* add wing display names
Adds display name capability for wings, matching the pattern and infrastructure of display names for ships. As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.
All the relevant display locations are handled, including the HUD, escort list, message box, and mission log. Lua API support is provided as well.
Adds full support for both FRED and QtFRED, including the always-save-display-names setting.
Addresses #7189 and the last request from #1730.
* add help text from #7234
* Wingmen and Squad Message QoL Updates
This PR adds a few assorted HUD updates/quality of life enhancements. FotG will be using these, though they relatively general and are likely useful to most other mods, too.
1) Adds a 'Ship Name Max Width:' to the Squad Message Gauge (following the same logic as the Escort Gauge). The Escort Gauge will truncate display names of ships if they are too long, that way all the text fits in the gauge without spilling over. It would also be very useful to do this with the Squad Message Gauge, as long display names can overflow out of the gauge's boundaries currently.
2) Adds `Wingname Align Mode:` to the Wingmen Gauge, which allows modders to set how the wingnames are aligned. Currently they are centered on the calculated x-position, though this PR also adds right and left justification options (which is useful especially if displaying the full wing names).
All options are tested and work as expected.
* appease clang
* whitespace
* more safety and error checking
* and extra error helpfulness
* use safer str copy
* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
* Add scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
* Add Per-Ship Class Wingmen Status Dot
This PR adds a ship info value `$Wingmen Gauge Dot Override:`, which allows modders to set wingmen status dots on a per-ship class basis. If no animation is specified then the default dot animation specified in the HUD table wingmen gauge is used.
Both EatThePath and Darius stated this feature would be useful, and it will also be useful for FotG.
Tested and works as expected, including on winged ships present at mission start and delayed winged ships.
* Add New Options to Wingmen Gauge
This PR adds two new options for modders to use in the HUD table for the wingmen gauge:
1) `Use Full Wing Names:` which draws the full wing name and does not alter the capitalization.
2) `Use Expanded Colors:` which use red, yellow, or green color to designate wingmen health (green 1.0 to > 2/3, yellow 2/3 to > 1/3, and red <= 1/3.
Also adds the bright red option to dead wingmen, which seems like it was missing before(?).
Tested and everything works as expected.
* correct string copy length
* fix out of scope case variable
If a wing has a hash symbol, it needs to match the squadron status gauge for the equivalent name without the hash. This could happen for in-mission jumps or cases where a wing leaves and comes back.
Also remove an obsolete function.
This refactors the tolower/toupper code to use standards-conformant logic, and also adds some helpful utility functions. Regular tolower/toupper must be supplied a value that can be represented as `unsigned char`, but the std:: functions are a bit more robust.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.