We use only shaders to render models so we don't need a separate class.
BatchModelRenderer was renamed in 6bc33fe8bd.
m_Renderer became unused in 0346ba1b18.
In case the build fails this will allow other Jenkins jobs to restore
the old working state themselves.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).
Add (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).
Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.
Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.
Fixes#8718
Doesn't make sense to have the Paths StaticBox inside the Common
settings StaticBox so make it a top-level item as well.
While at it dissolve nested constructors to make the creation of the
widgets more readable.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Commit 81c57e8a28 added support for adding and removing paths.
Reloading path list stores the current selection but it's unused, assume
the idea was to restore it again.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Commit 309ed5ef28 used dynamic events
which prevents some other menu items from working properly. So don't mix
static and dynamic events for top window.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Bump wxWidgets, the upstream fix was backported to 3.2.9 with commit
a6fc33b416e2ebc804d80a1ac66021935c434573
Fixes: #8594
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Since #7786, the GUI tick completed normally after calling
`closePageCallback` instead of being cancelled like previously. Since
`Engine.EndGame` deletes the internal `g_Game` pointer, every Engine call
after it that tried to access `g_Game` caused a segfault.
This patch solves it by moving `Engine.EndGame` to the very end, right
before closing the session page.
In order to follow the convention that only functions directly closing
the page are called `closePageCallback`, that function is in turn
renamed to `closeSession`. Additionally, this allows only resolving
the promise with a bool (`showSummary`) and then only calling
`getNextPageOpenRequest` at the end of `init` for reasons of simplicity.
The issue was introduced by 8a2a450686.
It affected GUI text objects (CText) with `scrollbar` set to true; when
their caption was long enough for a scrollbar to be visible and then the
size changed (got bigger) so that no scrollbar was needed anymore, then
for a single frame the text was completely misaligned. This happened
because in `CText::Draw` the scrollbar wasn't updated yet, so the newly
added `GetScrollBar(0).IsVisible()` check still returned true, even
though it wouldn't end up being rendered anyway -- it was updated in
`IGUITextOwner::DrawText` eventually.
This happened to the tutorial info panel in the starting economy
walkthrough, for example. Note: in that case the scrollbar wasn't ever
drawn, but it was temporarily set visible within a frame by the JS
object resizing logic.