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Rather than rendering the same texture 4 additional times, render a
specific outline version of the text. While reducing the number of times
the text is drawn, it does increase font texture use.
Result is a generally prettier outline due to rendering it properly at
sharp corners of the characters. The shadow for outlined text is now
also thicker, as appropriate.
As part of this change, the `TextRenderer` class was merged into the
`Graphics` and `TrueTypeFont` classes. There seemed to be little point
in having a separate function for this, apart from needing more static
casts to `Graphics*`.
Also fixed an issue where the font style was not being restored after
adjusting the font scale, when using an older SDL_ttf than 2.0.18.
Closes #87
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* Use `std::unique_ptr`, so we can get rid of the custom move
constructor and destructor.
* Move and rename the `ImagePosition` enum to `WindowAlignment`, which
fits better with what this enum is actually used for.
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Each Skin can point to a different palette, which can be used to tweak text
colors where necessary. For now there is no generic solution for this, instead
a number of locations have been adjusted to take the palette into account:
* ChatWindow sets its palette on the BrowserBox used in its tabs.
* Popup sets its palette on child widgets when they are added (covering
BrowserBox, Label and TextBox).
* ItemPopup now uses its palette when looking up colors.
The BrowserBox now retrieves its numbered text colors from the theme. Also
added OLDCHAT, AWAYCHAT and GLOBAL theme colors, with ##g, ##o and ##a to
choose these colors respectively.
Fixed ImageRect move constructor.
TextPreview class was cleaned up from unused functionality.
Being name colors are no longer different between the name shown on the being
and the name shown in the SpeechDialog.
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We don't need to keep an array of SubImage instances, but can just
remember the top, left, right and bottom margins and use those when
rendering the scaled ImageRect.
Graphics::drawRescaledImagePattern had to be extended to allow
specifying the source rectangle.
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Clipping has been disabled globally by taking it out of
Graphics::pushClipArea. Now its name is a little confusing, but it can't
just be changed since it is part of Guichan.
Widgets that do need to clip their children use the new
Graphics::pushClipRect, which pushes a clipping rectangle without
affecting the local coordinates. These are:
* ScrollArea
* TextField
* TabbedArea (scrolling tabs)
* MiniMap
While it might count as a small optimization, I'm actually disabling
clipping because it is not always desired. For example it gets in the
way of rendering the complete ResizeGrip in the Jewelry theme because
that's a child widget.
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ImageRect now stretches the sides and center images by default because
this is more efficient these days. FilMode::Repeat can be specified when
repetition is desired.
Added 'fill' attribute to allow the fill mode to be specified for the
GUI theme images.
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Now all images used by the various UI widgets are defined in a
`theme.xml`, removing hardcoded requirements on the size of images,
borders and sub-images and their locations. The `colors.xml` file was
merged into this new file as well.
The `<img>` element defines either a plain image, or a 9-scale that is
automatically rendered at the size of the widget when any of the `left`,
`right`, `top` or `bottom` attributes are given.
The `x`, `y`, `width` and `height` attributes determine the
sub-rectangle within the image referenced by `src`. `x` and `y` default
to 0 and `width` and `height` default to the imge size.
The `<state>` element defines in which state its images are used by
setting its `selected`, `disabled`, `hovered` or `focused` attributes to
either `true` or `false`. Only the first matching state is rendered.
The `Text` and `SpeechBubble` classes now use the same skin to draw the
bubble, as well as using a newly introduced `BUBBLE_TEXT` color from the
theme palette.
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This is cleaner overall since now each widget type no longer needs to
keep track of its own instances and updating of the GUI alpha. It also
introduces a single point from where the GUI theme support can be
enhanced.
Theme is no longer a singleton, though for now there is a single
instance owned by the Gui singleton.
Widgets adjusted to delegate their painting to the Theme:
* Button
* Tab
* TextField
* CheckBox
* RadioButton
* Slider
* DropDown
* ProgressBar
* ScrollArea
* ResizeGrip
* PlayerBox (by subclassing ScrollArea)
The Window and Popup widgets already use the theme through the Skin
class. They can actually use a different skin per instance, though this
feature is only used by the SpeechBubble.
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Helps making sure we're not modifying the images in the rendering code.
Re-applies 4eea727b7649726670d8963d11ab4fd429624b3e (and reverts
363f71157a8107190b3bd2ba656faf0a0e63ab36).
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This can be used for smoother mouse cursor movement when rendering our
own mouse cursor (already changed in this commit) and is also necessary
for implementing support for HiDPI font rendering.
Also dropped some almost duplicated OpenGL code.
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* Added "Scale" user option, which can either by "Auto" or an explicit
scaling factor. Its maximum value depends on the current resolution.
The "Auto" factor is based on keeping the logical resolution on at
least 800x600, wheres the maximum scale is based on keeping the
logical resolution on at least 640x480.
* Enabled support for High DPI. This means the rendering target can now
have a different resolution than the window size, which can happen on
macOS, Windows and Wayland. The resulting scale is multiplied by the
above user-controlled scale.
Currently, this looks ugly for non-integer scales, which are not used
on macOS and can only be configured on some Wayland compositors.
Has not been tested on Windows.
* Simplified OpenGL initialization (moved out of _beginDraw).
* Made sure _beginDraw/_endDraw sets a clip area also for SDLGraphics.
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The configuration and setup UI were adjusted to the new options.
This also fixes issues in applying new video settings.
Default resolution was changed from 800x600 to 1280x720. VSync is
enabled by default while FPS limit was disabled.
Display aspect ratio for the resolution options.
I had to work around some macOS issues:
* Don't change window size when it appears to be "maximized", since it
just changes the rendering area while leaving the window maximized.
* Unset fullscreen display mode temporarily to allow changing resolutions,
otherwise the rendering area no longer matches the screen and mouse
input is also off.
* Removed SDL_WINDOW_ALLOW_HIGHDPI for now because it causes issues on
macOS, since we're not actually handling the scaling factor.
A Video class and an SDLGraphics subclass were split off from Graphics.
This setup has Less duplication and leaves the OpenGLGraphics and
SDLGraphics better separated.
Fixes #57
Fixes #58
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Wrong format was passed to SDL_RenderReadPixels. Issue introduced in
2c51c98625b225cecfb9628c30d62d4e30f7e3e1.
Closes #52
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modernize-loop-convert
modernize-deprecated-headers
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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They allowed using gcn::Image, which in turns allows using gcn::Icon
and gcn::ImageFont, but none of this is actually used anymore.
Reviewed-by: Erik Schilling
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This reverts commit 4eea727b7649726670d8963d11ab4fd429624b3e.
It broke the overrides of the virtual functions and leaves the Graphics
API in inconsistent state with some Image* being const and others not.
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Acked-by: Erik Schilling
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Image::SDLgetScaledImage was changed so that it tries to find an existing
scaled version of the image first, and generates it when none exists.
When it needs to generate one, this resource is added to the resource
manager, partly to avoid duplicating the work later but mainly to keep
memory management straightforward.
This function also used to leak the scaled SDL_Surface since it wrongly
assumed that Image::load would free it.
To avoid filling up the memory with scaled wallpapers that are waiting
30 seconds until they will be deleted, the Resource::decRef function was
extended with a parameter that allows telling it what to do with orphans.
Calling decRef with Resource::DeleteImmediately will delete the resource
immediately in case the resource is orphaned.
Reviewed-by: Yohann Ferreira
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Unified Graphics:setFullscreen and Graphics:resize into a single
Graphics:changeVideoMode function that tries to restore the existing mode when
changing to the new mode didn't work, and exists with an error when that also
fails.
Split up handling of SDL_VIDEORESIZE and the adapting to new resolution in the
Client class, so that the second part could also be called when changing
resolution fullscreen mode.
The Video tab in the Setup window now also filters out any modes smaller than
640x480 since the game won't properly adapt to that resolution anyway.
Reviewed-by: Yohann Ferreira
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Window positions are semi-smartly corrected as a result of the resize.
Not supported when using OpenGL on Windows for now.
Reviewed-by: Yohann Ferreira
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This improves framerate and allows transparent overlay for complex
sprites. Two copies of the buffer are kept, one at full opacity,
one with variable opactiy, to reduce calls to setAlpha.
Reviewed-by: Bertram
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Signed-off-by: Tametomo <irarice@gmail.com>
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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The setup page tries to restore the previous video mode by calling
setFullscreen again after it has failed. However, the setFullscreen
function assumed a valid mode was set (it referenced mScreen). This
would then crash.
Worked around by remembering the parameters passed to setVideoMode, and
using those in setFullscreen.
Besides fixing a potential crash, this also fixes switching between
fullscreen and windowed on Maemo 5. Probably trying to keep the color
depth the same was what made it fail (which is not necessary anyway).
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resolution isn't the default.
You'll have to add this in map properties, for instance if you're want to keep ratio on overlay 0:
<map version="1.0" orientation="orthogonal" width="128" height="128" tilewidth="32" tileheight="32">
<properties>
...
<property name="overlay0keepratio" value="true"/>
...
</properties>
</map>
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The SDL methods to rescale the wallpaper has been optimized to permit rescaling
at load time while OpenGL draws directly rescaled. Does someone know how to smooth
the rescaled image under OpenGL?
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Also fixed some initialization order warnings when compiling with
tmwserv support and made two getters const.
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Mostly putting & and * in the right place and making some getters const.
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Conflicts:
Many files.
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d654758ef63f6515d678ceaf77d63a2693e08fb7, but for SDL instead. This
currently doesn't buy too much, but it's a little better than it used to
be.
TODO: Find out why SDL is bottlenecked, and try to bring its performance
up to OpenGL levels, if possible.
Signed-off-by: Ira Rice <irarice@gmail.com>
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that position. This makes it so that when resolutions are changed, the
default locations stay relative to the window's position, and not the
800x600 screen resolution.
Signed-off-by: Ira Rice <irarice@gmail.com>
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useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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the function names should no longer be around.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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white for wallpapers (matches our wallpapers better), and fixed the
effect manager.
Signed-off-by: Ira Rice <irarice@gmail.com>
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check in the ColorDB.
Signed-off-by: Ira Rice <irarice@gmail.com>
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statements, as well as removing the new skill dialog, which we do not,
nor will we use (if we do, it'd be a new one that we'd make).
WARNING!!! This, and all other previous builds have a linker error for
the Gnome libraries version 4.3.2 on my setup. It's assumed that this is
also the case for other users of this library as well. I'm currently
assuming that there's a bug in the compiler itself, and will look into
reporting this, but in the mean time, it doesn't build for these users,
unfortunately. Sorry about this.
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including optimization of OpenGL memory usage on modern OpenGL drivers.
Patches by Guillaume Melquiond.
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aren't 32-bit and removed drawImageTransparent from Graphics class, should be
set on image.
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