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>
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>
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.
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>
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>
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.
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.
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.
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.
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.
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>
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.
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`.
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.
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).
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.
Don't add entered command to console history, if the last console history entry is identical to this command. For example, entering the commands `1`, `2`, `3`, `3`, `2`, `1` adds 5 entries to the history, i.e. only one entry for the command `3`.
Optimize MOTD rendering in ingame menu by caching the text.
Use the correct text height based on the aligned font size instead of the original font size, to fix the discrepancy between the scrollable height and the text height.
Optimize MOTD rendering by caching the round rect and the text.
Align font and rect sizes so exactly 24 lines of text fit in the MOTD rect with margins on all sizes.
6372: Check in CI that no C standard headers are used, replace all usages of C standard headers with C++ headers, replace usages of C math functions r=def- a=Robyt3
Closes#6334.
## 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>
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions.
- Use `absolute` instead of `abs` and `fabs`.
- Use `std::floor` instead of `floor` and `floorf`.
- Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`.
- Use `std::round` instead of `round` and `roundf`.
- Use `std::sin` instead of `sin` and `sinf`.
- Use `std::asin` instead of `asin` and `asinf`.
- Use `std::cos` instead of `cos` and `cosf`.
- Use `std::acos` instead of `acos` and `acosf`.
- Use `std::tan` instead of `tan` and `tanf`.
- Use `std::atan` instead of `atan` and `atanf`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::log` instead of `log` and `logf`.
- Use `std::log2` instead of `log2` and `log2f`.
- Use `std::log10` instead of `log10` and `log10f`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::sqrt` instead of `sqrt` and `sqrtf`.
- Use `std::fmod` instead of `fmod` and `fmodf`.
- Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`.
- Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`.
- Remove unused `NormalizeAngular` and `AngularDistance` functions.