Commit graph

89 commits

Author SHA1 Message Date
Robert Müller 430e96346f Fix inconsistent text wrapping of popup labels
Round up the calculated text width to prevent inconsistent text wrapping in the popups in cases where the current text width is very close to the maximum line width.
2023-04-09 20:10:44 +02:00
Robert Müller 6decf14137 Use Text instead of TextEx for popup labels
To reduce duplicate code and ensure that the same flags are used with `TextWidth` and when actually rendering the text.
2023-04-09 20:10:44 +02:00
Robert Müller 9bb9c7ce6b Replace usages of TextLineCount with TextWidth
Calculate text height for popups with `TextWidth` instead of using `TextLineCount`, which can be incorrect if the aligned font size differs from the normal one.
2023-04-09 20:10:44 +02:00
Robert Müller 9693d4beac Fix vertical centering of multi-line UI labels
Also calculate text height in `TextWidth`.

Use calculated text height to verically center UI labels.

The text cursor flags (in particular, the `TEXTFLAG_STOP_AT_END` flag) must also be passed to `TextWidth`. Otherwise, for example, when `TEXTFLAG_STOP_AT_END` is missing, the wrong text height is calculated, as text is rendered over multiple lines instead of stopping at the end of the first line.

Closes #5396.
2023-04-09 20:10:09 +02:00
Robert Müller 07c59d130b Minor refactoring of DoLabel functions 2023-04-09 20:10:09 +02:00
Robert Müller ede3e5631f Move generic popup handling to UI (port from editor and upstream)
Support using editor popup rendering in game client.

Support unlimited number of popup menus instead of maximum of 8.

Fix non-active popups handling key events. Add `Active` parameter to popup function, so key events are only processed by the active (top-most) popup. Previously the "New folder" popup could be confirmed with enter while an error message is shown, which causes multiple error messages to stack.

Allow popups to close without closing their child popups. Previously a popup could not open another popup and close itself immediately afterwards, as this was causing the newly opened popup to be closed instead.

Support using return/enter keys to confirm binary choice popups and to close message popups for more convenient usage.
2023-04-07 17:16:16 +02:00
Robert Müller 72775f236b Let CUI::Screen return a const pointer
Callers should never modify the UI screen.
2023-04-07 11:50:48 +02:00
Robert Müller 484df7fc79 Support holding shift for slow mouse with color pickers
When picking a color with a color picker also support holding shift to move the mouse slowly (at 5% normal speed) like for scrollbars.
2023-03-18 22:24:46 +01:00
marmare314 fe221dab23 implement draggable layers 2023-03-17 11:28:08 +01:00
Robert Müller f386eff45c Remove unused argument of Text/TextWidth/TextLineCount
The `void *pFontSetV` argument is unused and all invocations except one were already passing `0`, `0x0` or `nullptr` for this argument.
2023-02-20 20:06:17 +01:00
Robert Müller 3280f1824f Reset graphics container indices after deletion
Reduce duplicate code and improve correctness by passing indices of quad, buffer and text containers by reference and always setting them to `-1` after they are deleted.

Also check if index is `-1` before trying to delete it to reduce duplicate code when calling the methods.
2023-02-15 21:05:15 +01:00
Jupeyy 7815be7b75 Fix DoLabelStreamed by using offsets, instead of rebuilding when x,y changes 2023-01-07 11:51:48 +01:00
Robert Müller f79daac222 Add page up/down, home, end hotkeys to UI 2023-01-06 00:52:46 +01:00
Robert Müller 98706d79d4 Mark parameters as const when possible
According to cppchecker's `constParameter` error:

```
src\engine\gfx\image_manipulation.cpp:7:58: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void Dilate(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest, unsigned char AlphaThreshold = TW_DILATE_ALPHA_THRESHOLD)
                                                         ^
src\engine\gfx\image_manipulation.cpp:58:67: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void CopyColorValues(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest)
                                                                  ^

src\engine\shared\network_conn.cpp:241:42: style: Parameter 'Addr' can be declared as reference to const [constParameter]
void CNetConnection::DirectInit(NETADDR &Addr, SECURITY_TOKEN SecurityToken, SECURITY_TOKEN Token, bool Sixup)
                                         ^

src\base\system.cpp:4060:71: style: Parameter 'random' can be declared as pointer to const [constParameter]
void generate_password(char *buffer, unsigned length, unsigned short *random, unsigned random_length)
                                                                      ^

src\engine\client\backend\vulkan\backend_vulkan.cpp:263:38: style: Parameter 'AllocatedMemory' can be declared as reference to const [constParameter]
  void Free(SMemoryHeapQueueElement &AllocatedMemory)
                                     ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:1708:47: style: Parameter 'ImgExtent' can be declared as reference to const [constParameter]
 static size_t ImageMipLevelCount(VkExtent3D &ImgExtent)
                                              ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:2801:29: style: Parameter 'Image' can be declared as reference to const [constParameter]
 void ImageBarrier(VkImage &Image, size_t MipMapBase, size_t MipMapCount, size_t LayerBase, size_t LayerCount, VkFormat Format, VkImageLayout OldLayout, VkImageLayout NewLayout)
                            ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6495:46: style: Parameter 'ExecBuffer' can be declared as reference to const [constParameter]
 void Cmd_Clear(SRenderCommandExecuteBuffer &ExecBuffer, const CCommandBuffer::SCommand_Clear *pCommand)
                                             ^

src\game\client\components\skins.cpp:83:72: style: Parameter 'pImg' can be declared as pointer to const [constParameter]
static void CheckMetrics(CSkin::SSkinMetricVariable &Metrics, uint8_t *pImg, int ImgWidth, int ImgX, int ImgY, int CheckWidth, int CheckHeight)
                                                                       ^

src\game\client\prediction\entities\character.h:106:37: style: Parameter 'pNewInput' can be declared as pointer to const [constParameter]
 void SetInput(CNetObj_PlayerInput *pNewInput)
                                    ^

src\game\client\prediction\gameworld.cpp:245:106: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
                                                                                                         ^
src\game\client\prediction\gameworld.cpp:245:151: style: Parameter 'pThisOnly' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
                                                                                                                                                      ^
src\game\client\prediction\gameworld.cpp:283:116: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
                                                                                                                   ^

src\game\client\ui.cpp:522:180: style: Parameter 'pReadCursor' can be declared as pointer to const [constParameter]
void CUI::DoLabel(CUIElement::SUIElementRect &RectEl, const CUIRect *pRect, const char *pText, float Size, int Align, const SLabelProperties &LabelProps, int StrLen, CTextCursor *pReadCursor)
                                                                                                                                                                                   ^

src\game\client\ui_scrollregion.cpp:23:86: style: Parameter 'pParams' can be declared as pointer to const [constParameter]
void CScrollRegion::Begin(CUIRect *pClipRect, vec2 *pOutOffset, CScrollRegionParams *pParams)
                                                                                     ^

src\game\server\scoreworker.h:239:29: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
 void Set(float Time, float aTimeCp[NUM_CHECKPOINTS])
                            ^

src\game\server\score.cpp:135:80: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
void CScore::SaveScore(int ClientID, float Time, const char *pTimestamp, float aTimeCp[NUM_CHECKPOINTS], bool NotEligible)
                                                                               ^

src\game\server\teeinfo.cpp:40:57: style: Parameter 'pUseCustomColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
                                                        ^
src\game\server\teeinfo.cpp:40:80: style: Parameter 'pSkinPartColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
                                                                               ^
```
2022-11-29 23:32:31 +01:00
Robert Müller 19bf435d6a Remove redundant assignments
According to cppcheck's `redundantInitialization` and `redundantAssignment` errors:

```
src\game\client\ui.cpp:456:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:454:11: note: tw is initialized
 float tw = std::numeric_limits<float>::max();
          ^
src\game\client\ui.cpp:456:5: note: tw is overwritten
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:529:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^
src\game\client\ui.cpp:527:11: note: tw is initialized
 float tw = std::numeric_limits<float>::max();
          ^
src\game\client\ui.cpp:529:5: note: tw is overwritten
 tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
    ^

src\game\editor\editor.cpp:6051:19: style: Variable 'm_Map.m_Modified' is reassigned a value before the old one has been used. [redundantAssignment]
 m_Map.m_Modified = false;
                  ^
src\game\editor\editor.cpp:6046:19: note: m_Map.m_Modified is assigned
 m_Map.m_Modified = false;
                  ^
src\game\editor\editor.cpp:6051:19: note: m_Map.m_Modified is overwritten
 m_Map.m_Modified = false;
                  ^

src\game\client\prediction\entities\character.cpp:1148:36: style: Variable 'm_LatestInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                   ^
src\game\client\prediction\entities\character.cpp:1134:16: note: m_LatestInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
               ^
src\game\client\prediction\entities\character.cpp:1148:36: note: m_LatestInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                   ^
src\game\client\prediction\entities\character.cpp:1148:20: style: Variable 'm_LatestPrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                   ^
src\game\client\prediction\entities\character.cpp:1134:36: note: m_LatestPrevInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
                                   ^
src\game\client\prediction\entities\character.cpp:1148:20: note: m_LatestPrevInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                   ^
src\game\client\prediction\entities\character.cpp:1148:50: style: Variable 'm_PrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                                 ^
src\game\client\prediction\entities\character.cpp:1134:50: note: m_PrevInput is assigned
 m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
                                                 ^
src\game\client\prediction\entities\character.cpp:1148:50: note: m_PrevInput is overwritten
 m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
                                                 ^
```
2022-11-29 23:32:29 +01:00
Robert Müller 04be9d6e72 Add IInput::ShiftIsPressed and IInput::AltIsPressed
To avoid duplicate code when checking for both right and left shift or alt keys.
2022-11-15 21:17:55 +01:00
Robert Müller e7c3ce186f Port CUI::ConsumeHotkey from upstream
Move hotkey/input handling from `CMenus` to `CUI`.

Using the `ConsumeHotkey` method ensures that each hotkey is only handled once.

By also handling the mouse scroll wheel as hotkeys, this fixes the scroll keys activating scroll regions while the controls binder is active.
2022-08-31 21:43:57 +02:00
Robert Müller f451a33361 Port CScrollRegion from upstream with some minor refactorings
Co-authored-by: LordSk <lordskelethom@gmail.com>
2022-08-23 10:01:28 +02:00
Robert Müller f0c74f72ba Smooth console completion scrolling 2022-08-15 23:20:37 +02:00
Robert Müller 51fb3e9a22 Merge CUIEx class into CUI
There is no need to separate the UI in two classes anymore, as the dependency on `CRenderTools` has been removed.
2022-08-12 19:59:19 +02:00
Robert Müller 95550fd6a9 Move CRenderTools::DrawUIRect/4 to CUIRect::Draw/4
Use `ColorRGBA` instead of `vec4` for `Draw4`.
2022-08-12 19:37:08 +02:00
Robert Müller b50309dd5c Move CUIRect class into its own files 2022-08-12 19:37:07 +02:00
Robert Müller 4005b82743 Move CRenderTools::DrawUIElRect to CUIElement::SUIElementRect::Draw
This method draws a particular UI element rectangle so it should be a member method.
2022-08-12 17:42:05 +02:00
c0d3d3v 27a4c494e9
Make UI inputs more secure 2022-07-11 18:56:36 +02:00
Jupeyy c6589f3a5e (A bit) safer interface for text containers 2022-07-08 19:19:37 +02:00
Chairn 32318a7c90 Reworked color system
Removed duplicate structs. Replaced 4 floats array with appropriate
struct where applicable
2022-07-06 11:39:51 +02:00
Dennis Felsing 34d3ddd9c2 Rename joystick to controller (settings, configs) (fixes #5419)
Also added one Localize
2022-06-15 13:05:14 +02:00
Robert Müller 55d48db711 Integrate joystick with game controls and menus/editor UI 2022-06-13 20:40:37 +02:00
Robert Müller ffff4435c4 Remove ui_scale:
- remove config variable `ui_scale`
- remove `CUI::Scale`
- remove `CUI::SetScale`
- remove `CUI::DoLabelScaled`
- remove `CUIRect::Scale`
- use `CUI::DoLabel` instead of `CUI::DoLabelScaled`
- remove usages of `CUI::Scale()` and `CUIRect::Scale()`, or use 1.0f instead
2022-06-12 10:40:19 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
bors[bot] 59acac221c
Merge #5254 #5257
5254: Fix ingame menu button behavior when holding mouse button r=def- a=Robyt3

Fixes the following behavior:

1. Player is ingame and the ingame menu is opened with Esc
2. A mouse button is held down on one of the ingame menu buttons (e.g. the spectate button)
3. The ingame menu is closed without moving the mouse away from the button
4. The mouse button is released while ingame
5. The menu is opened again
    - Current behavior: The hovered button is immediately activated, as soon as the menu opens, due to the released mouse state being handled as a click.
    - Fixed behavior: The button is not activated. Instead another call to `FinishCheck` is added so it's also called when the menu is not active, to clear the active UI item in that case.

As well as the following:

1. The menu is closed while the mouse cursor is hovering over a button.
2. The mouse button is pressed and held while the menu is closed.
3. The menu is opened again.
   - Current behavior: The menu button is already held down and when the player releases the mouse button it will immediately be activated.
   - Fixed behavior: The button is not activated immediately, by clearing the hot item and next hot item variables in `FinishCheck`.

The latter behavior can still occur when entering the editor instead of closing the ingame menu.

Closes #3560. Closes #5229.

The first two commits are identical to upstream https://github.com/teeworlds/teeworlds/pull/3158, where those issues also exist. The last commit adapts upstream behavior so buttons can only become hot when the mouse is not pressed.

## 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 if it works standalone, system.c especially
- [ ] 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)


5257: Refactoring: Move CMenus::UseMouseButtons to CUI::SetEnabled, extract CRenderTools::RenderCursor r=def- a=Robyt3

Adopt changes from upstream.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-05-27 18:37:17 +00:00
Robert Müller caa23bcfdd Move CMenus::UseMouseButtons to CUI::SetEnabled 2022-05-27 19:43:12 +02:00
Robert Müller 31930951f0 Only allow buttons to be become hot while the mouse is not pressed 2022-05-27 19:07:56 +02:00
Robert Müller b9c52f7e31 Use SetActiveItem(nullptr) instead of SetActiveItem(0) 2022-05-27 11:59:14 +02:00
Robert Müller 2b02bd449b Prevent lock of UI
Co-authored-by: oy <tom_adams@web.de>
2022-05-27 11:53:05 +02:00
Robert Müller fc93ba0539 Remove unused DoButtonLogic pText argument 2022-05-14 00:26:15 +02:00
Robert Müller ca091d87b2 Support nesting editboxes, pickers and scrollbars in clipping areas 2022-05-13 21:39:25 +02:00
Robert Müller 60347fde1a Use MouseHovered instead of clipping manually 2022-05-13 21:38:01 +02:00
Robert Müller 0f6572ebf6 Rename static variables ButtonUsed -> s_ButtonUsed 2022-05-13 20:46:54 +02:00
Robert Müller 6241c8483d Use bool instead of int with MouseInside 2022-05-13 20:46:50 +02:00
Robert Müller 1855b4aea1 Support nested CUI clipping regions 2022-05-13 20:20:04 +02:00
Edgar 3c904ffbb4
fix conflict 2022-04-07 09:46:02 +02:00
Chairn 6086893fa6 Renamed all shadowing/shadowed variables 2022-03-24 17:59:49 +01:00
Jupeyy 95fe457abb Auto font size 2022-03-11 17:34:48 +01:00
Robert Müller 4fbca828f4 Add optional Spacing parameter to H/VSplitMid 2022-01-26 20:41:05 +01:00
def bc78ba57b9 Enable readability-inconsistent-declaration-parameter-name 2022-01-22 14:12:59 +01:00
def 7aac8b5386 Add readability-container-size-empty 2022-01-22 13:54:25 +01:00
ChillerDragon b770bc6988 Use ETextAlignment enum for UI
Replaces the magic numbers -1/0/1 for left/center/right

Based on the work done in upstream:

@cinaera added alignment enums
	04ee8b20a1

@TsFreddie renamed them
	67651e8122
2022-01-21 16:26:19 +01:00
Robert Müller a61c45550d rename Init method and move implementation 2021-12-03 20:26:27 +01:00
Robert Müller af82a20374 move ms_FontmodHeight to CUI 2021-12-03 20:26:25 +01:00