The current preferences handling is a mess:
* it's essentially a global config object that anything can modify in any way the caller wants, which is managed across multiple source files which have their own oddities and interdependencies.
* the general preferences has its own bit of SDL event handling and while I get the idea behind `events::sdl_handler` there's no reason to have SDL events handled in the preferences instead of just calling the relevant preferences setter for each event when it happens.
* the general preferences is where most of the preferences are handled and has its `base_manager` struct, which is part of the `manager` struct in the game preferences, which is then implicitly initialized as part of game_launcher's constructor.
* the editor preferences are the only preferences in a sub-namespace `preferences::editor` while all other preferences are just in the `preferences` namespace.
* the display, editor, and lobby preferences are all dependent on including the game preferences, the credentials are dependent on including the general preferences (but not the game preferences), the game preferences are dependent on including the general preferences, and the advanced preferences are entirely their own thing which is dependent on none of the other preference functionality and manages its own singleton.
* nothing checks whether the preferences file has actually been loaded before allowing values to be read from or written to the preferences config - if you attempt to get a value too early in wesnoth's initialization it will silently just give you whatever the default value for that preference happens to be.
With this there is instead a single access point (with exceptions handled via friend functions/classes), all predefined preferences are accessed via their own setter/getter, and all mainline preferences are defined in a single file (preference_list.hpp) so it's easily findable what preferences exist and where they're used. Having the list of all mainline preferences listed out also allows the lua preferences API to provide that full list rather than just the list of the preferences that have been set so far. Also it now checks for whether the location of the preferences file is known before attempting to load the preferences file and asserts if someone attempts to use the preferences too early.
The only real change is that in stead of passing around CVideo
pointers and calling things via CVideo::get_singleton().foo()
one simply does not pass around pointers, and calls video::foo().
This additionally:
* Makes all copyright notices identical aside from the starting year for Wesnoth-specific source files. Files not included: mariadbpp, lua, spirit po, xbrz, and bcrypt (crypt_blowfish).
* Removes all attribution from the files, since the vast majority of them are outdated or seemingly just outright incorrect. For example, I would guess that Dave is no longer the sole author of the majority of Wesnoth's current code.
This was taken from the value in game_launcher, which was set to true if commandline_options::editor was set.
This uses that value instead of passing in the flag manually, which is consistent with the other defines.
This also removes game_launcher::jump_to_editor since it's no longer needed.
It didn't really make much sense to keep it here. The manager singleton is now local to its implementation
and initialized in game_config_manager::init_game_config like the credits data.
This also fixes an issue where the exception data was actually being copied instead of being moved
since the exception was being passed in as const reference.
Instead of having the preferences dialog make a copy of all advanced preference config objects (and sorting them)
every time you invoke it, this adds a new advanced_manager class instantiated once in game_launcher (not sure if
that's the best place for it, though) that parses and handles the options. Allows me to greatly clean up the
preferences dialog code.
This adds an additional `test_result` attribute to [endlevel], intended for use with the automated unit tests. This allows for the unit tests to differentiate a pass/fail result separately from scenario victory or defeat, which allows for more accurately determining the outcome of a test as well as addresses the potential, for example, for a scenario to be expect to pass because of the {SUCCEED} macro but instead passes because the scenario ended as a victory through some other method.
Additional unit tests which were the original motivation for this change are also added as part of this. They test, as much as possible, that events are executed at all, and are then also executed in the expected order.
This is part of working out whether a subset of the "fail" tests could be run
in one Wesnoth instance. To run a test that returns TEST_FAIL_BROKE_STRICT with
any other test would require a mechanism to reset lg::broke_strict()'s flag.
All tests that fail with an {ASSERT} will also set the lg::broke_strict() flag,
the tests with the new status are only those that would pass without the strict
flag.
In the SUF tests, change a test from fail-on-success to breaks-strict, rename
the formula tests and add some comments. The rename is because "fai" is
"Formula AI", an obsolete name for WFL.
This allows batching all of the tests that are expected to return status zero,
which is currently 161 tests, and running the batch with a single instance of
Wesnoth. It doesn't include the changes to the run_wml_tests script to use
this new feature.
Timing on my PC:
* 4 seconds to run a single test on a debug build
* 90 seconds to run the whole batch of 161 on a debug build
* 1.2 seconds to run a single test on a release build
* 31.2 seconds to run the whole batch of 161 on a release build
This was never fully implemented and has been essentially abandoned. If we want to
add this again, we should look to adding full game controller support (Steam controller,
for example), though I don't know how suited this game is for controller support. As for
as I can tell, the only working part was ever map scrolling.
Includes a sqrt -> std::sqrt conversion I forgot in this file awhile back.
Turns out I mistook @celticminstrel's opinion that we should use include guards over pragma (737916e).
Since all major compilers support `#pragma once`, there's no reason not to use it.
For future mergability reasons, this excludes src/spirit_po and src/xBRZ. It also excludes src/boost-patched.
* Moves load_game_exception to savegame.hpp and cleans some #includes
* Removes the load_game_exception statis members and replaces them with
a non-static load_game_metadata member.
* Adds loadgame::DIALOG_TYPE to remove the gui1 dependency.
* Fixes loading of replay saves.
* Adds soem mising override specifers in savegame.hpp
This constitutes drop-in replacements for:
* boost::shared_ptr
* boost::scoped_ptr
* boost::weak_ptr
* boost::enable_shared_from_this
* boost::static_pointer_cast
* boost::dynamic_pointer_cast
This excludes boost::intrusive_ptr, except for stray includes. Refactoring that is more complicated.