectangle
Add `CTextCursor::m_SelectionHeightFactor` setting to adjust the height of the text selection rectangle. For example a value of `0.5f` means that the selection rectangle has half its normal height while still being aligned at the same bottom position.
2023-04-23 15:00:25 +02:00
Robert Müller d30ebf33e5 Use dynamic size buffer in teehistorian tests instead of CPacker
`CPacker` is simply used as a byte buffer in the teehistorian tests. When the number of UUIDs is increased (in the future or in downstream projects) the tests will start to fail due to the buffer size being limited to 2048 bytes. This is fixed by using an `std::vector<unsigned char>` instead.
2023-04-23 12:40:21 +02:00
ChillerDragon ae41ff3fb3 Fix NET_MAX_CHUNKHEADERSIZE 5 -> 3
Probably has no big impact but 5 is just wrong.
Was also casually fixed in upstream.

c2e5771a15 (diff-706d36dc3648350992fd7fb372d2461cbddcec7ac79f1f905f329ada2bcda814L49)
2023-04-23 11:51:34 +02:00
bors[bot] 15620354b9
Merge #6521
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>
2023-04-22 18:43:30 +00:00
Robert Müller 001d11d9ed Refactor CEditorMap::CMapInfo
Reduce duplicate code. Make code more similar to upstream.
2023-04-22 16:46:10 +02:00
Robert Müller c9baa5f0d6 Remove dead code 2023-04-21 18:47:44 +02:00
Robert Müller 6f033e41ba Use '\0' instead of 0 for chars 2023-04-21 18:47:44 +02:00
Robert Müller 09462cff67 Use KEY_FIRST and KEY_UNKNOWN instead of 0 2023-04-21 18:47:44 +02:00
Robert Müller c959665226 Use nullptr instead of 0, 0x0 and NULL 2023-04-21 18:44:49 +02:00
Robert Müller adc813493a Remove unused FLAG_REPEAT 2023-04-21 18:44:49 +02:00
Robert Müller ecc49a699f Use size_t for number of input events 2023-04-21 18:44:49 +02:00
Robert Müller 2b7f054590 Use const reference to pass CEvent objects
The size of the `CEvent` class is 140 bytes, so it's more efficient to pass objects by reference.
2023-04-21 18:44:48 +02:00
Robert Müller 8b26fa0bc3 Assert instead of returning empty event on invalid index 2023-04-21 18:44:48 +02:00
bors[bot] cdd19beee4
Merge #6437
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>
2023-04-21 10:37:40 +00:00
VoxelDoesCode 049d89ca41 Simplify NetMsg even more, with help from Fokko
Quick changes

Add m_First

one more thing

fokko pointed this out at 3 am

Final push
2023-04-18 07:51:44 -04:00
bors[bot] 391c127cb3
Merge #6515
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>
2023-04-18 11:33:14 +00:00
Robert Müller 928d278d0c Rename DefaultSelectionColor for consistency
The other methods also start with `Text`.
2023-04-15 16:58:33 +02:00
Robert Müller ea058d9d2e Replace CharacterCounter with existing pCursor->m_GlyphCount
The separate `CharacterCounter` variable is not necessary, as the same value is already tracked by `pCursor->m_GlyphCount`.
2023-04-15 16:58:05 +02:00
Robert Müller 680de35cab Add STextBoundingBox::MoveBy convenience function 2023-04-15 16:49:53 +02:00
Robert Müller 49a1896389 Add STextBoundingBox::Size convenience function 2023-04-15 16:49:53 +02:00
Robert Müller a160364b77 Add default parameters to Text and TextEx 2023-04-15 16:49:53 +02:00
Robert Müller f0c295b2d3 Add length check in AppendTextContainer
Allow `Length` parameter to be longer than maximum string length.
2023-04-15 16:49:53 +02:00
Robert Müller fe40048ca8 Remove unnecessary SetRenderFlags calls
Setting the render flags here is unnecessary, as the render flags are already set identically inside `TextEx`.
2023-04-15 16:49:27 +02:00
Robert Müller a2c9b752e0 Remove unused CListBox::FilterMatches 2023-04-15 13:07:40 +02:00
ChillerDragon 7c2c5aeee7 Add OnNewSnapshot to component hooks 2023-04-15 12:47:33 +02:00
Robert Müller c7cea0a37f Fix incorrect chat background rect width calculation
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.
2023-04-15 12:17:49 +02:00
bors[bot] b1f2862cff
Merge #6511
6511: Refactor vertical alignment of UI labels, add more text render convenience functions r=def- a=Robyt3

Should change layout only very little.

### Notes if you are porting this downstream

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

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

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-04-10 17:29:23 +00:00
bors[bot] 4d697c7be3
Merge #6509
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>
2023-04-10 17:08:19 +00:00
Robert Müller 301567507f Fix client crash when spectating on server with missing game info 2023-04-10 17:27:21 +02:00
Robert Müller 8f5708a882 Use TextBoundingBox for tooltip rendering
Calculate correct height for tooltip and apply consistent padding.

Ensure tooltip width and height do not exceed size of screen.
2023-04-10 17:22:10 +02:00
Robert Müller a6f9fdd6d5 Add function to get caret position to ITextRender
Add `CaretPosition` function to get position of text caret. Replace some existing usages of `TextWidth`, which would no longer work correctly for multi-line text.

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

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

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

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

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

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

Refactoring:

- Use `CORNER_NONE` instead of `0`.
- Improve some `CUIRect` variables names and usage.
2023-04-10 17:22:09 +02:00