Audio files referenced directly in GUI/simulation JS strings
(e.g. g_FlareSound, soundfile entries, Ambient tracks) were not
tracked. Add a js_audio_regex scan alongside the existing sprite
scan for both gui/ and simulation/ JS files.
Several categories of session UI textures were falsely reported as
unused because checkrefs only parsed XML/JSON data files and missed
texture references buried in JavaScript runtime logic.
Entity templates:
- Parse <Identity><Rank> to track session/icons/ranks/{rank}.png
- Parse <Minimap><Icon> to track session/icons/minimap/{icon}.png
Data-driven JSON files:
- Add add_resources(): scan simulation/data/resources/*.json for
resource 'code' fields -> session/icons/resources/{code}.png
- Add add_status_effects(): scan simulation/data/status_effects/*.json
for 'icon' fields -> session/icons/status_effects/{icon}.png
Technology files:
- In add_techs(): detect phase_*.json base techs (e.g. phase_city.json)
and add session/panel_phase_emblems_{phase}.png as a dep
JS scanning (extended):
- Extend the GUI JS literal-path regex to also recognise:
- 'texture:' sprite modifier prefix
- full 'art/textures/ui/...' literal paths
- bare 'session/...' paths used as runtime sprite components
- Also scan simulation/components, simulation/helpers and globalscripts
JS files (registered as roots) with the same regex so textures
referenced from simulation code are tracked
- Add _add_unit_action_icon_deps(): parse unit_actions.js for
'icon': 'X.png' properties -> session/icons/X
- Add _add_status_bar_icon_deps(): parse StatusBars.js AddBar() calls
for bar type strings -> session/icons/{type}_bg/fg.png
- Add _add_stance_icon_deps(): parse g_Stances in UnitAI.js for
selectable stance keys -> session/icons/stances/{stance}.png
Two sources of false-positive unused-file warnings:
1. Literal stretched:/cropped: sprite paths in GUI JS files (e.g.
bell_level0.png, cancel.png, minimap flare textures) were never
tracked because JS is not parsed for texture deps. Add a regex scan
of gui/*.js for complete literal sprite paths ending in a known
texture extension, filtering out dynamic string concatenations
(+ / ${...}).
2. Per-civ background circle textures (bkg/background_circle_<code>.png)
are constructed at runtime in MiniMapPanel.js via a template literal
using the player civ code. Add a dep from each civ JSON to its
corresponding background circle texture.
Icons defined in setup XML files (e.g. lobby/icons/public.xml) have
sprite attributes that reference UI textures, but the setup parser only
handled <scrollbar>, <tooltip> and <color> tags. This caused textures
like lobby/public.png to be falsely reported as unused by -u.
Some engine assets are loaded directly by C++ renderer code with no
corresponding reference in any XML template, actor, or data file that
checkrefs.py can statically trace. Files in mod layers that override
these paths were incorrectly reported as unused.
Introduce source/tools/entity/cpp_hardcoded_assets.json to maintain
the list of such VFS paths alongside their C++ source location and a
description. checkrefs.py reads this JSON via add_cpp_hardcoded_assets()
and marks every matching file in all loaded mod layers as a known-used
root, so mod overrides are no longer flagged.
Initial entries:
art/textures/terrain/types/water/coastalWave.png
art/textures/terrain/types/water/foam.png
Both are loaded unconditionally by WaterManager::LoadWaterTextures().
Fixes 2 false-positive unused-file warnings for mod/ water textures.
TerrainTextureManager::LoadAlphaMap() hardcodes 14 PNG filenames and
loads them from art/textures/terrain/alphamaps/<type>/ where <type>
comes from the terrain XML <alphamap> element (defaulting to
"standard"). checkrefs add_terrains() parsed <textures> and
<material> but never read <alphamap> and had no knowledge of the
filenames loaded by C++.
Changes:
- Read <alphamap> from each terrain XML (default "standard") and
add all 14 hardcoded PNG filenames as deps of the terrain file.
- Always register the "standard" set as roots since C++ loads it
unconditionally as a fallback, even when no terrain specifies it.
The filenames are kept in sync with the fnames[] array in
source/graphics/TerrainTextureManager.cpp.
Fixes 14 false-positive unused-file warnings for the standard/
alphamap set.
The entity parser handled LineTexture/LineTextureMask under
Heal/RangeOverlay and MainTexture/MainTextureMask under
Selectable/Overlay/Texture, but had no handling for the
Selectable/Overlay/Outline/{LineTexture,LineTextureMask} path
used by the outline selection ring renderer.
These textures are referenced in e.g. mixins/trading_post.xml and
any other template that sets a custom outline selection style.
Fixes 2 false-positive unused-file warnings:
art/textures/selection/outline_border_02.png
art/textures/selection/outline_border_02_mask.png
The sprites XML parser iterated sprite.attrib.items() — the attributes
of the <sprite> tag itself — and checked if el == "image". Since
<image texture="..."> elements are children of <sprite>, not its
attributes, this check could never be true. No texture dependency was
ever extracted from any sprites definition file.
Fix by iterating sprite.findall("image") and sprite.findall("effect")
to correctly traverse child elements, and read attributes from those
elements directly.
Fixes 99 false-positive unused-file warnings across global/border/,
global/button/, global/modern/, global/watermark/, loading/,
pregame/, session/, and tipdisplay/ UI texture directories.
checkrefs.py only traced music files referenced in civ JSON Music[]
arrays. Two additional sources were missed:
- gui/common/music.js DEFAULT_*_TRACKS prototype arrays define fallback
playlists used when a civ has no music entries. All .ogg filenames
found in that file are now added as deps of the music.js root.
- simulation/data/cheats/*.json files can reference audio files via
Data.DefaultParameter (e.g. retroMe.json -> 0_8Bit_Bonus_Track.ogg).
These are now tracked as deps of each cheat root.
Fixes 10 false-positive unused-file warnings.
After #7164, entities in the ActorViewer are loaded through the
preview filter, which disables shadows by design. As a result, the
shadow toggle no longer has any visible effect.
Adds a dedicated viewer.xml template so the ActorViewer no longer
inherits the preview filter's shadow behaviour, keeping preview.xml
untouched for the entities that legitimately need shadows off.
Refs #7164
Reported by: Vladislav
It was implemented on Windows only. It doesn't really contain a useful
for us information which can not be obtained by diagnostic tools like
dxdiag when needed.
Split mouse wheel scroll handling into horizontal and vertical. Keep
vertical scroll for zooming and use horizontal to rotate around the y
axis replicating the behaviour of the main game.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Doesn't make sense to have the Paths StaticBox inside the Common
settings StaticBox so make it a top-level item as well.
While at it dissolve nested constructors to make the creation of the
widgets more readable.
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>
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>
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>
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>
On suggestion by @nifa add a View menu.
Initially move wireframe, smooth framerate and reset camera actions
there.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
except for rotation around the y axis. This makes the behaviour
consistent with the main game.
Ref: #8931
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
GTK used by wxWidgets on Unix calls it when creating an X11 window as
does SDL. As such this is no longer needed and we avoid a direct
dependency on X11.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>