The .png get converted to .dds and they failed to load. Use a custom
CacheLoader since that's lightweight enough and avoids having to hack
into the texture manager.
Thanks Stan for testing
Differential Revision: https://code.wildfiregames.com/D4119
This was SVN commit r25738.
A GUI sprite can have e.g. "color:" and "stretched:", but 'sprite' was
moved from after the first call.
Refs #6206
Differential Revision: https://code.wildfiregames.com/D4094
This was SVN commit r25698.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
Because the page stack is a vector, if during PushPage, a new page is
pushed, the vector may re-allocate. This 'pulls the rug out' from
underneath the code stack that originally pushed, which then crashes.
To fix this, use a deque, since push/pop won't invalidate references.
Reported by: Imarok.
Based on a patch by: Imarok (tests are his)
Differential Revision: https://code.wildfiregames.com/D4037
This was SVN commit r25616.
This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
This removes usage of CmptPrivate outside of ScriptInterface.
ScriptRequest can now be used to safely recover the scriptInterface from
a JSContext instead of going through ScriptInterface, which allows more
code cleanup.
Follows 34b1920e7b
Differential Revision: https://code.wildfiregames.com/D3963
This was SVN commit r25442.
Follows 34b1920e7b.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
Follows 34b1920e7b.
This splits off the object-related functions, such as
[Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up
with faster code here & there, though perhaps slower compilation time
(somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
This was SVN commit r25430.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.
The functions were already static so this is rather straightforward.
Follows 34b1920e7b and 2bae30c454
Differential Revision: https://code.wildfiregames.com/D3953
This was SVN commit r25428.
Follows 34b1920e7b.
This separates StructuredClone & DeepCopy logic into its own header,
reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
This was SVN commit r25419.
sizeof(const char*) returns the pointer size and not the string size,
and 'texture:' happend to be 8 characters long, which is the same as a
64-bit pointer but not a 32-bit pointer.
Reported by: Stan
Differential Revision: https://code.wildfiregames.com/D3947
This was SVN commit r25415.
This allows GUI elements to use a texture as their "mouse event mask",
making it possible to have arbitrarily-shaped GUI elements with regards
to mouse interactions.
Used for the minimap idle worker button as a proof-of-concept.
Differential Revision: https://code.wildfiregames.com/D3814
This was SVN commit r25408.