Commit graph

130 commits

Author SHA1 Message Date
Ralph Sennhauser
621a9c422f
Fix includes in source/graphics
Make include-what-you-use happy with files in source/graphics and fix
what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-02 21:39:39 +02:00
Ralph Sennhauser
8398f1baf4
Fix some includes in source/graphics
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-07-20 17:28:48 +02:00
Ralph Sennhauser
a2f15bae4e
Fix some includes in source/graphics
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-07-18 07:30:04 +02:00
phosit
df5cdbe8f1 Load map scripts as modules
Because its a function `GenerateMap` is renamed to `generateMap`.

Allows to rewrite the libraries as modules and to remove the costum
`Engine.LoadLibrary` mechanism in the future.
2025-06-14 09:10:47 +02:00
trompetin17
c3d3943047
Fix incorrect shadow behavior in VisualActors
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.

Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.

This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.

In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
2025-06-03 19:30:10 -05:00
phosit
998dc30b6d Return by value from CCamera::BuildCameraRay
Some return values can be assigned to a `const auto`, somewhere `dir` is
mutated so the whole result has to be assigned to a non `const` variable
and once only dir is used, so structured binding isn't used there.
2024-11-17 20:27:58 +01:00
phosit
cf92c20020 Return by value from CCamera::GetViewQuad
Remove some temporaries by passing the return value directly to
range-based for loops.
2024-11-17 20:27:58 +01:00
phosit
256152df6d Add CXeromycesEngine
This way the destructor can be used for clean up and `Singleton` can be
used.
2024-11-17 18:03:49 +01:00
phosit
581f4af012 Allow the future request stop from the callback
In `Future` there is a notion of cancelation / stop-request. The task
callback doesn't have such a notion.
Some tasks (like the map-generation) are stopable. It did that in a
thread unsave way.

A task is canceled when the future is destroied or when `CancelOrWait`
is called on it.
2024-11-10 20:38:37 +01:00
Ralph Sennhauser
7e22cbf28f Add missing headers to tests
Fixes no-pch build.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-10-18 17:27:48 +02:00
Ralph Sennhauser
f3b26cadc4 Use vanilla cxxtest functionallity
To disable tests we carry a patch which allows disabling test by
appending DISABLED to the test function name. Instead just do as
upstream says and prepend the test function so it won't be recognized as
a test any longer.

The docs suggest to prepend x but anything will do. Continue to use
DISABLED_ but as prefix which is actually already in use in one case.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-10-13 18:27:18 +02:00
phosit
a84b5a61ed Adopt generator based interface by mapgen tests
This put the tests more in line with actual mapgen scripts.
2024-09-25 20:15:43 +02:00
phosit
6ce2fc53ea Allow to use a generator as MapGenerator
This way it's clear what's the input and what's the output of the
computation.
All map generation scripts should reman working. They are adopted in a
future commit.

`Engine.SetProgress` and `Engine.ExportMap` can be removed in a future
commit.

Comments by: @marder, @sera, @Stan
Differential Revision: https://code.wildfiregames.com/D5220
This was SVN commit r28093.
2024-05-22 15:52:12 +00:00
phosit
6b31999b64 Don't use std::shared_ptr<ScriptContext> in the CSimulation2
Since 1bccfef6fb the `CSimulation2` uses the `std::shared_ptr` only in
the constructor and stores a `ScriptContext&` (inside it's members).
That's a bit dangerous: A caller might think `CSimulation2` takes
ownership of the `ScriptContext`.
With this commit the caller has to pass an `ScriptContext&` to the
constructor.

Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5223
This was SVN commit r28046.
2024-03-08 17:15:25 +00:00
phosit
2abf0d8db2 Fix missing includes when building without precompiled headers
Patch By: @Riesi
Comments By: @sera
Differential Revision: https://code.wildfiregames.com/D5209
This was SVN commit r27973.
2023-12-04 20:23:37 +00:00
vladislavbelov
ffc4a56b9f Revert non-ASCII characters from source and configuration files introduced in 157c6af18e.
Fixes #6846

Differential Revision: https://code.wildfiregames.com/D5185
This was SVN commit r27965.
2023-12-03 00:30:12 +00:00
phosit
e33aafc4e2 Put the CMapGeneratorWorker completely inside the task
The return-slot provided by the `Future` is used for synchronisation.

Refs: #5874

Comments By: @Stan, @vladislavbelov, @wraitii
Differential Revision: https://code.wildfiregames.com/D5001
This was SVN commit r27944.
2023-11-19 19:19:32 +00:00
vladislavbelov
ba1a67a824 Adds test for loading actor and model having proper flags.
Differential Revision: https://code.wildfiregames.com/D5172
This was SVN commit r27925.
2023-11-08 23:23:03 +00:00
vladislavbelov
e2c5a62a19 Moves model flags to ModelAbstract.
Differential Revision: https://code.wildfiregames.com/D5146
This was SVN commit r27880.
2023-10-09 18:37:56 +00:00
vladislavbelov
c86d3bbb56 Refactors models and materials, part 2, replaces raw pointer by unique_ptr and adds test.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5128
This was SVN commit r27846.
2023-09-21 19:00:28 +00:00
bb
157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00
vladislavbelov
70d89254c8 Fixes linking failure solution introduced in 48ba4d9cb4 for SDL dependency.
Refs #3138

Accepted By: Itms
Differential Revision: https://code.wildfiregames.com/D5065
This was SVN commit r27764.
2023-07-18 20:21:59 +00:00
vladislavbelov
ecab4595c3 Merges a duplication of CColor tests files introduced in 2c14d94559.
This was SVN commit r27133.
2022-10-07 23:19:12 +00:00
vladislavbelov
62e589ab76 Adds renderer backend interface and dummy backend.
Comments By: phosit, Stan
Tested By: Langbart, phosit
Differential Revision: https://code.wildfiregames.com/D4636
This was SVN commit r26858.
2022-05-08 22:02:46 +00:00
vladislavbelov
3ed4eaf247 Removes ogl_WarnIfError from regular renderer code.
This was SVN commit r26850.
2022-05-02 21:52:21 +00:00
vladislavbelov
8a51e05c2e Avoids a crash if a texture size is not a power of two.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4586
This was SVN commit r26774.
2022-04-11 16:28:41 +00:00
vladislavbelov
d0115185b9 Removes unused and redundant h_mgr after 0e599a3176 and dd91a5e0ef.
This was SVN commit r26369.
2022-02-13 22:31:36 +00:00
vladislavbelov
3cb60353e1 Removes unused h_mgr includes.
This was SVN commit r26122.
2021-12-27 11:47:16 +00:00
vladislavbelov
6b493aa52c Fixes big screenshots, implements CCamera::GetViewQuad properly for custom projections.
Differential Revision: https://code.wildfiregames.com/D4165
This was SVN commit r25794.
2021-06-13 17:42:37 +00:00
vladislavbelov
b03b560e71 Adds std namespace to shared_ptr usages in graphics.
This was SVN commit r25525.
2021-05-22 19:21:33 +00:00
vladislavbelov
3ebff376cc Adds view bounds test for an ortho camera and removes commented code after 44f8d2c6f5.
This was SVN commit r25441.
2021-05-15 13:47:48 +00:00
vladislavbelov
44f8d2c6f5 Fixes a bounding box projection to an incorrect camera causes the red water bug.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D3905
This was SVN commit r25440.
2021-05-15 13:33:36 +00:00
Stan
4ad78018f9 Fix no-pch build. Potentially fixes bb49fbe793, 0198942a79, 34b1920e7b, 8b08f4ae7a 0dbf417171, 3af1fc64d2, 5fbdbaa3bc, 6fbf036ae4.
Comments by: @vladislavbelov, @wraitii.
Differential Revision: https://code.wildfiregames.com/D3948
This was SVN commit r25423.
2021-05-12 13:48:55 +00:00
wraitii
34b1920e7b Split ScriptRequest in its own header.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h

Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
2021-05-03 16:07:26 +00:00
wraitii
35ed55cfd6 ParamNode: switch to utf8, ToXML -> ToXMLString, test tweak, PCH tweak
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.

Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.

Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
2021-04-11 09:23:10 +00:00
wraitii
87a2c3347f Make real directory paths on the VFS predictable (retry)
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.

Partial revert/fix of 2f19cf86d3 and 2567fee329.

Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.

This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.

This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
It also makes it explicit that a directory must be passed to Mount().

Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.

Fixes #2553

Differential Revision: https://code.wildfiregames.com/D3728
This was SVN commit r25107.
2021-03-23 12:46:59 +00:00
wraitii
5d1899785a Revert 4bb31f084e
4bb31f084e led to an issue in windows-specific code not detected by the
tests. I'll debug later.

This was SVN commit r25105.
2021-03-22 19:52:07 +00:00
wraitii
4bb31f084e Make real directory paths on the VFS predictable.
Partial revert/fix of 2f19cf86d3 and 2567fee329.

Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.

This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.

This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.

Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.

Fixes #2553

Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.
2021-03-22 18:49:42 +00:00
vladislavbelov
c4d5729c73 Adds basic tests for BuildCameraRay and uses viewport instead of renderer for width and height.
This was SVN commit r25085.
2021-03-19 17:39:34 +00:00
vladislavbelov
92f94e25c6 Adds ortho projection type and its test.
This was SVN commit r25073.
2021-03-17 23:03:35 +00:00
vladislavbelov
bc66700e11 Adds more detailed test for perspective camera projection and its corners in world space.
Cleanups CVector3D a little bit.

This was SVN commit r25066.
2021-03-16 22:42:29 +00:00
wraitii
369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00
Stan
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
wraitii
aa15066c69 Rename ScriptRuntime to ScriptContext
SM52 essentially replaces JSRuntime with JSContext (though JSContext
itself was replaced with JSCompartment).
To prepare for this migration, rename all Runtime-related things to
Context.

Part of the SM52 migration, stage: SM45 compatible.

Patch by: Itms
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3091
This was SVN commit r24181.
2020-11-14 10:57:50 +00:00
wraitii
6b2b071ad5 Move LOS to a los helper header and cleanup Grid.h includes.
Changing Grid.h should recompile faster, as it is now included in fewer
TUs.

Differential Revision: https://code.wildfiregames.com/D2784
This was SVN commit r23774.
2020-06-14 20:39:03 +00:00
wraitii
939002f0dc RangeManager: Grid for 2D array, enum cleanups.
Range manager has several `std::vector` for fixed-size arrays and 2D
grids. By using proper data structures, the code readability is
improved.
This also moves around the LosVisibility enum.

Comments by: Stan`, nani
Differential Revision: https://code.wildfiregames.com/D2770
This was SVN commit r23769.
2020-06-13 09:05:40 +00:00
vladislavbelov
1e1ce27eba Adds offsets to the terrain resize function and adds comments how the resizing works.
Original Patch By: Clockwork-Muse
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2724
This was SVN commit r23639.
2020-05-07 21:46:17 +00:00
vladislavbelov
2489e57d58 Uses EPS to compare Camera quads after 50f70b7be3.
We don't need exact precision in that kind of calculations. Since we use
not fixed floating point numbers and use them only for visual stuff.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D2713
This was SVN commit r23608.
2020-04-29 18:41:53 +00:00
elexis
ebf0591a8f Skip and warn about globalscripts and random map tests following 077c4f2576 and 0a6db43c83 when testing without public mod present or if the respective folders don't exist.
Differential Revision: https://code.wildfiregames.com/D2645
Reported By: ricotz
Reviewed By: Angen
Comments By: Stan, Freagarach
This was SVN commit r23598.
2020-04-23 12:06:56 +00:00
vladislavbelov
936cf78ac1 Adds tests for terrain resize, it helps to describe the exact behavior of height preserving.
Reviewed By: Stan
Differential Revision: https://code.wildfiregames.com/D2604
This was SVN commit r23457.
2020-01-29 16:01:25 +00:00