Age | Commit message (Collapse) | Author | Files | Lines |
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For new characters (and in general, when logging in with a character
that had nothing equipped), the equipment backend wasn't being
initialized. This resulted in the equipment not being visible in the
Equipment window.
Fixes #83
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Nobody cared for the events that were emitted when NPC related network
messages had been sent.
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Less code duplication.
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The online list refreshes every 18 seconds, which matches ManaVerse
behavior. It's not ideal, but to improve this would mean diving into
TMWA.
The client version was bumped to 8 to get a SMSG_ONLINE_LIST reply.
Further changes needed related to the client version are tracked by #71.
This also changes the TabbedArea to take into account the frame size for
its tab widgets, to make sure those frames are not clipped by the
TabbedArea widget (as happened in the Social window).
The horizontal scroll bar is now disabled in all social tabs, with the
vertical one appearing only when necessary.
Closes #61
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This reverts part of 087babc2525ddb89e5b31f240a08739d9a3029a9.
It's unclear to me why big words should be split (chat window
force-wraps when necessary anyway) and it's causing issues by adding
spaces in the middle of links, for example.
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(cherry picked from commit 0192d44d46dcf948ab26371862753f4baf5aae4e)
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Use BrowserBox in NpcDialog to enable the use of text formatting and
links in NPC texts.
This change is roughly based on ManaPlus commit
94f11a223e03c6845e7ce6e9fe67c0e9fa7061f4.
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##B switches font to bold, ##b switches font to normal. Each line starts
with the normal font.
This change is roughly based on ManaPlus commit
6c4c6ca877c336e17c0378131a0a139792012a99.
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Previously, the top edge of windows could not be dragged. Now you can also
resize windows by their top edge, as well as the top-left and top-right
corners.
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Normally the popup follows the mouse, but when the mouse is moved down
such that it is on top of the popup, the popup would seem to get stuck.
When the BeingPopup is a mouse listener, the default behavior of Popup
hiding the BeingPopup when the mouse moves over them kicks in.
Hiding of the BeingPopup by Popup and Window when they are hovered in
general is a workaround which might be necessary because there is
currently no way for the Viewport to determine whether the mouse is
above the map view or over a piece of UI.
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This SDL_GetMouseState call did not adjust the result to the graphics
scale. Fortunately it could just be removed, since mMouseX and mMouseY
are anyway updated each Viewport::logic.
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It appears that either SDL or the system is already taking care of
scaling the cursor to the display scale (observed on both macOS and
Wayland). Hence, we should only scale the cursor by the user scale and
not by both.
Follow-up to 6eca1b485dba7355d827745284ed2f0072f9e370.
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Shows outlines of visible widgets as well as highlighting modal focus,
modal mouse focus and regular focus.
Can currently only be toggled in the Debug window, so needs source code
modification to be used during login sequence for now.
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Automatic reference counting of images is now used by Item, Icon,
AnimatedSprite, ImageSprite, ParticleEmitter, Minimap, Desktop and
Emote.
Since ResourceManager::get automatically adds a reference, it needs to
be explicitly subtracted when the resource is managed by ResourceRef.
This is taken care of by the new ResourceManager::getImageRef.
Also removed the apprently unused and duplicate "mDrawImage" from Item
(which also didn't get decRef called on it).
Fixes cleanup of emote ImageSet and ImageSprite instances, as well as
particle images.
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Also added instructions for installing the dependencies on MSYS2.
The selection of the default language is commented out for now. It will
be fixed in another change.
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* Removed some unused includes
* Removed unused ListBox::mFont
* Removed wrong cast to SDL_Scancode
* Removed superfluous .c_str()
* Removed superfluous explicit std::string construction
* Removed unused variable
* Use more emplace_back
* Turned FindBeingFunctor into a lambda
* Avoid needless pointer references for ambient layers and use a vector
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Broke in 474442f1a49d29d85de769c4fbb3aa8636877b49 due to changing the default
padding on the Popup class.
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Most prominently, fixes the tooltips on the window buttons being clipped
due to their position being slightly outside of the clipping children
area. And fixes NPC tooltips from having a lot of empty space below the
NPC name.
Also reduced the space between texts in the item tooltip to match the
padding rather than being an entire empty line.
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This way the cursor is not limited by the framerate nor affected by
input lag. Also, when custom cursor is disabled, a few different system
cursors are now used instead.
It also avoids an issue on Wayland, where hiding the cursor (as done to
render our own one) would cause the cursor to get locked within the
window.
On macOS it fixes two cursors being visible when hovering the window
while it is in the background.
The cursor can unfortunately no longer gently fade away.
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* TrueTypeFont class now takes into account the graphics scale, in order
to render an appropriate higher-resolution texture.
* Removed TrueTypeFont::fontCounter, since TTF_Init/TTF_Quit already
keep a counter.
* Avoid copying the rendered string needlessly, when it already exists
in the cache. Avoid another copy, when inserting a new chunk into the
cache.
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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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Now a text chunk has a maximum length of 4k characters, but that should
be plenty of space since they're only single lines.
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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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It did not distribute them when the value of the DropDown was changed by
key events or mouse wheel.
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Ubuntu 20.04 had SDL 2.0.10, and it is still supported.
Also added error handling to the SDL_OpenURL call, just in case.
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* Use default member initializers
* Use range-based for loops
* Avoid needless pointer references for ShopItem::mDuplicates
* Removed type aliases that are only used once or twice
* Removed more unused includes
* Removed some unused functions
* Removed superfluous .c_str()
* Rely on default copy and assignment operators for Vector class
* Use std::unique_ptr in some places
* Removed duplicated mPlayerMoney updating in SellDialog
* Removed duplicated Game::handleInput call
* Removed unused SDLInput::mMouseInWindow
* Removed remnant of manual widget positioning in HelpWindow
* Removed superfluous initialization of static pointers
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* Use ConfirmDialog to confirm the opening of the external link.
* ConfirmDialog now centers on its parent window when provided.
* Reset hovered link when mouse exits the BrowserBox.
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The 'Play' button was continuously requesting focus once the updates had
been downloaded.
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Rewrote the tile animation loading code based on XML tags, replacing
the code that loaded tile animations from tile properties.
Also made a number of code simplifications and optimizations:
* Replaced a number of pointer members with value members.
* Pass around Animation and TileAnimation by value, using std::move to
avoid allocating copies.
* push -> emplace
* push_front -> emplace_front
* push_back -> emplace_back
* Use range-based for loops
* Use std::vector instead of std::list for storing affected tiles
(less fragmentation)
* Avoid string copies and allocations while parsing CSV layer data.
* Replaced xmlNodeGetContent with directly accessing 'content'.
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* Use final for all message handlers, Client, LocalPlayer,
Being::getType, Being::setPosition and Being::setMap.
(avoids some warnings about virtual dispatch in constructors)
* Use auto in more places
* Use emplace_back instead of push_back in some places
* Use default member initializers
* Less else after return
* Removed superfluous .c_str()
* Removed type aliases that are only used once
* Removed more unused includes
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This change fixes hair style to take into account "race", which makes
the faces visible again. Hair colors should also be fixed now, with
partial support for itemcolors.xml added.
The Mana client now also supports per-character gender, and it now hides
the hair style and color buttons on character creation, when there are
none to choose from.
Closes #43
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This only adds support for the NPC_CLOSE_DIALOG and
NPC_CLEAR_DIALOG sub-commands.
Closes #47
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Usually this would be guessed correctly by the port, but now it is also
possible to just specify the server type and the port will be derived
from there, unless a default port is given in the branding file.
Closes #56
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To match support for this in M+, since TMW uses this functionality on
two of its NPCs.
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The new cursor types are not used yet for now.
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* Don't needlessly store or return raw pointers in BeingInfo
* Less copying, more moving
* Less else after return
* Make AddDEF a template instead of a macro
* Removed some unused includes
* Use range-based for loops
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The Mana World currently likes to just update its "TMW.zip" file,
whereas updates were always given unique names in the past. With this
change, the client checks the Adler32 checksum to know when it should
re-download an update file.
This matches the behavior of ManaPlus commit
96150f1aeacf55d311c41ffe12d9e754b1cda001.
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Using sprintf triggers a warning on macOS. The buffer should be large
enough, but a little extra security doesn't hurt.
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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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* Use default member initializers
* Use range-based loops
* Don't use 'else' after 'return'
* Removed some unused includes
* Construct empty strings with std::string() instead of ""
* Clear strings with .clear() instead of assigning ""
* Check whether strings are empty with .empty() instead of comparing to ""
* Removed redundant initializations
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Previous code was assuming there would be no gaps in the emote IDs.
Also cleaned up some confusion where the "emote ID" being passed around
in the code was often offset by 1. Now it is only offset in
communication with tmwAthena and when saving the shortcuts.
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* Removed /announce command
* Changed "Kick player" in player pop-up to kick by name
Other messages, like CMSG_ADMIN_HIDE, CMSG_ADMIN_MUTE and
CMSG_ADMIN_LOCAL_ANNOUNCE were already not used by the client. Also,
none of this was implemented for Manaserv.
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* Removing unused includes
* Use member initialization
* Use range-based for loops
* Use nullptr
* Removed no longer used aliases
* Use override
* Don't use else after return
* Use '= delete' to remove implicit members
* Use std::string::empty instead of comparing to ""
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* Introduced a LayoutContext that conveniently allows for relayouting
all rows, or just a single one when it is added. BrowserBox::addRow
no longer relayouts all the rows.
* BrowserLink and LinePart are now merged into a new TextRow struct,
so they can be conveniently dropped when the row limit has been
reached.
* Removed "opaque" option, which was enabled by default but disabled
for all BrowserBox instances.
* Removed "always update" option, and instead start delaying relayouting
automatically when there are a lot of rows (> 100 currently).
* Update window now also has text wrapping enabled.
Closes #50
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Doing some cleanups before working towards optimizing this code.
Removed needless additional wrapping code in BrowserBox::addRow, since
the text will be relayouted anyway.
Simplified layouting code a little. For example, there's no need to keep
track of the number of wrapped lines.
Use more optimal data structures, like an std::deque for the text rows
and a plain std::vector for the line parts. Both have less fragmentation
than an std::list.
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This patch is not exhaustive.
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C++17 should be universal enough by now.
This raises the minimum CMake to 3.8, which should also pose no problem since
Ubuntu 18.04 already shipped with CMake 3.10.
C++17's 'if' initialization statement is now used in an efficient
implementation of 'join' for vector<string>, found on StackOverflow.
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