It should have been this way all along, and it seems I thought they were
when I did rua_gui.c as it already freed its resource block, which would
have been a double free (oops). Fixes an invalid write when shutting
down progs in qwaq-cmd (relevant change not committed).
This will make it easy for client code to set up data needed by the
console before the console initializes. It already separates console
cvar setup and initialization, which has generally been a good thing.
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.
Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.
Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
The wording might seem a little odd, but cl_screen is really the full 2D
client HUD while the console is completely independent of the client and
shouldn't know that the client even exists. Ideally, the resize events
would be handled by the canvas system, to which end this is a small
step.
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.
The view flow tests are currently disabled until I adapt the flow code
to ECS.
There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
Due to the changes related to console views, the console was either
fully visible or not at all visible, so it took several seconds to
disappear whenever closed.
Taking the screen data from the event fixes the console size being out
due to screen_view updating after the app_window event fires. Really,
this makes it independent of the order.
Due to design issues in the console API that I don't feel like
addressing at this stage, the console view is not a child of the
client's screen view (not even sure it should be in the first place), so
it won't get resized automatically when the client's screen view
resizes. However, ie_app_window is sent when the screen size changes,
and the console has to process input events anyway, so it's quite
reasonable to handle the event.
This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.
The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.
Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
Things seem to be at least close to the right place now.
Input line handling has been made more object-oriented in that the
collection of objects required for a single input line (command, say,
say_team) are bundled into one object with just one set of handlers for
resize and draw. Much tidier.
This replaces old_console_t with con_buffer_t for managing scrollback,
and draw_charbuffer_t for actual character drawing, reducing the number
of calls into the renderer. There are numerous issues with placement and
sizing, but the basics are working nicely.
I really don't know why I tried to do ring-buffers without gaps, the
code complication is just not worth the tiny savings in memory. In fact,
just the switch from pointers to 32-bit offsets saves more memory than
not having gaps (on 64-bit systems, no change on 32-bit).
I've decided that appending to a full single-line buffer should simply
scroll through the existing text. Unsurprisingly, the existing code
doesn't handle the situation all that well. While I've already got a fix
for it, I think I've got a better idea that will handle full buffers
more gracefully.
This fixes the current line object getting corrupted by the tail line
update when the buffer is filled with a single line. There are probably
more tests to write and bugs to fix :)
I was looking through the code for Con_BufferAddText trying to figure
out what it was doing (answer: ring buffer for both text and lines) and
got suspicious about its handling of the line objects. I decided an
automated test was in order. It turns out I was right: filling the
buffer with a single long line causes the tail line to trample the
current line, setting its pointer and length to 0 when the final
character is put in the buffer.
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).
This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
I think I'd gotten distracted while making the changes to the server,
then simply copied the partial changes to the client. It didn't blow up
thanks to the backing store bing char * and the type sized for int, so
safe on any platform, but useless as it wasn't connected properly.
It's actually pretty neat being able to directly, but safely, control a
function pointer via a cvar :)
The misinterpretations were due to either the cvar not being accessed
directly by the engine, but via only the callback, or the cvars were
accesssed only by progs (in which case, they should be float). The
remainder are a potential enum (hud gravity) and a "too hard basket"
(rcon password: need to figure out how I want to handle secret strings).
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
It seems clang defaults to unsigned for enums. Interestingly, gcc was ok
with the checks being either way. I guess gcc treats enums that *can* be
unsigned as DWIM.
I think the widespread use of recalc_refdef (and force_fullscreen) was
the result of a rushed merge of the renderer and video code (I do seem
to remember sprinkling them around). This cleans the two out of the
client code.
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.
Closes#26
rua_obj was skipped because that looks to be a bit more work and should
be a separate commit.
This is to avoid the stack getting mangled when calling progs functions
with parameters.
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
This has been a long-held wishlist item, really, and I thought I might
as well take the opportunity to add the instructions. The double
versions of STATE require both the nextthink field and time global to be
double (but they're not resolved properly yet: marked with
"FIXME double time" comments).
Also, the frame number for double time state is integer rather than
float.
Forgetting to unhook the functions (Sys_Printf and the client console's
input event handler) was not a problem for static builds because the
functions were always present, but in builds with dynamic plugins, the
client console's code got ripped away and thus Sys_Printf and the event
hander were being sent into invalid memory. Too much work, not enough
play (with a fully installed client).
And create rua_game to coordinate other game builtins.
Menus are broken for key handling, but have been since the input rewrite
anyway. rua_input adds the ability to create buttons and axes (but not
destroy them). More work needs to be done to flesh things out, though.