Add color palette with up to 8 colors to editor toolbar. The palette colors work like regular color picker buttons, so they open a color picker popup on click and the value can be copied and pasted with Ctrl+Right click and Ctrl+Left click respectively. Less palette colors are shown when not enough space is available (with 5:4 resolutions).
Add color pipette which allows selecting any color displayed on the screen. Selecting a color with the pipette adds the new color to the palette and shifts the other colors to the right. The selected color is also copied to the clipboard immediately. The hotkey Ctrl+Shift+C is added to toggle the color pipette, which allows using the color pipette in popups and dialogs.
The implement this, the function `IGraphics::ReadPixel` and the command `SCommand_TrySwapAndReadPixel` are added to read a specified pixel's color from the backbuffer. Like the screenshot command, this command also requires a swap operation to be performed before the correct pixel color can be read with the Vulkan backend. The `ReadPixel` function therefore accepts a pointer to a `ColorRGBA` that will be filled after the next swap operation.
Closes#7430.
Ensure that the UI mouse position stays inside the UI screen rect. Previously, the mouse was not considered to be inside the UI screen when all the way at the right or bottom edge. This caused the map editor tooltip to not be shown when the mouse is all the way at the right side of the map editor view. This is a cleaner fix for #4553 which reverts the previous workaround from #6423.
Add dropdown menus for changing animation and grid settings (i.e. animation speed and grid size) instead of conditionally showing more buttons for this directly in the menu bar. This frees up space in the menu bar, which is currently full on 5:4 resolutions.
The icons previously used for the default animation/grid buttons are now used for the main buttons that toggle animation/grid instead of using text.
Support setting lower animation speeds with the plus and minus buttons by adjusting the step size when the animation speed is low.
Support setting arbitrary animation speed by text input.
The individual color components were rounded down when being displayed on their own in color pickers, whereas the components are rounded to the nearest integer when packing the colors into the hex string. This was causing minor discrepancies between the color being displayed/saved as hex and the individual components. Rounding the components when packing is necessary to reduce the error when converting between color spaces.
Add tabs to player and tee settings pages to switch between player (main) and dummy settings instead of using a checkbox for this, to improve the usability.
Improve layout of tee settings page, especially with 5:4 resolutions, where the eye selector previously overlapped with other UI elements. Decrease size of eye selector and make better use of empty space overall. Use more space for skin selector instead of showing empty space when "Use custom colors" is disabled.
Show favorite skin buttons also when hovering list items to make it easier to discover the feature. Add small highlight color to favorite skin buttons when hovering them.
The text color was previously set and reset for every individual number being rendered for non-empty tele, speedup, switch and tune tiles. The color is the same for all tiles from each entities layer, so most of these `TextColor` calls are unnecessary. Now the text color is only set and reset once when rendering each entities layer.
Let's say you have this bind:
```bind x +toggle cl_dummy_hammer 1 0```
and you set cl_dummy_control to 1.
When you press the bind i mentioned above, and then release, the dummy will hammer where he is looking (not at you). So, in total, there will be two hammers. One hammer when you press down the button and the dummy hammers towards you, and then another hammer when you release the button and the dummy hammers where he is looking.
This fixes it, and also makes sure it does not conflict with cl_dummy_copy_moves (as if it is enabled and cl_dummy_control is enabled, the dummy will not copy fire, hook, or jump) so I made sure it keeps this functionality as it's pretty cool.
This does not fix any other bugs yet, maybe I will fix those in the future but we'll see. Any bug you may encounter with this change is also probably present in the main branch, such as resetonswitch not working perfectly with dummy_control, but if you do find something different then let me know.
Consider line spacing to belong to the previous line when calculating and rendering text selection. Instead of handling spacing between entries separately in the console, also include line spacing for the last line in the height calculation. Pixel align the line spacing in addition to the font size, as previously some gaps between the entries were larger than others due to missing pixel alignment. This allows rendering the text selection in the console smoothly without any gaps between the console entries/lines.
Closes#7617.
The `mem_copy` function does not respect zero termination so it reads beyond the size of the source buffer, if it's smaller than the destination buffer.
Favorite skin names were previously not escaped as intended when saving, as the variable `aNameEscaped` was unused so the original skin name was saved instead of the escaped one. Escaping is not really necessary, as skins should not contain `\` and `"` anyway and it was only possible to add such favorites through the console or config files. Instead of escaping the favorite skin names when saving, now favorite skin names are validated when they are added so no escaping is necessary. Skins names are considered valid when they have a length of 1-23 bytes and don't contain the characters `/`, `\` and `"`.
The current mouse-based console selection was not being adjusted anymore when new lines are added to the console, as the `m_NewLineCounter` variable was decremented to `0` before the relevant check for `m_NewLineCounter > 0`.
The selection is only cleared because it would be incorrect after scrolling, but it doesn't need to be cleared if the scroll position does not change, e.g. when pressing Home while already at the top of the backlog.
Do not use the `CMapItemSound::m_SoundDataSize` value as it is redundant. This value could also be incorrect because it can be freely set by the map creator (tool).
Instead, use the map/datafile function `GetDataSize` to get the true size of the sound data in the file.
The `m_SoundDataSize` value is still written to map files for compatibility with old versions.
Fix Ctrl+C not working to copy text in console when the command input already contains text, as the changed flag was never reset properly.
Fix scroll position of UI editboxes not being updated when moving cursor without changing text.
Fix lineinput selection change being detected as content change, causing the editor modified state to be set incorrectly.
Fix cursor blinking not being disabled correctly after changing text without changing cursor position.
Now `CGameContext` no longer assumes the `IGameController`
declined the team join due to slots.
This enables custom gametypes to disallow joining the game if the player
died, an active tournament is running or the player is not logged in
yet. And then the controller can print the correct error message
accordingly.
Show localized text "Press a key…" instead of "???" while waiting for a key to be pressed.
Render button with green background while waiting for a key to be pressed.
Inline unnecessary `DoButton_KeySelect` function.
Fix names of static variables.
The variable `Id` is translated for old clients and is not guranteed to
be the real id. While `m_ClientID` is the real ID. That can also be used
to index the CServer::m_aClients[] array to get the authed state.
closed#7599
Fixes
```
valgrind ./DDNet-Server "dbg_dummies 1"
[..]
2023-12-07 18:01:33 I chat: *** 'Debug dummy 1' entered and joined the
game
==75634== Conditional jump or move depends on uninitialised value(s)
==75634== at 0x2DAA83: CVariableInt::Pack(unsigned char*, int, int)
(compression.cpp:17)
==75634== by 0x2DAD79: CVariableInt::Compress(void const*, int,
void*, int) (compression.cpp:98)
==75634== by 0x23EC50: CServer::DoSnapshot() (server.cpp:1046)
==75634== by 0x247D2D: CServer::Run() (server.cpp:2994)
==75634== by 0x230173: main (main.cpp:193)
==75634==
==75634== Conditional jump or move depends on uninitialised value(s)
==75634== at 0x2DAAF7: CVariableInt::Pack(unsigned char*, int, int)
(compression.cpp:25)
==75634== by 0x2DAD79: CVariableInt::Compress(void const*, int,
void*, int) (compression.cpp:98)
==75634== by 0x23EC50: CServer::DoSnapshot() (server.cpp:1046)
==75634== by 0x247D2D: CServer::Run() (server.cpp:2994)
==75634== by 0x230173: main (main.cpp:193)
==75634==
==75634== Conditional jump or move depends on uninitialised value(s)
==75634== at 0x2DAA83: CVariableInt::Pack(unsigned char*, int, int)
(compression.cpp:17)
==75634== by 0x32E812: CPacker::AddInt(int) (packer.cpp:20)
==75634== by 0x23ED51: CServer::DoSnapshot() (server.cpp:1059)
==75634== by 0x247D2D: CServer::Run() (server.cpp:2994)
==75634== by 0x230173: main (main.cpp:193)
==75634==
==75634== Conditional jump or move depends on uninitialised value(s)
==75634== at 0x2DAAF7: CVariableInt::Pack(unsigned char*, int, int)
(compression.cpp:25)
==75634== by 0x32E812: CPacker::AddInt(int) (packer.cpp:20)
==75634== by 0x23ED51: CServer::DoSnapshot() (server.cpp:1059)
==75634== by 0x247D2D: CServer::Run() (server.cpp:2994)
==75634== by 0x230173: main (main.cpp:193)
==75634==
```
Which is using ID 0 as index in the m_aClients array but only ID 63 was
ever initialized.
The invalid sound index is `-1` but the check in the editor for the sound preview assumed it was `0`. We should use a type-safe wrapper to avoid this in the future, like for texture handles.
The popup menu render function can open/close other popups, which may resize the vector of popup menus and thus invalidate the current popup menu variable before the popup is closed. We therefore store the popup UI element ID in a separate variable to avoid the access to the potentially invalidated popup menu variable after the popup menu is rendered.
Also prevent invalidated popup menu from being rendered for one frame after it is closed by clicking outside.
Closes#7565.
Add `CHttpRequest::ExpectSha256` function to specify expected SHA256 for HTTP downloads. If the download completes with a different SHA256 hash than expected, then the download fails and the file is deleted.
Closes#7485.