1) A comprehensive fix for the is_target_dying variable
2) Also do distance correctly for non-player target brackets by adding a check that we're dealing with the target before using the current target distance. Then also calc distance if it is not the player target.
3) Update comments and checks to be consistent
Many of these did not reflect how the variable was actually used, so update the comments.
Locale Sensitive Controls and Textfield Input
+ Add Keyboard Layout sensitive InputBoxes
+ Remove obsolete helper function
* Fig [] usage and remove old keybinding names
+ Fix Compile Warnings
+ Fix Compile Warnings 2
+ Fix Clang Warnings
+ Fix faulty style + remove lambda
+ Change reverse-lookup map to iterating function
+ Added controlconfigdefault.tbl generator
+ Fixed gcc warning
+ Fixed msvc warning
+ make debug console keyboard layout independent
+ Expand DCF Functionality for saving control presets
+ Address Issues
* Controls/update tbl (#5)
Updates controlconfigdefaults.tbl to write Primary and Secondary bindings.
* Added Scripting Hooks for controlsconfigdefault.tbl (#6)
* Handle Asserted Switch cases
* Controls is a library and should be in the libs folder
* Add Lock & EnableScripting Functionality and expose it to scripting API
* Added scripting isLocked
* Move Key Hooks to register-able callback
* Add option to remove hook
* Repurpose CCI.used for Axes
* Morph bitfield into a singleton class
* Add encoding conversion helpers
+ Add keyname conversion if needed
+ Merge refactored encoding functions
+ Change keycode encoding call
+ remove bad type modifier
+ Move Conversion functions to util/unicode
+ Change Encoding Enum to Enum Class
+ Adapt KeyName call for encoding enum class
+ Fix Warning due to enum class
+ Change validation to own function
* Make mActionToVal Assertion more helpful
* Fix typo
* Fix style
* Use constant, not magic number
* Document Ignored_keys[]
* Doxy class controls_lua_override_cache a bit better
* Put NameToVal safeties back in
* Reorder the +Disable and $Disable: options, and be exclusive
* Reorder the +Locked and $Loacked options, and be exclusive
* Revert changes in ValToJoy
* Revert errant duplicates
* Refactor printJoyJSON() to use getJsonArray for consistency
* Remove unused FS2toSDL map
* Remove ADE_FUNC(AxisActionInverted)
* Address gcc-5 issues
* Remove unused param for textify_scancode
* Declare textify_scancode_universal() in controlsconfig.h for use
* Clean up textify_scancode() and *_universal() a smidge for clarity
* Address most clang-9 issues
* Modernize NULL to nullptr
* Expand logic and document in controlsconfig::check_control() for clarity.
* Fix typo
* Remove unecassary static_cast
* Use Assertion instead of Assert within control_config_common_read_section()
* mprintf()'s need new lines!
Co-authored-by: Birk Magnussen <[email protected]>
Co-authored-by: Birk Magnussen <[email protected]>
* Fix LUA Steering Control Override
I've been using `LUA_FULL_CONTROLS` in the updated mouse-as-a-joystick script, and it works well, but there's one last small bug I'd like to fix. `LUA_FULL_CONTROLS` affects things that beyond just steering values, which has the unfortunate side-effect of also overriding non-steering controls such as cruise percent. It would be less intrusive to use the `LUA_STEERING_CONTROLS`. Unfortunately, `LUA_STEERING_CONTROLS` just sets everything to 0, which I think is a code issue bug that has been around since the lua controls were added in 2010 (https://github.com/scp-fs2open/fs2open.github.com/commit/2a69aaa23ba0def3dbfb9f566706e7130a33866f).
This PR fixes usage of `LUA_STEERING_CONTROLS`, and in testing everything works as expected (including fixing the cruise percent issue). Also, I do not think there are any scripts that use `LUA_STEERING_CONTROLS`, but if desired I can make a new version called `LUA_STEERING_CONTROLS_FIXED` or something to that effect.
* correct order of if-check
1) Don't knock the player out of the warp if the sequence has already moved to stage two. It breaks the sequence and the game will still end the mission anyway.
2) Remove the Volition code for calculating player speed. It did not actually affect the speed, but it *did* affect the calculation of warp distance which often caused the player's ship to miss the portal.
* rename pilotfile::version to pilotfile::plr_ver
* Fix typo in warning message
* set plr_ver and csg_ver to PLR_VERSION_INVALID on init and close
* add PLAYER_FLAGS_PLR_VER_LOWER and *_CONTROLS flags to player defines
* Add popup to intercept the player before going into the mainhall with an old pilot
* Move the Constrols5 info popup into the mainhall
* Modifiy pilotfile::verify() to allow player flags to be passed on to callers
* Rename valid_pilot_lang() to valid_pilot()
* valid_pilot() checks plr_version of the pilot and prompts the user if they want to continue loading or not
* add no_popup param to valid_pilot() to allow scripting to use it
* Correctly clear the PLR_VER_CONTROLS player flag
* operator== is not operator+=
* don't clear player flags when closing a pilot file
* player tips popup comes after any warnings
* save committed pilot on playermenu close
* doxy playermenu::player_creat_new_pilot() and magagepilot::init_new_pilot()
* * add validation/safety catch in the barracks to prompt user if they want to select/convert a pilot with version mismatch
* PLAYER_FLAGS_PLR_VER_CONTROLS is a savable flag, cleared in the mainhall after the popup is dismiessed
* Move version flag sets in plr::load_player() and plr::verify() after calls to player_read_flags()
* Drop hints to players they should use a clone of the pilot in version prompt.
* Went ahead and added a VERSION_HIGHER flag and conditional in valid_pilot()
* Move Controsl5 notice popup into playermenu, next to the player_tips_pop(). Also allows player to "Don't show this again"
* Ignore plr version flags during unit tests since .plr -> .json conversion is never a pure clone
* Address CI issues:
* clang-tidy: use nullptr (modernize-use-nullptr)
* Add XSTR support to valid_pilot() and player_tips_constrols() popups.
* * Rename new PLAYER_FLAGS to something more descriptive
* Edit Popup text to be a bit more concise
* Add missing punctuation to language popup
* Updates the AxisInverted hooks to use the new CC_bind. Currently assumes only Joy0, so this may need further tweaking or replacement
* * Add ability to claim up to 4 joysticks for player use, using the launcher (via registry or fs2_open.ini) or the new menu system
* Hack into existing control polling system to get the new primary/secondary binding schema to work. This should be reworked into a reverse-lookup system.
* Finally break the mouse loose from overlapping with Joystick binidngs
* Fix bug where joy button wouldn't register on search function
* Fix bug with mousewheel not always decaying as it should.
* Fix rebase conflict with selecting item during search mode
* Fix bug where mouse buttons were incorrectly labeled.
* Move some enums around
* Fix bug with joy axis labels being displayed as buttons.
* Fix possible bug where Other conflict axis wouldn't clear
* Updated default joystick axis text. A new strings.tbl will need to be supplied for localization support
* Deprecate nAxisInverted ADE functions and replace with AxisInverted(int, int, bool)
* Merge Axis mappings into Control_config
* More utility functions for CC_bind and CCB
* Adds another ADE function for inverting the axis action, instead of individual bindings
* Hacks to get plr file to compile. Currently slices out many of the new features like secondary axis and the mouse axis, and the additional joystick bindings (joy1, joy2, joy3)
* Fix bug with uncontrollable spin (slopily)
* Fix some warnings
* Add flags for Hats and Balls for future implementation
* Fix bug where inverting an axis would trigger an assert
* Fix bug where joy wasn't detected as present
* Most axis actions should be relative, instead of absolute
* Hopefully optimize joy_get_unscaled_reading
* Properly break out of double-for search function for search and bind modes in config menu
* Refactor control_get_axes_readings to provide more consistent behavior
* Use JOY_REL_THROTTLE instead of Action::REL_THROTTLE when indexing into Control_config
* Bank axis has a default binding, Throttle does not.
* Fix bug where conflicts weren't being detected.
Fix bug where default presets weren't being detectd
* Elegantly break out of double fors with goto.
Fix bug with bind mode not detecting axis
* Save new binding scheme to playerfile
* Add cid_assign() to standardize cid assignment with shorts
* Add write and read handlers for int8_t
* Remove saving controls to csg. This will be replaced by presets.
* Fix bug with reading pilotfile
* Use "Joy-n" instead of "joystick n" to match default identifiers in config menu
* Fix bug with CC_TYPE_TRIGGER controls always marked as used, if not bound with a key.
Fix bug with Joy-0 btn 1 triggering multiple controls that are not bound to it.
* Improve readibility of the joy info output to log
* Message when a joystick connects and using legacy system.
* Fix bug where system joystick 0 was mapped in pJoystick that should've been nullptr
* Fix bug where *not* having a joystick will cause bind mode in the config menu to immediately cancel.
* Add reverse lookup functions for actions. mActionToVal[] does string -> int, mValToAction() does int -> string
* Add the foundation for writing the presets files.
* Adds a bunch of reverse lookup functions to get the stringified version of various enums, etc.
* presets.h and presets.cpp are in something of a barebones at this point
* Add new subdir for preset files 'player/presets'
* add utility for finding the distance of a bitfield/bitmask. Used to translate mouse button masks into mouse button id's
* Write PresetFileHandler as standalone, instead of a subclass. Still mostly a copy of JSONFileHandler
* Make functions to map and reverse-map the bindings for use with the preset files and ultimately the ControlConfigDefaults.tbl as well
* Check presets from file to see if they are duplicate with an existing preset.
* Check for uniqueness of presets fron controlconfigdefaults.tbl before adding them, and warn the user if there are duplicates.
* Rename the test functions into proper load/save.
* save function has some standard checks
* load function is called on init
* make finding duplicates its own function outside of the preset label rendering function
* Initial draft of saving presets in-game
* Fix bug where all loaded presets were thought to be duplicate of defaults.
* Fix bug where preset cycling would get stuck on the first preset other than default
* Fix bug where saving a mouse button saves the wrong textified string.
* Prevent preset names from being too long.
* Crash still occurs if the name is too long, as if set outside of FSO
* Workaround text running off the popups in 640x480. Doesn't look as nice, sadly
* CSG's now track preset names instead of containing bindings
* remake control_config_reset_defaults() into control_config_use_preset()
* provide a function to get the currently selected preset.
* Do PLR backward compatibility, hopefully.
* PLR now tracks presets instead of saving the bindings.
* On Loading pre PLR3 or CSG6 data, create a new preset.
* Strip off file extension before saving preset files. Jason.json.json just looks dumb
* Add "-joy_info" commandline option. Will output SDL joystick info of all detected joysticks to stdout
* Fix non-standard behavior with registry_read_string().
* Returning NULL instead of the default value, or an empty string, will trigger an access violation with SCP_string and other string copy functions.
* Modify io::joystick::init() to take an optional param, no_register, to use with -joy_info
* Address CI complaints
* Address CI issues 2.
* Supress preset duplicate warning if in unit tests.
* Address scripting unittest failure due to incorrect argument type. (Ints don't technically exist in LUA)
* Use Mouse enums instead of Joy enums or magic numbers
* More signed/unsigned madness
* Address CI issues 3
* Address gcc-5 issues. (No auto in lambdas)
* Fix bug with bit_distance()
* Address gcc-5 issues 2
* Address clang issues
* Address clang-tidy issues
* Address clang-tidy issues in undosys. May need to be cherry picked to Controls2.
* Address clang-tidy issues
* Improve logic of preset name prompt.
* Fix bug with selected presets not being saved
* No, a cstr is not a std::string.
* Can't use i there because its already defined.
* Fix bug where CSG's wouldn't save selected preset
* Fix bug where presets wouldn't be loaded correctly from player files
* Fix bug where loaded preset files would not update the preset cycle position correctly
* Some QoL changes for the preset name prompt
* Address Appveyor issues.
* Add forward compatibility for player file. This is required because currently any "missing" data in the pilotfile will trigger an Error, and crash FSO.
* Fix bug where mouse X axis was unusable.
Apparently stating that MOUSE_Z_AXIS IS MOUSE_Z_AXIS doesn't get the point across.
* Address CI issues.
* Address CI issues.
* sel default assigned to -1
* static_cast enum to an int
* Assimilate -joy_info int -get_flags, replacing the existing method that launchers use to get joystick information.
* Add '\n' to PST log messages.
* Change logic of checking joystick .ini keys: Should the multi-joy key not be found, try legacy joy key.
* Add some more missing '\n' to mprintf messages.
* Notify the player when converting to the new multi-joy system. (Using ReleaseWarning for now...)
* Warn the player if a preset defined in their .PLR could not be found.
* Actually disable control items without a valid tab, instead of relying on the fact that they're disabled by default.
* Add CC_preset::is_duplicate_of() method to make checking for preset uniqueness less of a brain teaser.
* Doxy the first_override param of control_config_common_read_section
* Adds the os::dialogs::Information() method, which displays an information-only dialog in similar format to Warning and Error dialogs. Does not throw Warning nor Error exceptions
* load_player now uses os::dialogs::Information() instead of ::ReleaseWarning, thus not halting unit tests.
* Breaks retail localization support for Joystick and Mice labels - This is because the new multi-joy axis end up very confusing "Joy-0 Joystick/Mouse X Axis"
* Renames Joy_axis_text to Axis_text, intended to be used both by joysticks and the mouse.
* Moves mouse axis and button labels into an array to ease future XSTR support
* Adds asserts to ensure indices are within the array sizes of label arrays
* Adds XSTR indices for Axis labels, mouse buttons, and mouse wheels.
* Seperates conflict check comparisons from equality comparisons.
* Conflict checks can ignore certain combinations of CC_bind::flag's; i.e. an Axis bound to a different control but is inverted or relative will still cause a conflict with another control that has the same axis
* Equality comparisons is exact equality, allowing presets to check if binds have the same binding and flag configurations.
* More UI string changes and localization
* Tweaks positioning of top button labels in CC menu
* Adds the following XSTR's:
1659 "Preset: %s"
1660 "Preset: custom"
1661 "Next Preset"
* Fix bug where mouse axis turned into mouse button when inverting control by its control name.
* Fix bug with the new conflict checking subroutine not working with non-axis controls
* Address CI issues.
* Don't trigger modal popups while in unit tests.
* Address clang tidy issues
* use nullptr
* be consistent with conditional style
* use booleans to stuff debug states, methods with just Assertions in it will trigger a false positive on clang tidy
* use string::empty() instead of checking for "".
* Remove dead code of -joy_info. Functionality has been merged with -get_flags
* Address clang-tidy [readability-simplify-boolean-expr]
--z64 says "I don't like it!"
* fix axis check
* Implement revised axis action virtvars for scripting. Also protect against a control mismatch in the CSG file due to a script-inverted control
* Encapsulate CC_bind properly
* Add mouse and joystick cid's to AxisInverted description
* Update translate_key() and its user to correctly translate multijoy bindings for training messages.
* Prompt user trying to escape from config menu when they have changes.
* Remove dead function.
* Fix crash during training missions due to key translation that would overflow internal buffer.
* Went back with cstring as return value instead of SCP string, because caller would need a significant refactor
* Update doxy of the textify functions
* Unify textify_scancode() and textify_scancode_universal() to ensure common code path.
* Add "Multijoy" entry to json caps. (For Knossos)
* Make CI happy.
* Remove unused lambda captures.
* Instead of overwrite during plr2 => plr3 conversion, try to use the existing preset file.
* Fix conditional for checking if file exists within presets::save_preset_file()
* Revert Majority of PR#3739
* PLR and CSG versions are incremented past versions set by 3739
* Forward compatibility feature of #3739 (Only save sexp containers into the CSG if they are used) is removed
* Remove forward compatibilty of PLR file when going in between pre- and post-Controls5 FSO versions
* Add missing startSection() and endSection() for csg_write_controls()
* Fix clang-tidy error #1
* Fix clang-tidy error #2
* fix clandy tidy error #1 part 2/2
* Fix clang tidy error 3
Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Tyler Blount <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
Co-authored-by: BMagnu <[email protected]>
Follow-up to #3305. Some mods may want one or two missions to start in chase view without having every single mission default to chase view. So this adds a mission flag (with FRED and qtFRED support) that will enable this on a per-mission basis.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
Free look will now move in the same directions as ship controls, whether pitch or yaw, and whether using keyboard or mouse/joystick.
Also, remove an inaccurate comment, and add a clarifying one.
This changes the pilot reading code to always use JSON files for storing
the pilot data. Old pilots are converted to the new format when FSO
starts and after that point only JSON pilots will be used.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).
This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
This fixes a bug whereby creating a pilot in the barracks screen (not the initial pilot selection screen) would effectively clone the variable vector from whatever pilot was selected beforehand.