Commit graph

17 commits

Author SHA1 Message Date
Charles Dang
1261d88b15
Removed a bunch of unused GUI1 stuff (#9375)
Don't need these now that the GUI2 help browser is merged.
2024-09-23 23:54:47 -04:00
Pentarctagon
971073055e
Refactor the preferences into a proper singleton. (#8930)
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.
2024-06-09 11:34:09 -05:00
Pentarctagon
f6be887a91
Let wesnothd and campaignd build without SDL. (#7621) 2023-05-12 19:30:38 -05:00
Pentarctagon
c4c292fa3b Replace all remaining usages if MAKE_ENUM. 2022-03-03 21:23:02 -06:00
Pentarctagon
b95d72f9c1 Use cmake to create VS project files.
Due to an upstream change in vcpkg that breaks the simple integration previously available with `vcpkg integrate install`, building using that setup method is no longer possible. In order to work correctly, cmake must instead be used to generate the VS project files, since that is able to integrate with vcpkg, since vcpkg also uses cmake to build all the library dependencies.

An additional benefit of this is that it will no longer be necessary to separately update the VS project files since it will read the same source_lists files as cmake (on linux) and scons do.

This also enables running the WML unit tests on Windows with this in order to confirm that a valid wesnoth.exe is in fact being generated as well as fixes building the boost unit tests.

The warning level for both release and debug builds are now at level three, the remaining warnings have been fixed, and therefore strict builds have been enabled - any warning will now cause the build to fail, just like for the linux jobs.

Known issues:
* The boost unit tests don't actually run successfully - they fail on CI at least with an exit code on 201 - however I don't know if this is a real problem or just a problem with running headless on CI.
* The debug build doesn't quite work since the executables are built against the non-debug dlls but cmake copies over the debug dlls into the output directory. For now this can be worked around by copying the release dlls into the debug directory.
* The instructions in INSTALL.md are not very good since I don't use Windows and thus can't write anything more detailed. Ideally someone who uses Windows can add more detailed step by step instructions at some point.

Fixes #5741
2021-05-07 00:02:02 -05:00
Iris Morelle
055eb13e67 Move font::is_cjk_char() to help browser implementation 2021-03-13 13:51:47 -03:00
Iris Morelle
2dfdc0061d Remove SDL_ttf wrapper API
This removes the build-time dependencies on SDL_ttf and FriBidi,
alongside the SDL_ttf wrappers, the SDL_ttf text surface class, the
SDL_ttf render cache, and the SDL_ttf (de)initialization code.
2021-03-13 13:51:47 -03:00
Iris Morelle
8cd739cef1 font/sdl_ttf_compat: Initial Pango-based font rendering API for GUI1
This adds a minimal wrapper around pango_text intended for use in GUI1,
in particular for the help browser. Functionality is very incomplete
right now but for the time being we can render text, determine line
dimensions, and ellipsize text, which is almost the bare minimum needed
for porting the Help system (it's still missing a word wrapping
implementation).
2021-03-13 13:51:47 -03:00
Charles Dang
e643d2dce7 Removed joystick code
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.
2019-10-19 18:21:14 +11:00
Martin Hrubý
96bbebb514 Fix building with Xcode 10 (#3460)
Resolves #3458.

(cherry-picked from commit 50301f84e3)
2018-10-07 03:24:17 +00:00
Charles Dang
078f61c412 Removed unused GUI1 label widget 2018-03-07 06:17:20 +11:00
Celtic Minstrel
3440546f2d Some fixes to the Lua deprecation API, and extend it to C++
* Some improvements to the messages
* Don't clobber existing metatables on deprecated subtables
* Fix Lua deprecation messages not even being logged
* Fix deprecation of Lua subtables
* Don't clobber the metatable when deprecating a subtable
2018-02-12 00:09:48 -05:00
Celtic Minstrel
9365538b3b Don't store the user's password in plaintext in the prefs file
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.
2017-05-12 15:56:41 -04:00
Charles Dang
194b5ef17d Removed unused help_button class and its associated GUI1 components
Looking at this more I realized the help_button was a GUI1 dialog component meant to open the Help
dialog. Since all dialogs invoking Help now use GUI2, there's no need for this class anymore. It
also allows a bunch of remaining GUI1 stuff to be cleaned up.
2017-05-10 10:50:46 +11:00
Charles Dang
e4f03fe459 Moved all preferences source files into a single folder 2017-05-04 11:04:19 +11:00
Charles Dang
12a18e9f74 So this is where that listing was (fixup c912f7e) 2017-03-07 22:31:47 +11:00
Pentarctagon
5b29805554 Have cmake and scons use same lists of source files (#882)
* Use separate files to build scons and to build lua for cmake

Move lists of source files into their own directory
Make scons use the lists of source files
Move lua build step to src/SConscript and delete src/lua/SConscript
Make cmake use the separate file with the list of lua sources to build

* Finish changing over to source lists

scons
  move source files from libraries that don't appear in cmake over to existing source lists - libcampaignd, libcutter, libdummy_video, libtest_utils
  add the defines FIFODIR and WESNOTH_PATH to all compiled source files, as cmake does, and move the single files those defines had previously been defined on into the source lists
  remove WESNOTH_PREFIX, as not used
  added schema_validator sources from cmake
  added OBJPREFIX to - cutter, exploder, campaignd, schema_generator, schema_validator
cmake
  change over to using the source lists
  move source files from libraries that don't appear in scons over to existing source lists - wesnoth-gui_types, wesnoth-gui_event, wesnoth-gui_iterator, wesnoth-gui_placer, wesnoth-gui_tooltip, wesnoth-gui_widget, wesnoth-gui_widget_definition, wesnoth-gui1_widgets, wesnoth-schema_validator
2016-12-15 15:51:29 -05:00