Commit graph

9184 commits

Author SHA1 Message Date
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 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
trml e10f528215 Add net netobjs for projectile and pickup, extend ddnetlaser, remove EntityEx server-side 2023-05-04 23:43:05 +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
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] 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
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
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
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
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 09462cff67 Use KEY_FIRST and KEY_UNKNOWN instead of 0 2023-04-21 18:47:44 +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
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 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
Robert Müller 76ad9e2e3b Use Localizable instead of comment with Localize 2023-04-10 16:43:53 +02:00
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
bors[bot] fdcb2668e8
Merge #6502
6502: Improve editor file browser button layout when screen width is low r=def- a=Robyt3

Move "Map details" button from editor file browser to file menu.

Decrease button spacing in editor file browser when screen width is low (4:3 and 5:4 resolutions).

Screenshots:
- File menu:
   - Before: 
![file-menu old](https://user-images.githubusercontent.com/23437060/230586902-079a042d-0223-4a97-b228-ec8a4fae43d1.png)
   - After:
![file-menu new](https://user-images.githubusercontent.com/23437060/230589757-ef18d6d8-f8f0-4a2b-bc35-219349d6a7e7.png)
- File browser (800x600):
   - Before:
![save 800x600 old](https://user-images.githubusercontent.com/23437060/230591373-11b3e0c8-ce3f-4e8e-9fd1-297f8276de28.png)
   - After:
![save 800x600 new](https://user-images.githubusercontent.com/23437060/230591387-162de3fc-95e9-41ea-94a8-9b7b46ac97cb.png)
- File browser (1280x1024):
   - Before:
![save 1280x1024 old](https://user-images.githubusercontent.com/23437060/230591411-5dddd9de-4773-4dc9-a77b-61d5d4de4dc6.png)
   - After:
![save 1280x1024 new](https://user-images.githubusercontent.com/23437060/230591422-1ee8c941-9eb2-4e13-9268-de591b5b72f5.png)
- File browser (1920x1080):
   - Before:
![save 1920x1080 old](https://user-images.githubusercontent.com/23437060/230591437-146e961a-3e55-463f-988e-0d7eef92b439.png)
   - After:
![save 1920x1080 new](https://user-images.githubusercontent.com/23437060/230591445-931718f4-81fb-4c87-a018-f377a5c473df.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
- [ ] 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>
2023-04-07 11:12:40 +00:00
Robert Müller 5fb9f5db5b Decrease button spacing in editor file browser when screen width low
To prevent the buttons from overlapping in 4:3 and 5:4 resolutions.
2023-04-07 12:00:09 +02:00
Robert Müller b7e8168e4b Move "Map details" button from editor file browser to file menu
There is not enought space for the button in the file browser on 4:3 and 5:4 resolutions.

The button fits in the file menu, as it allows to adjust the map details which are specific to the current map file.
2023-04-07 12:00:09 +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 eaa4e19188 Fix image/sound readding broken by error messages
When an image/sound is readded, this reuses the `ReplaceImage/Sound` callback functions. The added error handling to prevent duplicate images/sounds was causing this to not work, as the image/sound being readded was already present. The implementation is separated from the callback functions and an additional parameter is added to toggle the duplicate name check.

Previously this was hard to notice, as the error message popup was not shown due to the top-most popup being closed immediately. This will be fixed separately by a larger refactoring, so a popup can close itself immediately after opening another popup without closing the child popup instead.

Closes #6500.
2023-04-07 10:58:57 +02:00
bors[bot] b4c114450c
Merge #6492
6492: Refactor editor popups, improve layout of new folder, map details and event popups r=def- a=Robyt3

- New folder popup:
   - Before: 
![new_folder old](https://user-images.githubusercontent.com/23437060/229349012-66aa4156-7f2c-4132-9cf3-da7451f93b09.png)
   - After:
![new_folder new](https://user-images.githubusercontent.com/23437060/229349015-d53a07f8-baa4-46f6-af7d-50d302e5d784.png)
- Map details popup:
   - Before: 
![map_details old](https://user-images.githubusercontent.com/23437060/229349023-0febb078-0948-4820-bda5-98a8e560ffb8.png)
   - After:
![map_details new](https://user-images.githubusercontent.com/23437060/229349027-8cdcc47d-e71b-43f2-9f7c-533993772afd.png)
- New map event popup:
   - Before: 
![new_map old](https://user-images.githubusercontent.com/23437060/229349034-dea63fb4-0f2c-4a93-8235-ab06224d0a89.png)
   - After:
![new_map new](https://user-images.githubusercontent.com/23437060/229349039-863451ba-8154-427f-a30b-7c7e542aa0b5.png)
- Load current map popup:
   - Before: 
![load_map_current old](https://user-images.githubusercontent.com/23437060/229349045-fe8eabed-2a64-46cf-b0d7-e71c2297e0ac.png)
   - After:
![load_map_current new](https://user-images.githubusercontent.com/23437060/229349051-1877c1ec-713e-41da-b52e-19ba004b467e.png)
- Large layer popup:
   - Before: 
![large_layer old](https://user-images.githubusercontent.com/23437060/229349053-93301856-5f96-4c42-b7e1-d79afeaa9281.png)
   - After:
![large_layer new](https://user-images.githubusercontent.com/23437060/229349369-5c42c3ae-619c-4ff8-9b78-515415703bf4.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
- [ ] 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>
2023-04-06 21:47:11 +00:00
Valentin Bashkirov 85485d23ce highlight game type 2023-04-05 20:02:25 +02:00
Robert Müller aa08cfabc2 Fix swapping with dragger beams and plasmas
The client ID referenced by dragger beams and plasmas must also be swapped when two clients are swapped, as those entities should refer to the same character entity as before the swap.

For dragger beams, swapping previously caused the active beams to switch target to another character.

For plasmas, swapping previously caused already shot plasmas to not have an effect on their original target character.

Closes #5865.
2023-04-04 20:07:17 +02:00
Dennis Felsing 90861d9dda Get rid of unused warning 2023-04-04 09:08:38 +02:00
VoxelDoesCode df48c44e78 Bring every Font Icon unicode into a namespace
Fix namespace hopefully
2023-04-03 20:25:28 -04:00
VoxelDoesCode 0dfced4ca4 Bring Team logic into teams.cpp
MsgPlus -> Msg
2023-04-02 21:40:39 -04:00
Robert Müller 3c841f7ad8 Refactor CEditor::PopupEntities 2023-04-02 13:16:15 +02:00
Robert Müller 9391155360 Refactor CEditor::PopupColorPicker 2023-04-02 13:16:14 +02:00
Robert Müller 8bdf2cf7a9 Refactor CEditor::PopupGoto 2023-04-02 13:16:14 +02:00
Robert Müller d5a24d718b Refactor CEditor::PopupTune 2023-04-02 13:16:14 +02:00
Robert Müller c4b2531bb1 Refactor CEditor::PopupSwitch 2023-04-02 13:16:14 +02:00
Robert Müller b839c68350 Refactor CEditor::PopupSpeedup 2023-04-02 13:16:13 +02:00
Robert Müller 04c1e06e71 Refactor CEditor::PopupSelectConfigAutoMap 2023-04-02 13:16:13 +02:00
Robert Müller 03e7cfc9e4 Refactor CEditor::PopupSelectGametileOp 2023-04-02 13:16:13 +02:00
Robert Müller c730cd490a Refactor CEditor::PopupSelectSound 2023-04-02 13:16:12 +02:00
Robert Müller f3f44ca6b2 Refactor CEditor::PopupSelectImage 2023-04-02 13:16:12 +02:00
Robert Müller b20cf7865c Refactor CEditor::PopupEvent and improve layout
Swap buttons so confirm button is on the right and cancel button is on the left consistently.

Decrease empty space and popup size.

Add missing title for `POPEVENT_LOADCURRENT` (caught by the added assertion).

Improve messages by adding additional empty line for existing line breaks.
2023-04-02 13:16:12 +02:00
Robert Müller 91ce99b65b Refactor CEditor::PopupSound 2023-04-02 12:54:36 +02:00
Robert Müller 7289f7d504 Refactor CEditor::PopupImage 2023-04-02 12:54:36 +02:00
Robert Müller e09a771937 Refactor CEditor::PopupPoint 2023-04-02 12:54:36 +02:00
Robert Müller 04d9e2b54a Refactor CEditor::PopupMapInfo and improve layout
Swap buttons so confirm button is on the right and cancel button is on the left consistently.

Decrease empty space and popup size.
2023-04-02 12:54:36 +02:00
Robert Müller 141571cc55 Refactor CEditor::PopupNewFolder and improve layout
Swap buttons so confirm button is on the right and cancel button is on the left consistently.

Decrease empty space and popup size.
2023-04-02 12:54:35 +02:00
Robert Müller 5cfecdb42f Refactor CEditor::PopupSource 2023-04-02 12:54:35 +02:00
Robert Müller 2146d7bd92 Refactor CEditor::PopupQuad 2023-04-02 12:54:35 +02:00
Robert Müller 9f5de0c884 Refactor CEditor::PopupLayer 2023-04-02 12:54:35 +02:00
Robert Müller eda808e385 Refactor CEditor::PopupGroup 2023-04-02 12:54:35 +02:00
Robert Müller c1ffc8bf12 Refactor CEditor::PopupMenuFile 2023-04-02 12:54:34 +02:00
Robert Müller df91bb9b43 Refactor layer properties functions 2023-04-02 12:54:34 +02:00
Robert Müller c6d14e5fa1 Move all editor popup function definitions to popups.cpp
Editor code for the popups should be located in `popups.cpp`.
2023-04-02 12:52:37 +02:00
Robert Müller caac7b06e2 Fix static usage of POPEVENT_* enum literals
The `POPEVENT_*` enum literals should be used in a static manner.
2023-04-02 12:52:37 +02:00
Robert Müller 3d343c8758 Remove unnecessary popup debug message 2023-04-02 12:52:37 +02:00
Robert Müller f4c3fee617 Use ShowFileDialogError instead of ShowPopupMessage
To reduce duplicate code.
2023-04-02 12:52:37 +02:00
Dennis Felsing 1b1f2a0621 Version 16.9 2023-04-02 12:03:41 +02:00
bors[bot] 3bd24f322f
Merge #6490
6490: Improve collision entity access error message r=Chairn a=Robyt3

See #6489.

## 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>
2023-04-01 22:29:29 +00:00
Robert Müller ed26be0917 Improve collision entity access error message
See #6489.
2023-04-02 00:03:30 +02:00
Robert Müller ab73cc718f Refactor entity bounds check 2023-04-02 00:01:17 +02:00
Dennis Felsing 5fa2fefd35 Remove unused DoFilter
Thanks to cheeser0613
2023-04-01 13:39:20 +02:00
Jupeyy ffe3d26e59 fix start size of freezing flakes particles & vel of player death 2023-03-28 21:33:48 +02:00
bors[bot] a27dbb1219
Merge #6435
6435: add proof mode for menu backgrounds closes #3009 r=def- a=Marmare314


![backgroundproof](https://user-images.githubusercontent.com/49279081/225979288-3fb43d41-79f7-477e-8479-6b3d106fbd5b.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>
2023-03-27 14:48:18 +00:00
marmare314 927c80167f update selected layer correctly after dragging 2023-03-27 09:13:39 +02:00
marmare314 93d204f0ca show duplicate positions in tooltip 2023-03-27 08:51:02 +02:00
VoxelDoesCode 5b1a716aa2 Simplify KillMsgTeams NetMsg, fixing bugs
Clang format before squash

Split apart OnMessage() before squash

forgot something
2023-03-26 23:32:34 -04:00
bors[bot] e3575b1ae8
Merge #6469
6469: Add new contributor r=Robyt3 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

- [ ] 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>
2023-03-26 16:14:00 +00:00
bors[bot] b207826df1
Merge #6470
6470: Fix ninja not getting predicted r=heinrich5991 a=Zwelf

Fixes #6464

This was regressed by #6246 by the wrong transformation of `if(!m_FreezeTime)` to `if(m_FreezeTime != 0)` instead of the correct `if(m_FreezeTime == 0)`.

And take additional measure to never set m_FreezeTime to a negative number in client prediction code.

## 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: Zwelf <zwelf@strct.cc>
2023-03-26 14:50:25 +00:00
Zwelf d40ff12d9a Fix ninja dash not getting predicted correctly
Fixes #6464

This was regressed by #6246 by the wrong transformation of `if(!m_FreezeTime)`
to `if(m_FreezeTime != 0)` instead of the correct `if(m_FreezeTime == 0)`.

And take additional measure to never set m_FreezeTime to a negative
number in client prediction code.
2023-03-26 16:42:31 +02:00
Dennis Felsing 6b0656ff85 Add new contributor 2023-03-26 16:28:06 +02:00
Robert Müller 1b19895204 Ensure texture is cleared when rendering MOTD background
Seems like there are cases where the texture is not cleared when the MOTD background is rendered, so part of the font texture is used for the round rect.
2023-03-26 13:15:36 +02:00
bors[bot] 214053ec9a
Merge #6459
6459: Add random skin button r=def- a=HiRavie

Adds a button for generating a random skin in tee settings. The logic generates handsome tees more often than not.
Intentionally didn't add a console command so it's not possible to make annoying skin change binds with this.
![random_skin](https://user-images.githubusercontent.com/65019210/227658839-5e8f3a4b-4e7c-4561-90c9-21a267d61a3a.png)

## Checklist

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


Co-authored-by: Ravie <65019210+HiRavie@users.noreply.github.com>
2023-03-25 23:08:15 +00:00
Robert Müller fda8507d03 Add "Delete" button to editor file browser
To delete files and empty folders from the user's save directory.

Only files and folders from the user's save directory can be deleted. Only empty folders can be deleted.

Error message popups are shown when the deletion fails.

Closes #6272.
2023-03-25 16:59:02 +01:00
Robert Müller 6f1533ee18 Group UI code of right and left editor file dialog buttons
Move UI code for "New folder" button close to the code the "Map details" button.
2023-03-25 16:58:51 +01:00
Ravie 20ac914e0e Tooltip ID 2023-03-25 16:13:29 +01:00
Ravie eb41ecf3d7 Icon button, tooltip and various fixes 2023-03-25 15:43:25 +01:00
Ravie 705be7c6e3 Implement random skin button 2023-03-25 13:11:47 +01:00
Robert Müller 880ced2de0 Fix dummy tee being able to ping main tee in chat
Main and dummy tee cannot ping each other anymore. Other main and dummy tees can still ping your own main and dummy tees.

We must ensure to only use `m_aLocalIDs[1]` when the dummy is connected, as this ID is not updated when no dummy is connected, so it can refer to another client if you disconnect your dummy and another client subsequently takes its client ID.

Closes #3699.
2023-03-23 20:24:28 +01:00
bors[bot] 971b166488
Merge #6439
6439: Refactor `random` functions r=heinrich5991 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>
2023-03-23 12:56:55 +00:00
Robert Müller a91b51c8a2 Select language on first start based on user locale
On first client start (when `cl_show_welcome` is `1`), determine the user locale with `os_locale_str` and initially select the most fitting language for this locale.

For this the language index must also be loaded immediately on client launch, before the initial language is loaded.
2023-03-21 21:17:40 +01:00
Robert Müller cddbc78592 Add RFC 3066 language tags to language index
Add RFC 3066 language tags to language index in order to identify the language to select when first starting the game based on the user's locale.

Multiple language tags can be specified per entry separated with a semicolon, as some languages have different tags that do not share a unique prefix (e.g., Simplified and Traditional Chinese).
2023-03-21 21:17:40 +01:00
Robert Müller 481698c7d0 Move CLanguage and LoadLanguageIndexfile to localization
The `CLanguage` class and `LoadLanguageIndexfile` function are more appropriately located in the file for the other localization functions.
2023-03-21 21:17:40 +01:00
Robert Müller a4b489aa87 Fix incorrect sixup detection when snapping pickups
For 0.7 clients the client version is not `VERSION_NONE`, so `IsSixup` was never called for them, which leads to version 0.6 pickups being snapped for 0.7 clients. This causes snapshot CRC errors for the 0.7 clients, as the 0.6 and 0.7 pickup structs have different sizes.

Now the version is no longer checked before calling `IsSixup`, which is the case in all other locations where the function is called and was also the case before this bug was introduced by #6330.
2023-03-20 19:01:44 +01:00
bors[bot] 8a9489292e
Merge #6443
6443: Reveal selection when scrolling layer list with up/down arrow keys r=def- a=Robyt3

Closes #6441.

## 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>
2023-03-19 13:19:54 +00:00
Robert Müller 0c6c52e8d9 Reveal selection when scrolling layer list with up/down arrow keys
Closes #6441.
2023-03-19 12:34:50 +01:00
bors[bot] 854445d4e1
Merge #6434
6434: Show popups in editor when loading/saving file fails, fix minor issues with preview image r=def- a=Robyt3

![screenshot_2023-03-17_13-00-59](https://user-images.githubusercontent.com/23437060/225899583-fb264a56-ad9d-455e-b80b-885aad2fbd51.png)

![screenshot_2023-03-17_13-00-46](https://user-images.githubusercontent.com/23437060/225899589-d143d9db-ccaf-47d6-92cf-dea3dd49ab80.png)

![screenshot_2023-03-17_13-00-38](https://user-images.githubusercontent.com/23437060/225899590-527bb926-a244-4a55-ab3b-69953b836cf3.png)

![screenshot_2023-03-17_13-00-16](https://user-images.githubusercontent.com/23437060/225899598-abfa9c44-d2c5-4261-8459-2a4d612d480f.png)

![screenshot_2023-03-19_11-12-28](https://user-images.githubusercontent.com/23437060/226169030-e4d33cb1-238f-4e7d-a57d-1cf0a8bb18ea.png)

![screenshot_2023-03-17_12-59-42](https://user-images.githubusercontent.com/23437060/225899607-3613b4b6-2ef8-45c9-8803-61380ef675a7.png)

When using Ctrl+S:

![screenshot_2023-03-17_12-59-31](https://user-images.githubusercontent.com/23437060/225899610-44dbda9d-1207-4456-8219-a5a4947691fe.png)

Closes #6430.

## 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>
2023-03-19 11:21:51 +00:00
Robert Müller 99ef97a0f8 Use variadic arguments for ShowFileDialogError formatting
Reduces duplicate code when calling the function.

Also increase the size of the message popup message, as it was not large enough for all paths.
2023-03-19 11:48:39 +01:00
VoxelDoesCode 929675be68 Make team kills condensed in killfeed
Clang + Formatting test before merge
2023-03-18 23:27:59 -04:00
bors[bot] 22b7e5eaf4
Merge #6438
6438: Fix incorrect tee blood color being shown in settings r=def- a=Robyt3

When the tee color lighting is set to 0, the blood color was shown as black instead of the actual tee blood color. The blood color used ingame is already correct and now matches the color shown in the settings.

## 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>
2023-03-18 22:14:29 +00:00
Robert Müller c5f2727a3f Fix inconsistent slow mouse in editor
The mouse slow flag must be reset at the beginning of the render function in the editor instead of at the beginning of the update function, as it otherwise only works very inconsistently.
2023-03-18 22:26:43 +01:00
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
Robert Müller a9ef757475 Add random_float functions with min and max arguments
Add `random_float(float min, float max)` to generate a random `float` between `min` and `max`.

Add `random_float(float max)` to generate a random `float` between `0.0f` and `max`.
2023-03-18 12:09:37 +01:00
Robert Müller 0cf5dd7ad3 Add random_direction function
Replace existing `RandomDir` with this function. This function was biased towards the corners, as it first generates a random `vec2` with `x` and `y` in `[-0.5f;0.5f]` and then normalizes it, which doesn't result in a uniform distribution of directions. Now the random direction is generated by taking a random angle and then converting it to a direction which is per definition already normalized.
2023-03-18 12:09:37 +01:00
Robert Müller ea6e267d98 Add random_angle function
To generate a random angle in the range `[0.0f;2.0f * pi[`. This ensures that the random angle cannot be `2.0f * pi`, which would be identical to the angle `0.0f` and therefore cause the random angle to be less uniformly selected.

Note that this first casts `RAND_MAX` to a `float` and then uses `std::nextafter` to get the next larger `float`. Using `RAND_MAX + 1` would cause an integer overflow on systems where `RAND_MAX == INT_MAX` (e.g. Ubuntu and macOS).
2023-03-18 12:07:52 +01:00
Robert Müller d2bd863c79 Fix incorrect tee blood color being shown in settings
When the tee color lighting is set to 0, the blood color was shown as black instead of the actual tee blood color. The blood color used ingame is already correct and now matches the color shown in the settings.
2023-03-18 11:09:49 +01:00
marmare314 7f0c0523fd fix formatting 2023-03-18 08:19:52 +01:00
marmare314 0cbc725235 fix formatting and include array 2023-03-18 08:07:25 +01:00