6663: New spectate mode (multiview) r=def- a=Vy0x2
<!-- What is the motivation for the changes of this pull request? -->
Adding a new spectator mode, that can spectate a team by moving the camera in the middle and zooming in/out
Works with team 0 or any team, but you have to work with it a bit to get used to it. I tried to make it as intuitive as possible.
Pr is as ready as it can get, please test it.
![screenshot_2023-06-30_19-17-42](https://github.com/ddnet/ddnet/assets/24738662/0446d568-d34b-4d14-8682-dd077f121e91)
Youtube video:<a href="http://www.youtube.com/watch?feature=player_embedded&v=7GM6DA3EYAI" target="_blank">
<img src="http://img.youtube.com/vi/7GM6DA3EYAI/maxresdefault.jpg" alt="Watch the video" width="192" height="108"/>
</a>
<!-- 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
- [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: devdenn <denispaul43@gmail.com>
Co-authored-by: Vy0x2 <denispaul43@gmail.com>
Initially the file browser (maps, images, sound) shows the files from all storage locations combined like before when opening a file for reading. When saving a map, only the save storage location is shown and used like before.
The folder ".." is now also shown in the root folder, to navigate up to the storage location selection, if more than one storage location is present where a "maps"/"mapres" folder exists (whichever the dialog is currently showing). Only the locations where one of those folders exists are shown in the storage location selection. Additionally "All combined" can be selected to go back to the combined view.
The "Show directory" button behavior is adjusted so that the folder that contains the currently selected item is opened. When the storage location selection is shown, the button opens the selected storage location instead.
When navigating to the parent folder, the previous folder is now initially selected instead of resetting the selection.
Add a link to the "themes" folder same as the link to the "downloadedmaps" folder to allow easier access to the themes with the map editor.
The "folder tree" icon which is used for the ".." folder is now also used for the folder links in the storage location selection and for the links to the "downloadedmaps" and "themes" folders.
Always sort links above normal folders but below the ".." folder.
Fix alignment of font icons by using the correct flags.
Initially the demo browser shows the demos from all storage locations combined like before.
The folder ".." is now also shown in the root folder, to navigate up to the storage location selection, if more than one storage location is present where a "demos" folder exists. Only the locations where one of those folders exists are shown in the storage location selection. Additionally "All combined" can be selected to go back to the combined view.
When navigating to the parent folder, the previous folder is now initially selected instead of resetting the selection.
The "Demos directory" button behavior is adjusted so that the folder that contains the currently selected item is opened. When the storage location selection is shown, the button opens the selected storage location instead.
The "folder tree" icon which is used for the ".." folder is now also for the folder links in the storage location selection.
Fix alignment of font icons by using the correct flags.
The config variable `ui_demo_selected` is removed and replaced with an internal buffer. The selected demo was always reset when restarting anyway and this would also not work with demos in subfolders either.
For long editor texts (group name, layer name, image name, sound name, file names, tooltips) make use of the font scaling and ellipsis functionality implemented in `DoLabel` instead of implementing it separately in the editor.
Add `SLabelProperties::m_EllipsisAtEnd` to render an ellipsis when using `DoLabel`.
Fix `m_StopAtEnd` and `m_EllipsisAtEnd` not working together with the automatic font scaling. Now the stop-at-end and ellipsis flags will only have an effect when the automatic font scaling has reached the minimum font size already.
Add `SLabelProperties` argument to `DoLabelStreamed` and adjust usages in server browser. Font scaling now has to be disabled explicitly for the server name, gametype and map, as these should use the stop-at-end flag without the font-scaling.
6790: Prevent /swap with paused players r=def- a=Robyt3
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] 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)
6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
## 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>
6792: Fix proximity radius of predicted pickups r=def- a=trml
Radius was set to 0 before this, so pickups were sometimes not predicted.
## 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
- [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: trml <trml@users.noreply.github.com>
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
6776: Allow 'bind x' to be used like 'binds x' r=def- a=ArijanJ
<!-- What is the motivation for the changes of this pull request? -->
This makes the 'bind' command optionally take only one argument, in which case it behaves like 'binds x'. This falls in line with how most popular games do it, and may prevent confusion in the future.
![image](https://github.com/ddnet/ddnet/assets/56356662/893508af-2b64-405f-be2c-da65387063aa)
This introduces a tiny bit of duplication though, because I just copied the if statement from 'binds', but it should be fine.
<!-- 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
- [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: ArijanJ <ajakshik@gmail.com>
6755: Remove individual RGBA sliders from editor color picker, add shift+rightclick/leftclick to copy/paste color in editor r=Jupeyy a=Robyt3
Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.
Decrease size of layer and point popups that previously had color properties which need less space now.
Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.
Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.
Screenshots:
- Before:
![screenshot_2023-06-20_20-39-43](https://github.com/ddnet/ddnet/assets/23437060/4a8b230c-a66b-4e2a-9744-cb5f80f6a799)
- After:
![screenshot_2023-06-20_20-40-00](https://github.com/ddnet/ddnet/assets/23437060/517f90cf-06a5-4332-9eb8-6a87cbc91b32)
- After (color picker open):
![screenshot_2023-06-25_17-35-55](https://github.com/ddnet/ddnet/assets/23437060/30320b56-e4cb-4e93-bf7b-8cfc8d96620b)
Suggested by `@HiRavie` in https://github.com/ddnet/ddnet/pull/6743#issuecomment-1593886873, though it was easier and also looks better to me when the color picker button has exactly the same size as the other value selectors.
## 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>
6772: Various minor demo player usability improvements r=def- a=Robyt3
- Also skip to beginning and end when there are no demo markers. Previously the buttons to skip to the next/previous demo marker were skipping to the end/beginning respectively, if there is no next/previous marker, but only if there were any map markers. Now the button immediately skip to the beginning/end also when there are no demo markers at all.
- Fix demo seeking not working at beginning and end.
- Pause demo playback when skipping to end. It's otherwise inconvenient when the playback continues, as it will immediate rewind to the beginning when reaching the end.
- Allow right-clicking slice buttons to reset cut beginning/end.
## 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>
6763: Autosave copy of current editor map periodically to `auto` folder, use separate thread to finish saving maps, add saving indicator r=def- a=Robyt3
A copy of the map currently open in the editor is saved every 10 minutes to the `maps/auto` folder (interval configurable, see below). The automatically saved map uses the filename of the original map with an additional timestamp. Per map name 10 autosaves are kept in the `auto` folder before old autosaves will be deleted (number configurable, see below).
Add config variable `ed_autosave_interval` (0 - 240, default 10) to configure the interval in minutes at which a copy of the current editor map is automatically saved to the 'auto' folder.
Add config variable `ed_autosave_max` (0 - 1000, default 10) to configure the maximum number of autosaves that are kept per map name (0 = no limit).
Autosaving will not take place in the 5 seconds immediately after the map was last modified by the user, to avoid interrupting the user with the autosave.
This will only delay autosaving for up to 1 minute though, so autosaves are not prevented entirely, should the user continuously edit the map.
When the editor is reopened after being closed for more than 10 seconds, the autosave timer will be adjusted to compensate for the time that was not spent on editing in the editor.
When the map is saved manually by the user the autosave file is also updated, if it's outdated by at least half of the configured autosave interval. This ensures that autosaves are always available as a periodic backup of the map.
When a copy of the current map is saved, this does not update the autosave and will also no longer reset the modified state. The modified state should reflect whether changes have been made that are not saved to the current map file. As saving a copy does not update the current file, the modified state should not be reset in this case.
Closes#6693.
Compressing the data with zlib takes the majority of the time when saving a datafile. Therefore, compressing is now delayed until the `CDataFileWriter::Finish` function is called. This function is then off-loaded to another thread to make saving maps in the editor not block the rendering.
A message "Saving…" is shown in the bottom right of the editor view while a job to save a map is running in the background.
While a map is being finished in a background thread another save for the same filename cannot be initiated to prevent multiples accesses to the same file.
Closes#6762.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options
- [X] 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: Robert Müller <robytemueller@gmail.com>
Previously the buttons to skip to the next/previous demo marker were skipping to the end/beginning respectively, if there is no next/previous marker, but only if there were any map markers. Now the button immediately skip to the beginning/end also when there are no demo markers at all.
Compressing the data with zlib takes the majority of the time when saving a datafile. Therefore, compressing is now delayed until the `CDataFileWriter::Finish` function is called. This function is then off-loaded to another thread to make saving maps in the editor not block the rendering.
A message "Saving…" is shown in the bottom right of the editor view while a job to save a map is running in the background.
While a map is being finished in a background thread another save for the same filename cannot be initiated to prevent multiples accesses to the same file.
Closes#6762.
A copy of the map currently open in the editor is saved every 10 minutes to the `maps/auto` folder (interval configurable, see below). The automatically saved map uses the filename of the original map with an additional timestamp. Per map name 10 autosaves are kept in the `auto` folder before old autosaves will be deleted (number configurable, see below).
Add config variable `ed_autosave_interval` (0 - 240, default 10) to configure the interval in minutes at which a copy of the current editor map is automatically saved to the 'auto' folder.
Add config variable `ed_autosave_max` (0 - 1000, default 10) to configure the maximum number of autosaves that are kept per map name (0 = no limit).
Autosaving will not take place in the 5 seconds immediately after the map was last modified by the user, to avoid interrupting the user with the autosave.
This will only delay autosaving for up to 1 minute though, so autosaves are not prevented entirely, should the user continuously edit the map.
When the editor is reopened after being closed for more than 10 seconds, the autosave timer will be adjusted to compensate for the time that was not spent on editing in the editor.
When the map is saved manually by the user the autosave file is also updated, if it's outdated by at least half of the configured autosave interval. This ensures that autosaves are always available as a periodic backup of the map.
When a copy of the current map is saved, this does not update the autosave and will also no longer reset the modified state. The modified state should reflect whether changes have been made that are not saved to the current map file. As saving a copy does not update the current file, the modified state should not be reset in this case.
Closes#6693.
Which was causing the listbox selection to be cleared when activating the filename editbox, as the filename search expects names without the file extension.
Add button to play/stop audio preview and label showing selected sound duration in editor sound list and sound file browser.
Show error message instead of preview in editor image/sound file browser when selected file cannot be loaded.
When using "Save Copy" to save a copy of the current map to a new file and selecting a file that already exists, a confirmation popup is shown. However, this confirmation popup did not differentiate between regular saving and saving a copy, so the regular save callback was always called.
When the text is slightly longer (e.g. X and Y positions having multiple digits), the font size of the info text in the menubar decreases because not enough space is available.
Show one decimal place also for the current world X and Y position of the mouse, which allows to determine the position of the mouse inside the currently hovered tile.
Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.
Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.
Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.
Decrease size of layer and point popups that previously had color properties which need less space now.
6750: Select new demo file after renaming and slicing demo, scroll to selected demo when sorting, refreshing etc. 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>
6747: Fix uninitialized `CLineInput` member variables r=def- a=Robyt3
Closes#6745.
## 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>
6748: When all DDNet filter entries selected, deselect with right click r=def- a=Robyt3
Allow deselecting just one filter entry by right clicking the entry (country or game type) when all entries are currently selected (i.e. none are excluded). Previously the first right click always deselected all filters except the clicked one (same as the left click).
Closes#6746.
## 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)
6749: Fix alignment of font icon buttons in editor, use font icon for editor proof mode selection button r=def- a=Robyt3
Before:
![screenshot_2023-06-16_18-00-17](https://github.com/ddnet/ddnet/assets/23437060/65cb056a-eadc-4037-83b1-ad50af0980a3)
After:
![screenshot_2023-06-16_17-59-17](https://github.com/ddnet/ddnet/assets/23437060/c17ae4ed-971c-49ed-a430-951614e553bc)
## 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>
Allow deselecting just one filter entry by right clicking the entry (country or game type) when all entries are currently selected (i.e. none are excluded). Previously the first right click always deselected all filters except the clicked one (same as the left click).
Closes#6746.
By replacing the editor specific color picker popup with the generic UI color picker popup.
Improve layout of the editor color picker button. Improve spacing and ensure that the button is square. Slightly enlarge button on mouse hover.
6740: Don't remove the `.map` suffix in editor file dialog r=def- a=Robyt3
This otherwise breaks file loading because the file extension is expected in this input buffer even when the input is not rendered.
Regression from #6736.
## 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>
This otherwise breaks file loading because the file extension is expected in this input buffer even when the input is not rendered.
Regression from #6736.
6737: Refactor `str_copy` usages and buffer sizes in editor r=def- a=Robyt3
Use templated `str_copy` function in most cases to specify the correct buffer size.
Fixes two cases where the buffer size was hard-coded to a number.
Fix buffer size not being checked when copying auto mapper configuration name. Loading an auto mapper configuration with a name longer than 128 bytes could cause an out-of-bounds write.
Increase sizes of some text buffers that were potentially too small.
## 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>
Use templated `str_copy` function in most cases to specify the correct buffer size.
Fixes two cases where the buffer size was hard-coded to a number.
Fix buffer size not being checked when copying auto mapper configuration name. Loading an auto mapper configuration with a name longer than 128 bytes could cause an out-of-bounds write.
Increase sizes of some text buffers that were potentially too small.
Move debug text from the top left to the bottom left, so it does not overlap with the other debug information.
Also render UI element address of next hot item.
Add labels for UI element addresses.
6734: Use `DoLabel` instead of `Text`/`TextEx` in menus, other minor refactoring of menus 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>
Use correct enum literal `SETTINGS_LENGTH` as array size for button containers instead of the `sizeof(apTabs)`, which does not consider the size of the array elements.
Use code for dynamic size calculation directly instead of putting it in comments.
- Use `IGraphics::CORNER_NONE` instead of `0`.
- Remove redundant usage of `Localize` for an already localized string.
- Remove redundant `HSplitBottom` with zero size.
- Use `nullptr` instead of `0`.
- Remove dead code.
- Mark functions and pointers as `const` when possible.
- Remove unused argument of `CRenderTools::GetRenderTeeAnimScaleAndBaseSize` function.
- Copy tee render info when rendering emote wheel instead of modifying global render info.
- Fix names of static variables.
The time of the last kick vote and the time of the last team change are initially in an undefined state, which causes the kick vote and team change to fail due to the delay incorrectly being applied.
Closes#6723.
The popup message has to be top- and not middle-aligned in some popups:
- First launch
- Existing player for nickname
- Warning
Likely a regression introduced by #6511.
Move `CMenus::RenderDropDown` to `CUI::DoDropDown` and refactor by using a generic selection popup to implement the drop down menu.
This improves the usability and layout, as the drop down is now rendered as a popup above the rest of the menu, instead of taking space from the menu that holds the drop down button. The latter could cause issues when several drop down menus are open at the same time and with drop down buttons at the bottom of the menu, as the drop down cannot scroll properly.
- Support scrolling. Limit maximum height to 40% of screen height.
- Allow message to be empty.
- Use `std::vector` instead of `std::set` for entries to keep the user-defined order of entries.
- Add `m_SelectionIndex` in addition to `m_pSelection` to get selected item more conveniently for some use-cases.
- Make entry height, entry padding, entry spacing, font size, and popup width configurable.
- Allow alignment of selection popup with the top/bottom of another UI element.
- Support transparent selection buttons.