* Added a point ctor that takes an SDL_Point.
* Added a toggle_fullscreen function to CVideo.
* Change all management of resolution data to use point instead of std::pair<int, int>. This
shortens the code considerably.
* Cleaned up preferences_dialog::set_resolution_list
* Made CVideo::set_resolution return a bool indicating whether resolution was changed.
* Swapped which of the two set_resolution overloads contains the main implementation.
* Moved the events::raise_resize_event() call when setting resolution to the CVideo function
where it should have always been (instead of the prefs dialog callback). This is a pretty
essential component and having it localized in one place meant any other area of the code
that might have called set_resolution wouldn't have it.
Early in the 1.13 development cycle there used to be an option to show the mp_connect screen
(now mp_staging) before starting an SP campaign. That was scrapped and the only code that used
it (in the SP initialization process) commented it out. Since we're not going to restore it,
might as well remove this flag.
Also removes the one instance remaining of a "show_configure" flag. Pretty sure this might have
also been a relic from the same time as show_connect, but it looks like it was since removed.
SP now has a dedicated screen for configuring active modifications in SP, which was the only
reason to show the configure dialog anyway (plus the mp create and configure screens were combined
later in 1.13 anyway).
* Dropped unused CVideo class member references.
* Replaced the lone usecase of the CVideo member in loadgame with the singleton and removed said member.
* Removed CVideo references from a bunch of addon management functions.
* Cleaned up a *lot* of now-unnecessary forward CVideo declarations.
Essentially, we had CVideo arguments being passed down this chain:
- game_launcher
- free-standing MP initialization functions
- campaign_controller
- playsingle_controller/playmp_controller
- play_controller
- game_display
- display
And likewise down through
- game_launcher
- editor_controller
- editor_display
- display
With only a minimal number of actual calls along the way. :| There were maybe... two remaining?
This removes the CVideo arguments and class members from both chains (except of course, game_launcher.
That's where the "real" CVideo object lives).
The display class now initializes its CVideo reference from the singleton, which is also used in the
very few other places it's needed. I also replaced a check for a null video ptr in show_tooltip()
with a faked() check (see src/tooltips.cpp). That seems to make more sense, since CVideo is never
null now.
I had left the former alone in the above commit since I thought it might be worth keeping for the
faked() call, but that's not really a great reason.
As for the latter, I didn't realize the CVideo argument wasn't really even needed. I didn't even
need to replace it with a get_singleton() call since the resolution list is updated by set_resolution_list
before it's used.
This also removes a bunch of unnecessary CVideo arguments from various savegame functions that
emerged as I cleaned up the unused parameters. savegame::save_game did take a CVideo pointer
that did look like it was intended to be a sort of do-show-dialog flag, but since that parameter
was never passed as null, I removed it.
This a two part commit. First:
----------------------------------------------------------------------------------------------------
Added and deployed two new helper macros for the standard implementations of the static execute
and display functions. I also made use of a variadic template in order greatly simplify code
maintenance. Now, even if the dialog's ctor parameters change, no one has to worry about updating
the associated execute/display functions (though of course, this only applies if the helper macros
are used). \o/
I did not deploy the macro in cases where there were multiple overloads or the functions did more
than just show their dialogs. I might add an additional __VA_ARGS_ parameter to the macros later.
Do note for the end_credits dialog I moved the default empty-string parameter from the display
function to the ctor.
Second:
----------------------------------------------------------------------------------------------------
Another change is that modal_dialog::show and modeless_dialog::show no longer take CVideo arguments.
Since the video argument couldn't be included in the parameter pack (maintaining the argument would
have meant making it the first one, which would be just as much work), and using CVideo::get_singleton
in the macros would require adding video.hpp includes in a whole bunch of files, I simply removed the
argument. I had been intending to do this for a while anyway.
This therefor also removes the CVideo argument from:
* All dialog display/execute functions.
* modal_dialog::show
* modal_dialog::build_window
* modeless_dialog::show
* modeless_dialog::build_window
* wml_exception::show
* gui2::show_message
* gui2::show_error_message
* gui2::show_transient_message
* gui2::show_transient_error_message
* gui2::show_wml_message
* gui2::build
* gui2:🪟:window
* gui2::dialogs::tip::show
* Various GUI2-related Lua functions. The video_dispatch helper was also removed.
* Any functions that took a CVideo argument for the sole purpose of passing it to one of the above.
Ya know, all these damn CVideo arguments didn't actually do anything, besides an occasional check to
CVideo::faked. At the end of the pipeline, they just got assigned to the video_ member of gui2::window.
Huge code bloat for nothing.
This allows for compile-time verification of stage ID names, instead of leaving it until runtime.
It also allows the use of std::atomic for the current stage class variable since we're no longer
using a const-qualified type.
@gfgtdf explained in IRC that it's often used to slow Wesnoth down (instead
of speeding it up, as I had assumed).
This should also allow unit tests to compile again.
The FPS cap, originally implemented in 2007, is very poorly done. It
doesn't take frame time variance into account, and is therefore almost
guaranteed to cause missed frames all the time. It doesn't increase timer
granularity on Windows, which causes SDL_Delay() to often take much longer
than intended. And it's hardcoded for 50 FPS, which fits poorly with 60 Hz
displays.
This new implementation fixes all those issues.
My experience is that the game feels much, much smoother with the new
implementation, perfectly competitive with 1.12. In my opinion, performance
is now at an acceptable level for a stable release.
The game now supports @ or = in usernames for the purpose of saving them to a file.
Though I don't think these are allowed currently, it's probably better to
support it from the start rather than having things break if they later
become allowed.
This (should) allow sdl/utils.hpp to be modified without a huge rebuild, since a number
of widely used headers included that file simply for the surface class type.
This removes the ugly string markup and makes the dialog parse the config directly.
This also temporarily disables the display of credits in the help browser.
* 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 reverts commit 7b21849487fb9ff1607a8ab6aca813bf1df05171.
The commit was ill-advised in the first place and appears to cause issues
with the XCode build.