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.
Replace linear search for free sample index with free list. This brings sound sample index allocation down to constant complexity independent of the number of allocated sounds. On average the time to allocate sound samples is reduced by around 75% (843µs down to 223µs). For perspective, the time to load all default sounds on client launch is reduced by around 15ms (although this does not significantly affect launch time due to threaded loading).
The lock needs to be owned when accessing the sound voices. Calling `IsPlaying` is redundant, as the loops effectively check whether the sample is playing.
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.
Render one quad for each line of the text selection instead of rendering one quad per selected character.
This increases the average FPS when the console is open and all text is selected by around 10% (from around 849 to around 943 FPS) (on my machine, in release mode).
When normalizing color components in the engine graphics, round the components to the nearest integer instead of rounding down. Otherwise the color that is rendered in color pickers may be off by 1 in any of its RGB components from the color that the color picker displays as text (hex string and individual components). The slightly incorrect color can be confirmed by creating a screenshot or otherwise reading the backbuffer (planned editor pipette feature).
This should not change map rendering, since maps already store quantized RGBA values on which the rounding mode should have no effect. It may however slightly change appearance of colors in all other places (at most +1 in every RGB component).
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.