Commit graph

86 commits

Author SHA1 Message Date
phosit
434a1a1905
Remove Engine.SwitchGuiPage from mod 2026-04-26 12:44:41 +02:00
Vantha
8a2a450686 Align text as usual if the scrollbar is invisible
Previously, while `scrollbar` was set to true, the text was always
vertically aligned to the top, no matter what its `text_valign` was, by
the scrolling logic. However, this was done even when the text's caption
was so short that no scrollbar was required in the first place (and not
rendered). Falling back to the specified `text_valign` value in that case
instead seems like the expected behavior.

On a few occasions in the GUI, the text was supposed to be aligned to
the top in either case, but still set `text_valign` to a different value
(for whatever reason), which didn't have any effect previously. But
now since it does, the values have to be corrected to specify what is
actually desired.
2026-04-06 21:39:18 +02:00
Dunedan
93ce94655d
Use @stylistic/brace-style for eslint
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.

To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.

While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.

[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
2026-01-12 21:33:52 +01:00
phosit
b67faf35c3
Switch main branch to Release 29 2025-12-18 18:16:11 +01:00
Stan
dc04f3f432
Fix autofixable eslint warnings for eqeqeq
Ref: #7812
Pull Request: #8129
2025-06-26 11:03:19 +02:00
Ralph Sennhauser
14bb7730fe
Enable eslint rule 'no-useless-escape'
Enable recommended rule 'no-useless-escape' [1] and manually fix violations.

[1] https://eslint.org/docs/latest/rules/no-useless-escape

Ref: #8068
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-06-17 15:20:06 +02:00
Ralph Sennhauser
8b98a7a27c
Enable eslint rule 'no-extra-boolean-cast'
Enable https://eslint.org/docs/latest/rules/no-extra-boolean-cast

Ref: #8068
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-06-14 12:03:06 +02:00
Ralph Sennhauser
3a2d75af65
Fix eslint rule 'no-irregular-whitespace'
Manual fixes needed for:
eslint --no-config-lookup --rule '"no-irregular-whitespace": 1'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-14 13:52:12 +02:00
Ralph Sennhauser
7684e12717
Fix eslint rule 'prefer-const' in modmod
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/mod

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-06 13:49:13 +02:00
phosit
40762c257d Quit Engine by closing the root page
When the root page gets closed the engine quits instead or crashing.
The root pages are changed to use that mechanism to quit the engine.
This removes the need of `Engine.Exit` for the GUI.
2025-03-12 12:07:37 +01:00
phosit
df5fee6103 Rename PushGuiPage to OpenChildPage
There is no `PopGuiPage` anymore. For symmetry there should also be no
`PushGuiPage`.
2025-03-09 10:39:20 +01:00
phosit
094a7c2268 Return a promise from most page-inits
Adopt the new interface by all pages which close themself. (Not thous
using `Engine.SwitchGuiPage`.)
2025-03-09 10:39:20 +01:00
Itms
dc830ccf55
Switch main branch to Release 28 2025-01-12 01:27:02 +01:00
Dunedan
9a276c04ff
Improve layout of the mod selection help window 2025-01-11 17:45:55 +01:00
Dunedan
fc7e4ae69e
Small UI adjustments for better text fitting
When running 0ad with a language other than English, there are various
places where text doesn't properly fit. This adjusts the UI in a bunch
of these places to better accommodate longer strings as they appear in
other languages than English and to make the UI look more uniform in
general.
2024-12-28 08:52:13 +01:00
Ralph Sennhauser
ead62bba78
Update trac links with gitea links
This replaces all links pointing to trac with their corresponding links
to gitea. Also replace http with https while at it.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-12-10 11:29:48 +01:00
phosit
f9114a87f2 Get a promise when starting a GUIpage
When calling `Engine.PushGuiPage` a promise is returned. The promise is
settled when the "child" page is closed. That allows to `await` it
inside `async` functions.
Previously the callback was run right inside the call to
`Engine.PopGuiPage`. Now the continuation of the promise is called at
the end of the "tick".

This won't help performance. It will more likely make things worse.
Since gui pages aren't opened or closed that frequently, it doesn't
matter that much.

Refs: 86c151ebaa

For the engine side:
The promise is stored in the `CGUIManager::SGUIPage` (like previously
the callback). When the promise is fulfilled it enqueues a callback in
the `JobQueue` of the `JSContext`.

Original patch by: @wraitii
Comments by: @wraitii, @Stan, @Polakrity, @lyv, @elexis, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3807
This was SVN commit r28145.
2024-07-08 19:07:04 +00:00
Stan
9af1433995 Rename the "color" property of COlist columns to "textcolor"
Patch by: @Vantha
Differential Revision: https://code.wildfiregames.com/D5278
This was SVN commit r28120.
2024-06-22 20:18:09 +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
Angen
281bb0b2ec Remove user.cfg from javascript
remove path from javascript
path is defined by the configuration scope

combine some calls
remove not needed calls

Differential revision: D4616
Accepted by: @Freagarach, @nani
Comments by: @phosit
This was SVN commit r27192.
2022-11-02 07:21:25 +00:00
Stan
f68528777f Bump version to alpha 27.
Last alpha 26 commit was [[SVN:27104]]

Accepted by: @asterix, @vladislavbelov
Discussed with: @Freagarach, @wraitii, @implodedok, @Itms

Refs: #6625

Differential Revision: https://code.wildfiregames.com/D4789
This was SVN commit r27105.
2022-10-04 17:05:11 +00:00
bb
ca4ee134fc Add tooltip to modmod explaining about loading order
Patch By: Ceres
Reviewed By: marder
Comments By: Stan
Differential Revision: D4252
This was SVN commit r25925.
2021-09-17 14:41:09 +00:00
Angen
666097f96c Fix typo in validatemods introduced in 71121b8a89
Correct form is 'required' not 'require' causing to skip the check.

Differential revison: D4255
Patch by: @Langbart
This was SVN commit r25915.
2021-09-11 09:17:24 +00:00
Stan
4a9bac2811 Bump version to alpha 26.
Last alpha 25 commit was [[SVN:25860]]

Accepted by: @Freagarach, @asterix
Comments by: @wraitii
Differential Revision: https://code.wildfiregames.com/D4215
This was SVN commit r25861.
2021-08-27 16:32:34 +00:00
Angen
8f5b5670ff Fix gui objects failing on undefined in modmod
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.

This was SVN commit r25849.
2021-08-17 17:29:54 +00:00
Angen
dfbc481ec1 [Mod] Fix list and filter in mod selection breaking page when mod is missing some attribute
In case mod is missing some required field, for example label or version
for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.

Differential revision: D4028
This was SVN commit r25639.
2021-06-02 17:58:49 +00:00
Angen
0f8ba775c3 Fix areFilters
Removed in 0d87ec5cf4.

Differential revision: D4041
Tested by: @marder
Reviewed by: @wraitii
This was SVN commit r25638.
2021-06-02 17:45:17 +00:00
Angen
0d87ec5cf4 Fix and simplify areFilters functions
Workaround is not needed anymore since 37e08a4ffb

This was SVN commit r25601.
2021-05-30 09:32:18 +00:00
wraitii
bce26e905f Mod selector: "start mods" saves the configuration.
Differential Revision: https://code.wildfiregames.com/D3992
This was SVN commit r25573.
2021-05-26 13:27:43 +00:00
wraitii
8f8e29c092 Fix incompatible mods start: show both incompatible and enabled mods;
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".

Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
2021-05-22 07:33:49 +00:00
wraitii
a26535d023 Fix mistake in 3bcf360107 which stopped the incompatible mods page from showing.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.

Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
2021-05-20 17:11:26 +00:00
wraitii
3bcf360107 Mod and mod-mounting cleanup and improvements.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)

Overall, the logic around mounting & enabled mods should be easier to
understand.

Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
2021-05-20 14:36:42 +00:00
Angen
f1acd22455 Do not allow to start pyrogenesis with incompatible mods
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing
various errors.
Worse result:
Game will crash and refuse to start.

Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods
can unlist themselves from compatibility detection.

Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is
showing up.
On mod page show mods which failed in compatibility check and color the
resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.

Else just log to mainlog and close.

Another fixes:
Display in enabled mods really enabled mods as current logic confuses
players about which mods they have enabled and is not helpful (ref
#4881)

Note:
this will not solve issue with mods claiming being compatible with
engine version while in fact being incompatible.

Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044 #4881

This was SVN commit r25410.
2021-05-09 13:53:25 +00:00
Angen
57e85c195e Fix wrongly placed parameter in 841bf5f2dd
Correctly colour url of invalid mod.

This was SVN commit r25270.
2021-04-15 20:21:47 +00:00
Angen
841bf5f2dd Color incompatible mods and add filter
This helps to see compatible mods in the list, which can get a bit long.
For incompatible mods in disabled section use gray colour.
For incompatible mods in enabled section use red colour (what can happen
when using arguments to start the game or they can be in config file).
Add option to filter compatible mods, this does not affect enabled
section, because if there is incompatible mod, it is error and it needs
to be always visible.
Add function recomputeCompatibility and g_ModsCompatibility to avoid
recomputing aredependenciesmet when coloring mods, because every column
is colored separately.
Disable enable mod button if mod is incompatible.
Remove all dependencies met messages as they are now replaced by this
mechanism.

fix getSelectedModUrl in process

Differential revision: D3687
Fixes: #6053
Tested by: @Freagarach
Comments by: @vladislavbelov
This was SVN commit r25095.
2021-03-21 10:22:50 +00:00
Angen
1c68d9890b Remove redundant applyFilters method from modmod
All functionality in applyFilters is handled by displayModLists and
modSelected functions.
This is also fixing issue of triggering selected event on the same list
multiple times and not updating mod description and buttons when
applying filters.

Differential revision: D3722
This was SVN commit r25094.
2021-03-21 08:51:17 +00:00
wraitii
1c9efa6fb5 Implement Single-Player campaigns - Barebones tutorial campaign included.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.

'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/

Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).

The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.

GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.

The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)

Closes #4387

Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
2021-03-02 15:43:44 +00:00
wraitii
831e4a183f Fix a crash in the mod selector when using the mod downloadder.
When closing the mod downloader, the list of enabled mod is reset, which
can lead to an out-of-index assertion failing in the engine if an
enabled mod was selected before.

Reported by: Vas
Fixes #6001

Differential Revision: https://code.wildfiregames.com/D3537
This was SVN commit r24854.
2021-02-08 10:13:06 +00:00
Angen
75b8d3194e Show a default value in playersFilter input to show user what it is for [v2]
Redo original diff D245 by ffffffff after commit of cpp changes for
input placeholders.

Differential revision: D3245
Reviewed by: bb
Comments by: Stan, wraitii
This was SVN commit r24439.
2020-12-23 15:50:16 +00:00
Angen
37e08a4ffb Implement placeholder text for input fields and get rid of hack with mod filter
different font colour
no need to delete the text, when one wants to write there something
text displayed is not a value so field is technically empty
will disappear when user writes some character
will appear when user deletes all characters
we can get rid of text value "Filter" in mod selection screen and ugly
hack around it

Differential Revision: D2460
Comments by: vladislavbelov, elexis
This was SVN commit r24433.
2020-12-21 09:04:12 +00:00
Imarok
0c917a2a52 Fix button caption and enable in modmod
Differential Revision: https://code.wildfiregames.com/D1623
This was SVN commit r23506.
2020-02-17 18:22:52 +00:00
bb
a852bffeaa Standardize modmod buttons width
Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D2569
This was SVN commit r23393.
2020-01-14 21:02:48 +00:00
Angen
eb3b7f089e Fix mod list filter
Fixing problem with filters reported in 64bfa089af.

Use filtered version of mods for manipulation in javascript instead non
filtered one.
Fixing following problems when filter is applied:
not enabling selected mod
displaying wrong tooltip
getting out of bounds error when using keyboard arrows to select
next/previous mod

This is also disabling possibility to sort enabled mods manually when
filters are applied. See comment in moveCurrItem for more details.

Differential Revision: https://code.wildfiregames.com/D1944
This was SVN commit r23269.
2019-12-20 20:19:21 +00:00
elexis
702cdbf0c7 Remove GUI object setting values z="0", size="0 0 100% 100%", hidden="false" in XML page specifications that are redundant with the default style values.
Remove question by brian in single_details_area.xml from b66d1716e7
which is answered by "because the style set it".
Delete BuildNameText style, because it specifies ghost="true" in both
style and sole object using the style.
Don't touch progressbar and structree styles, because there is more to
clean.

Differential Revision: https://code.wildfiregames.com/D2292
This was SVN commit r22957.
2019-09-21 15:54:25 +00:00
elexis
d412b2010b Delete unused CCheckbox text setting remains following b1422137e5, refs 0f807c643a.
Differential Revision: https://code.wildfiregames.com/D2314
Tested on: clang 8.0.1., Jenkins

This was SVN commit r22952.
2019-09-21 03:11:18 +00:00
elexis
0c3a610acc Delete invalid ModmodScrollbar style use and style property from 64bfa089af and 833c9f108c, identified by the LOGWARNING from be963ec9b7, reported by nani.
This was SVN commit r22800.
2019-08-29 07:56:26 +00:00
elexis
86c151ebaa PushGuiPage support for passing a function instead of a function name.
Allows coding the GUI without global functions which break
prototype-oriented coding, refs #5322, fixing the concern in 4b1297b328.

Supports stacked message boxes and removes the according workaround.
Change structree / civinfo switch-dialog code from 760a47335d to perform
the callback for page that actually registered the callback.
Ensure the parent that the callbackhandler is always called if the page
is closed.
Merge PopGuiPage and PopGuiPageCB following that choice, incidentally
leaving cleaner code.

Differential Revision: https://code.wildfiregames.com/D1684
Comments by: Yves, Vladislav, wraitii, leper
This was SVN commit r22676.
2019-08-16 18:46:04 +00:00
Itms
5561327d3f Fix some untranslated strings, fixes #5155.
Patch By: Stan
Differential Revision: https://code.wildfiregames.com/D1560
This was SVN commit r21960.
2018-12-28 13:07:22 +00:00
elexis
6fe427664b Bump version to alpha 24.
Last alpha 23 commit was 0044c5c2e8.

Differential Revision: https://code.wildfiregames.com/D1705
Reviewed By: Itms
Comments By: Stan, smiley, bb
This was SVN commit r21951.
2018-12-26 11:28:37 +00:00
elexis
82740d9278 Mod.io Disclaimer.
Have the user accept explicitly that he is subject to the Terms and
Conditions and Privacy Policy by the DBolical Pty Ltd company when using
their service with our client.

Rely on luck that this is sufficient to count as educating the users
about the personal data processed, the purposes and legal grounds of
personal data processing and the GDPR user right to access, rectify,
erase, restrict and complain, refs #5257, GDPR 13.
The Mod.IO DMCA report possibility should be added eventually.
Remove FileExists hack from da49aa1541 / D1602.
Refs D1601, https://github.com/elexis1/0ad/tree/terms

This was SVN commit r21896.
2018-10-02 15:52:48 +00:00