Commit Graph

127 Commits

Author SHA1 Message Date
Loic Blot
9146c6a50f Don't recalculate statustext initial color everytime & review fixes 2018-01-05 20:59:30 +01:00
Loic Blot
f40f4143df GameUI refactor (part 7/7): Finish to include profiler things to GameUI
Other changes:
* Add GameUI clarification comment
* Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related
* Properly init GameUI::Flags
* Move toggleChat toggleHud & toggleProfiler to GameUI
* Add gameui.cpp to LINT whitelist
2018-01-05 20:59:30 +01:00
Loic Blot
02f82eca0b GameUI refactor (part 6/X): Move Game::guitext_profiler & showStatusTextSimple to GameUI class
Other enhancements:
* Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
2018-01-05 20:59:30 +01:00
Loic Blot
326b0faa5e GameUI refactor (part 5/X): Move Game::guitext_chat to GameUI class
Other enhancements:
* Move update_profiler_gui to Game class
* Move updateChat to Game class
2018-01-05 20:59:30 +01:00
Loic Blot
fe510d90c1 GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_statustext, GameRunData::statustext_time to GameUI class
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
2018-01-05 20:59:30 +01:00
Loic Blot
aab3b18e4b GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, Game::infotext to GameUI class
Other enhancements:
* Drop unused GameRunData::time_of_day
* Little GameUI::update code path optimizations
2018-01-05 20:59:30 +01:00
Loic Blot
3a772e7ed6 GameUI refactor (part 2/X): Move Game::guitext to GameUI + enhancements on StaticText
Other enhancements:
* C++ friendlyness for addStaticText() -> move to static StaticText::add()
2018-01-05 20:59:30 +01:00
Loic Blot
0ebaed430a GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUI
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them

Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
2018-01-05 20:59:30 +01:00
number Zero
05d93c7fa1 Load files from subfolders in texturepacks
Updated and rebased version of a PR by red-001
2017-11-17 19:23:08 +00:00
Vitaliy
20a85d76d9 Move files to subdirectories (#6599)
* Move files around
2017-11-08 23:56:20 +01:00
paramat
179476d833 LINT: Add files to whitelist, fix detected indent errors 2017-11-06 12:54:08 +00:00
Lars Hofhansl
6be6fb78a4 Do not scale texture unless necessary.
This avoids scaling textures to 'texture_min_size' unless it is actually
required (because either auto-scaling or bi/trilinear filtering is enabled)
2017-11-04 18:05:55 -07:00
Vitaliy
28841961ba Rewrite rendering engine (#6253)
* Clean draw_*() arguments

* Split rendering core

* Add anaglyph 3D

* Interlaced 3D

* Drop obsolete methods
2017-10-31 19:27:10 +01:00
miqlas
a95e0d1876 Initial Haiku support (#6568)
* Iitial Haiku support
2017-10-30 08:17:43 +01:00
Vitaliy
75320e7e88 Real global textures (#6105)
* Real global textures

* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
2017-10-15 09:34:14 +02:00
Loïc Blot
17016090e3 Travis: Update clang from 4.0 to 5.0 (#6467)
* Update clang from 4.0 to 5.0
2017-10-09 11:32:06 +02:00
Loïc Blot
bd6b90359c Remove DSTACK support (#6346)
Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
2017-08-30 08:09:41 +02:00
Loïc Blot
1d4a2a6ea7 Network proto handlers/container fixes (#6334)
* Fix HP transport + some double <-> float problems

TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network

* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams

* Fix connection unittests container
2017-08-29 20:37:54 +02:00
Loïc Blot
5f38fe33f8 Clientevent refactor (#6320)
* Refactor clientevent structure

* Move structure outside of client header

* Create client events on heap not stack, this remove the ClientEvent object copy

* Use clientEventHandler to route events
2017-08-28 20:02:23 +02:00
Loïc Blot
c7160cb629 Network cleanup (#6302)
* Cleanup network headers

* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder

* More work

* Network code cleanups

* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection

* Format fixes

* Remove socket.cpp socket.h from clang-format whitelist

* Also fix NetworkPacket code style & make it under clang-format
2017-08-24 08:28:54 +02:00
Loïc Blot
88b436e6a9 Code modernization: subfolders (#6283)
* Code modernization: subfolders

Modernize various code on subfolders client, network, script, threading, unittests, util

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
2017-08-19 22:23:47 +02:00
Loïc Blot
fd3afbced5 Optimize headers (part 2) (#6272)
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
2017-08-18 19:25:07 +02:00
Loïc Blot
921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loïc Blot
85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
Loïc Blot
9dd0f952e0 Modernize client code (#6250)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
2017-08-15 20:30:30 +02:00
Ben Deutsch
9ef9c72e5a Remove cloud_height setting
With the cloud API, the cloud_height setting has become obsolete
and replaceable by a mod. It, and supporting code, can be
removed.
2017-08-12 19:37:53 +01:00
Juozas
837328fbac Fix error not printed to console when no name is provided
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
2017-08-09 02:04:06 +01:00
Juozas Pocius
80ded73f68 Fix crash when using --go in command line 2017-08-03 14:03:15 +02:00
Wuzzy
640ba77276 Make direct item selection keys freely bindable 2017-07-30 18:24:45 +01:00
Loïc Blot
3e50850260 TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26 20:12:48 +02:00
Ben Deutsch
6bedb6de40 Fog effect when camera is inside cloud
Fixes issue #3576

* Clouds now take camera position as 3D, not 2D

* Cloud grid filling extracted to gridFilled method

* Clouds detect whether camera is inside cloud

* Camera in cloud changes fog by overriding sky colors
  with cloud color

* Sun, moon and stars can be temporarily disabled
  with setBodiesVisible

* Disabling fog also disables all "inside cloud" behaviors
2017-07-05 15:39:49 +02:00
Loïc Blot
94c294bfdc Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine

* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-07-02 20:29:58 +02:00
stujones11
6e5588c8e1 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-07-01 04:43:55 +01:00
Loïc Blot
b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Vincent Glize
af3badf7a9 C++11 cleanup on constructors dir client (#6012)
* C++11 cleanup on constructors dir client
2017-06-21 08:04:45 +02:00
Loïc Blot
8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
ShadowNinja
6c5e5e2023 Remove threads.h and replace its definitions with their C++11 equivalents (#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
2017-06-11 09:43:05 +02:00
QrchackOfficial
5cc8ad946e Remove superfluous pointer null checks 2017-06-10 21:04:47 -04:00
Paramat
0a5c3c2852 Autorun: Change to 'autoforward' (#5926)
Minetest does not have 'run'.
Automatic forwards is very often used while flying or swimming, so a general
word is more suitable.
2017-06-08 09:57:00 +02:00
Loïc Blot
d4c0f91275 Use C++11 mutexes only (remove compat code) (#5922)
* Fix event LINT & remove default constructor/destructors
* remove compat code & modernize autolock header
2017-06-06 16:29:28 +02:00
Loïc Blot
a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
Vincent Glize
dd0a058e1f Snake case for screen options in minetest.conf (#5792) 2017-06-03 22:02:07 +02:00
you
35267406aa Do not create dummy normalmaps (#4180)
fixes #1811
2017-05-19 08:08:12 +02:00
Loïc Blot
9b8ca3a746 Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)
* Move KeyList & InputHandler from game.h to client/inputhandler.h

We have a header for inputs, move inputhandler class & related keylist object to it

Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined

* Pass clang-format on inputhandler.{cpp,h} (compatible)
2017-05-13 11:05:16 +02:00
Wuzzy
07c17db114 Add configurable key bindings for hotbar scrolling, and for changing volume. 2017-05-06 21:21:59 +02:00
Auke Kok
1ecc8756bc Reorder TileLayer. (#5638)
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.

I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.

Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
2017-04-29 09:16:32 +02:00
ShadowNinja
b662a4577d Clean up getTime helpers
This increases size of the getTime return values to 64 bits.
It also removes the TimeGetter classes since the getTime functions
are now very precise.
2017-04-28 14:43:18 -04:00
Dániel Juhász
1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Loïc Blot
f98bbe193e Fix various copy instead of const ref reported by cppcheck (part 3) (#5616)
* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
2017-04-20 00:12:52 +02:00
Auke Kok
93c1d511e3 Reorder TileSpec. (#5591)
Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
2017-04-18 07:48:17 +02:00