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.
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
This reverts commit 52ee6ad470.
The original commit addressed incorrect UI alignment caused by improper
handling of font height and linespacing after FreeType integration
(introduced in 734386ce9f).
However, commit c2d529b975 corrected the root issue by standardizing
font metrics:
- Proper use of FreeType's height
- Removal of lineSpace
- Introduction of getCapHeight and Descender for accurate vertical
alignment
As a result, the UI offset workaround is now obsolete and must be
reverted to reflect the correct baseline behavior.
This PR introduces a new ScrollPanel component with the following
capabilities:
- Scroll Orientation Support: Allows scrolling in horizontal, vertical,
or both directions, providing flexibility for different use cases.
- Partial Object Rendering: Supports partial rendering of objects that
are only partially visible within the scroll boundaries, improving
visual accuracy and performance.
- Boundary-Constrained Mouse Interaction: Handles mouse events strictly
within the panel's visible boundaries, preventing interaction with
objects outside the scrollable area.
- Minimum Internal Size (min_width, min_height): Introduces support for
virtual space management, allowing the panel to maintain a minimum
internal size independent of its actual on-screen dimensions. Even
when the panel is resized, this ensures that the content respects a
defined virtual space (with min_width and min_height), effectively
simulating a larger internal canvas. This is particularly useful for
large content or scenarios where a more extensive scrollable area is
required than the current visible panel.
Now It's not hardcoded what is done if a button is pressed. The caller
can decide that.
Previously one had to call this function and then overwrite the on Press
attribute of each button.
Rename "Visibitily" to "Visibility" in setButtonCaptionsAndVisibility.
Ofthen the `messageBox` is only used for confirmation like: "Do you
really want to overwrite the savegame?"
With this patch the code paths of "overwrite savegame" and "make new
savegame" can be combined.
In some cases there is nothing done when one button is pressed. That is
changed to an early return.
Comments by: @Stan
Differential Revision: https://code.wildfiregames.com/D5274
This was SVN commit r28191.
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.
Actual colors will be another commit.
Discussed with: @wowgetoffyourcellphone.
Differential Revision: https://code.wildfiregames.com/D4811
This was SVN commit r27172.
We only use relaxng and that confuses other linters like xmllint.
Patch by: @Langbart
Differential Revision: https://code.wildfiregames.com/D4748
This was SVN commit r27170.
Misscommunication if this was the right move or not.
Leave the size as it was until someone has time to fix all buttons at
once.
This was SVN commit r26987.
The bottom deco on the right is 2 pixels wider than the one on the left.
Patch by @Langbart
Differential revision: https://code.wildfiregames.com/D4717
This was SVN commit r26968.
Introduced in b4fbbed379
Use Date.now() to calculate passed time.
Rewrite to class.
Also actually pass timeout from json.
Differential revision: D4318
Comments by: @vladislavbelov, @Stan
This was SVN commit r26306.
Cursor should not blink in read-only.
The path was too similar to the list and thus easy to miss, it has been
changed to a 'golden' colour.
A tooltip was added to the path.
The border colour of input fields was changed from white to gold.
The buttons at the bottom of the page are spread evenly.
Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4296
Refs: #6350
This was SVN commit r25976.
Use dropdown with values. Implement confirmation box with countdown to
revert scale change because buttons can get unable to click.
Differential revision: D3037
Comments by: @vladislavbelov, @Stan, @wraitii, @pieq, @sera
Tested by: @Langbart
This was SVN commit r25966.
public mod does not have to be activated, moving compatibilityColor to
mod
Differential revision: D4237
Refs: #6294
Comments by: @bb
This was SVN commit r25881.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
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.
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.
Use the events to fix jittering of the gamesetup slider in
multiplayermode, refs 352d4ea78f/D2571.
Differential Revision: https://code.wildfiregames.com/D2592
Reviewed By: nani
Comments By: Vladislav
This was SVN commit r23435.
* Decouples settings logically which in turn allows fixing many problems
arising from previous coupling.
* Fixes the persist-match-settings feature, refs #2963, refs #3049.
* Improves performance of the matchsetup by rebuilding GUI objects only
when necessary.
Provides groundwork for:
* UI to control per-player handicap, such as StartingResources,
PopulationCap, StartingTechnologies, DisabledTechnologies,
DisabledTemplates, ..., refs #812.
* Map specific settings (onMapChange event), refs #4838.
* Chat notifications announcing which settings changed, refs D1195,
* Multiple controllers setting up the game (since setting types can
check for permissions in onUpdateGameAttributes without the need for a
new data model or a second gamesetup data network message type), refs
#3806, subsequently dedicated server, refs #3556.
* MapBrowser (MapCache, MapTypes, onUpdateGameAttributes interface),
refs D1703 and D1777,
* Multiplayer saved games (decoupling and setting dependent unique
logic), refs #1088.
Refs
https://wildfiregames.com/forum/index.php?/topic/20787-paid-development-2016/https://wildfiregames.com/forum/index.php?/topic/20789-paid-development-2016/
Enable maps to restrict setting values:
* If a map specifies an AI or Civs for a playerslot, the controller
can't assign a player/other AI or Civ to that slot, refs #3049, #3013.
Fix per player StartingResources, PopulationCap, StartingTechnologies,
DisabledTechnologies, DisabledTemplates following 9177683653, refs #812,
fixes#4504. Use this for DisabledTechnologies on Polar Sea.
Persist user settings for Skirmish maps:
* All user chosen settings are persisted when changing the selected map
or maptype,
except where the selected map overwrites the setting value and
except for Scenario maps which still use the default value where the
map doesn't specify the setting value.
* Tickets relating to that Skirmish mapchange user setting persistance:
- Selecting a map doesn't change the selected civilizations, fixes
#3120 (together with 7cf83f19fd removing map specified Civs).
- Selecting a map type doesn't reset the selected settings, fixes
#5372.
- Selecting a map doesn't change the selected victory conditions,
unless the map specifies those, refs #4661, #3209. (Atlas still writes
VictoryConditions to every map.)
- Consume the player color palette from Skirmish maps, refs 4996d28110
/ #1580. Preserve the selected playercolors when switching the
Skirmish/Random map by chosing the most similar colors if the map comes
with a different palette.
Rated games:
* Hide and disable Rated game setting unless there are exactly two
players, fixes#3950, supersedes D2117.
* Display conspicuous warning if the game is rated, so players are
perfectly aware.
Autostarted games:
* Allow using the gamesetup page to autostart matches with arbitrary
maps, not only this one tutorial, as reported in D194 and 15e2b42525,
refs D11.
Networking:
* Keep gamesetup page open after disconnect, allowing players to read
chat messages indicating why the host stopped the server, fixes#4114.
* The message subscription system allows new and mod settings to run
custom logic on arbitrary setting changes (most importantly on map
change).
This removes hardcoded logic restrictions from the gamesetup option
unification rewrite in b4e5858f6d/D322, refs #3994,
such as the hardcoding of setting references in selectMap to biomes
from f2550705d3/D852 and the difficulty from 9daa7520ef/D1189,
RelicDuration, WonderDuration, LastManStanding, RegicideGarrison,
TriggerScripts, CircularMap, Garrison, DisabledTemplates.
Checkboxes:
* Display values of disabled checkboxes with Yes/No labels, fixes D2349,
reviewed by nani.
Clean g_GameAttributes of invalid values and gamesetup GUI temporaries,
refs #3049, #3883:
* Delete useless values:
- VictoryScripts, because they are redundant with TriggerScripts,
introduced in 8915037631.
- mapType which was written twice to g_GameAttributes following
9177683653
- Description, Keywords, Preview since that doesn't impact simulation
and can be loaded from the MapCache
- mapFilter, mapPath, SupportedBiomes, SupportedTriggerDifficulties
since they are only used in the gamesetup
* Delete conditional values if the condition is not met:
- AIDiff, AIBehavior if there is no AI in that slot
- Nomad and Size if the maptype is not Random
- Biome, TriggerDifficulty if the map doesn't support that
- WonderDuration, RegicideGarrison, RelicCount, RelicDuration if the
according VictoryConditions are not enabled
- LastManStanding if TeamsLocked
- Rating if there are more than 2 players
MapCache:
* Refactor to MapCache class, store maps of all types and use it in the
replaymenu, lobby and session as well.
SettingTabsPanel:
* Remove hardcodings and coupling of the SettingTabsPanel with
biomes/difficulties/chat UI from D1027/ac7b5ce861.
GamesetupPage.xml:
* Restructure the page to use hierarchical object organization
(topPanel, centerPanel, centerLeftPanel, bottomPanel, centerCenterPanel,
centerRightPanel, bottomLeftPanel, bottomRightPanel), allowing to
deduplicate object position margins and size math and ease navigation.
New defaults:
* Check LockedTeams default in multiplayer (not only rated games).
* Persist the rated game setting instead of defaulting to true when
restarting a match, which often lead to unintentional rated games when
rehosting.
* 60 FPS in menus since they are animated
Autocomplete sorting fixed (playernames should be completed first).
Refactoring encompasses the one proposed in Polakrity and bb D1651.
Differential Revision: https://code.wildfiregames.com/D2483
Tested by: nani
Discussed with:
* nani for blackbox testing, code architecture, performance and
MapBrowser in PMs on 2019-12-19, 2019-12-31, 2020-01-06
* Angen for the simulation diff on
http://irclogs.wildfiregames.com/2020-01/2020-01-03-QuakeNet-%230ad-dev.log
* bb on SettingsTabPanel on
http://irclogs.wildfiregames.com/2020-01/2020-01-05-QuakeNet-%230ad-dev.log
* Imarok on data model and revised multi-controller plans for #3806 on
http://irclogs.wildfiregames.com/2020-01/2020-01-07-QuakeNet-%230ad-dev.log
Emojis by: asterix, Imarok, fpre, nani, Krinkle, Stan, Angen, Freagarach
This was SVN commit r23374.
Remove the false misleading default.cfg z value that is always
overwritten by CGUI::Xeromyces_ReadObject, both introduced in
e21ebb37f5.
Remove multiline property since its redundant with the default C++
boolean, making the default style more agnostic of final GUI Object
classes.
Close advanced locale dialog correctly upon cancel following 86c151ebaa
/ D1684.
Don't switch the background image when closing the credits dialog
following bcf2c75513, refs #3744.
This was SVN commit r22966.
Unify the two IGUIObject::LoadStyle functions and remove CGUI argument
that is always identical to the member.
Differential Revision: https://code.wildfiregames.com/D2232
Tested on: gcc 9.1.0., clang 8.0.1, Jenkins
This was SVN commit r22792.
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.
Require SSL for the UserReporter clientside.
Differential Revision: https://code.wildfiregames.com/D1598
Includes contributions by bb and Itms
This was SVN commit r21898.
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.
Add link to feedback.wildfiregames.com, which demonstrates users how
their data is going to be used.
Add link buttons to the Terms dialog (refs #4583), so that users are
informed of the terms prior to becoming subject to them.
Don't link the DMCA / copyright terms of mod.io now since I found no UI
with support for 3 buttons that doesn't appear unsatisfyingly ugly.
Adds 3 button captions and 1 tooltip string.
Differential Revision: https://code.wildfiregames.com/D1627
A Comment and a relatable patch in D1601 by smiley / (-_-).
This was SVN commit r21890.
mod.io is a new platform for sharing mods, that 0 A.D. can make use of
in order to download mods and install them.
Based on patch by leper, numerous changes from s0600204, vladislavbelov,
Imarok, elexis, temple and myself.
Differential Revision: https://code.wildfiregames.com/D1029
This was SVN commit r21759.