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>
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.
966727b52e made the player state an enum and introduced more descriptive
functions to achieve the same thing, but it seems they were forgotten to
be replaced in a few places, which this patch fixes.
WX may still generate mouse events after calling CVideoMode::Shutdown(),
so don't create SDL events triggering assertions.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
If we catch the signal we'd have to communicate that we terminated by
signal, which might depend on shell. There is also the issue of various
dialogs blocking regular quit which we don't want, so that would need
extra work as well.
As such just let the SIGINT/SIGTERM do there default action and forgo
cleanup and let the OS handle it.
Fixes: #198
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Add a fullscreen toggle to the View menu and with a global hotkey,
reusing the default one from the main game.
Unlike the current implementation this one doesn't need the game canvas
to be focused and also works on GTK.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Commit fe192fe58f made it possible for
events to properly propagate to the top window. As on Windows Enter is
also used for navigation, i.e. used to trigger the dialogs default action,
which in our case seems to be quit.
Tell the wxSpinCtrl to fire wxEVT_TEXT_ENTER instead and handle it.
The wxCommandEvent wxEVT_TEXT_ENTER doesn't carry the value, so need to
use dynamic event binding (which is preferred way anyway).
Also show the numPlayerSpinner as a spinner instead of a text field to
match visuals to actual behaviour.
Fixes: #9026
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Use dynamic event bindings allowing to bind all events in all sort of
ways. Addionally no need for subclassing wx widgets.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
In case of incompatible mods listed on the command line we can't launch
the mod selector from Atlas. Instead list the offending mods and launch
with the default mods.
Fixes: #8852
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Otherwise we might try to render a view when half the infrastructure is
already taken down, which results in segfaults or asserts.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
On request by @nifa add a checked menu item to View menu to set birds eye view.
When game view is focused, the focus which it hogs almost always, then
'B' doesn't propagate properly so use Ctrl+B instead in line with other
main menu shortcuts.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
We have GL_KHR_debug for proper error handling. ogl_WarnIfError isn't
really useful since it doesn't provide per-call granularity and requires
recompilation. So if it'll be really needed we can wrap all GL calls
into a macro like GL_CALL.
This removes the workaround for a bug[1] @Stan confirmed was fixed
upstream in SDL2 2.20 in the mentioned bug report. On Windows we are
using 2.32.8 now.
[1] https://github.com/libsdl-org/SDL/issues/5033
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Instead query g_VideoMode where needed. As both g_xres and g_yres aren't
global anymore remove static from UpdateRenderer. While at it use more
desicriptive names: GetXRes -> GetWindowWidth, GetYRes ->
GetWindowHeight.
This reduces the amount of variables tracking width and height by one
each.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Using the no args constructor m_RoundCoordinates doesn't get
initialized, meaning the memory can contain whatever. We were lucky in
that in most cases random means true.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>