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When compiled with MinGW, the va_list overload of Logger::log was chosen
where a char* was passed, causing a crash at runtime.
Resolved by renaming the va_list version to Logger::vlog.
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When we use SDL_PIXELFORMAT_RGBA32, which is actually the same as
SDL_PIXELFORMAT_ABGR8888 on little-endian systems, we can cast the pixel
data directly to SDL_Color* for easy access to the components.
This may also make applying dye more efficient on big-endian systems,
though I have no such system to test with.
Follow-up to d8b871727c363892b14f2eadfad8f6058ec6ab72.
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Allows more flexible customization as needed by Jewelry theme.
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This enables customized outlines for each text color as well as adding
outlines for specific palettes, as done by the Jewelry theme.
Merged PARTY_CHAT_TAB and PARTY_SOCIAL_TAB into just PARTY_TAB since we
should probably be using the same color there anyway.
Split off WHISPER_TAB as separate color from WHISPER.
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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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* Added Theme dropdown to Interface setup
* Added CARET theme color
* Fixed issue with logging errors in `check` function in `theme.cpp`
* Fixed XML::Children::Iterator to iterate only element nodes
* Changed default theme to "jewelry"
Changing the theme (or font size) shows a dialog that points out a restart is
required to apply these changes. This is necessary at the moment because many
things, like default or minimum window sizes, are only calculated once.
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And made the Jewelry theme hide those buttons.
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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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Now we can define icon names for each equipment box and then look up the
icon image through the theme, enabling some shared control over
equipment slot icons between the game data and GUI theme.
The icon for an equipment slot is also no longer rendered when the slot
has an item in it.
Removed the needless storing of equipment box positions and images in
the EquipmentWindow, because this information is readily available from
the InventoryHandler and the images are already loaded by the Theme.
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* Added EquipmentBox and ItemSlot skin types.
* Allowed rectangles drawn by the theme to be not filled.
* Added width/height attributes to skin element since we needed a way to
specify the size of the item slots and equipment boxes.
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Now different windows can use different skin types. This also introduces
a new ToolWindow skin type, which is generally a window without title
bar nor close button. Customized windows are:
* Chat -> Popup skin
* MiniMap -> Popup skin
* ShortcutWindow (items and emotes) -> ToolWindow skin
Even though the MiniMap now appears as a Popup, it does have a title, so
appropriate attributes have been added to this skin type.
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The images returned by IMG_Load_RW appear to usually be in the format
SDL_PIXELFORMAT_ABGR8888. As such, adjust the code performing the dye to
operate on this format rather than always converting the surfaces to
SDL_PIXELFORMAT_RGBA8888.
This appears to make the loading of dyed images about 30% faster.
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Sometimes I've used CamelCase and sometimes SNAKE_CASE for these values.
Since "enum class" values are always prefixed with the enum name, which
uses CamelCase, I find it more fitting to use it for the values as well.
Also fixes compilation on Windows where 'ERROR' was conflicting with a
define.
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* Removed some unused includes and forward declarations.
* Use std::unique_ptr to automate cleanup.
* Use TextRenderer::renderText in BrowserBox to avoid code duplication.
* Removed unused STATE_NORMAL from StateFlags.
* Small layout fix in ServerDialog.
* Reduced rewrapping delay in BrowserBox to 33ms and disabled it
entirely when there are no more than 1000 lines to rewrap. The
rewrapping is usually fast enough.
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Added handling of padding and text format and added new "spacing" skin
variable which is used for the space between the label and the control
in case of CheckBox and RadioButton.
Small tweaks to UI layout in various places.
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The following widgets now support setting the font, text color, outline
color and shadow color through the theme:
* Button
* Tab
* Window (title)
* ProgressBar
The text format can be specified differently per skin state.
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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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* Moved previously hardcoded values for frame size, padding and title bar
height to the Skin.
* Added support for rendering colored rectangles (used for scroll bar
background).
* Scroll bar width is now determined by its skin.
* Added separate skins for horizontal and vertical scroll bars and horizontal
and vertical scroll markers and added a skin for the shortcut box.
* Added support for hovered state on window close button.
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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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These are not necessary since we can instead make sure the referenced
values match case, like we do for everything else.
This affects server types in the server list and colors referenced in
theme files. The server version was also compared case-insensitively
for some reason.
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For now, PlayerHandler::attack just tries to trigger the "Strike"
ability.
Adjusted the AbilityDB to the removal of ability categories and the
addition of the useaction attribute
(mana/manaserv@81f126ae001b1446dc0be37341f133dca5ab2923)
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To match mana/manaserv@9c4b8e24487843f0b52108ba99c8c01f03bfae81.
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To match mana/manaserv@9ff69160ea1c3c64ea7012cd70a3b50ff4373264.
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While cleaning up resources on shutdown, the resources they in turn
referenced (like an Image referenced by an ImageSet) ended up in
mOrphanedResources. Since the orphaned resources were only taken into
account once, a lot of remaining orphans never got deleted.
Technically a non-issue because it leaked on shutdown only, but it
resulted in many faulty log entries about resources still being
referenced as well as much noise from memory leak detectors.
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* ActorSpriteManager failed to delete its AutoCompleteLister instances.
* CharCreateDialog was relying on ~Window to delete its child widgets,
but it wasn't always adding all its widgets, so some failed to get
deleted. Now it only creates the widgets it needs.
* SkillDialog didn't delete its SkillModels.
* PlayerList didn't delete its player Avatar instances.
* Fixed deletion of the EffectManager.
Leaks located using AddressSanitizer.
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All ResourceManager functions that load resources now return respective
ResourceRef values, which helps to make sure resources are properly
cleaned up.
The Sound class was cleaned up and now also allows SoundEffect resources
to be unloaded.
The Animation class now keeps its ImageSet loaded only as long as
necessary. Previously, SimpleAnimation and ParticleEmitter would keep
the ImageSet loaded indefinitely by never decreasing its reference
count.
Reduced duplicated animation loading code between SimpleAnimation and
ParticleEmitter.
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Based on the name attributes in the status-effect XML elements.
Also cleanup the code a little. Since the MiniStatusWindow now adjust
its size to respect the status icons, those icons no longer have to be
drawn from the Viewport.
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Supporting these fields is necessary to correctly identify status
effects sent by tmwAthena.
This is a manual port of ac4e40a1408ad4d6fbcfce9d2bc6a0bc187ea5a4,
542d2ba78d84e0fa051e0620ccab5fb3a0c711e3 and
8800940bb4b94f6dab7dcf80bf0abc3e3b09e35f from M+.
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Emotes just need an image to be represented in the UI, so we don't need
to use ImageSprite.
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This is a workaround for a performance issue when SDL_mixer is using
stb_vorbis. Since stb_vorbis will request the file one byte at a time,
the overhead of using SDL_RWops to call PHYSFS_readBytes is too high.
Solved by introducing a buffered SDL_RWops wrapper with a fixed 2048
byte buffer. This is a more optimal solution than loading the entire OGG
file in memory. Now starting a new song takes less than 1ms, when the
OGG file isn't compressed (almost down to 0.2ms when SDL_mixer uses
libvorbisfile).
See https://github.com/libsdl-org/SDL_mixer/issues/670
Closes https://git.themanaworld.org/mana/mana/-/issues/93
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* Wrapped remaining PhysFS API calls and set PHYSFS_DEPRECATED to
suppress deprecation warnings for PHYSFS_getUserDir, since no
alternative is available for now.
* Removed support for decompressing .gz files, since it has been unused
for years and doesn't seem useful when updates are anyway served in an
archive.
* Use SDL_LoadFile and SDL_LoadFile_RW convenience functions (raises
minimum SDL version to 2.0.10).
* Removed ResourceManager::copyFile, since it was unused and will likely
stay unused.
* Removed ResourceManager::loadTextFile. Instead, split up the string in
BrowserBox::addRows without making additional copies.
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* Most direct PhysFS calls now contained within a single header file.
* File class that automatically closes.
* Files class allows iterating files with range-based for.
* Use std::optional to force error handling where applicable.
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Specifying an unknown sprite or direction is reported as error and will
not cause any replacements. Specific item replacements are supported
also when not specifying the sprite.
Replacements do not affect particle effects.
Part of https://git.themanaworld.org/mana/mana/-/issues/92
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Thanks to https://github.com/cgmb/guardonce and a follow-up replace to
remove duplicated newlines at end of file:
find src -type f -name '*.h' -exec \
sed --in-place -e :a -e '/^\n*$/{$d;N;};/\n$/ba' {} \;
Source: https://unix.stackexchange.com/questions/81685/how-to-remove-multiple-newlines-at-eof
Fixes compile on macOS, which appears to have been due to the EVENT_H
include guard.
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With the statically typed config we no longer get an event for each
changed config value. Where relevant, this is now done through
`setConfigValue`.
The `Event` now uses a `std::any`, which for `ConfigOptionChanged`
events is set to the changed `Config` member. This allows for a
type-safe check on which config value was changed.
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This makes accessing the config values much faster, since it no longer
needs to do a lookup nor string conversion, which means we could remove
some needless copying of the values.
Overall it makes it easier to find out where settings are used and it
puts the defaults along with the declaration.
Options with default values are no longer saved to the config file. This
does not include unrecognized options, which are kept around to provide
some compatibility with older clients.
While most basic options have kept the same name, more complicated
settings like window geometry, shortcuts, outfits, etc. now have their
own XML elements. Older clients will ignore these and erase them when
saving the configuration.
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Slightly more ergonomic and this eliminates direct libxml2 usage from
many places.
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* Use 'time' instead of 'gettimeofday', since we only use the timestamp
anyway.
* Use the iterator returned by std::map::erase.
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Previously only the local player's weapon "strike" sound would play,
regardless of hit or miss. Now the sound is played in response to the
SMSG_BEING_ACTION message, so it can be played for all players.
Also added alias "miss", which is used by TMW in some places.
Finally, when no weapon is equipped, it falls back to the sounds defined
on the racesprite item (fixes punch sound on TMW).
Closes #68
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The logic update now uses Time::deltaTimeMs() where needed to make it
framerate-independent. This means there will no longer be multiple logic
calls per frame (as was usually the case with logic ticking at 100 fps
whereas the game would generally run at 60 fps).
At the same time, the game can be more precise at higher framerates and
should now run smoother at 144 Hz, for example. Previously the game would
sometimes skip logic ticks at that rate.
This change affects:
* Updating of animations
* Being movement speed
* More moving of manual time variables to Timer
Notoriously, the particle system still does 100 ticks/second.
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The Timer is efficient because it does not depend on incrementing a
counter to keep track of time, nor does it call SDL_GetTicks every time
its state is checked (this happens once per frame instead).
Along with global functions Time::absoluteTimeMs() and
Time::deltaTimeMs(), this replaces previous globals tick_time, cur_time
and get_elapsed_time().
For now, there is still a fixed 100 times per second logic call rate,
but the new Time::deltaTimeMs() function should allow getting rid of
this.
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Made the class and the code in general more readable by removing all
the needless getters and setters.
Also used "enum class" for SoundEvent.
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The effect is also there when the equipment is dropped, because it uses
the same field as the floor item.
Removed unused ItemInfo::particle.
Based roughly on M+ commit 44e5d8bcb7fea443ca9ed3844454b11ac6e4dbed.
Closes #85
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Because "xmlChildrenNode" is a macro defined for compatibility with
libxml1, which we don't support.
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