Commit Graph

9403 Commits

Author SHA1 Message Date
Vladislav Belov 4a7b7e7df1 Removes smart pointers from ModelRenderer
We don't need to use pointers because we know lifetimes of all
renderers. And its list statically defined. A new renderer should follow
DOD and use a separate submission list with a separate inplace renderer.
2026-08-04 23:06:10 +02:00
Vladislav Belov fa90ddc8b6 Refactors ModelRenderer and makes it closer to DOD
Separates submitted models and moder renderer and makes relations
explicit. Now it's clear that we don't need separate ModelRenderer and
ModelVertexRenderer.
2026-08-04 23:06:09 +02:00
Vladislav Belov 764a420797 Merges ModelRenderer and ShaderModelRenderer
We use only shaders to render models so we don't need a separate class.

BatchModelRenderer was renamed in 6bc33fe8bd.
m_Renderer became unused in 0346ba1b18.
2026-08-04 23:06:07 +02:00
Vladislav Belov 8a2bb10827 Renames ShaderModelRenderer instances 2026-08-04 23:06:06 +02:00
Vladislav Belov af9d102126 Removes legacy logic of reused ModelRendererPtr
It became unused in 4a69e9117e.
2026-08-04 23:06:04 +02:00
Ralph Sennhauser 822092fcb4 Fix set camera tooltip in Atlas player section
Refs: fe192fe58f
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:22:21 +02:00
Ralph Sennhauser 6e79dc2f70 Use dynamic events for Cinema Section
Replace static events with dynamic events and name delete path function
more aptly.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:04:22 +02:00
phosit 7aa756f6a4 Remove line numbers from cppcheck supression list
They have to be changed to ofthen when code gets moved.
2026-08-02 14:03:28 +02:00
phosit e712601602 PreInitGame and InitGame in the Loader
This makes the frame before the simulation starts less stuttery. Doing
it in the Loader also allows to make the progressbar more acurate.
2026-08-02 14:03:28 +02:00
Dunedan 865ca4cd55 Update the pre-commit hooks 2026-08-01 16:19:18 +02:00
vyordan 71be79791f Use turn_id_t (int32_t) for turn-count across simulation, network and replay
CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used  for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).

Add  (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).

Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.

Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.

Fixes #8718
2026-07-31 10:34:20 +02:00
Ralph Sennhauser 49c887b7ca Don't nest Paths in Common settings
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>
2026-07-30 18:43:24 +02:00
phosit c7953026dd Use switchPage in autostart
Autostart used `OpenChildPage` to open the loading page. Because it's
started as child page the program doesn't end when closing it.
2026-07-30 12:36:51 +02:00
Ralph Sennhauser 0340cc9abd Make NUSpline public members protected
Add a getter for MaxDistance and make members protected and inline
initialization.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Ralph Sennhauser aeeda05433 Prefix NUSpline member variables
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>
2026-07-29 18:44:03 +02:00
Atrik b6d9d87ba9 Add a test for ExploreCircle 2026-07-29 18:02:37 +02:00
Atrik 839226d542 Support revealing a small area of the map 2026-07-29 18:02:37 +02:00
Vladislav Belov 4125e5b645 Adds sRGB support to GLES 2026-07-29 01:29:11 +02:00
Vladislav Belov f781181899 Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00
Vladislav Belov e2f5b20922 Fixes GL internal format of textures in compute
In compute shaders load/store operations requires sized formats.
2026-07-28 23:32:23 +02:00
Ralph Sennhauser cf7b8aab39 Preserve Cinema Path selection
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>
2026-07-25 17:18:16 +02:00
Ralph Sennhauser df06b6895e Don't mix static and dynamic events
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>
2026-07-25 14:05:38 +02:00
phosit 4122f0bfb3 Use atomic instead of COMPILER_FENCE for Profiler2 2026-07-24 17:22:44 +02:00
Ralph Sennhauser aae1bbbab2 Use new WX object macro
Added in 2010.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-24 16:51:58 +02:00
Vantha 931c132b1b Fix brief text misalignment in GUI text objects
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.
2026-07-22 23:51:49 +02:00
Vantha 6ed963b94c Don't check all scrollbars' visibility in CText
The CText class is designed to only work with one scrollbar, so the
any_of was pointless.
2026-07-22 23:51:49 +02:00
Vantha 6456bccebe Replace old GetState and SetState calls
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.
2026-07-22 23:51:49 +02:00
Vantha 0e6e0280fc Prevent segfault in CMiniMap::Tick
Oversight in 01476b9836
For example, it could cause a segfault when rendering a frame after
EndGame was called therefore g_Game already deleted.
2026-07-22 23:51:49 +02:00
Ralph Sennhauser adfe6b0c36 Convert wxString using ToStdWstring
Avoid using c-style cast to convert wxString to std::wstring.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-22 16:49:41 +02:00
Ralph Sennhauser eae57d9aab Fix clang-tidy modernize-avoid-bind check
And enable the check in the config.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-21 17:15:07 +02:00
Ralph Sennhauser 91a4b834a8 Add clang-tidy linting script
Add groups we might be interested in and disable failing checks.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-21 17:15:07 +02:00
Ralph Sennhauser 6244d25f90 Don't generate SDL events on Atlas shutdown
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>
2026-07-19 08:59:06 +02:00
Ralph Sennhauser 63629195ba Wait for work to be finished before shutting down
Stopping the timers isn't sufficient, also wait for in-flight work to be
finished first.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-19 08:59:06 +02:00
Ralph Sennhauser 2fae39df3b Use new WX event macros
Were added in 2010.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-18 13:32:23 +02:00
Ralph Sennhauser f1181bada0 Don't install SDL default signal handler for Atlas
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>
2026-07-18 11:50:31 +02:00
Ralph Sennhauser 309ed5ef28 Add fullscreen support to Atlas
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>
2026-07-18 11:33:17 +02:00
Ralph Sennhauser 3c8b7dfa7a Fix Enter key behaviour on Windows
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>
2026-07-18 11:24:36 +02:00
Ralph Sennhauser 32b9713781 Modernize Brush in Atlas
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>
2026-07-18 11:24:36 +02:00
Vladislav Belov 7ee476928b Fixes missing window preview on Alt+Tab
There was a crash on Alt+Tab in fullscreen for some specific driver:

https://code.wildfiregames.com/D1212

It was related only to post processing so it's time to try to enable
rendering again (but with provided option to disable it). Also without
rendering we might have some bugs in other components. See:

https://github.com/libsdl-org/SDL/issues/5033#issuecomment-981819661

The issue is reported here (first one):

https://wildfiregames.com/forum/topic/129061-two-vulkan-issues-in-a27-and-unrelated-choppiness-caused-by-control-groups/
2026-07-14 19:54:00 +02:00
Vladislav Belov 2a6f17fbae Uses std::string_view for UTF-8 conversions 2026-07-14 00:14:27 +02:00
Vladislav Belov ef5088e595 Uses std::string_view for Script::Interface::Eval 2026-07-13 23:53:24 +02:00
Vladislav Belov 5778ef6cac Removes std::shared_ptr usages from particles 2026-07-13 01:01:03 +02:00
Vladislav Belov d2375de187 Splits PrepareScene and remove intermediates
We don't need to have intermediate functions as they don't add something
useful.
2026-07-13 00:40:36 +02:00
Vladislav Belov 43dd988ee7 Removes render methods from GameView 2026-07-13 00:40:34 +02:00
Vladislav Belov a2798b733f Splits render frame function 2026-07-13 00:40:32 +02:00
Ralph Sennhauser 38d247467f Handle incompatible mods for Atlas
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>
2026-07-12 20:16:52 +02:00
Ralph Sennhauser f4bb99094d Stop timers on closing Atlas
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>
2026-07-12 20:04:20 +02:00
Ralph Sennhauser 16188c7305 Add birds eye view toggle to View menu
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>
2026-07-12 19:45:30 +02:00
Vladislav Belov abf444d91c Reduces vertex maximum stride to 16
https://wikis.khronos.org/opengl/Vertex_Specification_Best_Practices

> The alignment of any attribute's data should be no less than 4 bytes.

But to make it a bit safer for older drivers we prefer to use 16 bytes
alignment (vec4) for now to match std140.
2026-07-12 17:54:26 +02:00
Vladislav Belov db8c05572f Adds Vulkan vertex format verification 2026-07-12 17:09:11 +02:00